The Witcher 3 Remastered Potions and Decoctions
Database
Potions (15)
Vampires and necrophages start Bleeding when near the witcher. In addition, the witcher's blood injures and knocks them back when they wound him.
When you are in danger, time slows for a short period. If 3 Adrenaline Points are available, during this period actions don't deplete Stamina.
Grants sight in total darkness and immunity to hypnosis. Increases critical hit chance. Extended duration.
Drowners will not attack the witcher.
Increases maximum Vitality. Extended duration. Heals Vitality by an amount equal to current Toxicity.
Extended duration. Poisons now heal instead of doing damage.
Increases breath supply while underwater by 50% and improves vision while diving.
Accelerates the generation of Adrenaline Points. Extended duration. Grants 1 Adrenaline Point upon consumption.
Increases Sign intensity. Extended duration. Signs always apply their special effects.
Increases Sign intensity and accelerates Stamina regeneration.
Accelerates Vitality regeneration. Taking damage does not interrupt regeneration.
Accelerates Stamina regeneration. Extended duration. Never expires at night.
Extended duration. Grants 100% critical hit chance during storms.
Clears Toxicity and cancels all active potion effects.
Restores Vitality immediately and fully. Grants immunity to damage for a short duration.
Decoctions (28)
Increases critical hit chance.
Reduces damage received based on armor and inventory weight: less weight carried and lighter armor means less damage is taken.
All alchemy creations can be used one additional time.
If any Stamina is available, strong attacks consume all of it and reduce the struck foe's Vitality by 5% after their normal damage is calculated.
Damage dealt is increased when Vitality is at its maximum.
Geralt's maximum Vitality is increased with each foe killed. This increase lasts until he meditates or fast travels.
Damage dealt to foes regenerates Vitality.
Provides complete resistance to the Stagger effect and reduces the Knock-down effect to Stagger.
Increases Sign Intensity during cloudy weather.
Each blow landed increases Attack Power until either the fight ends or damage (other than that from Toxicity) is taken.
Increases critical hit damage when attacking from behind.
Regenerates Vitality during and outside of combat.
Significantly limits the duration of Knockdown, Hypnosis, Stun and Blindness.
Attack Power grows over the course of a fight until reaching a maximum threshold.
Adrenaline Points are generated more quickly than normal until the first successful enemy attack.
Increases the amount of weight the witcher can carry without being overburdened.
Combining various attacks (strong strikes, fast strikes, Signs) grants a bonus that increases Attack Power for the next attack mounted or Sign Intensity for the next Sign cast.
Each foe slain accelerates Vitality regeneration for the duration of the battle.
Whenever a single hit drains more than a third of Vitality, a Quen shield is activated which protects against the next attack.
Increases the witcher's resistance to Vitality-depleting critical effects applied during combat. The resistance level rises the longer the critical effect is applied.
Performing actions that consume Stamina regenerates Vitality.
Each Sign cast increases Stamina regeneration for the remainder of the fight.
Applies a buff increasing the intensity of a randomly selected Sign at dusk and dawn. Lasts longer than other mutagen decoctions.
Significantly increases Stamina regeneration during a clear, moonlit night.
Mounts never panic. 50% increase to mounted combat damage.
A portion of the damage dealt by enemies is reflected back on the attacker.
Taking damage raises damage resistance (up to an upper limit) for the remainder of the fight.
Increases damage against specters, and decreases damage from specters. Attacking a specter prevents it from using its abilities and turning immaterial.