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The Witcher 3 Remastered Skills
Database

Combat (20)

Muscle Memory

After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.

Adrenaline Point gain: +1%

Arrow Deflection

You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.

Adrenaline Point gain: +1%

Strength Training

Fast attacks increase the next strong attack's damage by 15%.

Adrenaline Point gain: +1%

Cold Blood

Every bolt that reaches its target generates 0.3 Adrenaline point(s).

Adrenaline Point gain: +1%

Three Strikes

The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.

Adrenaline Point gain: +1%

Resolve

Reduces Adrenaline point loss by 33% when taking damage.

Adrenaline Point gain: +1%

Undying

When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.

Adrenaline Point gain: +1%

Crushing Blow

A Strong Attack has a 20% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.

Adrenaline Point gain: +1%

Razor Focus

Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 10%.

Adrenaline Point gain: +1%

Fleet-Footed

Reduces damage received while dodging by 33%.

Adrenaline Point gain: +1%

Lightning Reflexes

Time slows by an additional 30% while aiming with the crossbow. Increases headshot damage by 250%. Grants a 5% chance to instantly kill the target.

Adrenaline Point gain: +1%

Anatomical Knowledge

Increases crossbow damage by 10% of current silver sword damage.

Adrenaline Point gain: +1%

Whirl

A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.

Adrenaline Point gain: +1%

Rend

Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.

Adrenaline Point gain: +1%

Counterattack

After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.

Adrenaline Point gain: +1%

Sunder Armor

Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 1 time(s).

Adrenaline Point gain: +1%

Crippling Strike

Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 10%.

Adrenaline Point gain: +1%

Maiming Shot

After a critical hit from a weapon or Sign, the next crossbow shot disables monster special abilities for 4 seconds.

Adrenaline Point gain: +1%

Deadly Precision

All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.1 Adrenaline instead.

Adrenaline Point gain: +1%

Flood of Anger

When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 50%.

Adrenaline Point gain: +1%

Signs (20)

Far-Reaching Aard

Increases Aard range by 1 yard(s).

Stamina regeneration in combat: +0.5/s

Melt Armor

Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 10%.

Stamina regeneration in combat: +0.5/s

Sustained Glyphs

Increases Sign duration by 5 seconds and area of effect by 10%. Increases the number of alternate mode charges by 2 and number of standard mode traps by 1.

Stamina regeneration in combat: +0.5/s

Exploding Shield

Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.

Stamina regeneration in combat: +0.5/s

Delusion

Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.

Stamina regeneration in combat: +0.5/s

Aard Sweep

Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.

Stamina regeneration in combat: +0.5/s

Firestream

Emits a continuous stream of fire that damages enemies.

Stamina regeneration in combat: +0.5/s

Magic Trap

Releases a magic discharge that damages and slows enemies within a 14-yard radius.

Stamina regeneration in combat: +0.5/s

Active Shield

Creates an active shield. Maintaining and blocking with it drains Stamina by 100%. Damage absorbed by the shield restores Vitality.

Stamina regeneration in combat: +0.5/s

Puppetmaster

A targeted enemy briefly becomes an ally that deals 20% more damage.

Stamina regeneration in combat: +0.5/s

Supercharged Glyphs

Enemies under the influence of Yrden lose 10 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.

Stamina regeneration in combat: +0.5/s

Shockwave

Increases damage dealt by Aard by 1% of current Vitality.

Stamina regeneration in combat: +0.5/s

Domination

Axii can influence two targets simultaneously, but the effect is 50% weaker.

Stamina regeneration in combat: +0.5/s

Catalyst

Increases Aard and Igni intensity by 30% against enemies inside Yrden.

Stamina regeneration in combat: +0.5/s

Fortify Signs

Increases the duration of Yrden, Quen and Axii by 20%.

Stamina regeneration in combat: +0.5/s

Chain Reaction

Casting a Sign increases the intensity of the next different Sign by 5%. Stacks up to 5 times.

Stamina regeneration in combat: +0.5/s

Focus

Adrenaline increases Sign intensity by 10% per Adrenaline point.

Stamina regeneration in combat: +0.5/s

Sidestep

After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 20%.

Stamina regeneration in combat: +0.5/s

Aftershock

Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.

Stamina regeneration in combat: +0.5/s

Resonance

After casting a Sign, the next three melee attacks deal additional damage equal to 10% Sign intensity.

Stamina regeneration in combat: +0.5/s

Alchemy (20)

Refreshment

Each potion dose heals 10% Vitality.

Potion duration time and bomb damage: +2%

Efficiency

Increases the maximum number of bombs in each slot by 1.

Potion duration time and bomb damage: +2%

Frenzy

If potion Toxicity is greater than 1, time automatically slows by 5% when the enemy is about to perform a counterattack.

Potion duration time and bomb damage: +2%

Adaptability

Extends the duration of all mutagen decoctions by 33%.

Potion duration time and bomb damage: +2%

Endure Pain

Increases maximum Vitality by 10% if Toxicity exceeds the safety threshold.

Potion duration time and bomb damage: +2%

Pyrotechnics

All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.

Potion duration time and bomb damage: +2%

Hunter Instinct

When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.

Potion duration time and bomb damage: +2%

Poisoned Blades

Oil applied to blades has a 5% chance of poisoning the target.

Potion duration time and bomb damage: +2%

Protective Coating

Adds 5% protection against attacks from the monster type targeted by the oil.

Potion duration time and bomb damage: +2%

Acquired Tolerance

Every learned alchemical recipe increases maximum Toxicity by 1.

Potion duration time and bomb damage: +2%

Toxic Shock

Hitting a poisoned enemy with a Strong Attack consumes the poison, causing an extra burst of poison damage equal to 25% of the attack damage. Can be used once every 5 seconds.

Potion duration time and bomb damage: +2%

Tissue Transmutation

Decoctions increase maximum Vitality by 300 for the decoction's effective duration.

Potion duration time and bomb damage: +2%

Delayed Recovery

When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.

Potion duration time and bomb damage: +2%

High Tolerance

While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 33% of current Toxicity.

Potion duration time and bomb damage: +2%

Volatile Compound

Bomb damage increases by 0.1% per point of Toxicity.

Potion duration time and bomb damage: +2%

Debilitating Poison

Poisoned targets deal 5% less damage.

Potion duration time and bomb damage: +2%

Fast Metabolism

Toxicity drops 1 points per second faster.

Potion duration time and bomb damage: +2%

Cluster Bombs

Bombs explode into 2 fragments, dealing 40% of the original bomb's damage for each fragment.

Potion duration time and bomb damage: +2%

Side Effects

Drinking a potion has a 33% chance of activating the effects of another random potion without increasing Toxicity. You can only have one bonus effect at a time.

Potion duration time and bomb damage: +2%

Potent Sting

Poisoned weapons deal an additional 5% damage, or an additional 10% damage to targets immune to poison.

Potion duration time and bomb damage: +2%

General (20)

Cat School Techniques

Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.

Vitality gain: +1%

Battle Frenzy

Increases critical hit chance by 3% per Adrenaline point available.

Vitality gain: +1%

Wolf School Techniques

Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.

Vitality gain: +1%

Adrenaline Burst

Increases Adrenaline generation by 2% and allows Signs to generate Adrenaline.

Vitality gain: +1%

Attack is the Best Defense

Each successful defensive action generates Adrenaline points. Scales with every skill level.

Vitality gain: +1%

Sun and Stars

During the day, Vitality regenerates by an additional 10 points per second when Geralt is not in combat. During the night, Stamina regenerates by an additional 1 points per second during combat.

Vitality gain: +1%

Strong Back

Increases maximum inventory weight by 20.

Vitality gain: +1%

Bear School Techniques

Each piece of Heavy Armor increases maximum Vitality by 2% and Strong Attack damage by 2%.

Vitality gain: +1%

Survival Instinct

Increases maximum Vitality by 8%.

Vitality gain: +1%

Gourmand

Consuming food regenerates Vitality for 5 minutes.

Vitality gain: +1%

Anger Management

Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 2 Adrenaline point(s) per cast.

Vitality gain: +1%

Elemental Attunement

Increases non-physical damage (fire, frost, force, magic, poison) by 3%.

Vitality gain: +1%

Griffin School Techniques

Each piece of Medium Armor increases Sign intensity by 2% and Stamina regeneration by 0.2/s.

Vitality gain: +1%

Synergy

Increases bonuses for mutagens placed in mutagen slots by 10%.

Vitality gain: +1%

Element of Surprise

Hitting enemies with a bomb increases your melee damage by 10% for 10 seconds.

Vitality gain: +1%

Metabolic Control

Increases maximum Toxicity by 10.

Vitality gain: +1%

Advanced Pyrotechnics

When thrown, bombs have a 10% chance of not being consumed. Grants immunity to damage dealt by the thrown bomb.

Vitality gain: +1%

Manticore School Techniques

Each piece of Medium Armor increases sword damage by 2% and bomb damage by 2%.

Vitality gain: +1%

Metabolic Boost

Consumes Adrenaline and reduces the Toxicity cost of potions by 10% per Adrenaline point. Does not affect mutagen decoctions.

Vitality gain: +1%

Viper School Techniques

Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.

Vitality gain: +1%