The Witcher 3 Remastered Skills
Database
Combat (20)
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
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%
Fast attacks increase the next strong attack's damage by 15%.
Adrenaline Point gain: +1%
Every bolt that reaches its target generates 0.3 Adrenaline point(s).
Adrenaline Point gain: +1%
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%
Reduces Adrenaline point loss by 33% when taking damage.
Adrenaline Point gain: +1%
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%
A Strong Attack has a 20% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.
Adrenaline Point gain: +1%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 10%.
Adrenaline Point gain: +1%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
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%
Increases crossbow damage by 10% of current silver sword damage.
Adrenaline Point gain: +1%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.
Adrenaline Point gain: +1%
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%
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%
Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 1 time(s).
Adrenaline Point gain: +1%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 10%.
Adrenaline Point gain: +1%
After a critical hit from a weapon or Sign, the next crossbow shot disables monster special abilities for 4 seconds.
Adrenaline Point gain: +1%
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%
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)
Increases Aard range by 1 yard(s).
Stamina regeneration in combat: +0.5/s
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
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
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +0.5/s
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
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
Emits a continuous stream of fire that damages enemies.
Stamina regeneration in combat: +0.5/s
Releases a magic discharge that damages and slows enemies within a 14-yard radius.
Stamina regeneration in combat: +0.5/s
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
A targeted enemy briefly becomes an ally that deals 20% more damage.
Stamina regeneration in combat: +0.5/s
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
Increases damage dealt by Aard by 1% of current Vitality.
Stamina regeneration in combat: +0.5/s
Axii can influence two targets simultaneously, but the effect is 50% weaker.
Stamina regeneration in combat: +0.5/s
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Stamina regeneration in combat: +0.5/s
Increases the duration of Yrden, Quen and Axii by 20%.
Stamina regeneration in combat: +0.5/s
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
Adrenaline increases Sign intensity by 10% per Adrenaline point.
Stamina regeneration in combat: +0.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 20%.
Stamina regeneration in combat: +0.5/s
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
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)
Each potion dose heals 10% Vitality.
Potion duration time and bomb damage: +2%
Increases the maximum number of bombs in each slot by 1.
Potion duration time and bomb damage: +2%
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%
Extends the duration of all mutagen decoctions by 33%.
Potion duration time and bomb damage: +2%
Increases maximum Vitality by 10% if Toxicity exceeds the safety threshold.
Potion duration time and bomb damage: +2%
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%
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%
Oil applied to blades has a 5% chance of poisoning the target.
Potion duration time and bomb damage: +2%
Adds 5% protection against attacks from the monster type targeted by the oil.
Potion duration time and bomb damage: +2%
Every learned alchemical recipe increases maximum Toxicity by 1.
Potion duration time and bomb damage: +2%
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%
Decoctions increase maximum Vitality by 300 for the decoction's effective duration.
Potion duration time and bomb damage: +2%
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%
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%
Bomb damage increases by 0.1% per point of Toxicity.
Potion duration time and bomb damage: +2%
Poisoned targets deal 5% less damage.
Potion duration time and bomb damage: +2%
Toxicity drops 1 points per second faster.
Potion duration time and bomb damage: +2%
Bombs explode into 2 fragments, dealing 40% of the original bomb's damage for each fragment.
Potion duration time and bomb damage: +2%
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%
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)
Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.
Vitality gain: +1%
Increases critical hit chance by 3% per Adrenaline point available.
Vitality gain: +1%
Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.
Vitality gain: +1%
Increases Adrenaline generation by 2% and allows Signs to generate Adrenaline.
Vitality gain: +1%
Each successful defensive action generates Adrenaline points. Scales with every skill level.
Vitality gain: +1%
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%
Increases maximum inventory weight by 20.
Vitality gain: +1%
Each piece of Heavy Armor increases maximum Vitality by 2% and Strong Attack damage by 2%.
Vitality gain: +1%
Increases maximum Vitality by 8%.
Vitality gain: +1%
Consuming food regenerates Vitality for 5 minutes.
Vitality gain: +1%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 2 Adrenaline point(s) per cast.
Vitality gain: +1%
Increases non-physical damage (fire, frost, force, magic, poison) by 3%.
Vitality gain: +1%
Each piece of Medium Armor increases Sign intensity by 2% and Stamina regeneration by 0.2/s.
Vitality gain: +1%
Increases bonuses for mutagens placed in mutagen slots by 10%.
Vitality gain: +1%
Hitting enemies with a bomb increases your melee damage by 10% for 10 seconds.
Vitality gain: +1%
Increases maximum Toxicity by 10.
Vitality gain: +1%
When thrown, bombs have a 10% chance of not being consumed. Grants immunity to damage dealt by the thrown bomb.
Vitality gain: +1%
Each piece of Medium Armor increases sword damage by 2% and bomb damage by 2%.
Vitality gain: +1%
Consumes Adrenaline and reduces the Toxicity cost of potions by 10% per Adrenaline point. Does not affect mutagen decoctions.
Vitality gain: +1%
Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.
Vitality gain: +1%