Witcher Potion Slots

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Are you looking to build the ultimate Witcher Alchemist archetype? Here in this guide, you'll learn everything behind The Witcher 3: Wild Hunt Alchemy Skill Tree.

Be sure to check here for more guides to help achieve success throughout your journey.

Here in this guide you'll find the all the skills associated with:

Brewing – Enables the brewing & drinking of Witcher potions

Heightened Tolerance I: Increases potion overdose threshold by 1%

Heightened Tolerance II: Increases potion overdose threshold by 2%

Heightened Tolerance III: Increases potion overdose threshold by 3%

Heightened Tolerance IV: Increases potion overdose threshold by 4%

Heightened Tolerance V: Increases potion overdose threshold by 5%

Refreshment I: Each potion dose ingested heals 5% of max Vitality

Refreshment II: Each potion dose ingested heals 10% of max Vitality

Refreshment III: Each potion dose ingested heals 15% of max Vitality

Refreshment IV: Each potion dose ingested heals 20% of max Vitality

Refreshment V: Each potion dose ingested heals 25% of max Vitality

Delayed Recovery I: Potion effects don't wear off until potion toxicity falls to 90% of the max level

Delayed Recovery II: Potion effects don't wear off until potion toxicity falls to 80% of the max level

Delayed Recovery III: Potion effects don't wear off until potion toxicity falls to 70% of the max level

Side Effects I: Ingesting a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects II: Ingesting a potion gives a 40% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects III: Ingesting a potion gives a 60% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects IV: Ingesting a potion gives an 80% chance of activating the effects of another randomly-selected potion, without the additional toxicity cost.

Side Effects V: Ingesting a potion gives a 100% chance of activating the effects of another randomly-selected potion, without the additional toxicity cost.

Oil Preparation – Enables the creation of oils that can be applies to swords

Oil Preparation – Enables the creation of oils that can be applies to swords

Poisoned Blades I: Oil applied to blades gives a 3% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades II: Oil applied to blades gives a 6% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades III: Oil applied to blades gives a 9% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades IV: Oil applied to blades gives a 12% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades V: Oil applied to blades gives a 15% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type. Potion duration time: +25%

Protective Coating I: Adds 5% protection against attacks from the monster type the oil targets.

Protective Coating II: Adds 10% protection against attacks from the monster type the oil targets.

Protective Coating III: Adds 15% protection against attacks from the monster type the oil targets.

Protective Coating IV: Adds 20% protection against attacks from the monster type the oil targets.

Protective Coating V: Adds 25% protection against attacks from the monster type the oil targets.

Fixative I: Blade oils now have 33% more charges.

Fixative II: Blade oils now have 67% more charges.

Fixative III: Blade oils do not wear off.

Hunter Instinct I: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 20%

Hunter Instinct II: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 40%

Hunter Instinct III: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 60%

Hunter Instinct IV: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 80%

Hunter Instinct V: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 100%

Bomb Creation – Enables the creation of handheld bombs that can be thrown at enemies & destroy monster nests

Steady Aim I: Time is slowed by 15% while aiming bombs

Steady Aim II: Time is slowed by 30% while aiming bombs

Steady Aim III: Time is slowed by 45% while aiming bombs

Pyrotechnics I: Bombs that usually don't inflict damage now deal 30 damage in addition to their normal effects

Pyrotechnics II: Bombs that usually don't inflict damage now deal 60 damage in addition to their normal effects

Pyrotechnics III: Bombs that usually don't inflict damage now deal 90 damage in addition to their normal effects

Pyrotechnics IV: Bombs that usually don't inflict damage now deal 120 damage in addition to their normal effects

Pyrotechnics V: Bombs that usually don't inflict damage now deal 150 damage in addition to their normal effects

Efficiency I: Increases max number of bombs in each slot by 1

Efficiency II: Increases max number of bombs in each slot by 2

Efficiency III: Increases max number of bombs in each slot by 3

Efficiency IV: Increases max number of bombs in each slot by 4

Efficiency V: Increases max number of bombs in each slot by 5

Cluster Bombs I: Upon detonation, bombs separate into explosive fragments. Number of fragments: 2

Cluster Bombs II: Upon detonation, bombs separate into explosive fragments. Number of fragments: 3

Cluster Bombs III: Upon detonation, bombs separate into explosive fragments. Number of fragments: 4

Cluster Bombs IV: Upon detonation, bombs separate into explosive fragments. Number of fragments: 5

Cluster Bombs V: Upon detonation, bombs separate into explosive fragments. Number of fragments: 6

Mutation – Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

Witcher potion quick slots

The additional skill slots and mutagen slots are placed on the new GUI tabs!!! Mod should automatically update skill slots and unequip all equipped skills, mutagens and items one time only during the first start. Witcher Potions (Su) You've been trained in alchemy and know how to brew a unique set of potions. At 3rd level, you learn how to craft 2 witcher potions. At 7th, 11th, and 15th levels, you learn a new witcher potion as indicated on the witcher class table.

Mutation – Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

Acquired Tolerance I: Every known level 1 formula increases max toxicity by 1

Acquired Tolerance II: Every known level 1 or 2 formula increases max toxicity by 1

Acquired Tolerance III: Every known level 1, 2, or 3 formula increases max toxicity by 1

Tissue Transmutation I: When consumed, mutagen decoction increases max Vitality by 200 for decoction's effective duration.

Tissue Transmutation II: When consumed, mutagen decoction increases max Vitality by 400 for decoction's effective duration.

Tissue Transmutation III: When consumed, mutagen decoction increases max Vitality by 600 for decoction's effective duration.

Tissue Transmutation IV: When consumed, mutagen decoction increases max Vitality by 800 for decoction's effective duration.

Tissue Transmutation V: When consumed, mutagen decoction increases max Vitality by 1000 for decoction's effective duration.

Synergy I: Increases bonus for mutagen placed in mutagen slot by 10%

Synergy II: Increases bonus for mutagen placed in mutagen slot by 20%

Synergy III: Increases bonus for mutagen placed in mutagen slot by 30%

Synergy IV: Increases bonus for mutagen placed in mutagen slot by 40%

Synergy V: Increases bonus for mutagen placed in mutagen slot by 50%

Adaptation I: Extends effective duration of all mutagen decoctions by 10%

Adaptation II: Extends effective duration of all mutagen decoctions by 20%

Adaptation III: Extends effective duration of all mutagen decoctions by 30%

Adaptation IV: Extends effective duration of all mutagen decoctions by 40%

Adaptation V: Extends effective duration of all mutagen decoctions by 50%

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Frenzy I: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.

Frenzy II: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 1 for this ability.

Frenzy III: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 2 for this ability.

Endure Pain I: Increases max Vitality by 10% when toxicity exceeds the safe threshold.

Endure Pain II: Increases max Vitality by 20% when toxicity exceeds the safe threshold.

Endure Pain III: Increases max Vitality by 30% when toxicity exceeds the safe threshold.

Endure Pain IV: Increases max Vitality by 40% when toxicity exceeds the safe threshold.

Endure Pain V: Increases max Vitality by 50% when toxicity exceeds the safe threshold.

Fast Metabolism I: Toxicity drops 1 point per second faster.

Fast Metabolism II: Toxicity drops 2 points per second faster.

Fast Metabolism III: Toxicity drops 3 points per second faster.

Fast Metabolism IV: Toxicity drops 4 points per second faster.

Fast Metabolism V: Toxicity drops 5 points per second faster.

Killing Spree I: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%

Killing Spree II: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%

Killing Spree III: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%

Killing Spree IV: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%

Killing Spree V: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%

Useful Alchemy Abilities

Witcher potion quick slots

The additional skill slots and mutagen slots are placed on the new GUI tabs!!! Mod should automatically update skill slots and unequip all equipped skills, mutagens and items one time only during the first start. Witcher Potions (Su) You've been trained in alchemy and know how to brew a unique set of potions. At 3rd level, you learn how to craft 2 witcher potions. At 7th, 11th, and 15th levels, you learn a new witcher potion as indicated on the witcher class table.

Mutation – Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

Acquired Tolerance I: Every known level 1 formula increases max toxicity by 1

Acquired Tolerance II: Every known level 1 or 2 formula increases max toxicity by 1

Acquired Tolerance III: Every known level 1, 2, or 3 formula increases max toxicity by 1

Tissue Transmutation I: When consumed, mutagen decoction increases max Vitality by 200 for decoction's effective duration.

Tissue Transmutation II: When consumed, mutagen decoction increases max Vitality by 400 for decoction's effective duration.

Tissue Transmutation III: When consumed, mutagen decoction increases max Vitality by 600 for decoction's effective duration.

Tissue Transmutation IV: When consumed, mutagen decoction increases max Vitality by 800 for decoction's effective duration.

Tissue Transmutation V: When consumed, mutagen decoction increases max Vitality by 1000 for decoction's effective duration.

Synergy I: Increases bonus for mutagen placed in mutagen slot by 10%

Synergy II: Increases bonus for mutagen placed in mutagen slot by 20%

Synergy III: Increases bonus for mutagen placed in mutagen slot by 30%

Synergy IV: Increases bonus for mutagen placed in mutagen slot by 40%

Synergy V: Increases bonus for mutagen placed in mutagen slot by 50%

Adaptation I: Extends effective duration of all mutagen decoctions by 10%

Adaptation II: Extends effective duration of all mutagen decoctions by 20%

Adaptation III: Extends effective duration of all mutagen decoctions by 30%

Adaptation IV: Extends effective duration of all mutagen decoctions by 40%

Adaptation V: Extends effective duration of all mutagen decoctions by 50%

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Frenzy I: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.

Frenzy II: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 1 for this ability.

Frenzy III: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 2 for this ability.

Endure Pain I: Increases max Vitality by 10% when toxicity exceeds the safe threshold.

Endure Pain II: Increases max Vitality by 20% when toxicity exceeds the safe threshold.

Endure Pain III: Increases max Vitality by 30% when toxicity exceeds the safe threshold.

Endure Pain IV: Increases max Vitality by 40% when toxicity exceeds the safe threshold.

Endure Pain V: Increases max Vitality by 50% when toxicity exceeds the safe threshold.

Fast Metabolism I: Toxicity drops 1 point per second faster.

Fast Metabolism II: Toxicity drops 2 points per second faster.

Fast Metabolism III: Toxicity drops 3 points per second faster.

Fast Metabolism IV: Toxicity drops 4 points per second faster.

Fast Metabolism V: Toxicity drops 5 points per second faster.

Killing Spree I: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%

Killing Spree II: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%

Killing Spree III: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%

Killing Spree IV: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%

Killing Spree V: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%

Useful Alchemy Abilities

For those players looking to invest in alchemy, here's some recommended skills to concentrate on.

Alchemy Abilities

Delayed Recovery: For those looking to use heavy alchemy and get the maximum use out of your potions, this is definitely going to be useful. You can really maximize the benefits in battles here with careful use.

Poisoned Blades: With the right oils on your swords, this will prove more than beneficial against Bestiary targets.

Steady Aim: If you haven't noticed by now (or may about to), aiming bombs aren't the easiest things to do in the world. This skill will allow you more time for the perfect throw and gain more effect with each use.

Synergy: Give your mutagens a huge boost in effectiveness, this can prove most beneficial in combat situations.

Frenzy: Ability to read and have time to react to a counterattack in any combat situation. Hello! Useful or what?

Alchemy Archetype Build

The ultimate character build in this skill tree is the Bombadier.

Skills:

  • Steady Aim V
  • Acquired Tolerance III
  • Heightened Tolerance IV
  • Tissue Transmutation V
  • Synergy V
  • Efficiency V
  • Pyrotechnics V
  • Cluster Bombs V

Best Potions:

  • White Raffard's Decoction (survival potion)
  • Swallow

Bombs:

  • Grapeshot
  • Dragon's Dream
  • Dancing Star
  • Devil's Puffball

Decoctions:

  • Cockatrice decoctions - allows all alchemy creations one additional time use

As you can see Ability Points will need to max out Cluster Bombs, Tissue Transmutation for those Cockatrice decoctions, Synergy for the Mutagen Slots, and Heightened Tolerance to manage your toxicity levels. Steady Aim and Pyrotechnics will help with your bomb skill efficiency and maximize the amount of bombs you can have--makes sense for a Bombadier.

Applying points in the Combat and Sign skill trees will also prove most beneficial. Signs worth noting for this archetype are Yrden and Quen, though it's up to you and your personal play style. Ingredient hunting and shopping is going to be a major focus so keep that in mind.

Hope this helps. Don't forget to check through The Witcher 3: Wild Hunt Master Guide List for more helpful guides, tips, and tricks to assist you throughout your journey.

Beginner's tips on how to spend your first ability points in the game.

Ability Points are used to boost Geralt's arsenal and skills in The Witcher 3. Knowing which perks to unlock in the early hours of the game can be the difference between feeling like a world-beater and finding yourself constantly dying at the hands of low-level wolves and Drowners. Below is a list of quick tips on how to spend your hard earn points early on in the game.

Don't bother with alchemy

Improving your alchemy doesn't really serve much benefit early on in the game. Considering much of your early focus will be on combat and wanting to improve basic sword and sign skills, trying to upgrade toxicity and bomb-aiming perks doesn't really help. Stick with improving other areas of Geralt's skill set first, then worry about his brewing abilities later.

Try to colour code with Mutagens

Mutagens, when combined with abilities of the same colour, can provide an extra boost to your perks. The first boss in the game, the Griffin, gives you a green Mutagen, which grants +50 health. Alchemy is the matching perk which would be boosted by this Mutagen, but as stated above, alchemy isn't a priority earlier on in the game, so spend your points elsewhere and just take the minor health bump.

Trying to match your perk layouts with matching Mutagens will help further your setup.

Improving the Axii Sign helps outside of combat, too

Upgrading the Delusion perk under the Axii branch will allow you to sway people's minds during conversations. Some NPCs will require at least level one in this perk in order to have Axii cast on them, should you choose to go full Jedi mind trick on them, so this may make your travels easier, too.

Don't spread yourself too thin

Each ability can have around five or so points sunk into it before it is fully mastered. Try not to spread yourself too thin by putting each new ability point earned into a different perk as you won't really feel a big benefit until you add at least the third point into one skill.

Remember, you can only equip three abilities first

To back up the point above, it's worth remembering that you can only equip three abilities at the start of the game. The next three ability slots are unlocked at levels six, eight and 10 respectively, so again: pick a few perks you want to focus on before branching out once you reach higher levels.

Witcher Potion Slots Mod

Abilities in the General tab are worth investing in early

Witcher Potion Slots Game

Sun and Stars (recover health during the day, stamina at night), Survival Instinct (immediate +500 to health) are two great perks to try and get a hold of early, especially if you're having trouble getting to grips with combat. However, if you prefer to have a quick meditation session after fights, then you can hold off on Sun and Stars until a little later on your journey.

The Cat, Bear and Griffin School Techniques perks aren't beneficial while you're constantly changing your armour set. Each perk boosts your light, medium and heavy armour respectively, but because you'll be wearing a combination of all three, these perks don't justify taking up a slot.

You can respec your abilities, eventually

Witcher Potion Slots Cheats

There is a potion sold by few merchants and NPCs in the game that allows you to reset your allocated Skill Points. The Potion of Clearance is a green bottle in a merchant's list of items. It's worth buying this every time you see it available and keeping hold of it until you have a bunch of ability points and are settled on a play style before re-allocating them. The potion is sold by Keira Metz, and is also available from a merchant in Novigrad. There may be more available in the game, too, but we haven't stumbled across these yet.





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