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Character Development Guide by Harleyquin2008 Version: 1.2 !pdated: 12"2#"12 $rintable Version %itcher 2: &ssassins o' (in)s Character development *&+ Version 1.2 &uthor: Harleyquin ,able o' Contents 1. -ntroduction 2. Character development basics . Character playstyles /. &bility overvie . &bility investment order . &c3no led)ement and Credits 4. Contact in'ormation 8. ,alent point resettin) and muta)ens #. Version history 10. 5e)al 6otice 1. -ntroduction %elcome to my character development )uide 'or the %itcher 2: &ssassins o' (in)s. ,he purpose o' this *&+ is to )ive ne comers to the )ame an outline on ho to develop Geralt o' 7ivia as e ciently as possible to provide a smoother )ameplay e9perience re)ardless o' di culty level. -' you ve read

Character Development Guide Witcher 2

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Character Development Guide by Harleyquin2008Version: 1.2 | Updated: 12/29/12 | Printable VersionWitcher 2: Assassins of KingsCharacter development FAQVersion 1.2Author: HarleyquinTable of Contents

1. Introduction2. Character development basics3. Character playstyles4. Ability overview5. Ability investment order6. Acknowledgement and Credits7. Contact information8. Talent point resetting and mutagens9. Version history10. Legal Notice

1. IntroductionWelcome to my character development guide for the Witcher 2: Assassins ofKings. The purpose of this FAQ is to give newcomers to the game an outlineon how to develop Geralt of Rivia as efficiently as possible to provide asmoother gameplay experience regardless of difficulty level. If you've readmy previous guide on the Talent Tree for the 1st game, this guide will usemore or less the same format. This guide is written according to the latestpatch 2.1 for the Witcher 2 as a lot of the abilities have been changedcompared to the initial retail version released in May 2011. Like my previousguide I will endeavour not to give too many spoilers during abilitydescriptions, enemies and game features which are common knowledge will bementioned freely regardless.

The game isn't that hard to beat if the Easy difficulty is selected, howeverplayers who like a bit more of a challenge on their 1st playthrough mayfind the going tough without proper character planning beforehand. TheWitcher series isn't like the Elder Scrolls series where one misstep duringcharacter advancement can doom a character build, but it is easy to makemistakes and give players unnecessary grief in making the game harder thanit has to be. Readers still interested can continue, I make no guaranteesthat the following information below will work for everyone, but I trustit will help as a useful reference for those new to the game.

2. Character development basicsBefore starting on the guide proper, here's a few simple but importantpoints to remember for thinking about a character concept:

2a) There are 51 different abilities that Geralt can invest talent points in,each ability has two levels for investment. Hence players have 102 differentchoices for talent point investment.

2b) Geralt earns a talent point upon each level up, the maximum level he canattain in this game is level 35. This means the maximum number of talentpoints any player can earn in one playthrough is 34 (Nothing available atlevel 1). If players are patient enough to develop Geralt to level 35, that'sexactly 1 out of every 3 abilities Geralt can choose from the available list.

2c) Provided prerequisite abilities have a single point invested beforehand,there are no restrictions on where talent points can be invested.

2d) All 4 development trees use an either/or relationship to determine whetheror not a more advanced ability can be invested in upon level-up. This willhelp players who prefer to pass on unnecessary abilities to focus on theirkey targets.

2e) All players MUST invest at least 6 talent points into the Training treebefore the other trees are unlocked. Players therefore need to choose 6out of 12 options in the Training tree before investing the remaining 28talent points in their chosen tree(s).

3. Character playstylesNow that the above points have been dealt with, players will want to plana character concept for Geralt. Compared to the 1st game, there are a lotmore permutations available for players who like to enjoy the role-playingaspect of character building. A quick overview of the 4 trees, their abilitiesand the manual's description gives the following builds:

3a) Mastery of one tree (Swordsmanship/Magic/Alchemy) with little or noinvestment in the other two trees.A straightforward approach to playing the game, choose one tree and invest15-20 talent points as required. The remaining points can be invested inuseful abilities in the non-important trees allowing the player to reachthe advanced adrenaline-based skill as soon as possible.

Putting all available eggs in one basket is not the wisest choice, especiallyon harder difficulty levels where a more balanced approach may be better.Blade experts will have a slightly easier time of it than their magic andalchemy counterparts for various reasons.

3b) Expertise in two trees with talents invested sparingly in the 3rd.This approach is more adaptable than the one-trick pony described above, some battles are much easier with more tools at the player's disposal.

It'll take longer to reach the adrenaline skill for either selected tree thanthe master above. Versatility comes at the price of killing power and speedsay in comparison to a player who's completely dedicated to the sword.

3c) Jack of all trades, relies on equipment, skill and mutagens to roundout weaknesses.This is a doable build for players completely new to the series and who'dlike a better idea of how the various abilities work. It'll still sailthrough easy difficulty and help earn Steam achievements for players whoare so inclined. This approach can earn the adrenaline skills for all 3 treesand use them simultaenously in combat under the right circumstances.

This approach is tough to survive with on Hard difficulty and above, theJack of all Trades is always the Master of None so killing speed andsurvivability will rely more on player preparation and reflexes thanon the abilities themselves. This approach only sees its true potentialat levels 33-35 which may require a lot of grinding and patience.

4. Ability overviewThe abilities will be divided into their respective trees, I'll use smallletters to denote different ability trees and roman numerals to denote theabilities themselves. I grade each ability on a scale from 0 to 5, 0recommends players skip the ability entirely while 5 recommends playersget the ability either sooner or later. Of course my ratings aresubjective and based on personal experience so mileage will vary dependingon player skill and paths chosen. Note that the in-game description ofabilities does not necessarily match what is seen in practice, I haveused the Wikia ability descriptions for the abilities below and there willbe some discrepancy with what is written in the Talent Tree.

4a) Training treeNo matter what build players choose, 6 points must be invested into thispath before the other 3 trees are unlocked. It's not all bad though sincesome very useful skills are located in this tree and the passive supportskills are helpful no matter what build is played. Players completely newto the game can invest one point in each of the different abilities availablebefore moving on, more experienced players may wish to tinker a little.

4ai) Vigour RegenerationPrerequisites: NoneLevel 1 effects: +25% vigour regeneration outside of combatLevel 2 effects: +25% vigour regeneration in combat

Many players will invest at least one talent here, this will speedup waiting times when running away from opponents to regenerate vigour (Acommon occurrence in normal difficulty and up). Those who want more ofa challenge or are used to drinking Lapwing and Tawny Owl potions beforemajor fights have leeway to skip this talent. One visual clue to identifyif Geralt is in a non-combat situation despite nearby enemies is to seewhether he adopts a loose stance with his sword drawn.

Players investing heavily in the Sign path may be tempted to invest anadditional talent here since their slaying power depends heavily on thenumber of vigour points available and their replenishment rate. On the otherhand potions like Tawny Owl and Maribor Forest are available which can achievethe same purpose without expending a precious talent point.

Level 1: 3/5Level 2: 0/5 (2/5 for Sign-only players).

4aii) HardinessPrerequisites: NoneLevel 1 effects: Vitality +10Level 2 effects: Vitality +50

1st-time players can choose to invest a point here and move on, other playerswith more playing time under their belt will choose to skip this in favourof developing one of the Training Tree abilities to Level 2. 10 Vitality isonly sufficient for keeping Geralt standing for 1-2 attacks longer in thePrologue and makes barely any difference past Chapter 1. The only playerswho might be tempted to invest a point or two here will be those skilledenough to play and finish Insane difficulty and who want every last pointof Vitality possible.

Level 1: 0/5 (3/5 for Insane Difficulty players)Level 2: 0/5 (1.5/5 for Insane Difficulty players)

4aiii) Dagger ThrowingPrerequisites: NoneLevel 1 effects: Unlocks the ability to throw daggersLevel 2 effects: Damage dealt by daggers +20

Most players will want one point invested here, dagger throwing is one ofthe few range attacks available to the fledgling Witcher and it'sconvenient for whittling down opponents from range when using a bomb wouldbe a waste or if critical effects can be inflicted with the right daggers.The only players who might conveivably give this a miss will be Sign-onlyplayers since they'll have invested enough points (and possibly mutagens) toupgrade Sign range for Aard and Igni to engage in battle at a reasonabledistance, the upside giving these players the option to forego daggerscompletely and save on carrying weight for keeping daggers ininventory and earning a few orens on the side by selling every singledagger-related item, crafting diagram and component they chance across.Regardless of player preference, all players must choose either this ability,Vigour Regeneration or Hardiness to unlock the more advanced Training Treeabilities so it is highly recommended players make a decision early.

There's little to no point investing a 2nd point in dagger throwing. Talentpoints are limited enough as it is so expending a hard-earned point intoa skill which uses finite quantities of weapons that are not guaranteed tobring victory against all foes regardless of damage bonus. The Witcher's mainweapons are the two swords behind his back, leave the knife-throwing anticsat the circus.

Level 1: 5/5 (3/5 for Sign-heavy players)Level 2: 0/5

4aiv) ParryingPrerequisites: Vigour Regeneration OR Hardiness OR Dagger ThrowingLevel 1 effects: Unlocks ability to parry attacks from all directionsLevel 2 effects: Parrying reduces damage inflicted by 50%

This ability has been downgraded compared to its initial retail incarnation,but it's still required no matter what build the player pursues. There willalways be occasions when Geralt gets surrounded and has to fight his wayout to achieve a better tactical position (Jumping over enemies alongwith pirouettes to regain position are now replaced by the less helpfulroll in this game). If timing is good and spare Vigour points remainavailable, it is possible to stagger all enemies who surround Geralt witha good parry in order to earn an opportunity to move out of the encirclement.Take note that parrying is not always a viable option in battles, certainmonster fights rely more on the ability to dodge and keeping a safedistance. Even the most hardcore Sign-heavy player will want to takethis eventually since it's the prerequisite to the two mutagen-friendlyabilities in the Training Tree.

Arguing a case for two points in this ability is weaker now since thedamage reduction from a successful parry is only 50%. The tougher thedifficulty level chosen however, the more valuable the 50% damage reductionbecomes especially with the damage values enemies are assigned. Playersintending to pick Riposte in the swordsmanship tree will find the 2ndpoint here more or less mandatory.

Level 1: 5/5Level 2: 4/5 (5/5 for Sword-heavy players or anyone going for Riposte)

4av) Arrow RedirectionPrerequisites: ParryingLevel 1 effects: Unlocks ability to repel arrows when blockingLevel 2 effects: Unlocks ability to deflect arrows back to the shooter

The manual isn't very clear on this, but this ability when unlocked onlyseems to work if Geralt is facing the direction of the shooter, is in parrystance and has a non-empty Vigour bar. The ability is no longer automatic andchance-based like it was in Witcher 1. This ability is of course situationalsince all opponents which this ability applies to are vulnerable to Steel andvary to some extent depending on what battles Geralt chooses to fight. Thebiggest reason for choosing this ability however is its ability to acceptmutagens for upgrades.

One Steam achievement and a character attribute are tied to Level 2 of thisability. 1st-time players might want to give this a pick just to see howit works, once the achievement has been earned it is purely a matter ofgameplay preference as to whether Level 2 (and its associated attributedwhen earned) are worth keeping. Level 1 is sufficient to unlock the mutagenupgrade, Level 2 provides a foolproof way to kill archers and arbalistsat range.

Level 1: 5/5Level 2: 2/5 (Depending on path, playstyle and personal preference)

4avi) FortitudePrerequisites: ParryingLevel 1 effects: Vigour regeneration in combat +10%Level 2 effects: +1 Vigour

This is another must-have ability regardless of playstyle. Vigour regeneratesmuch more slowly during combat compared to non-combat situations so cuttingdown waiting times as soon as possible might be the difference betweenwinning the fight or getting killed. In addition to the level's effect, thisis the 2nd of the two abilities accepting mutagens in the Training Tree.

Going for Level 2 in this ability is perfectly viable, the 2 starting pointsin Vigour tend to be used up very quickly at the start of the game sohaving an additional point opens up more approaches to combat situations.Equipment increasing vigour points and vigour regeneration is also limitedin the early stages of the game so investing a talent point here is not"wasted". Unlike the more specialised Arrow Redirection and Parrying, anextra vigour point is more versatile in application so going up toLevel 2 using one of the 6 mandatory talent points is a solid choice.Sign-heavy players who decided to skip on Dagger Throwing are stronglyadvised to invest that talent point here.

Level 1: 5/5Level 2: 5/5

4b) Swordsmanship TreeDecisions on where to invest talent points earned in the 3 main Trees areless clear-cut compared to the Training tree, so I'll do my best to analysepros and cons of each ability and give as balanced a rating as possible.

More points invested here means Geralt is capable of cutting down foesfaster and withstanding more attacks in turn. The game itself advisesplayers to invest heavily in this Tree since on easy difficulty this isall that's required to finish the storyline. A closer look however revealssome abilities which are also of use to other playstyles.

4bi) PositionPrerequisites: NoneLevel 1 effects: Damage incurred from backstabs 150%Level 2 effects: Damage incurred from backstabs 100%

Backstab damage hurts, more so on Hard difficulty and above. Investing inthis ability mitigates the pain to some extent. Skilled players can tryto avoid getting surrounded as much as possible, however there will alwaysbe situations where Geralt must face multiple foes at once and having thispassive ability in place helps improve the odds of surviving.

Whether or not Level 2 is worth the investment comes down to playstyle.If Geralt's best source of damage is from swords then getting stuck inagainst multiple opponents is the price that must be paid to get the jobdone much faster. Players heavily reliant on Combat Acumen will need Level2 to stay alive long enough for Whirl to do its job. At Dark/Insanedifficulty level, it is almost always worth it to get the two pointsinvested here as soon as possible, even with the full Blasphemer seta Necker Warrior backstab double-swing will slay Geralt if the150/200% modifier is applied even if Geralt's level is as high as10-12.

Level 1: 3/5Level 2: 0/5 (5/5 for Dark/Insane difficulty, 3/5 for Sword-heavyplayers)

4bii) RipostePrerequisites: NoneLevel 1 effects: Unlocks ability to counterattack foes while parryingLevel 2 effects: Riposte instant kill chance +10%

An upgrade of sorts to the parry skill, with this ability active Geraltcan counterattack an opponent immediately after the incoming blow isparried provided distance and timing are good. Players facing an opponentwhose attacks can be parried should keep parry stance up and wait for thevisual cue that will show on the opponent's body. Timing the attack whilstholding the parry stance will result in Geralt parrying the opponent andimmediately initiating an attack animation on the staggering foe. Asuccessfuly riposte requires available vigour points otherwise there willbe no visual cue. As mentioned in the parrying entry above, this is notalways available depending on the type of opponent faced. If an attackis coming and no visual cue is available despite all the prerequisitesfor a parry being met, then the opponent faced is not vulnerable toriposte and the attacks must be dodged or preempted. There's a Steamachievement tied to this ability so getting it during a 1st-timeplaythrough is required in order to unlock the achievement for thoseinterested. The riposte can miss if the opponent is too far away, hencethis is best used when the opponent is backed into a corner and cannotstagger away from the reach of the counter-attack. Execute enough ripostessuccessfully and Geralt will gain the character attribute that grantsa chance to automatically riposte enemy blows while in parry position whichcan be handy for minimising number of quick reactions required. Asmentioned above in the parrying entry, dovetailing one point here andtwo points in that skill are almost essential, particularly so at higherdifficulty levels.

Level 2 might be worthwhile depending on availability of spare talentpoints and how far down the Swordsmanship Tree the player is willing toinvest in. It's more likely players will run out of talent points tospend before this becomes a feasible option.

Level 1: 3/5 (4/5 for 1st time players bought from Steam and sword-heavyplayers)Level 2: 0/5 (1.5/5 for sword-heavy players with a riposte fetish)

4biii) Feet WorkPrerequisites: NoneLevel 1: Dodge distance +100%Level 2: Dodge distance +200%

All builds need to master the art of rolling sooner rather than later.The utility of rolling is readily apparent when it helpsescape from encirclement or closes the distance with a foe just out ofsword reach. Whether or not the skill is worth investing in depends onhow happy players are with the initial distance covered with a basic roll.Character builds relying heavily on good positioning to keep enemiesclustered together will see the most benefit, regardless mostboss fights are made easier with the extra distance. At Insane/Darkdifficulty levels, investing one point in this talent can mean thedifference between a backstab connecting or missing Geralt.

Too much distance covered during a roll can be a double-edged sword ifplayers are careless, hence getting this ability to Level 2 isn't reallyrequired.

Level 1: 4/5 Level 2: 0/5

4biv) ViolencePrerequisites: Feet Work OR WhirlLevel 1: Sword damage +5%Level 2: Sword damage +15%

This ability is very straightforward, points invested help Geralt killfaster. The difference isn't very noticeable at first, more powerfulweapons obtained further down the game make even a 5% increase strongenough to reduce number of hits required to eliminate cannon fodder. Thisis the fastest prerequisite to Whirl though so picking it as aprerequisite is a good choice for talent-pinching players.

Further investment depends on how far players are willing to go downthe Swordsmanship Tree. Depending on character concept, a +10% increaseto sword damage in exchange for one talent may not be the best possiblechoice.

Level 1: 2/5 (3.5/5 for Sword-heavy players focusing on offence)Level 2: 0/5 (2.5/5 for Sword-heavy players with spare talents)

4bv) WhirlPrerequisites: Violence OR HardyLevel 1: Attacks now affect multiple opponents per swing, secondary damage50% of intended targetLevel 2: All targets successfully hit by Whirl attacks take full damage

This ability is a nod to the old Group Style used in Witcher 1. Onceenabled group fights are faster to finish as Geralt's attacks affect allwithin range, although the attack animation does not change any enemywithin sword range is affected. Don't count on this ability to keep Geraltcompletely safe from flanking damage, backstabs are lethal to Geraltif he cannot strike opponents to his rear.

Investing in Level 2 again depends on how willing players are towardsinvestment in the Swordsmanship Tree, in addition this playstyle dependson taking on many opponents at once in order for the ability to reachfull value. Swordmasters are advised to invest up to Level 2 for thisability and Position to make group fights less painful, however thosecontent with using the ability's disruptive capabilities will bequite happy with Level 1. Alchemist-heavy players reliant on the Mutantadrenaline skill will also find two points in Whirl surprisingly usefulfor extracting maximum value out of the adrenaline duration.

Level 1: 1.5/5 (3.5/5 for offensive Sword-heavy players who like all-outbrawls)Level 2: 0/5 (2/5 for offensive Sword-heavy players fond of killingmany opponents quickly at once).

4bvi) GuardPrerequisites: Riposte OR Tough GuyLevel 1: Vigour required to block -25%Level 2: Vigour required to block -50%

If Geralt fights opponents whose blows can be parried, this ability provesits worth in keeping damage minimised at reduced expense to vigour. Playerswho love the parry and riposte mechanic will appreciate this ability, others who prefer to kill their opponents faster or who would ratheravoid the attacks altogether can pass.

No matter how parry-happy players are, investing an additional talentin this ability is a bit of a waste. Some equipment is available thatreduces the vigour cost of parrying so Level 2 is somewhat redundant. Inaddition towards the end of the game players should have 3-4 Vigourpoints granting more leeway for vigour expenditure, the Tiara potion isalso available from Chapter 1 which serves the same purpose.

Level 1: 1/5 (3/5 for parry enthusiasts)Level 2: 0/5

4bvii) SchemerPrerequisites: Feet Work OR Tough GuyLevel 1: Vigour regeneration in combat +10%Level 2: Vigour regeneration in combat +40%

The Level 1 effect is equivalent to Level 1 in Fortitude in the TrainingTree, however both effects will work in tandem when calculating Geralt'sfinal vigour regeneration in combat modifer. Sword and Sign exponentsalike will derive benefits from faster vigour regeneration in combat.

Surprisingly enough, the only players likely to pick Level 2 are thosewho are heavily invested in Signs. Swordmasters will probably be happyenough with Level 1 in both Fortitude and Schemer to concentrate oncutting down foes, magic users unable to outrun fast foes will want everylast boost to vigour regeneration in combat to outlast their opponents.Combining this, Fortitude Level 1 and certain potions together can raise the final regeneration modifier close to default levels achievedoutside of combat which is a huge boon to Sign Masters.

Level 1: 2.5/5 (3.5/5 for players equally dependent on Swords and Signs)Level 2: 0/5 (2/5 for Sign-heavy players investing in two Trees)

4bviii) Tough GuyPrerequisites: Schemer OR Guard OR HardyLevel 1: Damage reduction 5%Level 2: Damage reduction 15%

Investing in Level 1 may not seem like much, but combined with certainequipment and other talents with this property damage inflicted on Geraltbecomes far more manageable. Players not focusing heavily on theSwordsmanship Tree will have to decide whether investing 3 talent pointsfor a piddling degree of damage reduction is worthwhile unless they haveother goals they intend to pursue.

Level 2 is only worth pursuing for players investing heavily in theSwordsmanship Tree, and then only after Invincible Level 2 has been obtained.Other players likely won't have the talents to spare. Level 2 in 2.1 isheavily downgraded from the 40% at retail, note the difference and becareful with available talents after patching the game.

Level 1: 3/5 (4/5 for Sword-heavy players)Level 2: 0/5 (1.5/5 for Sword-heavy players)

4bix) HardyPrerequisites: Whirl OR Tough GuyLevel 1: Vitality +25Level 2: Vitality +100

I'm personally not in favour of using talent points to boost vitality sinceequipment and levelling-up should cover that aspect for Geralt. This abilityis hence useful to help players decide just how far down they're willingto go for the Swordsmanship Tree since it's a requirement for the finaladrenaline-based skill. Investing up to Whirl or Tough Guy prior to thisshould be more than enough for Sign and Alchemy-heavy players.

If players need a talent point to boost Vitality by +75, they're eithernot planning their build properly or are paranoid about getting killedon Insane difficulty.

Level 1: 0/5 (5/5 for Sword-heavy players and those looking towards earningthe final adrenaline-based ability)Level 2: 0/5 (1/5 for Insane difficulty players)

4bx) PrecisionPrerequisites: HardyLevel 1: Critical effect: Bleeding +10% chanceLevel 2: Critical effect: Bleeding +20% chance, +5% sword damage

Increasing chance to bleed opponents normally comes from equipment, potionsand oils so this isn't very attractive just on Level 1. In addition to thefairly limited increase in bleeding, many opponents tend to be immuneto bleeding anyway.

Swordmasters looking to extract every last point of damage from theirtalents will be interested in Level 2, making an investment in Level 1more palatable.

Level 1: 0/5 (1/5 for Sword-heavy players)Level 2: 0/5 (1.5/5 for offensive Sword-heavy players)

4bxi) FinessePrerequisites: HardyLevel 1: Chance to inflict critical effects +5%Level 2: Chance to inflict critical effects +15%

Critical effects refer to Bleeding, Incineration, Freezing, Poisoning andStun. This excludes Instant Kill and does not have any impact at all on Signcritical effects (Igni incineration is independent of this ability forexample). It's highly unlikely players will see any difference before andafter this ability is affected unless available equipment and potions areused to raise the % chance to inflict to reasonable levels. Players needto use equipment with a base chance to inflict the specified critical effectin question before Geralt can take advantage (don't expect to Freeze enemiesunless Geralt wields the appropriate weapons with the Freeze chance).

Level 2 isn't very helpful unless the player has appropriate equipmentto equip Geralt with. Those building around critical effects are well-advisedto look for and use greater critical effect mutagens.

Level 1: 0/5 (1.5/5 for Sword-heavy players with appropriate equipment)Level 2: 0/5 (1/5 for Sword-heavy players with appropriate equipment)

4bxii) Sudden DeathPrerequisites: HardyLevel 1: Chance of instant kill +2%Level 2: Chance of instant kill +5%

Instant kill is separate from the critical effects listed in Finesse andis a rare equipment attribute. The base chance on level 1 is so low thatplayers will barely notice the difference before and after. Players cantell the ability has triggered when the screen mimics a "blood spatter"effect and the combat log records Geralt inflicting the target's equivalentmaximum health value in damage which is not resisted at all by the Target'sarmour rating (armour rating of zero doesn't appear in the usual damagecalculations). It won't activate during chapter boss fights (specificallythose involving a visible life bar), but all other enemies should befair game.

Level 2 here faces the same problem as Finesse Level 2, the base chanceis still too low to make a noticeable difference unless Geralt hasequipment that increases the base chance considerably. Players interestedin extracting maximum mileage out of Instant Kill are advised to investTalent Points deep into the Alchemy Tree to get Berserker Lv2.

Level 1: 0/5 (1.5/5 for Sword-heavy players with appropriate equipment)Level 2: 0/5 (1/5 for Sword-heavy players with appropriate equipment)

4bxiii) InvinciblePrerequisites: Precison OR Finesse OR Sudden DeathLevel 1: Vitality +50, damage reduction +5%Level 2: Vitality +150, damage reduction +15%

Swordmasters who've met the prerequisites will want this ability activatedas soon as possible, the ability itself isn't special since it only givesa vitality boost and a bonus to damage reduction, however it's theprerequisite for the adrenaline-based skill and accepts mutagens.

Swordmasters focused on a single tree will probably be the only playersinterested in investing in Level 2, as mentioned before getting thisfirst before Tough Guy Level 2 is advised.

Level 1: 0/5 (5/5 for Sword-heavy players and generalists aiming for Combat Acumen)Level 2: 0/5 (3/5 for Sword-heavy players with spare talents left over)

4bxiv) Combat AcumenPrerequisites: InvincibleLevel 1: Group finisher enabled once adrenaline bar is full.Level 2: Damage +10%, damage reduction +10%

This is the most powerful ability in the Swordsmanship tree, requiring aminimum of 8 talents invested in prerequisites before it is unlocked.The animation is impressive but it only works if the targets in rangehave low enough health for the ability to kill them outright. This tiesin well with a style of play that focuses on slaying opponents as quicklyas possible, a risky strategy in hard difficulty and up where opponentsare much tougher and inflict lots of damage even in earlier stagesof the game. As mentioned above, getting Position and Whirl to Level 2helps Group finishers get kills before Geralt is overwhelmed. Certainenemies are immune to the group finisher, however the ability to increaseadrenaline through sword blows through this ability might help triggerother adrenaline abilities like Heliotrope etc. if Geralt has advancedfar enough to pick up more than one adrenaline ability.

Having made it this far, Level 2 is worthwhile if there are talent pointsto spare. There is a discrepancy between the Wikia description and thein-game description, but even a +10% damage boost starts to matter whenother modifiers are counted.

Level 1: 0/5 (5/5 for Sword-heavy players and generalists)Level 2: 0/5 (3.5/5 for Sword-heavy players with leftover talents)

4bxv) WhirlwindPrerequisites: Combat AcumenLevel 1: Adrenaline generated by sword blows +10%, all resistances +10%,chance to inflict critical effects +10%Level 2: Adrenaline generated by sword blows +30%, all resistances +20%,chance to inflict critical effects +20%

All adrenaline-based abilities have one support ability which enhancestheir effectiveness. The Swordsmanship offering raises resistances tocritical effects and increases chances of inflicting them in turn inaddition to boosting adrenaline accumulation through sword strikes. Playerswho have acquired Combat Acumen will want this since it offers an abilityslot that supports mutagens, the ability's benefits notwithstanding.

Level 2 in this ability faces the same dilemma as Combat Acumen Level 2,spare points left over after a core build is complete are well spent here.If forced to choose between Level 2 here and Level 2 in Combat Acumen I'dpick Combat Acumen first since it's a perk that isn't dependent on chance.

Level 1: 0/5 (5/5 for Sword-heavy players and generalists)Level 2: 0/5 (3/5 for Sword-heavy players with leftover talents)

4c) Magic TreeGeralt starts with the 5 basic Witcher signs from the outset, so investmentin this Tree is only required if players feel they need to increase theefficacy of sign effects and sign damage or desire to unlock the 6thHeliotrope Sign. Appropriate investment in this tree allows players to adopta hit-and-run approach to combat with the advantages of keeping mobile andtaking less damage from encircling opponents. Note however that some monstersare unaffected by Witcher signs so a sword is still required to finish thejob.

4ci) Enhanced Aard SignPrerequisites: NoneLevel 1: Unlocks Aard Sign level 2, sign range +2mLevel 2: Unlocks Aard Sign level 3, sign affects entire areas, sign range+6m

The Aard sign isn't as powerful as it used to be compared to Witcher 1, itis still useful for keeping fights on your terms and to open an escaperoute when encircled. The added range from Level 1 is probably the mainbenefit since stun and knockdown effects do not trigger very often evenafter upgrading. Those wanting to invest in Quen should put a point heresince this is argubly more useful than Axii as a prerequisite.

Sign masters want Level 2 as soon as possible since this is one of themain crowd control tools available to the magic specialist.

Level 1: 4/5 (5/5 for Sign-heavy players or as a prerequisite)Level 2: 0/5 (5/5 for Sign-heavy players)

4cii) Enhanced Axii SignPrerequisites: NoneLevel 1: Unlocks Axii Sign level 2, hexed opponent gets +20% Vitality,+20 damage inflicted on targetsLevel 2: Unlocks Axii Sign level 3, hexed opponent gets +50% Vitality,+50 damage inflicted on targets

The Sign's execution has changed somewhat from Witcher 1, in exchange fora longer default range Geralt has to maintain the spell for longer beforethe target is successfully hexed. Play the 2.1 tutorial and experimentwith the Sign to get a handle on its range and quirks. Hexed opponents areuseful distractions allowing time to escape or try another course ofaction, however not all foes will succumb and Geralt is basically opento attacks if the Sign fails to convert its target.

Really dedicated Sign Masters with talent points to burn can invest inLevel 2.

Level 1: 2/5 (5/5 for Sign-heavy players)Level 2: 0/5 (1/5 for Sign-heavy players)

4ciii) Destructive MagicPrerequisites: NoneLevel 1: Sign damage +5Level 2: Sign damage +10, Vigour +1

The main signs which inflict direct damage on foes without upgrades arethe Igni and Yrden signs, the level 1 increase is too insignificantto matter for most players. Sign masters who live and die by theefficacy of their Signs will invest in this ability anyway.

Considering most players won't touch Level 1, Level 2 is hard to recommendeven though it includes +1 vigour. Sign Masters will appreciate bothof the benefits from Level 2.

Level 1: 0/5 (5/5 for Sign-heavy players)Level 2: 0/5 (3.5/5 for players needing extra vigour while spending theleast amount of talents possible, 5/5 for Sign-heavy players)

4civ) Enhanced Quen SignPrerequisites: Enhanced Aard Sign OR Destructive Magic OR Enhanced Axii SignLevel 1: Enables Level 2 Quen Sign, Quen deflects 20% enemy damage back onopponents, Sign duration +20sLevel 2: Enables Level 3 Quen Sign, Quen deflects 50% enemy damage back onopponents, Sign duration +60s

This Sign is now noticeably weaker compared to its retail incarnation,however it's more useful than the Witcher 1 version. For most playersthis will be the most popular Sign throughout the game. As of the latestpatch the nerf to this sign is so severe that players should get used tododging and running a lot rather than relying on the Sign to keep Geraltalive, the 50s duration is piddling so the only real benefit is thedamage reflection.

Quen Level 3 despite its 90s duration is really only useful as a shielduntil midway through Chapter 1. It still dissipates in one hit from justabout every enemy stronger than a nekker. In its current incarnation,I advise players either go for two points here or skip the 3 pointsrequired to get this far for other talents.

Level 1: 2/5 (0-1/5 for Swordsmanship and Alchemy tree specialists)Level 2: 2/5 (0-1/5 for Swordsmanship and Alchemy tree specialists)

4cv) Magical VigourPrerequisites: Enhanced Quen SignLevel 1: Vigour +1Level 2: Vigour +2

The main source of extra vigour for Sign players, other playstyles canmay or may not invest an additional point here after picking upEnhanced Quen. Unless players are really squeezing talent points into adedicated tree, it's probably a better choice to invest 4 points into theSign tree up to Magical Vigour Level 1 instead of 2 points intoDestructive Magic. Some equipment late in the equipment is also capableof increasing Vigour, consider playstyle and character build verycarefully before committing points here.

Level 2 is more or less the exclusive domain of Sign-heavy players withthe talent points to spare. Although more Vigour is always better, someplayers might find that there comes a point where additional vigourpoints aren't really necessary as fights are finished without depletingvigour points to zero midway through.

Level 1: 4/5 (5/5 for Sign-heavy players)Level 2: 0/5 (5/5 for Sign-heavy players)

4cvi) VentingPrerequisities: Enhanced Quen Sign OR Enhanced Igni SignLevel 1: Quen transfers reflected damage to two opponentsLevel 2: Quen transfers reflected damage to three opponents

A slight modification to Quen allowing it to help kill mobs surroundingGeralt. It should not be relied on to kill opponents, rather it shouldbe seen as a tool to soften up surrounding enemies allowing Geralt to finishthem off with more efficient tools. This works well with a Sword-heavyplaystyle that gets stuck in against mobs. Note that as of the latestpatch, enemies slain by reflected damage do not provide Geralt withXP which is particularly annoying after slaying particular tough foeslike the Endrega Queen or Draugir. Another problem with investingpoints in this skill is the abovementioned nerfs to the Quen Sign,players will likely need to recast Quen every few seconds due to itspropensity to disappear after a single hit from most enemies.

It's difficult to recommend Level 2, even to Sign-masters since thecharacter build most suited for Level 2 likely won't have the talentsto invest here.

Level 1: 1/5 (2/5 for Sword-heavy players investing in both Swordsmanshipand Magic Trees)Level 2: 0/5

4cvii) Magic IntensificationPrerequisites: Enhanced Quen Sign OR Fatal AttractionLevel 1: Sign intensity +1Level 2: Sign intensity +2, Damage Reduction 5%

According to the ingame tutorial description, increasing Sign intensitymultiplies the base damage of a Sign by a specific factor e.g. Signintensity of 2 doubles the damage of Aard, Igni and Yrden. It mightincrease the chances of inflicting critical effects but players are betteroff using mutagens, the Wolf potion and specific equipment if they'rerelying on incineration/stun. The Stammelford's Philter potion stackswith this ability, be wary of the potion's significant side effects.

Sign masters will invest up to Level 2 for this ability, the +5 damagereduction is a nice bonus. All other builds will likely balk at thesheer number of talent points invested just to get +5% damage reduction.

Level 1: 1/5 (5/5 for Sign-heavy players)Level 2: 0/5 (5/5 for Sign-heavy players)

4cviii) Fatal AttractionPrerequisites: Magic Intensification OR Magical VigourLevel 1: Axii Sign can bewitch two opponents at onceLevel 2: Axii Sign can bewitch three opponents at once

Players fond of using the Axii sign for crowd control will want this,increasing the number of temporary "allies" during a fight helpseven out the odds. It's possible to invest in this ability withoutraising Axii to Level 2 since it's not a direct prerequisite.

Hardcore Axii-loving Sign Masters apply here, all other builds can moveon.

Level 1: 0/5 (5/5 for Sign-heavy Axii lovers)Level 2: 0/5 (3.5/5 for Sign-heavy Axii lovers)

4cix) Enhanced Igni SignPrerequisites: Venting OR Magical VigourLevel 1: Enables Level 2 Igni Sign, Igni has chance to incinerate target,Sign range +3mLevel 2: Enables Level 3 Igni Sign, Igni now has an area effect, Sign range+6m

By this point usually Sign-heavy players will be looking at this ability.It comes late but the main damage dealing tools for Sign masters startcoming into play. Sign masters should try and obtain the attribute thatincreases base incineration chance if they want incineration to triggermore often. Generalists going for the adrenaline skill will prefer thisas a prerequisite.

Level 3 Igni combined with Level 3 Aard is good for gathering mobstogether for a mass barbecue, assuming the foes involved don't haveimmunity or resistance to stun and incineration.

Level 1: 0/5 (5/5 for Sign-heavy users)Level 2: 0/5 (5/5 for Sign-heavy users)

4cx) Enhanced Yrden SignPrerequisites: Fatal Attraction OR Enhanced Igni SignLevel 1: Enables Level 2 Yrden Sign, two Yrden traps can be laid at onceLevel 2: Enables Level 3 Yrden Sign, three Yrden traps can be laid at once

The other main killing tool for Sign masters with crowd control capability.Yrden once upgraded becomes more damaging and ensnares foes for longerallowing more free sword strikes or Igni castings. This is the 1st of3 mutagen-friendly abilities in the Magic Tree so get it as soon as theprerequisites are met.

Level 2 in this ability increases the Sign strength, so it might still beworth investing in even though single foes don't require more than asingle Yrden at a time. Crowd control does become much easier withannoying pursuers held in place for backstabs, combine two points herewith two points in Glyph enhancement below for VERY effective crowdcontrol.

Level 1: 0/5 (5/5 for Sign-heavy users)Level 2: 0/5 (5/5 for Sign-heavy users)

4cxi) Glyph enhancementPrerequisites: Enhanced Yrden SignLevel 1: Yrden traps link once cast, foes making contact are stunned thesame way as contact with the regular trap.Level 2: Yrden barrier deals 5 damage per second to foes which attemptto pass

Another enhancement to the Yrden Sign, this increases the value ofYrden investment by making the traps work like an impassable barrier tomost foes. Clever Yrden placement can keep multiple foes immobilised andat Geralt's mercy. Generalists needing one point to get to the nextunlocked skill might find this more useful than Energy Flow for thelimited crowd control ability on offer.

Going up to Level 2 for this ability helps kill immobilised foes a littlefaster, but it's not really worth the investment unless the single-treeSign specialist has absolutely no idea where to invest spare talents. Forbest results, get Enhanced Yrden to Lvl 2 and lay down a triangle formation.

Level 1: 0/5 (3/5 for Sign-heavy users, 4/5 for generalists)Level 2: 0/5 (1/5 for Sign-heavy users)

4cxii) Energy FlowPrerequisites: Enhanced Yrden SignLevel 1: Signs chance of critical effects +5%Level 2: Signs chance of critical effects +25%

An all-round improvement to the Sign Master's arsenal, the increasedchance to trigger critical effects speeds up killing speed and facilitatescrowd control. Players need to combine the +5% at Level 1 with potionand mutagen bonuses to see a noticeable difference.

+25% at Level 2 is a significant boost, with the right equipment the total% to inflict critical effects using Signs should see appreciable results.

Level 1: 0/5 (4/5 for Sign-heavy users)Level 2: 0/5 (4/5 for Sign-heavy users)

4cxiii) Magical Life ForcePrerequisites: Enhanced Yrden SignLevel 1: Vitality +50Level 2: All resistances +5

A purely defensive option, however considering the lack of Vitality boostsSign experts receive compared to their Swordsmanship counterparts, thismight be worth considering for players on Insane difficulty.

There are more important choices than wasting a talent on a measly +5 toresistances.

Level 1: 0/5 (2/5 for Sign-heavy users playing Insane difficulty)Level 2: 0/5

4cxiv) Sense of MagicPrerequisites: Glyph Enhancement OR Energy Flow OR Magical Life ForceLevel 1: Enables Heliotrope Sign, activate when Adrenaline bar hitsmaximum.Level 2: All resistances +5%, Adrenaline generation through Signs +50%

The most powerful ability on offer for the Magic Tree.Once the sign is activated, Geralt achieves the Witcher equivalent of"Bullet Time" and can outflank, outrun and prepare traps and signsduring the window of opportunity. It's harder to accumulate adrenalinecasting Signs, however investment in the appropriate abilities andupgrades can increase the adrenaline generation modifier higher thanits counterparts in Swordsmanship and Alchemy. A further advantage topursuing this path is one less prerequisite talent required to reachthis ability compared to the other two counterparts. The Sign only lasts20 seconds (25 if Mage's trousers are equipped) so don't dawdle andfinish off troublesome foes while the effect is active. Note thatthere is a significant lag when throwing bombs and daggers while theSign is active. Note that Quen only contributes to adrenaline generationif enemies successfully land attacks while it remains active. Thiscombines better with Mutant, precious time may be lost if the CombatAcumen cut scene triggers together with this. Another thing to noteis that the slowdown effect is limited to the semi-visible sphereof effect around Geralt while the Sign is active, enemies outsidethe "globe" will act as normal (such as arbalists aiming at Geralt).

Sign Masters should invest in Level 2 purely to secure the huge boost toAdrenaline generation through Signs.

Level 1: 0/5 (5/5 for Sign-heavy users and generalists)Level 2: 0/5 (3/5 for Sign-heavy users)

4vxv) Control over the PowerPrerequisites: Sense of MagicLevel 1: All resistances +20%, Sign Damage +3, Adrenaline generated throughSigns +10%Level 2: All resistances +50%, Sign Damage +10, Adrenaline generated throughSigns +75%

This is the corresponding support ability for Sense of Magic and should besecured as soon as Sense of Magic is obtained. In addition to the nicedefensive boost provided at Level 1, this is also the 3rd mutagen-friendlyability in the Magic Tree.

Level 2 is worth the investment, but it's likely only Sign specialistswith spare talent points can secure the ability upgrade. Single-treespecialists will likely make this talent the 1st choice on the upgrade list.

Level 1: 0/5 (5/5 for Sign-heavy users and generalists)Level 2: 0/5 (5/5 for Sign-heavy users)

4d) Alchemy TreeThe Alchemy Tree differs from the Swordsmanship and Magic Trees in thenumber of mutagen-friendly abilities it supports and the level oftalent point investment required to see maximum benefit. A few abilitiesin this Tree take an all-or-nothing approach since a single point investeddoesn't reap the maximum benefits available unlike in Swordsmanship andMagic where they can be used as stepping stones to more advanced abilities.Players concentrating on this tree will have to work harder looking foringredients and make friends with the Alchemy function in order to seemaximum benefit.

4di) AlchemistPrerequisites: NoneLevel 1: Bomb damage +30%, Trap damage +20%Level 2: Bomb damage +100%, Trap damage +100%

There is a larger variety of bombs compared to Witcher 1, but they workdifferently in this game and are less potent than the previous game. Theupside is that they can be created using alchemy provided Geralt has theappropriate formulae in his pack. In the early stages of the game, Samumbombs will prove invaluable in keeping crowds at bay, Grapeshot bombs arelethal combined with this ability even up to Chapter 2. Trapsare not everyone's cup of tea and the expense involved in collectingcrafting diagrams, gathering the necessary components (which are rarerand available in smaller quantities compared to plants) and employingcrafstmen to make the required item is considerable. Proper preparationcan see traps used to their full potential but many players may simplybe content with collecting snares and deploying them sparingly. Playersintent on focusing on Swords and Signs only can ignore the Alchemy Treeentirely, most other builds will want this ability as a prerequisite andfor its boost to bombs and traps. I suspect investing in theAlchemist ability improves the special effect base chance of certaintraps like Conflagration and Talgar Winter, if it does then that's anotherreason to consider taking this ability up.

Alchemy experts can invest in Level 2, but this is more a gameplaypreference since skilful use of bombs and traps is an acquired art. Thedescription in-game differs from the Wikia webpage, but either way70% extra damage at the very minimum with Alchemist level 2 is a sizeabledamage boost. Players reliant on bombs as Geralt's main source of ranged damage will want two points invested here for bombs to remainviable past mid-Chapter 2 and beyond.

Level 1: 4/5 (0/5 for players ignoring the Alchemy Tree)Level 2: 0/5 (Pick according to preference and available talent points)

4dii) SynthesisPrerequisites: NoneLevel 1: Vitality +20Level 2: Vitality +80

I've put forward my case arguing against picking talents that increaseVitality further up, there's little point picking this talent evenas a prerequisite since the ability it unlocks immediately can be obtainedthrough a more round-about route. Insane Difficulty players might beinterested, everyone else has higher priority targets to pursue.

Level 1: 0/5 (1/5 for Insane Difficulty players)Level 2: 0/5 (1/5 for Insane Difficulty players)

4diii) Side EffectPrerequisites: Alchemist OR HarvesterLevel 1: Chance of generating mutagens through Alchemy +2%Level 2: Chance of generating mutagens through Alchemy +10%

This is an interesting ability, mutagens for use in character developmentreally depend on the character build in question as some builds have moreability slots that support mutation compared to others. Mutagens are stilluseful as alchemical components and as a small source of Orens, especiallysince using a mutagen for character advancement is an irreversible processmeaning players will only want to keep Greater mutagens for personal use.As of 2.1, mutagen drop rates are less common and the distribution isskewed heavily towards lesser mutagens so players picking this ability willeither invest one point and then generate lots of easy-to-create alchemicalproducts in hopes of receiving a mutagen or as a prerequisite for moreadvanced abilities. If the chance triggers, anything from 5-10 mutagensof random types can be created and placed in the inventory.

Investing an extra point here increases the base chance fivefold andcuts down on the time and energy required to gather reagantsfor alchemy spamming. Alchemy specialists might be tempted to invest inLevel 2 early (Chapter 1 and not after) to reap the benefits faster. On theother hand, players willing to invest time and effort grinding monsterspawns might find it more effective to repeatedly kill monsters for theirmutagen drop chance. On Insane/Dark difficult levels, grinding monstersfor standard/greater/madness mutagens is akin to playing the lotterywith the odds stacked heavily against the player, the 10% chance ofmutagens from side effect might actually give better odds than mostmonsters ever will.

Players thinking of gambling for madness mutagens via alchemy can usea Chapter 3 quest to reassign talent points once the necessarymutagens have been found and invested, read Section 8 of this guidefor more details.

Level 1: 4/5 (0/5 for players ignoring Alchemy, other players can getthis as a prerequisite)Level 2: 0/5 (2/5 for Alchemy-heavy players)

4div) Specialization: PotionsPrerequisites: Synthesis OR HarvesterLevel 1: Potion duration +10%Level 2: Potion duration +40%

Potions don't last very long in this game compared to Witcher 1, if Geraltis forced to fight protracted battles it is very likely potions drunkbeforehand will wear off before the opponent has fallen. This talentis an all-or-nothing choice since it's not really required as aprerequisite to more advanced talents if Synthesis is skipped. I recommendplayers either skip this entirely or invest up to Level 2 for the14-minute duration. Alchemy experts who are relying on the adrenaline-basedskill at the end of this tree will want Level 2 full stop.

Level 1 + Level 2: 0/5 (5/5 for Alchemy experts)

4dv) HarvesterPrerequisites: Side Effect OR Specialization: PotionsLevel 1: +50% alchemical ingredients harvestedLevel 2: +100% alchemical ingredients harvested

Investing points here reduces the number of foraging trips Geralt hasto make to gather alchemy ingredients. Installing version 1.2gave Geralt the Herbalist's gloves which have the innate ability ofdoubling the number of components harvested each time so this abilityis less useful than its retail incarnation. Depending on how far playersare willing to go down the Alchemy Tree, this ability still servesas an important prerequisite.

Players who are really hard up for components can invest to Level 2, butbear in mind the number of talents available for assigning tomiscellaneous ability upgrades. Players might well find that selectivecreation of potions, oils and bombs and a dedication to foraging makesLevel 2 a disposable choice.

Level 1: 0-3/5 (0/5 if skipping Alchemy, 3/5 for Alchemy-heavy users)Level 2: 0/5 (1/5 for players with a voracious need for components)

4dvi) CatalysisPrerequisites: HarvesterLevel 1: Positive effects of potions +25-50%, negative effects of potions-30% (Actual % varies depending on actual potion involved)Level 2: Positive effects of potions +50-100%, negative effects of potions-80% (Actual % varies depending on actual potion involved)

This is similar to Specialization: Potions. Players either ignore itentirely and make do with the default effects or they invest up toLevel 2 as soon as it is available. This ability is a dead-end on theAlchemy Tree so there is little point only investing one talent point here.Alchemy experts will want Level 2 as soon as possible, negative effectsof most potions at Level 2 are minimised to such an extent that combiningpotions results in an overall boost to statistics in almost all casescompared to none without catalysis. Note however that the strictenforcement on toxicity limits with the latest patch applies, somevery powerful combinations applicable in previous patches are no longerpossible so some investigation will be required to see whichcombinations give the best result.

Level 1 + Level 2: 0/5 (5/5 for Alchemy experts)

4dvii) Specialization: OilsPrerequisites: HarvesterLevel 1: Oil duration +10%Level 2: Oil duration +40%

Unlike Specialization: Potions, this ability is the gateway to themost advanced Alchemy Tree abilities so picking it up as a prerequisiteis necessary if players want the abilities at the end. Unlike Potions,Oils have a shorter duration and are more limited in their application.Most oils need 4 ingredients to create but these should not be too hardto obtain for dedicated foragers so extending duration isn't ascrucial as potions with their related toxicity effect.

Level 1: 0/5 (3/5 as a prerequisite)Level 2: 0/5

4dviii) Transmutation Prerequisites: Specialization: OilsLevel 1: Oil intensity +25-50%Level 2: Oil intensity +50-100%

This is an ability heavily dependent on personal preference, oils in thisgame are few in number and the effect of application are far weaker than theywere in Witcher 1. For most players utilising alchemy, oils are but onetool to be used in conjunction with others before combat. Adding to theability's limited application, this ability is not a compulsoryprerequisite to the last Alchemy abilities because of Taster.

Level 1: 0/5 (1/5 for Alchemy-heavy users)Level 2: 0/5 (Apply depending on preference and spare talent points)

4dix) TasterPrerequisites: Specialization: OilsLevel 1: Geralt can now drink 4 potions in totalLevel 2: Damage +10% while poisoned, Damage reduction +10% whilepoisoned

Choosing between this and Transmutation as the prerequisite for theadvanced Alchemy Tree abilities shouldn't be too hard a choice. Geraltno longer dies if toxicity level exceeds a certain ceiling unlike the 1stgame, instead he is limited to a maximum of 3 potions without Taster.Geralt is still limited to the toxicity limit of potions, if the bar turnsorange when selecting available potions then players need to rechooseuntil the bar remains green. Having the option to drink 4 potions does makeGeralt much more dangerous in combat. Combined with the advanced abilities atthe end of this tree, this is one ability that has more utility than simplybeing a footstep to bigger and better things.

Alchemy-heavy users will invest a point here sooner or later since itsuits their playstyle. If an investment is made here, do it after Level 2Amplification has been earned. The original description in the manualmentioned this ability and many others of its type activates whenGeralt is intoxicated, in 2.1 the description is what you see above.Regardless, the meaning behind both terms is the same; if Geralt drinksenough potions to raise his toxicity level high enough past the red lineon the toxicity bar, the effects from Taster Level 2 etc. will start to apply.One visual cue that confirms Geralt is really high on potions is theswirling green waves that flit across the screen periodically whilst thepotions remain in effect.Once potion effects have worn off, toxicity drops back straight awaywhich is slightly different from how it used to work in Witcher 1. Thisshould not be a problem except for very long fights. Best results for thisand similar "poisoning" benefits when combined with Specialization: PotionsLevel 2.

Level 1: 0/5 (5/5 for Alchemy-heavy users)Level 2: 0/5 (5/5 for Alchemy-heavy users)

4dx) ImpregnationPrerequisites: Specialization: OilsLevel 1: Mutagen effects +33%-250% depending on mutagen typeLevel 2: Mutagen effects +80%-500% depending on mutagen type

This is another all-or-nothing attribute dependent on character build andpersonal preference. This obviously ties in with Side Effect and dependson how patient and lucky players are at obtaining the Greater Mutagenswhich will inevitably be used for enhancement. Players going for a Generalist build need this skill at Level 2 to give their character moreof a fighting chance as the storyline progresses. Mutagen effect do vary,sometimes it's a mere 1-2 increase in the attribute score while someboosts like Vitality are doubled with Impregnation Level 2. Alchemy-heavyplayers will also want this up to Level 2 to take advantage of the 5mutagen-friendly abilities they will pick up along the way to completingthe Tree. This ability on its own is a dead-end, so I recommend playerseither ignore it or go up to Level 2 as soon as possible.

Power-gamers who like the increased effectiveness of mutagens butwho don't like "wasting" two talent points in this skill have onelegal recourse available, read Section 8 of this guide for more details.

Level 1 + Level 2: 3/5 (5/5 for Generalist and Alchemy-heavy builds)

4dxi) Metathesis Prerequisites: Transmutation OR TasterLevel 1: +5% damage inflicted while poisonedLevel 2: +25% damage inflicted while poisoned

The 1st of the advanced Alchemy abilities, all abilities including this oneonwards supports mutagen enhancement. It's alright on its own as aprerequisite to the final adrenaline-based skill, players just have to makethe extra effort to drink enough potions to raise toxicity high enough to getthe effect to trigger.

Alchemy experts will probably have the points to invest here once theyhave reached the end of the tree. +25% damage is not something to sniff at.

Level 1: 0/5 (5/5 for Alchemy-heavy users)Level 2: 0/5 (5/5 for Alchemy-heavy users)

4dxii) CondensationPrerequisites: MetathesisLevel 1: Vigour regeneration while poisoned +15%Level 2: Vigour regeneration while poisoned +40%

Choose between this or Berserker to activate the final adrenaline-basedskill, pick both if you have the talent points to spare since theysupport mutagen enhancement. This is the only advanced Alchemy Treeability that helps Sign-Alchemy dual Tree players, the other abilitieslend themselves better to the Sword. The ability does not specify whetheror not the regeneration is limited to non-combat situations so that's anotherplus knowing it's always in play so long as toxicity levels stay high.

Going to Level 2 is questionable depending on how the Alchemy-heavy playerkills opponents. Players reliant on Signs and Ripostes might go to Level2, others will give this a miss.

Level 1: 0/5 (5/5 for Alchemy-heavy users)Level 2: 0/5 (5/5 for Alchemy-heavy users reliant on Signs and Ripostes)

4dxiii) BerserkerPrerequisites: MetathesisLevel 1: Chance of Instant Kill while poisoned +1%Level 2: Chance of Instant Kill while poisoned +3%

Instant Kill is great when it triggers, but bear in mind players need toinvest in the appropriate abilities, use the right equipment and perhapsmake the appropriate plot decisions to increase the Instant Kill chance todouble figures. For generalists looking to earn the skill it unlocks, adecision between this and Condensation should take into account existingpoints invested and equipment choices. Berserker does support mutagens,so the measly 1% increase may well be compensated if something likea madness mutagen with Impregnation level 2 active is invested.

If Alchemy-heavy players are investing a point here, it might be worthwhilegoing dual-tree with Swordsmanship and picking up the correspondingSudden Death perk there to raise the trigger chance as much as possible.

Level 1: 0/5 (5/5 for Instant Kill Dual-Tree players, 1.5/5 for Alchemy-heavyplayers)Level 2: 0/5 (5/5 for Instant Kill Dual-Tree players)

4dxiv) MutantPrerequisites: Condensation OR BerserkerLevel 1: Enables Berserk mode, activate when adrenaline bar hits maximumLevel 2: Adrenaline generated while poisoned +25%

The adrenaline-based skill in this Alchemy Tree grants automaticadrenaline generation similar to Vigour regeneration. No hard numbers areavailable for Berserk mode, players can try a build that uses it and see forthemselves how much of a difference it makes. Activating the HeliotropeSign with Berserk Mode is a battle-winning combination most of the time, sometime is lost if the Combat Acumen finisher move is activated simultaneously.As far as I can tell, this is the slowest adrenaline generator for Geraltof the 3 applicable skills on average.

Level 2 simply provides a boost to the adrenaline generation modifier,disappointing compared to its Swordsmanship and Magic counterparts.Alchemy-heavy players who live and die by Berserk mode frequency towardsthe end of the game will want to pick this up.

Level 1: 0/5 (5/5 for generalists and Alchemy-heavy players)Level 2: 0/5 (4/5 for Alchemy-heavy players)

4dv) AmplificationPrerequisites: MutantLevel 1: Adrenaline generated while poisoned +15%, Damage inflicted whenpoisoned +5%, Damage reduction while poisoned +5%Level 2: Adrenaline generated while poisoned +50%, Damage inflicted whenpoisoned +15%, Damage reduction while poisoned +15%

If players have obtained Mutant then this is immediately up for grabs oncethe next character level is attained. Grab and enjoy the benefits offaster adrenaline accumulation and damage-related boosts in addition tothe mutagen enhancement option.

If generalists have one spare talent point remaining after getting all of their core abilities and don't know where to spend that last point,this is one of the strongest candidates for consideration. Alchemy-heavyplayers will do likewise. Get this before Taster level 2 (or both)depending on number of Talent points available.

Level 1: 0/5 (5/5 for generalists and Alchemy-heavy players)Level 2: 0/5 (5/5 for generalists and Alchemy-heavy players) 5. Ability investment orderNow that the abilities have been analysed, here are my considerationswhen planning a character from Prologue to Epilogue. I'll list a fewdecision choices faced by Generalists if they're looking to grab thebest aspects of each Tree tailored to their playing Style.

For starters, where to place the 1st 6 mandatory talents is worth a look.Most will end up around level 6 or thereabouts when the prologue endsand the scene shifts to Chapter 1.

1. Vigour regeneration/Dagger Throwing (Hardiness is out of the question,so it's 1 of 2 to unlock parrying. Pick the appropriate one dependingon character concept).2. Parrying (By this point Geralt will be taking on small groups, this iswhere the ability shines).3. Arrow redirection (There's not much opportunity to practise withthis ability early in the game, but Fortitude really doesn't matterif players aren't desperate for Fortitude level 2)4. Fortitude (Get it at the very least for its mutagen slot, thedifference in-game is barely noticeable).5. Fortitude level 2 (3 Vigour points makes battles a lot easier comparedto 2).6. Player's choice of Parrying Level 2, Arrow Redirection level 2, VigourRegeneration, Dagger Throwing or Hardiness.

Once the 6th talent point is invested in the Training Tree, the other3 Trees are unlocked and how the Player goes about developing the buildis completely at their discretion.

Players unsure of how many points to place in minor Trees might want tolook below for some pointers:

Swordsmanship: 0-6 (1st 3 no-prereq abilities + Guard/Schemer/Violence+ Tough Guy/Whirl)Magic: 0-4 (Enhanced Aard, Enhanced Quen Lv 1/2, Magical Vigour)Alchemy: 5 (Alchemist, Side Effect, Harvester, Catalysis Lv2)Alchemy: 6 (Alchemist, Side Effect, Harvester, Specialization: Oils,Impregnation Lv2)

Number of Mutagen-friendly abilities: 13Training Tree: Arrow Redirection, FortitudeSwordsmanship: Invincible, Combat Acumen, WhirlwindMagic: Enhanced Yrden Sign, Sense of Magic, Control over the PowerAlchemy: Metathesis, Condensation, Berserker, Mutant, Amplification

Single-Tree specialists only have 28 Talents to work out of a Tree of30 possibilities. Any build that invests more than 6 points ina single Tree (not Alchemy) might as well go all out and make it the majorcomponent of the build. Alchemy builds are more intensive in talentpoints because of their peculiar "all-or-nothing" abilities like Catalysisand Impregnation.

Be prepared to grind to reach level 35, this is especially truefor generalists looking to maximise the number of mutagen abilitiesat their disposal. Depending on story path chosen, grinding is less of anissue for level-up and more useful when viewed as a lottery for mutagens.Monster drops are also the single most profitable route for gaining Orensthrough sale of monster drops, the XP gain complements this up to a point.Single and Dual-Tree builds are more or less done by the mid to late 20s.Getting the Experienced character attribute helps to save time on grinding.Players should take note that monsters stop giving XP after being killed onceGeralt has reached a specified character level, the level varies for themonsters in question. For best results, try and postpone finishing quests offuntil enough monsters have been slain to reach the character limit, quest XP ismore valuable at higher levels. Grinding in Chapter 1 is easy, leave theNekker tunnel entrances and Endrega cocoons alone and the associated enemywill respawn after a few in-game hours, the same principle appliessomewhat for Chapter 2 but is more time-sensitive. It is still possibleto grind monster XP in Chapter 3, however players should be awarethat enemies are significantly stronger compared to Chapter 2 andremain so even after end-game equipment has been obtained. Position+Violence+Whirl vs Riposte+Guard+Tough Guy vsFeet Work+Schemer+Tough GuyGeneralists trying to get Combat Acumen using the bare minimum in Talentswill have to make this decision. Combat Acumen actually triggers moreeffectively if the offensive Position+Violence+Whirl set is picked, howeverRiposte+Guard+Tough Guy and Feet Work+Schemer+Tough Guy are better fordefensive purposes and more suited to characters with a more general setof tools. The Feet Work set is better if the generalist character hasa strong set of Signs, the Riposte set combined with Parrying Level 2and Fortitude Level 2 is useful in some situations and not great forothers. Players who aren't investing heavily in the Swordsmanship Treewill likely invest 3-5 points at most here, my recommendation would bethe minimum of Position+Violence+Whirl and Riposte/Feet Work addedaccording to preference.

Precision vs Finesse vs Sudden DeathGeneralists normally pick one of the 3 as the prerequisite for Invincible.Precision has the biggest boost to a single critical effect, Finesseadds a small boost to all critical effects while Sudden Death adds aminiscule chance to Instant Kill. Since generalists don't have the Talentpoints to invest beyond Level 1, it's likely a choice between Finesseand Sudden Death. The level 1 Finesse modifier is nothing special butcombined with equipment and potions it probably squeezes out Sudden Deathfor practical purposes.

Glyph enhancement vs Energy Flow vs Magical Life ForceOne of these 3 to pick up Sense of Magic immediately afterwards. The harderthe difficulty the more attractive Magical Life Force becomes, especiallyon Insane difficulty. On easier difficulties players choose betweenlimited battlefield control with Glyph enhancement or a small chance tofinish off individual opponents faster in battles. The latter's chances canbe improved with equipment and potions so the decision isn't clear-cut.

Condensation vs BerserkerGeneralists ideally would take both since they support mutagen enhancements,however earning greater mutagens/range mutagens/madness mutagens/concentrationmutagens for enhancement is not guaranteed in 2.1 even with Side EffectLv 2. Condensation is more versatile, Berserker works better if upgradedto Level 2 and combined with Sudden Death Level 2 and the right equipment,Sudden Death and Berserker on Level 1 alone will struggle to exceed5% base chance, both skills on Level 2 combined with the right equipmentand the Executioner character attribute gives a 9-13% base chance whichis far more useful.

6. Acknowledgements and CreditsThe Witcher Wikia for almost all information on character abilitiesGame manual for reference.CDProjektRed for another great release, here's to the final instalment.Anyone who read this guide and found it useful.

7. Contact informationReaders with something helpful to contribute can do so using this address:snookercue84[ampersand]hotmail[dot]comRemove the words in brackets with the usual symbols for those willingto help.I'm missing hard data on Sign intensity and the effects of Berserk.Anyone with information on this would be most welcome to contribute.

8. Talent point resetting and mutagensVeteran players will no doubt know of the quest involving the Vranguardian in Loc Muinne, it's available on both paths so long as playersretain the necessary item obtained in Chapter 2. If players aren'tdesperate for the Dragon Scale and the Operator's Staff, then choosingthe correct dialogue options for resetting talent point allocationis very useful for the following reasons:

a) Points invested in Impregnation (1-2) and Side Effect Level 2 canbe reclaimed for reassignment elsewhere.

b) Mutagens already invested when the player had Impregnation level 2active will retain their enhanced effect (e.g. Greater Critical effectsmutagen continues to increase critical effects chance by 6% rather thanthe initial 3%) provided the associated mutagen-friendly talent stillhas at least one point invested in it after talent reassignment. Inshort, players should not think about grabbing all 13 mutagen-friendlytalents and investing high-level mutagens prior to talent reassignmentto a single or dual-tree build and still expect to reap the benefits.If a talent isn't invested with at least one point, any mutagens it hadpreviously assigned to it will not be active.

9. Version history1.0: All character abilities written up, looking for reader contributionsto round out some obscure aspects.1.1: Added additional notes on Feet Work, Whirl, Schemer, Finesse,Combat Acumen, Sense of Magic, Side Effect and Mutant. Edited Sudden Death foraccuracy. Added additional notes pertaining to monster grinding.1.2: Revised some ratings and description according to personal experiencefrom latest playthrough under EE. New section on the effect of talentpoint resetting and impact on already invested mutagens.

10. Legal NoticeThis guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site not listed or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are ownedby their respective trademark and copyright holders.

This FAQ is copyrighted by Feng Liangju 2012

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