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Manual for Full Combat Rebalance
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“I know him. He’ll get confused, lost in his own philosophisingand wallow in self-pity. He’ll vent his anger and hack at anyone and anything he comes across. Then, in expiation, he’ll do some grand but pointless deed. In the end he’ll be slain, stupidly and needlesly, with just a stab in the back...”
Yennefer of Vengerberg
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Full Combat Rebalance
1. Foreword ......................................................................................................................... 42. Changes ........................................................................................................................... 5 2.1 Monster Ecosystem ................................................................................................... 5 2.1.1 Monster Behaviour ......................................................................................... 5 2.1.2 Monster Occurance ........................................................................................ 6 2.1.3 Monster Numbers ........................................................................................... 7 2.2 Vitality ....................................................................................................................... 8 2.3 Natural Vitality Regeneration .................................................................................... 9 2.4 Accuracy and Damage ............................................................................................... 9 2.5 NPC Armor Mechanics ............................................................................................ 10 2.6DifficultyLevel.......................................................................................................11 2.7 Alchemy .................................................................................................................. 12
2.7.1 Oils ................................................................................................................ 12 2.7.2 Potions ........................................................................................................... 13 2.7.3 Toxicity ......................................................................................................... 13
2.8 Character Development............................................................................................ 14 2.8.1 Signs .............................................................................................................. 14 2.8.2 Combat Styles ............................................................................................... 15 2.8.3 Attributes ....................................................................................................... 15 2.8.4 Night Vision .................................................................................................. 16 2.8.5 Experience Points .......................................................................................... 17 2.8.6 Skill Tree ....................................................................................................... 17
• Strength................................................................................................ 18• Dexterity .............................................................................................. 19• Stamina ............................................................................................... 20• Intelligence .......................................................................................... 21• Aard Sign ............................................................................................ 22• Igni Sign .............................................................................................. 23• Quen Sign ............................................................................................ 24• Heliotrop Sign ..................................................................................... 25• Yrden Sign .......................................................................................... 26• Strong Steel Style ................................................................................ 27• Fast Steel Style .................................................................................... 28• Group Steel Style ................................................................................. 29• Strong Silver Style ............................................................................... 30• Fast Silver Style ................................................................................... 31• Group Silver Style ............................................................................... 32
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Full Combat Rebalance
2.8.7 Talents per level ............................................................................................ 33 2.9 Character Rebalance ................................................................................................ 34 2.9.1MonstersinEasyDifficultyPack..................................................................34 2.9.2 NPCs ............................................................................................................ 35 2.9.3 Fist Fighting ................................................................................................. 37 2.9.4MonstersinHardDifficultyPack.................................................................38 2.10 Item Rebalance ...................................................................................................... 39 2.10.1 Steel Swords ............................................................................................... 39 2.10.2 Silver Swords ............................................................................................. 39 2.10.3 Other Weapons ........................................................................................... 40 2.10.4 Armors ........................................................................................................ 413. Other Changes in General .............................................................................................. 414. Some Fighing Hints ....................................................................................................... 445. FAQ ............................................................................................................................... 466. Known Issues ................................................................................................................ 487. Uninstallation ................................................................................................................ 488. Authors .......................................................................................................................... 49
Thank you for showing us the true potential of this gameTheuserman
I feel much more like a Witcher nowMothra
I could never go back to original version of The WitcherHithlain
(...) Combined with FCR it’s easily one of the best games of the decadewww.atomicmpc.com.au
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Full Combat Rebalance
Full Combat Rebalance 1.6The Witcher mod
MANUALThe FCR modification thoroughly changes the combat mechanics in the game. In this document you will find a list of every changed aspect of the game and answers to the majority of your questions. Reading the manual will help you understand the new rules that govern the game under FCR, so that you can play with more knowledge and less frustration.
1. Foreword
FCR is my second approach to the combat system of The Witcher after Flash Mod. Many people enjoyed Flash Mod, and it was such a big success that it was even included in The Witcher Platinum Edition. Still, the general tone and atmosphere of the combat in Flash Mod was the opposite of the tone and atmosphere of combat in the series of books on which The Witcher is based. FCR is an attempt to more closely match the lore of The Witcher Saga, though it is necessarily a compromise between realism and the limits of computer games.
The Full Combat Rebalance project began in January 2009. After 5 months, thefirstbetaappeared.Sincethen,withv1.5,20versionsofthemodhavebeenmadeavailable. I want every player to have as much fun as possible playing The Witcher, and I hope FCR will increase your fun. In addition to FCR, there are many mods made by others in the community that can add to your experience of the game, and I encourage you to check those out.
CheersAndrzej Flash Kwiatkowski
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2. List of Changes
FCR is composed of many separate parts, each of which can be installed alone or in combination with any of the others. This means that you can choose to install whichever aspects of FCR you want, without having to take the whole package. Ifacertainaspectofthemoddoesn’tfityourtaste,simplyuncheckitintheinstaller.
2.1 Monster Ecosystem
Since version 1.5, FCR has the option of lowering of how often and how many monsters may occur. If you are fed up with the virtually unlimited numbers of drowners in the swamps, if you feel that higher vampires should be more rare but stronger, if you prefer hunting to constant battle, choose the “Monster ecosystem” option – it is made for you.
2.1.1 Monster behaviour
With the ecosystem changed, new monster behaviours have been introduced to themod.Monsterswillnolongersimplyjumpout throughastonefloor, instead,they will walk around the location or feast upon their ill-fated victims. A hierarchy will be present among different species of monsters. Rational beings in most cases will cease to attack creatures stronger than they are. Instead of running unthinkingly to their doom, they will run for their lives. Creatures on top of the food chain may ignore or attack another monster, varying on what type of being it is. A cemetaur, for example, will ignore ghouls getting out of his way but it will attack a pestering, mindless drowner. It is also possible that a demonstration of strength will occur in the pack and the cemetaur will show who is the king of the necropolis. Yet another interesting behaviour is the one of wraiths, which roam the world unaware of mortals around them. Such beings will not attack us unless we attack themfirst.OneshouldnotmistakethesekindofwraithswiththeWildHunt.
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2.1.2 Occurance
The Wicked - The most numerous group of monsters in the vanilla version of the game has become a rarity in FCR. Drowners are animated bodies of criminals dumped in waters – not many of such bodies exist and the numbers of these do not grow day by day. Archespores, too, are uncommonly rare creatures but when they do appear, they, most often, appear in numbers. Such twisted beings do not respawn after being killed but there is a chance that not all of them will raise from their resting placeatfirstcontact.
Necrophages – They make the most numerous group of monsters now. After the war with Nilfgaard the amount of necrophages drastically increased. Ghouls now wanderingroupsoffivetoelevenwithoneortwoalghoulsleadingthepack.After killing off the group, areas abundant in food soon are taken by another pack. Graveirs and cemetaurs, although much more populous than before the war, are but a small portion of the whole of the population of necrophages. Graveirs and cemetaurs are not fond of each other and tend to hunt on their own. Devourers occur in few places but strong in number. They hunt in groups known as sabbaths counting thirteen witches. Cemetaurs and devourers do not respawn.
Vampires – They are very rare now. The least frequently occurring opponent in the game but also the most demanding. Normally they hunt alone but cases of joining in small groups are also noted. They feel aversion to necrophages so, in most cases, they chase them away their territories. They function as bosses and do not respawn.
Insectoids – They can be encountered in few locations. Kikimore workers occur very numerously near the nest, sometimes guarded by kikimore warrior. Until killing the queen, kikimore will respawn from time to time. Giant centipedes occur rarely and do not respawn.
Ornithosaurs – They are territorial animals. They live and hunt on their own, however they tend to join in pairs in some periods. Ornithosaurs will attack every intruder of body mass not bigger than their own who enters their territory.
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2.1.3 Monster Numbers
Taxonomy Name Number in group Respawn Threat
The Wicked
Drowner 1 - 5 - High
Drowned Dead 1 - 5 - Serious
Archespore 1 - 5 - Serious
Wraiths
Barghest 1 - 4 Each 24h Low
Wraith 1 - 3 - Critical
Noonwraith 1 - Critical
Nightwraith 1 - Critical
Necrophages
Ghoul 4 - 9 Each 24h High
Alghoul 1 - 2 Each 24h Serious
Graveir 1 - 3 Each 24h Critical
Cementaur 1 - Fatal
Devourer 13 - Serious
Vampires
Alp 3 - Critical
Bruxa 1 - Fatal
Fleder 1 - 2 - Critical
Garkain 1 - Fatal
Insectoids
Kikimore Worker 1 - 15 Each 24h High
Kikimore Warrior 1 - 2 Each 24h Critical
Giant Centipede 1 - Critical
Ornithosaurs
Wyvern 1 - 2 Each 24h Serious
Royal Wyvern 1 - 2 - Critical
Cockatrice 1- 2 - Serious
Basilisk 1 - 2 - Critical
FaunaBloedzuiger 1 - 10 Each 24h Medium
Wolf 5 - 11 Each 24h Low
Vodyanoi Vodyanoi 3 - 11 - High
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2.2 Vitality
Every character’s statistics have been completely recalculated. The new statistics are based on brand-new formulas, ones which depend on a completely different set of assumptions.
Enemy Type Base HP Additional HP per level Endurance Range
Witchers 40 - 1 to 5
Mutants 40 (Endurance + 2) / 2 4 to 5
Human 15 Endurance / 2 1 to 5
Elves 10 Endurance / 2 1 to 5
Dwarves 25 Endurance / 2 2 to 5
Specters 25 (Endurance + 2) / 2 5 to 7
Vampires 40 (Endurance + 2) / 2 5 to 8
Ornitoreptiles 30 (Endurance + 2) / 2 4 to 7
Monsters 25 (Endurance + 2) / 2 4 to 8
Insectoids 40 (Endurance + 2) / 2 6 to 8
Necrophages 40 (Endurance + 2) / 2 5 to 8
Animals 15 (Endurance + 2) / 2 3
Each character has been assigned a certain level of Experience and Endurance, and Vitality Points were calculated based on these levels. I have taken note of the average experience level that players have when they begin and end each chapter. In any given chapter, the enemies’ experience levels are set to be within the range of levels that the average player will have for that chapter.
Notice that increasing Strength no longer augments a character’s Vitality; instead, increasing Strength adds to the damage characters do in combat.
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2.3 Inborn Vitality Regeneration
Vampires now have the ability to regenerate Vitality Points. Vampires’ natural regeneration is equal to their Endurance level per second, and necrophages regenerate half of their Endurance level per second. Other monster types have minimal regeneration, an amount that has a very small impact on combat. Humans, elves, dwarves, ornithosaurs and animals do not possess natural health regeneration.
2.4 Hit Chance and Damage Points
In the books on which The Witcher was based, the only person who has ever beaten Geraltinaone-on-onefightwasVilgefortzofRoggaveen,aMasterofMagic.Asidefrom him, there is no human who is a match for Geralt in melee combat.
To make the game more closely match this reality, in FCR the hit chance of human enemies has been drastically decreased. In a duel with Geralt, humans have a very slight chance to hit the White Wolf successfully. The strength of these opponents comes from their numbers and tactics. No warrior, no matter how skilled and how well trained, has eyes in the back of his head. This is why enemies attacking Geralt from the side and from the back get a +50% bonus to their hit chance. When using FCR, you can not just stand still and whack things. You need to move constantly, and under no circumstances should you allow yourself to be surrounded. If you allow an enemy to get behind you, you will almost certainly be seriously wounded.
In an attempt to make FCR even more realistic, the damage Geralt deals has been set to a level that allows him to kill a human opponent in 2 - 3 hits, while 2 - 6 hits willsufficeformostmonsters.Whatallowsenemiestolastformorethanasecondin the face of Geralt’s sword is not Vitality Points but armour and regeneration. This iswhyitiscrucialtousetheappropriateoilsandfightingstyles,tomaximizeyourarmor penetration.
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2.5 NPC Armour System
On her white dress, slightly above her left breast, a red stain was visible beneath a slash no longer than a little finger. The witcher ground his teeth – the cut, which should have sundered the beast in two, had been nothing but a scratch.
“A Grain of Truth” (Danusia Stok)Fighting a Bruxa
Armours are assigned to each character individually based on the model. It means that each NPC will have the exact armour type we can see they have, and they will not receive an armour type shared by default by many other kinds of opponents.
Armour Type Damage Reduction Damage Threshold
LeatherJacket - 4
ExcellentLeatherJacket - 5
LeatherArmour - 9
ExcellentLeatherArmour - 10
Creature Skin - 13
Tough Creature Skin - 15
Creature Armour - 20
Tough Creature Armour - 25
Boss Creature Armour - 30
Ghost - 35
Specter - 40
Chainmail 65% -
Dwarven Scalemail 70% -
Order’s Knight Armour 75% -
Breastplate 80% -
Full Plate Armour 90% -
Boss Armour 95% -
Shield - 5
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2.6 Difficulty Level
FCR offers 6 levels of difficulty, 3 per package available to choose during the installationprocess.Theeasierdifficultylevelallowsanyonetoplaythegameina stress-freeway,virtuallywithoutusinganyalchemy,whilethehardestdifficultylevel makes the game even a bigger challenge than in the previous versions of the mod.
DifficultylevelsintheEasypackage:Casual – aimed at players uninterested in combat. Seldom will it be neccessary to useswordoilsbut,normally,fightswillbewonalmostautomatically.Geraltstartswith 200 Vitality Points and receives a +10 damage bonus.
Easy – using oils in clashing with monsters is required, although we can be sure thatafightwillnothavetoberepeatedifaseriousnegligenceofanykindhappens.Geralt starts with 120 Vitality Points and receives +5 damage bonus.
Medium–alittlelessforgivingthantheEasydifficultylevel.Geraltstartswith80Vitality Points.
DifficultylevelsintheHardpackagewithstrenghtenedmonsters:High – a vast array of alchemical means is required, although a hefty supply of Vitality Pointsmakes a relatively stress-free fight possible.Geralt startswith 80Vitality Points.
Hardcore – it is intended for experienced players knowing optimal character development and using all of the means available for the witcher. Geralt starts with 60 Vitality Points.
Witcher – requires creativity and a very good knowledge of mod mechanics. Playingon theWitcherdifficulty level isunforgiving.Onlyforplayerswhomissthetimeswhenfightingbosseswererepeatedatleast10times.Geraltstartswith40Vitality Points.
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2.7 Alchemy
Using alchemy is much more important in FCR than it was in the vanilla version of the game. The Witcher’s steel and silver will not do much harm to monsters without the addition of certain oils. Moreover, drinking potions drastically increases your chances of survival and also prevents exhaustion from prolonged battles.
2.7.1 Oils
Every witcher should have a supply of oils targeted to the monsters that one expects to meet. The tough skin of vampires and necrophages - in addition to their extraordinary regeneration - forces witchers to use every means possible. In extreme situations, ancient vampires can heal their wounds a second after they are exposed to Geralt’s blade.
Wraiths, being non-material, are a special case. To hit through the mysterious wall separating the world of the living from the world of the dead, it is necessary to pour Specter Oil on the blade. Only then will it be possible to hit the wraith successfully.
WeaponModificators Damage Bonus Armour Penetration Critical Hit
Specter Oil 20 - -
Necrophage Oil 10 - -
Vampire Oil 10 - -
Insectoid Oil - 40% -
Ornithosaur Oil - 40% -
Argentia 30% - -
Whetstone 1 - -
Grindstone 2 - -
Diamond Dust 4 - -
Temporary Rune Vodon 25% - -
Temporary Rune Svarog 30% - +5%
Temporary Rune Perun 40% - +5%
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2.7.2 Potions
Onhigherdifficulty levels,youshouldusepotionsforeveryfight.Blizzard is an especially important potion, which considerably decreases the chance of being hit. The Swallow and Tawny Owl potions are also extremely useful. Although their regeneration rates were reduced, they are still essential, not because they allow Geralttosurviveonefightbutbecausetheymakeitpossibleforhimtotacklethenextone.WithouttheSwallowpotion,theWhiteWolfwouldsurviveasinglefight,but he would probably be barely alive at the beginning of the next one.
2.7.3 Toxicity
One of the more frequent questions concerning game mechanics on the official The Witcher forum is about the consequences of a high toxicity level. Many guesses have been made about the possible penalties to Geralt’s statistics. Among all the guesses, one was missing - potion overdose does not cause any penalties to any statistic. FCR repairs this oversight and introduces overdose consequences.
Potion overdose - decreases damage dealt and the chance to dodge and parry by 25%.
Serious potion poisoning - decreases damage dealt and the chance to dodge and parry by 50%. Moreover, it results in degeneration of Vitality by 0,5 points per second and Energy by 1 point per second. Degeneration of Vitality may end with Geralt’s death.
In case of overdosing, you should immediately detoxify, either by drinking the White Honey potion or by meditating.
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2.8 Character Advancement
The skill tree known from the vanilla version of the game has gone through serious modifications.ParticularAttributesnowgivenewbonuses,Signsworkabitdifferently, the Axii Sign has been replaced by the Heliotrop Sign described in The Witcher Saga,andfightingstylesrelate to thenewenemyarmoursystem.Thenumberoftalents granted each level has been decreased, which forces players to specialize.
2.8.1 Witcher Signs
Yrden - a magic symbol drawn on the ground; touching it causes critical effects and damage. Highly recommended for use on wraiths.
Quen - a shield that absorbs physical attacks. Reduces damage, decreases the enemy’s hit chance, and provides resistance to physical effects.
Igni - an extremely useful sign, even on the lower levels. It allows attacking from a distance, without exposing yourself to potential damage.
Heliotrop - a barrier that protects Geralt from all non-physical attacks. The barrier reduces damage and provides resistance to critical effects.
Aard - has a chance of exposing the enemy to a finishingmove; it is possible to use it to eliminate three opponents at once.
The Heliotrop Sign has replaced the Axii Sign, which is the least used among players. Out of all the Signs in the game, including Heliotrop, Axii was the Sign that was the furthest from the Saga’s lore. In the story „A Grain of Truth,” Geralt used the Axii Sign to calm his horse, and even this did not work completely. In the game, Geralt can make meek and mild allies out of higher vampires. The Heliotrop Sign may not be all that useful in the game, but when choosing between two rarely used Signs, FCR errs on the side of sticking closely to the lore.
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2.8.2 Fighting styles
Strong -usedmainlyinfightingunarmouredopponents.It isusefulforfightingmonsterswherealotofstrengthisneededtopiercetheirtoughskinandmoundsofflesh.
Fast -usedinfightingarmouredopponents.Whenthebodyisprotectedbysteel, scales or chitin armour, strength does not matter anymore. The fast style consists of quick, precise hits aimed at unprotected spots.
Group -usedasadefensivefightingstyle.Incaseofbeingsurrounded,a series of sweepy cuts discourages enemies from attacking you and even causes them to move away to a safe distance.
2.8.3 Attributes
Strength -itisresponsiblefordamagedealtinmeleecombat,fistfightingand other offensive skills. Contrary to the vanilla version, the number of Vitality Points and defensive skills do not depend on this attribute.
Dexterity - it is responsible for the chance of dodging and parrying enemy attacks.Italsoinfluencesdefensiveskillsandthechanceforacriticalhit.It does not affect resistances to critical effects.
Endurance - it is responsible for the number of Vitality Points, resistances tocriticaleffects,andregenerationrate.Itdoesnotinfluencethenumberof Energy Points.
Inteligence - it is responsible for the number of Energy Points, Sign intensity, and skills connected with alchemy and Places of Power.
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2.8.4 Night vision
‘Can you see it?’ repeated Nivellen, baring his fangs‘I can’‘Who are you?’‘I don’t understand’. ‘You don’t understand?’ The monster raised his head; his eyes shone like a cat’s. ‘My portrait is hung beyond the candlelight. I can see it, but I’m not human.
„A Grain of Truth” (Danusia Stok)Nivellen talking to Geralt.
One of the element of training a witcher is The Trial of the Grasses. Asevendays longprocessofChanges, leavingonly twooutoffiveboys alive on average, ensures the superhuman skills of witchers. On the seventh day of the lethargy, the surviving boys awake.
The male awoke and opened his eyes, and his eyes were as those of a viper...
„Blood of Elves” (Danusia Stok)
In FCR Geralt receives an innate ability of seeing in the dark as a skill typical of witchers.Thenightvisionnolongerhasthecontroversialfisheyeeffect,andthelight lightening locations has changed its colour from blue to white.
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2.8.5 Experience points
Experience points given for defeating enemies have been balanced adequately according to the threat an enemy poses. The vanilla version of The Witcher rewarded us in a chaotic manner, giving, for example, 300 EXP for a Greater Brother, one of the stronger opponents in the game, which appears in Act V, but 750 EXP for a cockatrice, an average enemy from Act III.
Threat Experience Points
Low 50
Medium 100
High 150
Serious 300
Critical 500
Fatal 1000
Boss 5000
2.8.6 Skill Tree
A good deal of talents has been added to the skill tree, whereas talents whose functions repeated themselves have been deleted. The improvements of the skill branches now offer much more worthwhile bonuses. The impression as if some of the talents were divided into smaller ones, or forced to existence so the number of talents is equal, is now gone.
Full Combat Rebalance
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Stre
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Full Combat Rebalance
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Full Combat Rebalance
18
Dex
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Dod
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Full Combat Rebalance
20
Stam
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Vita
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Res
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n of
Stu
n -5
0%K
nock
dow
n R
esis
tanc
e+50
%
Pain
Res
ista
nce
+50%
Res
ista
nce
to B
leed
ing
+50%
Vita
lity
+10
Vita
lity
rege
nera
tion
+25%
Res
ista
nce
to a
ll cr
itica
l effe
cts +
5%
Enab
les G
eral
t to
draw
from
Pla
ces o
f Po
wer
twic
e da
ily.
Vita
lity
Reg
ener
atio
n +3
per
min
ute
Dur
atio
n of
Ble
edin
g -5
0%D
urat
ion
of a
lcoh
ol in
toxi
catio
n -5
0%
Vita
lity
+10
Vita
lity
rege
nera
tion
+25%
Res
ista
nce
to a
ll cr
itica
l effe
cts +
5%
Pois
on R
esis
tanc
e +5
0%
Allo
ws G
eral
t to
cons
ume
sele
cted
ingr
edie
nts w
hen
raw
inst
ead
ofbr
ewin
g po
tions
out
of t
hem
.
Ingr
edie
nts c
onsu
med
raw
rest
ore
Vita
lity
by 2
0 w
hile
incr
easi
ng th
e bo
dy’s
Tox
icity
.
Main Tree UpgradesSt
amin
a (le
vel 1
)
Req
uire
s
Stam
ina
(leve
l 2)
Req
uire
s
Stam
ina
(leve
l 3)
Req
uire
s
Stam
ina
(leve
l 4)
Req
uire
s
Stam
ina
(leve
l 5)
Req
uire
s
Pois
on R
esis
tanc
e
Req
uire
s
Abs
orpt
ion
Req
uire
s
Stun
and
Kno
ckdo
wn
Res
ista
nce
Req
uire
s
Ston
e Sk
in
Req
uire
s
Potio
n To
lera
nce
Req
uire
s
Mut
atio
n
Req
uire
s Mut
agen
Reg
ener
atio
n
Req
uire
s
Pain
and
Ble
edin
g R
esis
tanc
e
Req
uire
s
Res
ista
nce
to
Inci
nera
tion
and
Ble
edin
gR
equi
res
Full Combat Rebalance
21
Full Combat Rebalance
20
Inte
ligen
ce
Sign
Inte
nsity
+10
poi
nts
Endu
ranc
e +5
Unl
ocks
leve
l 5 S
igns
.
Sign
Inte
nsity
+20
%
Sign
Inte
nsity
+10
poi
nts
Endu
ranc
e +5
Unl
ocks
leve
l 4 S
igns
.
Enablesp
erformanceofL
ifeRitualin
Plac
es o
f Pow
er.
TheLifeRitualincreasesV
itality
Reg
ener
atio
n by
15
poin
ts p
er m
inut
e.
Sign
Inte
nsity
+20
poi
nts
Wor
ks o
nly
whe
n G
eral
t has
less
than
50
% V
italit
y.
Sign
Inte
nsity
+10
poi
nts
Endu
ranc
e +5
Unl
ocks
leve
l 3 S
igns
and
Impr
oved
A
rmor
.
Enab
les p
erfo
rman
ce o
f the
Cle
ansi
ng
Ritu
al in
Pla
ces o
f Pow
er.
CleansingRitualpurifiesthebodyfrom
to
xici
ty.
Incr
ease
s cha
nce
of e
xtra
ctin
gin
gred
ient
s fro
m b
oth
herb
pla
nts a
nd
defe
ated
foes
.
Enab
les p
rodu
ctio
n of
bom
bs.
Req
uire
s Oil
Prep
arat
ion
Inte
llige
nce
not r
equi
red
Sign
Inte
nsity
+10
poi
nts
Endu
ranc
e +5
Unl
ocks
leve
l 2 S
igns
.
Enablesidentificationandgatheringof
herb
s.
Dam
age
+1
Prov
ides
kno
wle
dge
abou
t pre
sele
cted
, no
t yet
enc
ount
ered
mon
ster
s.
Enab
les c
reat
ion
of o
ils.
Req
uire
s Her
balis
m
Inte
llige
nce
is n
ot re
quire
d
Sign
Inte
nsity
+10
poi
nts
Endu
ranc
e +5
Enab
les b
rew
ing
of p
otio
ns.
Sign
Inte
nsity
+50
poi
nts
Onl
y ac
tive
from
dus
k un
til d
awn.
Main Tree UpgradesIn
telig
ence
(le
vel 1
)
Req
uire
s
Inte
ligen
ce
(leve
l 2)
Req
uire
s
Inte
ligen
ce
(leve
l 3)
Req
uire
s
Inte
ligen
ce
(leve
l 4)
Req
uire
s
Inte
ligen
ce
(leve
l 5)
Req
uire
s
Potio
n B
rew
ing
Stor
y-ba
sed
Abi
lity
Her
balis
m
Req
uire
s
Kno
wle
dge
of th
e C
lean
sing
Ritu
al
Req
uire
s
Kno
wle
dge
of th
e L
ife R
itual
Req
uire
s
Inte
nsity
Req
uire
s
Ris
ing
Moo
n
Req
uire
s Mut
agen
Liv
ing
Ana
tom
y
Req
uire
s
Ingr
edie
nt E
xtra
ctio
n
Req
uire
s
Mag
ic F
renz
y
Req
uire
s
Oil
Prep
arat
ion
Req
uire
s
Bom
b Pr
epar
atio
n
Req
uire
s
Full Combat Rebalance
22
Aar
d Si
gn
Ang
le 3
60 d
egre
esSi
gn In
tens
ity +
100%
Sign
Ran
ge +
200%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 5
0
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
100%
Sign
Ran
ge +
133%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 4
5
Stun
+25
%K
nock
dow
n +2
5%D
isar
m +
25%
Ang
le 3
60 d
egre
esSi
gn In
tens
ity +
75%
Sign
Ran
ge +
166%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 4
5
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
75%
Sign
Ran
ge +
100%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 4
0
Crit
ical
Effe
cts D
urat
ion
+50%
Cos
t of c
astin
g Si
gn -3
3%
Ang
le 2
70 d
egre
esSi
gn In
tens
ity +
50%
Sign
Ran
ge +
133%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 4
0
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
50%
Sign
Ran
ge +
66%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 3
5
Cha
nce
of K
nock
dow
n w
ith sw
ord
atta
ck 1
0%
Wor
ks o
nly
with
Fas
t Sty
les.
Req
uire
s sel
ecte
d A
ard
Sign
.
Stun
+25
%
Ang
le 1
80 d
egre
esSi
gn In
tens
ity +
25%
Sign
Ran
ge +
100%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 3
5
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
25%
Sign
Ran
ge +
33%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 3
0
Prov
ides
cha
nce
of D
isar
min
gop
pone
nts.
Kno
ckdo
wn
+25%
Ang
le 1
80 d
egre
esSi
gn R
ange
+66
%
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 3
0
Ang
le 6
0 de
gree
s
Cau
ses K
nock
dow
n
Endu
ranc
e C
ost 2
5
Prov
ides
a c
hanc
e of
cau
sing
Stu
n.
Special Attack Main Tree UpgradesSt
uden
t
Req
uire
s
App
rent
ice
Req
uire
s
Spec
ialis
t
Req
uire
s
Exp
ert
Req
uire
s
Mas
ter
Req
uire
s
Aar
d (le
vel 1
)
Stor
y-ba
sed
Abi
lity
Aar
d (le
vel 2
)
Req
uire
s
Aar
d (le
vel 3
)
Req
uire
s
Aar
d (le
vel 4
)
Req
uire
s
Aar
d (le
vel 5
)
Req
uire
s
Stun
Req
uire
s
Dis
arm
Req
uire
s
Bla
stin
g Fi
st
Req
uire
s
Ext
ende
d D
urat
ion
Req
uire
s
Gal
e
Req
uire
s
Gus
t
Req
uire
s
Thu
nder
Req
uire
s
Add
ed E
ffici
ency
Req
uire
s
Full Combat Rebalance
23
Full Combat Rebalance
22
Igni
Sig
n
Atta
ck fr
om a
dis
tanc
e.Tr
ippl
ed ra
nge.
Sign
Inte
nsity
+10
0%Dam
age:75+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 5
0
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
100%
Sign
Ran
ge +
133%
Dam
age:75+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 4
5
Dur
atio
n of
Inci
nera
tion
+50%
Atta
ck fr
om a
dis
tanc
e.D
oubl
ed ra
nge.
Sign
Inte
nsity
+75
%Dam
age:55+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 4
5
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
75%
Sign
Ran
ge +
100%
Dam
age:55+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 4
0
Cha
nce
of c
ausi
ng P
ain
Cos
t of c
astin
g Si
gn -3
3%
Atta
ck fr
om a
dis
tanc
e.D
oubl
ed ra
nge.
Sign
Inte
nsity
+50
%Dam
age:35+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 4
0
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
50%
Sign
Ran
ge +
66%
Dam
age:35+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 3
5
Cha
nce
of In
cine
ratio
n w
ith sw
ord
atta
ck 3
00%
Wor
ks o
nly
with
spec
ial A
ttack
s.R
equi
res s
elec
ted
Igni
Sig
n.
Cha
nce
of c
ausi
ng F
ear
Atta
ck fr
om a
dis
tanc
e.Si
gn In
tens
ity +
25%
Dam
age:20+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 3
5
Ang
le 6
0 de
gree
sSi
gn In
tens
ity +
25%
Sign
Ran
ge +
33%
Dam
age:20+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 3
0
Dam
age
+20%
Cha
nce
of In
cine
ratin
g op
pone
nts
Atta
ck fr
om a
dis
tanc
e.
Dam
age:10+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 3
0
Ang
le 6
0 de
gree
s
Dam
age:10+((0.04%to0.05%
)x
Sign
Inte
nsity
x o
ppon
ent’s
max
Vita
lity)
Endu
ranc
e C
ost 2
5
Dam
age
+10%
Special Attack Main Tree UpgradesSt
uden
t
Req
uire
s
App
rent
ice
Req
uire
s
Spec
ialis
t
Req
uire
s
Exp
ert
Req
uire
s
Mas
ter
Req
uire
s
Igni
(poz
iom
1)
Stor
y-ba
sed
Abi
lity
Igni
(poz
iom
2)
Req
uire
s
Igni
(poz
iom
3)
Req
uire
s
Igni
(poz
iom
4)
Req
uire
s
Igni
(poz
iom
5)
Req
uire
s
Har
m’s
Way
I
Req
uire
s
Har
m’s
Way
II
Req
uire
s
Bur
ning
Bla
de
Req
uire
s
Infe
rno
Req
uire
s
Ext
ende
d D
urat
ion
Req
uire
s
Ince
nera
tion
Req
uire
s
Wal
l of F
lam
e
Req
uire
s
Add
ed E
ffici
ency
Req
uire
s
Full Combat Rebalance
24
Que
n Si
gn
Ass
aila
nt lo
ses 2
5% o
f cur
rent
Vita
lity
Sign
dur
atio
n 11
seco
nds
Dam
age
redu
ctio
n 60
%D
odge
+25
%Pa
rry
+25%
Endu
ranc
e C
ost 4
0
Gen
erat
es a
shie
ld w
hich
abs
orbs
phys
ical
dam
age.
Sign
dur
atio
n 9
seco
nds
Dam
age
redu
ctio
n 50
%D
odge
+25
%Pa
rry
+25%
Endu
ranc
e C
ost 3
5
Rai
ses c
hanc
e of
opp
onen
t Kno
ckdo
wn.
Wor
ks o
nly
with
Sig
n po
wer
up.
Ass
aila
nt lo
ses 2
0% o
f cur
rent
Vita
lity
Sign
dur
atio
n 10
seco
nds
Dam
age
redu
ctio
n 50
%D
odge
+20
%Pa
rry
+20%
Endu
ranc
e C
ost 3
5
Gen
erat
es a
shie
ld w
hich
abs
orbs
phys
ical
dam
age.
Sign
dur
atio
n 8
seco
nds
Dam
age
redu
ctio
n 40
%D
odge
+20
%Pa
rry
+20%
Endu
ranc
e C
ost 3
0
Imm
unity
to K
nock
dow
nIm
mun
ity to
Stu
n
Req
uire
s Bar
rier I
I
Cos
t of c
astin
g Si
gn -3
3%
Ass
aila
nt lo
ses 1
5% o
f cur
rent
Vita
lity
Sign
dur
atio
n 9
seco
nds
Dam
age
redu
ctio
n 40
%D
odge
+15
%Pa
rry
+15%
Endu
ranc
e C
ost 3
0
Gen
erat
es a
shie
ld w
hich
abs
orbs
phys
ical
dam
age.
Sign
dur
atio
n 7
seco
nds
Dam
age
redu
ctio
n 30
%D
odge
+15
%Pa
rry
+15%
Endu
ranc
e C
ost 2
5
Stun
Res
ista
nce
+50%
Req
uire
s Bar
rier I
Sign
Inte
nsity
+25
%
Ass
aila
nt lo
ses 1
0% o
f cur
rent
Vita
lity
Sign
dur
atio
n 8
seco
nds
Dam
age
redu
ctio
n 30
%D
odge
+10
%Pa
rry
+10%
Endu
ranc
e C
ost 2
5
Gen
erat
es a
shie
ld w
hich
abs
orbs
phys
ical
dam
age.
Sign
dur
atio
n 6
seco
nds
Dam
age
redu
ctio
n 20
%D
odge
+10
%Pa
rry
+10%
Endu
ranc
e C
ost 2
0
Res
ista
nce
to K
nock
dow
n +5
0%
Ass
aila
nt lo
ses 5
% o
f cur
rent
Vita
lity
Sign
dur
atio
n 7
seco
nds
Dam
age
redu
ctio
n 20
%D
odge
+5%
Parr
y +5
%En
dura
nce
Cos
t 20
Gen
erat
es a
shie
ld w
hich
abs
orbs
phys
ical
dam
age.
Sign
dur
atio
n 5
seco
nds
Dam
age
redu
ctio
n 10
%D
odge
+5%
Parr
y +5
%En
dura
nce
Cos
t 15
Sign
Dur
atio
n +1
seco
nd
Special Attack Main Tree UpgradesSt
uden
t
Req
uire
s
App
rent
ice
Req
uire
s
Spec
ialis
t
Req
uire
s
Exp
ert
Req
uire
s
Mas
ter
Req
uire
s
Que
n (le
vel 1
)
Stor
y-ba
sed
Abi
lity
Que
n (le
vel 2
)
Req
uire
s
Que
n (le
vel 3
)
Req
uire
s
Que
n (le
vel 4
)
Req
uire
s
Que
n (le
vel 5
)
Req
uire
s
Ext
ende
d D
urat
ion
Req
uire
s
Bar
rier
I
Req
uire
s
Bar
rier
II
Req
uire
s
Bar
rier
III
Req
uire
s
Res
onan
ce
Req
uire
s
Add
ed In
tens
ity
Req
uire
s
Add
ed E
ffici
ency
Req
uire
s
Full Combat Rebalance
25
Full Combat Rebalance
24
Hel
iotr
op S
ign
Ass
aila
nt lo
ses 2
5% o
f cur
rent
Vita
lity
Sign
dur
atio
n 16
seco
nds
Dam
age
redu
ctio
n 10
0%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 4
0
Gen
erat
es a
shie
ld w
hich
abs
orbs
damagefrom
magic,fireandacid.
Sign
dur
atio
n 14
seco
nds
Dam
age
redu
ctio
n 90
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 3
5
Rai
ses c
hanc
e of
opp
onen
t Kno
ckdo
wn.
Wor
ks o
nly
with
Sig
n po
wer
up.
Ass
aila
nt lo
ses 2
0% o
f cur
rent
Vita
lity
Sign
dur
atio
n 14
seco
nds
Dam
age
redu
ctio
n 80
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 3
5
Gen
erat
es a
shie
ld w
hich
abs
orbs
damagefrom
magic,fireandacid.
Sign
dur
atio
n 12
seco
nds
Dam
age
redu
ctio
n 70
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 3
0
Imm
unity
to B
lindn
ess
Imm
unity
to In
cine
ratio
n
Req
uire
s Pro
tect
ive
Fiel
d II
I
Cos
t of c
astin
g Si
gn -3
3%
Ass
aila
nt lo
ses 1
5% o
f cur
rent
Vita
lity
Sign
dur
atio
n 12
seco
nds
Dam
age
redu
ctio
n 60
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 3
0
Gen
erat
es a
shie
ld w
hich
abs
orbs
damagefrom
magic,fireandacid.
Sign
dur
atio
n 10
seco
nds
Dam
age
redu
ctio
n 50
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 2
5
Res
ista
nce
to B
lindi
ng +
50%
Req
uire
s Pro
tect
ive
Fiel
d I
Sign
Inte
nsity
+25
%
Ass
aila
nt lo
ses 1
0% o
f cur
rent
Vita
lity
Sign
dur
atio
n 10
seco
nds
Dam
age
redu
ctio
n 40
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 2
5
Gen
erat
es a
shie
ld w
hich
abs
orbs
damagefrom
magic,fireandacid.
Sign
dur
atio
n 8
seco
nds
Dam
age
redu
ctio
n 30
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 2
0
Inci
nera
tion
Res
ista
nce
+50%
Ass
aila
nt lo
ses 5
% o
f cur
rent
Vita
lity
Sign
dur
atio
n 8
seco
nds
Dam
age
redu
ctio
n 20
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 2
0
Gen
erat
es a
shie
ld w
hich
abs
orbs
damagefrom
magic,fireandacid.
Sign
dur
atio
n 6
seco
nds
Dam
age
redu
ctio
n 10
%CastingHeliotropquellsfire.
Endu
ranc
e C
ost 1
5
Sign
dur
atio
n +1
seco
nd
Special Attack Main Tree UpgradesSt
uden
t
Req
uire
s
App
rent
ice
Req
uire
s
Spec
ialis
t
Req
uire
s
Exp
ert
Req
uire
s
Mas
ter
Req
uire
s
Hel
iotr
op (l
evel
1)
Stor
y-ba
sed
Abi
lity
Hel
iotr
op (l
evel
2)
Req
uire
s
Hel
iotr
op (l
evel
3)
Req
uire
s
Hel
iotr
op (l
evel
4)
Req
uire
s
Hel
iotr
op (l
evel
5)
Req
uire
s
Ext
ende
d D
urat
ion
Req
uire
s
Bar
rier
I
Req
uire
s
Bar
rier
II
Req
uire
s
Bar
rier
III
Req
uire
s
Res
onan
ce
Req
uire
s
Add
ed In
tens
ity
Req
uire
s
Add
ed E
ffici
ency
Req
uire
s
Full Combat Rebalance
26
Yrd
en S
ign
Incr
ease
d Si
gn d
iam
eter
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Endu
ranc
e C
ost 5
0
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Cha
rges
10
Sign
Inte
nsity
+10
0%En
dura
nce
Cos
t 45
Dam
age
+100
%
Incr
ease
d Si
gn d
iam
eter
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Endu
ranc
e C
ost 4
5
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Cha
rges
8Si
gn In
tens
ity +
75%
Endu
ranc
e C
ost 4
0
Prov
ides
cha
nce
of B
lindi
ng.
Cos
t of c
astin
g Si
gn -3
3%
Incr
ease
d Si
gn d
iam
eter
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Endu
ranc
e C
ost 4
0
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Cha
rges
6Si
gn In
tens
ity +
50%
Endu
ranc
e C
ost 3
5
Res
ista
nce
to a
ll C
ritic
al E
ffect
s -50
%
Prov
ides
cha
nce
of P
oiso
ning
.
Incr
ease
d Si
gn d
iam
eter
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Endu
ranc
e C
ost 3
5
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Cha
rges
4Si
gn In
tens
ity +
25%
Endu
ranc
e C
ost 3
0
Sign
Dur
atio
n +5
0%Si
gn In
tens
ity +
5%
Cha
rges
+5
Incr
ease
d Si
gn d
iam
eter
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Endu
ranc
e C
ost 3
0
Cau
ses P
ain
Dam
age:(0.056xSignIntensity)+
(0
.08%
to 0
.1%
) x S
ign
Inte
nsity
xop
pone
nt’s
max
Vita
lity)
Cha
rges
2
Endu
ranc
e C
ost 2
5
ChancetoinflictPain+25%
Special Attack Main Tree UpgradesSt
uden
t
Req
uire
s
App
rent
ice
Req
uire
s
Spec
ialis
t
Req
uire
s
Exp
ert
Req
uire
s
Mas
ter
Req
uire
s
Yrd
en (l
evel
1)
Stor
y-ba
sed
Abi
lity
Yrd
en (l
evel
2)
Req
uire
s
Yrd
en (l
evel
3)
Req
uire
s
Yrd
en (l
evel
4)
Req
uire
s
Yrd
en (l
evel
5)
Req
uire
s
Pain
Sig
n
Req
uire
s
Prow
ess
Req
uire
s
Cri
pplin
g Si
gn
Req
uire
s
Blin
ding
Sig
n
Req
uire
s
Cir
cle
of D
eath
Req
uire
s
Insc
ript
ions
Req
uire
s
Veno
m S
ign
Req
uire
s
Add
ed E
ffici
ency
Req
uire
s
Full Combat Rebalance
27
Full Combat Rebalance
26
Stro
ng S
teel
Sty
le
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e of
all
atta
cks i
n se
quen
ce 6
Dam
age
of th
is a
ttack
8C
hanc
e of
Ble
edin
g 90
%H
its m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Dam
age
of a
ll at
tack
s in
sequ
ence
5D
amag
e 20
+ b
onus
dam
age
from
sequ
ence
Cha
nce
of S
tun
+300
%D
islo
dge
Shie
ld +
100%
Endu
ranc
e C
ost 2
5
Third
Atta
ck in
sequ
ence
, con
sist
s of
four
blo
ws.
Dam
age
of a
ll at
tack
s in
sequ
ence
4C
hanc
e of
Ble
edin
g +8
0%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of B
leed
ing
+15%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Dam
age
+2
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Seco
nd A
ttack
in se
quen
ce, c
onsi
sts o
f fo
ur b
low
s.D
amag
e of
all
atta
cks i
n se
quen
ce 3
Cha
nce
of B
leed
ing
+60%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of B
leed
ing
+10%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Dam
age
+2
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e 2
Cha
nce
of B
leed
ing
35%
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of B
leed
ing
+5%
Upgradesfi
rstA
ttackinsequence.
Dam
age
+2
Upgradesfi
rstA
ttackinsequence.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Main Tree UpgradesSt
rong
Ste
el(le
vel 1
)
Stor
y-ba
sed
Abi
lity
Stro
ng S
teel
(leve
l 2)
Req
uire
s
Stro
ng S
teel
(leve
l 3)
Req
uire
s
Stro
ng S
teel
(leve
l 4)
Req
uire
s
Stro
ng S
teel
(leve
l 5)
Req
uire
s
Cut
at t
he J
ugul
ar I
Req
uire
s
Cut
at t
he J
ugul
ar II
Req
uire
s
Cut
at t
he J
ugul
ar II
I
Req
uire
s
Cru
shin
g B
low
I
Req
uire
s
Cru
shin
g B
low
II
Req
uire
s
Cru
shin
g B
low
III
Req
uire
s
Bro
ad S
win
g I
Req
uire
s
Bro
ad S
win
g II
Req
uire
s
Bro
ad S
win
g II
I
Req
uire
s
Full Combat Rebalance
28
Fast
Ste
el S
tyle
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e 1
Arm
or p
enet
ratio
n of
all
atta
cks i
n se
quen
ce 2
33%
Arm
or p
enet
ratio
n in
this
atta
ck 2
66%
Cha
nce
of P
ain
+115
%
Dam
age
1A
rmor
pen
etra
tion
of a
ll at
tack
s in
sequ
ence
200
%A
rmor
pen
etra
tion
1500
%C
hanc
e of
Dis
arm
+10
0%En
dura
nce
Cos
t 25
Third
Atta
ck in
sequ
ence
, con
sist
s of
four
blo
ws.
Dam
age
1A
rmor
pen
etra
tion
of a
ll at
tack
s in
sequ
ence
166
%C
hanc
e of
Pai
n +1
30%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of P
ain
+24%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Arm
or p
enet
ratio
n 20
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Seco
nd A
ttack
in se
quen
ce, c
onsi
sts o
f fo
ur b
low
s.D
amag
e 1
Arm
or p
enet
ratio
n of
all
atta
cks i
n se
quen
ce 1
33%
Cha
nce
of P
ain
+80%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of P
ain
+13%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Arm
or p
enet
ratio
n 20
%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e 1
Arm
or p
enet
ratio
n 10
0%C
hanc
e of
Pai
n +3
9%
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of P
ain
+6%
Upgradesfi
rstA
ttackinsequence.
Arm
or p
enet
ratio
n 20
%
Upgradesfi
rstA
ttackinsequence.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Main Tree UpgradesFa
st S
teel
(leve
l 1)
Stor
y-ba
sed
Abi
lity
Fast
Ste
el(le
vel 2
)
Req
uire
s
Fast
Ste
el(le
vel 3
)
Req
uire
s
Fast
Ste
el(le
vel 4
)
Req
uire
s
Fast
Ste
el(le
vel 5
)
Req
uire
s
Para
lysi
s I
Req
uire
s
Para
lysi
s II
Req
uire
s
Para
lysi
s III
Req
uire
s
Hai
l of B
low
s I
Req
uire
s
Hai
l of B
low
s II
Req
uire
s
Hai
l of B
low
s III
Req
uire
s
Wid
e Sw
ing
I
Req
uire
s
Wid
e Sw
ing
II
Req
uire
s
Wid
e Sw
ing
III
Req
uire
s
Full Combat Rebalance
29
Full Combat Rebalance
28
Gro
up S
teel
Sty
le
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e -6
Parr
y of
all
atta
cks i
n se
quen
ce +
25%
Parr
y in
this
atta
ck +
30%
Cha
nce
of F
ear 1
00%
Dam
age
10Pa
rry
of a
ll at
tack
s in
sequ
ence
+20
%C
hanc
e of
Fea
r 300
%C
hanc
e of
Kno
ckdo
wn
300%
Endu
ranc
e C
ost 2
5
Third
Atta
ck in
sequ
ence
, con
sist
s of
thre
e bl
ows.
Dam
age
-6Pa
rry
of a
ll at
tack
s in
sequ
ence
+15
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Parr
y +5
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Dam
age
+1
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of F
ear 6
6%
Seco
nd A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e -6
Parr
y of
all
atta
cks i
n se
quen
ce +
10%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Parr
y +5
%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Dam
age
+1
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of F
ear 5
0%
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e -6
Parr
y +5
%
Upgradesfi
rstA
ttackinsequence.
Parr
y +5
%
Upgradesfi
rstA
ttackinsequence.
Dam
age
+1
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of F
ear 3
3%
Main Tree UpgradesG
roup
Ste
el(le
vel 1
)
Stor
y-ba
sed
Abi
lity
Gro
up S
teel
(leve
l 2)
Req
uire
s
Gro
up S
teel
(leve
l 2)
Req
uire
s
Gro
up S
teel
(leve
l 4)
Req
uire
s
Gro
up S
teel
(leve
l 5)
Req
uire
s
Stee
l Bar
rier
I
Req
uire
s
Stee
l Bar
rier
II
Req
uire
s
Stee
l Bar
rier
III
Req
uire
s
Prec
ise
Hit
I
Req
uire
s
Prec
ise
Hit
II
Req
uire
s
Prec
ise
Hit
III
Req
uire
s
Inst
ill D
oubt
I
Req
uire
s
Inst
ill D
oubt
II
Req
uire
s
Inst
ill D
oubt
III
Req
uire
s
Full Combat Rebalance
30
Stro
ng S
ilver
Sty
le
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f fiveblow
s.D
amag
e of
all
atta
cks i
n se
quen
ce 6
Dam
age
of th
is a
ttack
8C
hanc
e of
Ble
edin
g 90
%H
its m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Dam
age
of a
ll at
tack
s in
sequ
ence
5D
amag
e 20
+ b
onus
dam
age
from
se
quen
ceC
hanc
e of
Kno
ckdo
wn
+300
%En
dura
nce
Cos
t 25
Third
Atta
ck in
sequ
ence
, con
sist
s of
four
blo
ws.
Dam
age
of a
ll at
tack
s in
sequ
ence
4C
hanc
e of
Ble
edin
g +8
0%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of B
leed
ing
+15%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Dam
age
+2
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Seco
nd A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e of
all
atta
cks i
n se
quen
ce 3
Cha
nce
of B
leed
ing
+60%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of B
leed
ing
+10%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Dam
age
+2
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e 2
Cha
nce
of B
leed
ing
35%
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of B
leed
ing
+5%
Upgradesfi
rstA
ttackinsequence.
Dam
age
+2
Upgradesfi
rstA
ttackinsequence.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Main Tree UpgradesSt
rong
Silv
er(le
vel 1
)
Stor
y-ba
sed
Abi
lity
Stro
ng S
ilver
(leve
l 2)
Req
uire
s
Stro
ng S
ilver
(leve
l 3)
Req
uire
s
Stro
ng S
ilver
(leve
l 4)
Req
uire
s
Stro
ng S
ilver
(leve
l 5)
Req
uire
s
Dee
p C
ut I
Req
uire
s
Dee
p C
ut II
Req
uire
s
Dee
p C
ut II
I
Req
uire
s
Mor
tal B
low
I
Req
uire
s
Mor
tal B
low
II
Req
uire
s
Mor
tal B
low
III
Req
uire
s
Tem
pest
I
Req
uire
s
Tem
pest
II
Req
uire
s
Tem
pest
III
Req
uire
s
Full Combat Rebalance
31
Full Combat Rebalance
30
Fast
Silv
er S
tyle
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f fiveblow
s.D
amag
e 1
Arm
or p
enet
ratio
n of
all
atta
cks i
n se
quen
ce 2
33%
Arm
or p
enet
ratio
n in
this
atta
ck 2
66%
Cha
nce
of P
ain
+153
%
Dam
age
1A
rmor
pen
etra
tion
of a
ll at
tack
s in
sequ
ence
200
%A
rmor
pen
etra
tion
1500
%C
hanc
e of
Blin
d +1
00%
Endu
ranc
e C
ost 2
5
Third
Atta
ck in
sequ
ence
, con
sist
s of
four
blo
ws.
Dam
age
1A
rmor
pen
etra
tion
of a
ll at
tack
s in
sequ
ence
166
%C
hanc
e of
Pai
n +1
30%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of P
ain
+24%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Arm
or p
enet
ratio
n 20
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Seco
nd A
ttack
in se
quen
ce, c
onsi
sts o
f th
ree
blow
s.D
amag
e 1
Arm
or p
enet
ratio
n of
all
atta
cks i
n se
quen
ce 1
33%
Cha
nce
of P
ain
+80%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of P
ain
+13%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Arm
or p
enet
ratio
n 20
%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e 1
Arm
or p
enet
ratio
n 10
0%C
hanc
e of
Pai
n +3
9%
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of P
ain
+6%
Upgradesfi
rstA
ttackinsequence.
Arm
or p
enet
ratio
n 20
%
Upgradesfi
rstA
ttackinsequence.
Allo
ws G
eral
t to
hit m
ultip
le ta
rget
s in
a 60
deg
ree
angl
e w
ith a
sing
le sw
ing.
Req
uire
s lev
el 4
Stre
ngth
Main Tree UpgradesFa
st S
ilver
(leve
l 1)
Stor
y-ba
sed
Abi
lity
Fast
Silv
er(le
vel 2
)
Req
uire
s
Fast
Silv
er(le
vel 3
)
Req
uire
s
Fast
Silv
er(le
vel 4
)
Req
uire
s
Fast
Silv
er(le
vel 5
)
Req
uire
s
Cri
pplin
g Pa
in I
Req
uire
s
Cri
pplin
g Pa
in II
Req
uire
s
Cri
pplin
g Pa
in II
I
Req
uire
s
Flas
h C
uts I
Req
uire
s
Flas
h C
uts I
I
Req
uire
s
Flas
h C
uts I
II
Req
uire
s
Hal
f-Sp
in I
Req
uire
s
Hal
f-Sp
in II
Req
uire
s
Hal
f-Sp
in II
I
Req
uire
s
Full Combat Rebalance
32
Gro
up S
ilver
Sty
le
Four
th A
ttack
in se
quen
ce, c
onsi
sts o
f fo
ur b
low
s.D
amag
e -6
Parr
y of
all
atta
cks i
n se
quen
ce +
25%
Parr
y in
this
atta
ck +
30%
Cha
nce
of F
ear 1
00%
Dam
age
10Pa
rry
of a
ll at
tack
s in
sequ
ence
+20
%C
hanc
e of
Fea
r 300
%C
hanc
e of
Kno
ckdo
wn
300%
Endu
ranc
e C
ost 2
5
Third
Atta
ck in
sequ
ence
, con
sist
s of
thre
e bl
ows.
Dam
age
-6Pa
rry
of a
ll at
tack
s in
sequ
ence
+15
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Parr
y +5
%
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Dam
age
+1
Upg
rade
s thi
rd A
ttack
in se
quen
ce.
Cha
nce
of F
ear 6
6%
Seco
nd A
ttack
in se
quen
ce, c
onsi
ts o
f th
ree
blow
s.D
amag
e -6
Parr
y of
all
atta
cks i
n se
quen
ce +
10%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Parr
y +5
%
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Dam
age
+1
Upg
rade
s sec
ond
Atta
ck in
sequ
ence
.
Cha
nce
of F
ear 5
0%
Firs
t Atta
ck in
sequ
ence
, con
sist
s of
two
blow
s.D
amag
e -6
Parr
y +5
%
Upgradesfi
rstA
ttackinsequence.
Parr
y +5
%
Upgradesfi
rstA
ttackinsequence.
Dam
age
+1
Upgradesfi
rstA
ttackinsequence.
Cha
nce
of F
ear 3
3%
Main Tree UpgradesG
roup
Silv
er(le
vel 1
)
Stor
y-ba
sed
Abi
lity
Gro
up S
ilver
(leve
l 2)
Req
uire
s
Gro
up S
ilver
(leve
l 3)
Req
uire
s
Gro
up S
ilver
(leve
l 4)
Req
uire
s
Gro
up S
ilver
(leve
l 5)
Req
uire
s
Silv
er V
eil I
Req
uire
s
Silv
er V
eil I
I
Req
uire
s
Silv
er V
eil I
II
Req
uire
s
Fine
sse
I
Req
uire
s
Fine
sse
II
Req
uire
s
Fine
sse
III
Req
uire
s
Sini
ster
I
Req
uire
s
Sini
ster
II
Req
uire
s
Sini
ster
III
Req
uire
s
Full Combat Rebalance
33
Full Combat Rebalance
32
2.8.4 Number of Talents per Level
Level Witcher rank Bronze Silver Gold
1
Novitiate Witcher
2
3
4
5
6
7
8
Rising Witcher
9
10
11
12
13
14
15
16
Skilled Witcher
17
18
19
20
21
22
23
24
Seasoned Witcher
25
26
27
28
29
30
31
32
Master Witcher
33
34
35
36
37
38
39
40
LegendaryWitcher
41 - -
42 - -
43 - -
... - -
50 - -
Sum - 90 27 13
Full Combat Rebalance
34
2.9 Character Rebalance
2.9.1 Monsters in Easy Difficulty Pack
Opponent Level Vitality Regeneration Damage Threshold Damage Reduction Accuracy Damage Threat
Drowner 11 73 0.6 / sec 4 - 90 14 - 16 Medium
Drowned dead 15 97 0.7 / sec 5 - 95 18 - 21 High
Nadir 15 105 0.8 / sec 5 - 100 20 - 23 Serious
Zephyr 20 125 0.8 / sec 5 - 115 23 - 27 Critical
Bloedzuiger 15 77 - 4 - 105 17 - 20 Medium
Wolf 10 40 - - - 90 12 - 14 Low
Voref 24 99 - - - 115 26 - 30 High
Echinops 13 81 0.6 / sec 4 - 95 10 - 11 High
Archespore 20 125 0.8 / sec 5 - 100 14 - 18 Serious
Coccacidium 24 169 1 / sec 10 - 100 17 - 20 Critical
Barghest 8 53 - 5 - 85 13 - 15 Low
Hellhound 40 185 - 10 - 105 17 - 19 Critical
Wraith 30 145 3 / sec 30 - 105 23 - 27 Critical
Wild Hunt 40 205 3.5 / sec 30 - 110 38 - 42 Fatal
King of the Wild Hunt 60 1000 - 30 - 125 42 - 46 Boss
Noonwraith 32 169 1 / sec 10 - 105 27 - 31 Critical
Midday bride 40 245 1 / sec 10 - 115 34 - 38 Fatal
Nightwraith 32 169 1/ sec 10 - 105 27 - 31 Critical
Ifrit 28 137 3 / sec 30 - 105 27 - 31 Critical
Omen of Fire 40 205 3.5 / sec 30 - 105 32 - 36 Fatal
Ghoul 15 96 2.5 / sec 4 - 100 16 - 20 High
Alghoul 19 120 3 / sec 5 - 105 20 - 23 Serious
Ozzrel 21 150 4 / sec 5 - 110 20 - 23 Critical
Devourer 30 175 3.5 / sec 5 - 110 26 - 30 Critical
Graveir 28 166 3.5 / sec 9 - 110 25 - 28 Critical
Vetala 32 216 4.5 / sec 10 - 115 29 - 33 Fatal
Cemetaur 40 240 4 /sec 10 - 115 36 - 40 Fatal
Ureus 48 328 5 / sec 10 - 120 43 -47 Boss
Alp 28 138 5 / sec 9 - 110 25 - 28 Critical
Bruxa 40 220 5 / sec 10 - 115 32 - 35 Fatal
Lilly 48 304 9 / sec 10 - 120 38 - 42 Boss
Fleder 28 152 6 / sec 9 - 110 24 - 27 Critical
Garkain 40 240 8 / sec 10 - 115 35 - 38 Fatal
Vesper 48 328 10 / sec 10 - 120 41 - 44 Boss
Kikimore worker 16 104 0.25 / sec - 80% 95 19 - 23 High
Kikimore warrior 32 200 0.25 / sec - 90% 105 24 - 28 Critical
Kikimore queen 60 400 0.25 / sec - 95% 125 49 - 53 Boss
Frightener 40 240 - - 50% 90 12 - 15 Serious
Koshchey 60 400 0.25 / sec - 90% 125 28 - 31 Boss
Giant centipede 32 184 0.25 / sec - 90% 105 28 - 31 Critical
Wyvern 28 156 - - 80% 110 20 - 24 Critical
Royal wyvern 32 190 - - 90% 115 28 - 32 Fatal
Moa 32 222 - - 90% 115 35 - 39 Boss
Cockatrice 28 156 - - 80% 110 22 - 26 Critical
Skoffin 16 118 - - 75% 110 20 - 24 Serious
Basilisk 32 190 - - 90% 115 28 - 32 Fatal
Full Combat Rebalance
35
Full Combat Rebalance
34
Opponent Level Vitality Regeneration Damage Threshold Damage Reduction Accuracy Damage Threat
Vodyanoi warrior 20 95 - - 75% 105 21 - 24 High
Vodyanoi priest 20 85 - - 70% 105 18 - 22 High
Vodyanoi mage 30 115 - - 70% 110 28 - 32 Serious
Teju 30 145 - - 75% 115 31 - 42 Critical
Dagon 60 120 - - 95% 125 45 - 48 Boss
Armored hound 45 201 1 / sec - 80% 110 30 - 33 Critical
Mutant 45 178 1 / sec 10 - 110 Weapon + 7 Critical
Greater mutant 45 201 1 / sec 10 - 110 Weapon + 8 Critical
Mutant assassin 50 190 1 / sec - 80% 115 Weapon + 7 Critical
Greater Brother 60 250 1 / sec - 90% 115 Weapon + 8 Fatal
Bonehead 44 245 - 5 - 110 36 - 40 Critical
Golem 60 1000 - - 95% 115 53 - 57 Boss
Werewolf 40 265 5 / sec 10 - 115 27 - 31 Fatal
Striga 50 325 5 / sec 10 - 125 37 - 40 Boss
Zeugl 60 385 - 10 - 120 41 - 45 Boss
Zeugul’s tentacle 12 73 - 4 - 90 18 - 21 Medium
2.9.2 NPCs
Chapter Opponent Level Vitality Armour* Accuracy Damage Threat
Prologue Fast bandit - beggining 6 18 - 65 Weapon + 1 Low
Prologue Fast bandit - later 7 19 - 65 Weapon + 1 Low
Prologue Strong bandit 5 20 - 65 Weapon + 2 Low
Prologue Salamanderduringfrightenerfight 8 23 - 65 Weapon + 2 Low
Prologue Savolla 14 64 LeatherArmour 500 4 - 5 Serious
Prologue Eskel 50 215 ExcellentLeatherArmour 130 Weapon + 7 Critical
Prologue Lambert 50 215 ExcellentLeatherArmour 130 Weapon + 7 Critical
Prologue Leo 16 96 ExcellentLeatherArmour 110 Weapon + 7 High
Prologue Vesemir 60 250 ExcellentLeatherArmour 130 Weapon + 7 Fatal
I Militia, peasent 6 18 - 85 Weapon + 1 Low
I Mercenary 12 33 Chainmail 90 Weapon + 3 Low
I Salamander lackey, dwarf 10 25 Breastplate 90 Weapon + 2 Low
I Strony unarmoured opponent 10 25 - 85 Weapon + 2 Low
I Strony bully 8 23 - 85 Weapon + 2 Low
I Masked Salamander member 10 20 LeatherJacket 90 Weapon + 1 Low
I Fast bully 8 19 - 85 Weapon + 1 Low
I Salamander mage 14 36 LeatherArmour** 500 5 - 15 Serious
I Salamander lieutenant 14 36 Breastplate 95 Weapon + 3 Low
I Elven bandit 12 28 Chainmail 95 Weapon + 3 Low
I Priest 10 30 - 85 Weapon + 3 Low
I Abigail 12 57 - 75 Weapon + 7 Low
I Haren Brogg 12 39 - 80 Weapon + 4 Low
I Leoghost 16 96 Boss Armour 90 Weapon + 4 High
I Odo 6 24 - 65 Weapon + 3 Low
I Reverend 8 27 - 65 Weapon + 3 Low
I Vesna Hood 20 85 Tough Creature Armour 65 Weapon + 7 Low
I Shani 20 85 - 65 Weapon + 7 Low
I Zoltan Chivay 42 172 Chainmail 110 Weapon + 7 Serious
* Armours in spreadsheet serve as illustrative
** Mages use additional protection spells that vary in strength
Full Combat Rebalance
36
Chapter Opponent Level Vitality Armour* Accuracy Damage Threat
II Average fast opponent 14 29 - 95 Weapon + 2 Low
II Fast Salamander member, elve 20 35 LeatherJacket 100 Weapon + 2 Low
II Archer, crossbowman 16 31 LeatherJacket 105 Weapon + 2 Low
II Salamander assassin 24 63 ExcellentLeatherArmour 110 Weapon + 4 Medium
II Elven ambush commander 24 58 Breastplate 110 Weapon + 4 Medium
II Strong bandit 16 39 - 95 Weapon + 3 Low
II Strong Salamander member 20 45 Breastplate 95 Weapon + 3 Low
II Dwarf, Order’s soldier, guard 21 57 Chainmail 95 Weapon + 3 Low
II Tattooed bandit chief 22 59 - 100 Weapon + 4 Low
II Mercenary, Knight of the Order 26 67 Order’s Knight Armour 110 Weapon + 4 High
II Dwarven berserker 24 73 Dwarven Scalemail 110 Weapon + 4 Medium
II Druid 20 45 - 95 Weapon + 3 Low
II Nurse 10 25 - 95 Weapon + 2 Low
II Bandit chief 22 59 Breastplate 100 Weapon + 4 Low
II Ramsmeat 30 90 - 90 Weapon + 5 Low
II Gramps 22 70 - 90 Weapon + 5 Low
II Yaren Bolt 30 90 Dwarven Scalemail 100 Weapon + 5 Medium
II Professor 40 146 ExcellentLeatherJacket 110 Weapon + 7 Serious
II Azar Javed 50 120 ExcellentLeatherJacket 90 Weapon Fatal
II Raymond Maarloeve 20 55 LeatherArmour 90 Weapon + 4 Low
II Yaevinn 42 157 Chainmail 120 Weapon + 7 Serious
II Siegfried of Denesle 42 162 Order’s Knight Armour 65 Weapon + 7 Serious
III Fast Salamander member, elves 26 54 LeatherJacket 100 Weapon + 3 Medium
III Salamander assassin 30 90 ExcellentLeatherArmour 110 Weapon + 4 High
III Salamander mage 32 95 ExcellentLeatherArmour** 500 20 - 25 Serious
III Crossbowman 29 59 Chainmail 105 Weapon + 3 Medium
III Elven archer 28 52 Chainmail 105 Weapon + 3 Medium
III Bandit 24 63 - 95 Weapon + 4 Low
III Strong Salamander member, dwarf 26 57 Dwarven Scalemail 100 Weapon + 4 Medium
III Salamander elite 28 85 Breastplate 110 Weapon + 5 High
III Dwarven berserker 30 100 Dwarven Scalemail 110 Weapon + 5 High
III Temerian guard, Redanian guard 30 90 Chainmail 105 Weapon + 5 Medium
III Order squire 30 90 Chainmail 105 Weapon + 5 Medium
III Knight of the Order 32 95 Order’s Knight Armour 110 Weapon + 5 High
III Foltest’s knight 32 95 Full Plate Armour 110 Weapon + 5 High
III Gellert, Roland Bleinheim 32 95 ExcellentLeatherArmour 110 Weapon + 5 Serious
III Elven ranger 32 95 Chainmail 110 Weapon + 5 High
III Professor 40 195 ExcellentLeatherJacket 110 Weapon + 7 Serious
III Siegfried of Denesle 42 162 Order’s Knight Armour 115 Weapon + 7 Serious
III Patrick de Weyze 40 155 Full Plate Armour 115 Weapon + 7 Serious
III Vincent Meis 40 155 Chainmail 110 Weapon + 7 Serious
III Ren Grouver 30 130 - 110 Weapon + 7 High
III Hierophant 42 162 LeatherJacket 105 Weapon + 7 High
III Angus 30 90 - 100 Weapon + 5 Medium
III Triss 50 190 ExcellentLeatherJacket 500 25 - 30 Fatal
* Armours in spreadsheet serve as illustrative
** Mages use additional protection spells that vary in strength
Full Combat Rebalance
37
Full Combat Rebalance
36
Chapter Opponent Level Vitality Armour* Accuracy Damage Threat
IV Elven warrior 36 100 Chainmail 110 Weapon +5 High
IV Berengar 50 215 ExcellentLeatherArmour 130 Weapon +7 Critical
IV White Rayla 42 162 ExcellentLeatherArmour 120 Weapon +7 Serious
V Order commander 40 115 Full Plate Armour 110 Weapon +5 High
V Elven elite 40 115 Chainmail 110 Weapon +5 High
V Elven druid 40 115 Chainmail 110 Weapon +5 High
V Salamander mage 40 115 ExcellentLeatherArmour** 500 25 - 30 Serious
V Captain 40 155 Full Plate Armour 120 Weapon +7 Serious
V Mutated Rayla 42 204 Breastplate 130 Weapon +7 Critical
V Shani 20 85 - 100 Weapon +7 Low
V Triss 50 190 ExcellentLeatherJacket 500 Weapon +7 Fatal
V Roderick de Wett 42 162 Order’s Knight Armour 115 Weapon +7 Serious
V Yaevinn 42 157 Breastplate 120 Weapon +7 Serious
V Zoltan Chivay 42 172 Chainmail 120 Weapon +7 Serious
V Siegfried of Denesle 42 162 Full Plate Armour 115 Weapon +7 Serious
V Toruviel 42 157 Chainmail 110 Weapon +7 Serious
V Azar Javed 50 240 ExcellentLeatherJacket** 120 Weapon +7 Fatal
Epilogue Fast opponent 42 120 Chainmail 110 Weapon +5 High
Epilogue Strong opponent 42 120 Order’s Knight Armour 110 Weapon +5 High
Epilogue Abigail 42 162 - 100 Weapon +7 Serious
Epilogue Shani 42 162 - 100 Weapon +7 Serious
Epilogue Temerian captain 42 162 Full Plate Armour 120 Weapon +7 Serious
Epilogue Triss 50 190 ExcellentLeatherJacket 500 30- 35 Fatal
Epilogue Toruviel 42 157 Chainmail 110 Weapon +7 Serious
Epilogue Yaevinn 42 157 Breastplate 120 Weapon +7 Serious
Epilogue Siegfried of Denesle 42 162 Full Plate Armour 115 Weapon +7 Serious
Epilogue Grand Master or the Order 60 600 Full Plate Armour 115 Weapon +7 Fatal
- Headhunter 50 215 Full Plate Armour 130 Weapon + 7 Critical
2.9.3 Fist Fighting
Chapter Opponent Level Vitality Armour Accuracy Damage Threat
Prologue Eskel 50 50 Ignored 500 12 Medium
I słabipięściarze 10 25 Ignored 500 12 Low
I Gruby Anzelm 12 39 Ignored 500 15 Low
II pięściarze 15 38 Ignored 500 13 Low
II Dhunda 22 70 Ignored 500 16 Medium
III silnipięściarze 25 65 Ignored 500 14 Medium
III Hugon Berronta 30 141 Ignored 500 17 High
IV zawodowipięściarze 35 103 Ignored 500 15 High
IV Zelest Mecht 36 105 Ignored 500 18 High
V Zdenek 42 162 Ignored 500 24 Serious
* Armours in spreadsheet serve as illustrative
** Mages use additional protection spells that vary in strength
Full Combat Rebalance
38
2.9.4 Harder Monsters in Hard Difficulty PackOpponent Level Vitality Regeneration Damage Threshold Damage Reduction Accuracy Damage Threat
Drowner 20 105 0.6 / sec 10 - 100 14 - 16 High
Drowned dead 24 133 0.7 / sec 13 - 110 18 - 21 Serious
Nadir 24 169 1 / sec 13 - 110 20 - 23 Critical
Zephyr 30 205 1 / sec 13 - 120 23 - 27 Critical
Echinops 16 89 0.6 / sec 13 - 95 10 - 11 High
Archespore 25 155 0.8 / sec 15 - 100 14 - 18 Serious
Bloedzuiger 15 77 - 9 - 105 17 - 20 Medium
Wolf 10 40 - 4 - 90 12 - 14 Low
Voref 24 99 - 10 - 115 26 - 30 High
Coccacidium 30 205 1 / sec 20 - 100 17 - 20 Critical
Wraith 38 177 3 / sec 35 - 110 23 - 27 Critical
Wild Hunt 50 250 3.5 / sec 40 - 115 38 - 42 Fatal
King of the Wild Hunt 60 1000 - 40 - 125 42 - 46 Boss
Noonwraith 40 205 1 / sec 35 - 115 27 - 31 Critical
Midday bride 50 300 1 / sec 35 - 120 34 - 38 Fatal
Nightwraith 40 205 1/ sec 35 - 115 27 - 31 Critical
Ifrit 35 169 3 / sec 40 - 105 27 - 31 Critical
Omen of Fire 50 250 3.5 / sec 40 - 105 32 - 36 Fatal
Ghoul 19 110 2.5 / sec 15 - 100 16 - 20 High
Alghoul 24 136 3 / sec 20 - 110 20 - 23 Serious
Ozzrel 26 170 4 / sec 20 - 110 20 - 23 Critical
Devourer 24 148 3.5 / sec 20 - 110 26 - 30 Serious
Graveir 35 202 3.5 / sec 25 - 115 25 - 28 Critical
Vetala 40 260 4.5 / sec 25 - 120 29 - 33 Fatal
Cemetaur 50 290 4 /sec 30 - 115 36 - 40 Fatal
Ureus 60 400 5 / sec 30 - 120 43 -47 Boss
Alp 35 202 7 / sec 25 - 115 25 - 28 Critical
Bruxa 50 290 8 / sec 30 - 115 32 - 35 Fatal
Lilly 60 400 10 / sec 30 - 120 38 - 42 Boss
Fleder 35 202 7 / sec 25 - 115 24 - 27 Critical
Garkain 50 290 8 / sec 30 - 115 35 - 38 Fatal
Vesper 60 400 10 / sec 30 - 120 41 - 44 Boss
Kikimore worker 20 120 0.25 / sec - 80% 100 19 - 23 High
Kikimore warrior 40 240 0.25 / sec - 90% 110 24 - 28 Critical
Kikimore queen 60 600 0.25 / sec - 95% 125 49 - 53 Boss
Frightener 40 240 - - 50% 90 12 - 15 Serious
Giant centipede 40 240 0.25 / sec - 90% 110 28 - 31 Critical
Wyvern 35 192 - - 80% 110 20 - 24 Critical
Royal wyvern 40 230 - - 90% 115 28 - 32 Fatal
Moa 40 270 - - 90% 115 35 - 39 Boss
Cockatrice 35 192 - - 80% 110 22 - 26 Critical
Skoffin 20 140 - - 75% 110 20 - 24 Serious
Basilisk 40 230 - - 90% 115 28 - 32 Fatal
Mutant 45 178 1 / sec 20 - 110 Weapon + 7 Critical
Greater mutant 45 201 1 / sec 20 - 110 Weapon + 8 Critical
Bonehead 55 305 - 20 - 115 36 - 40 Critical
Striga 60 385 5 / sec 30 - 125 37 - 40 Boss
Zeugl 60 385 - 30 - 120 41 - 45 Boss
Zeugul’s tentacle 12 73 - 15 - 90 18 - 21 Medium
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2.9 Item Rebalance
2.9.1 Steel Swords
Name Damage* Parry Bonus Armour Penetration Bleeding Bonus Poisoning Bonus Price
Rusty Sword 8 - - - - 50
Temerian Steel Sword 12 - - - - 200
Sword of the Order 13 - - - - 400
Witcher’s Steel Sword 13 - - - - 400
Holy Sword of the Order 14 - - - - 800
Illegal Sword 15 - - x 1.2 12% 1000
Elven Sword of the Blue Mountains 15 5% - - - 1000
Harvall 16 - - - - 1500
Ceremonial Sword of Deithwen 16 5% - - - 2000
Gwalhir 17 - - - - 3000
Dol Blathanna Rune Sword 17 5% - - - 4000
D’yaebl 18 5% - - - 6000
Ornate Sword 18 - - - - 5000
Mahakaman Rune Sihill 20 - - - - 8000
Ard’aenye 22 - - - - 10000
Meteorite Sword BBB 19 - - - - 1900
Meteorite Sword BBY 18 - 16% - - 2200
Meteorite Sword BYY 17 - 33% - - 2500
Meteorite Sword RBB 18 5% - - - 1700
Meteorite Sword RBY 17 5% 16% - - 2000
Meteorite Sword RRB 17 5% - - - 1500
Meteorite Sword RRR 16 5% - - - 1300
Meteorite Sword YRR 16 5% 16% - - 1800
Meteorite Sword RYY 16 5% 33% - - 2300
Meteorite Sword YYY 16 - 50% - - 2800
The letters “R” “B” “Y” stand for the colours of meteorite steel.* Monsters receive 10 less points of damage.
2.9.2 Silver Swords
Name Damage** Parry Bonus Silver Sensitivity Price
Witcher’s Silver Blade 10 - - -
Aerondight 13 5% - 6000
Moon Blade 14 5% - 16000
Rune Sword EEE 13 - - 1900
Rune Sword EES 12 5% - 1700
Rune Sword ESS 12 5% - 1500
Rune Sword MEE 12 - +10% 2200
Rune Sword MME 12 - +20% 2500
Rune Sword MMM 12 - +30% 2800
Rune Sword SME 11 5% +10% 2000
Rune Sword SMM 11 5% +20% 2300
Rune Sword SSM 11 5% +10% 1800
Rune Sword SSS 12 5% - 1300
The letters “S” “E” “M” stand for the colours of the runes.** Monstersreceive10morepointsofdamage,5inhardermonstersoptionforLowerNumbers.
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2.9.3 Other Types of Weapons
Name Damage Bonuses Price
Temerian Iron Dagger 5
Valu
es a
re th
e sa
me
as in
the
vani
lla v
ersi
on
50
Temerian Steel Dagger 6 100
Assassin’s Dagger 7 200
Mahakaman Dagger 10 300
Deithwen Dagger 8 300
Mahakaman Rune Dagger 15 500
Small Axe 12 200
Temerian Iron Axe 10 200
Temerian Steel Axe 13 400
Dwarven Axe from Carbon 15 800
Mahakaman Dwarven Axe 16 1000
Mount Carbon Rune Axe 20 1500
Holy Axe of the Order 17 1000
Temerian Battle Flail 12 300
Order Battle Hammer 13 500
Holy Battle Hammer of the Order 18 1000
Mahakaman Battle Hammer 15 1000
Stone Hammer 8 50
LightClub 10 100
Kourbash 13 200
Chain Mace 15 300
Axe 15 200
Two-handed Steel Axe 22 500
Mahakaman Two-handed Axe 27 1500
Mutant’s Battle Hammer 30 -
Two-handed Morningstar 18 200
Heavy Club 12 50
Halberd 24 -
Pike 24 -
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2.9.4 Armour
Name Damage Reduction Damage Threshold Price
StuddedLeatherJacket - 4 2500
ExcellentLeatherJacket - 6 5000
Raven’s Armour of the Order 20% 4 10000
Raven’s Armour of the Elves 20% 4 10000
Raven’s Armour 20% 4 10000
3. Other Changes
+ A possibility to install a minimalistic interface has been added.+ Binding the walk key is now available in the game options.+ Binding a key turning off the graphic interface for screen shot purposes is now
available in the game options.+ The game intro and/or company logos can now be turned off.+ Theflamingswordicon,indicatingthenextattackinthesequence,cannowbe
turnedononthehardestdifficultylevelorturnedoffoneverydifficultylevel.+ One slot in the inventory can contain up to 999 items of the same type.+ Optiontodecreasedicepokerdifficultyhasbeenadded.+ New music track from The Witcher bonus DVD is available in the main menu.+ The witch in Act 4 sells werewolf’s fur. This prevents the inexplicable
punishment of the player for choosing a positive solution to the „Beauty and the Beast” quest.
+ As a mild hallucinogen White Gull potion now allows entering meditation state.- The bug with kikimore’s being hugely oversensitive to magic damage has been
fixed.- ThebugwithOrderhound’sbeingsensitivetosilverhasbeenfixed.- Thebugwiththedevourer’swrongrace(vampire)hasbeenfixed.- Thebugwithpermanenteffectsofoilsonswordshasbeenfixed.- ThebugwithspawningtheSalamanderBossfromAct2inAct1hasbeenfixed.- Fixed an error in the description of „Echoes of Yesterday” quest phase.- Fixed a typo when putting a sephirah into an obelisk and during one of
Grand Master visions.- Removed the crosswise stripe on the blade of Berengar’s sword.
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- Each weapon cut leaves visible wounds on the character model.- Blood stain size increased.+ A new sword with an unique model has been added to the game.- Animations of some of Geralt’s attacks have been changed. The most interesting
animations will come up much more often.- The texture of Harvall’s hilt is now improved. It is now evenly covered with
leather.- Bodies of defeated opponents disappear only after you leave the site, not when
you turn your eyes away.+ Every witcher has now vertical eye pupils (previously, only Geralt had them).- The effect of slowing down time has been eliminated from the Blizzard potion. Slowing down time for two hours, the duration of the potion, would be very
arduous in playing the game (tested).- Theeffectofslowingdowntimehasbeenaddedtofisstech.- The maximal levels of zoom in and zoom out in all camera types have been
increased.- Echinopsae were replaced by archespores due to inconsistency with Saga.
Echinopsae parameters in most cases remain unchanched.- Damagedependsontheweapon,thestrengthattributeandthefightingstyleas
inmostRPGgames.Previously,damagewasfixedtoaparticularattackmove,and weapons and other talents only made the damage higher in percentage terms.
- Precise hit has been removed and replaced by the new mechanism of critical hit. Critical hit is available as a 5th level upgrade of the Dexterity skill tree.
- Monsters now have resistances corresponding to their type.- The kikimore queen, Dagon and the headhunter can now be beaten in a fair
fight.- The armours and accuracy of NPC’s have been assigned according to their
character model.- Food and drinks now ensure a small, but long-lasting regeneration bonus.- Dodgenowworksdifferentlyinfistfighting-dodgewillreducethedamage
taken by 5 and there’s also a chance, which is equal the sum of dodge bonuses from Dexterity and potion effects, of completely avoiding an attack.
- All armours now have all the slots for potions and additional weapons unlocked.- The price of talents has been changed - levels 1-3 of the main skill trees require
silver talents, levels 4 and 5 require gold talents, while all improvements in the main trees require bronze talents.
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- Vampires will not announce their arrival with scream and snarl anymore.- Salamandra mages use a new ability called Protect, which has a similar effect to
the Quen Sign.- The critical effect of bleeding triggers an animation of pain (before, there was
none). It prevents players from using that gap in the game mechanics.- Active dodges - like pirouettes, somersaults and rolls - add 100% chance to
dodge.- The chance of being poisoned by monsters has been increased.- The duration of the critical effect of fear has been drastically reduced.- The durations of critical effects triggered off by bombs have been drastically
reduced.- EnemiesstunnedwithSamumbombarenotsusceptibletofinisherhit.- Vesna Hood has been given high-class armour, which allows her to survive the
“She’s No Early Bird” task.- Unique named enemies are immune to knock-down and stun effects.- Fistfightinghasbeenmademuchmoredifficult.- NPCs have been re-equipped. High-level opponents do not have average level
weapons anymore.- Bonuses from the Places of Power and focus stones have been adjusted to the
new rules of the mod.- The prices of whetstones and rune stones have been increased.- Tradesmen buy weapons for 10% of their worth.- The availability of meteorites in shops has been reduced, while the availability
of runes in shops has been increased.- The wealthier NPCs now play for higher stakes in dice poker.- Weapon prices have been increased.- Selling your old armour before buying a new one is now possible.- Items marked as Witcher Secrets can no longer be sold.- A reward in the form of a red meteorite is available in both storylines from the
Prologue.- A recipe for oil against vampires was added; it can be bought from Thaler in the
second Act.- Dol Blathanna rune sword and Berengar’s sword can now be acquired.- Full compatibility with the Scabbard Mod and The Doppler Essence mods.- Added compatibility with mod „Stuff that make Geralt’s life easier”.- Allthechangesinthemodarereflectedinthedescriptionsinthegame,which
areavailableintwolanguages:PolishandEnglish.
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4. A Few Tips on How to Fight
• Injured opponents have a lower resistance to knock-down and fall effects.BeforeusingtheAardSign,it isworthit toworkonanenemy’shealthfirst.
• It’sagoodideatousethefirst2-3silvertalentsonattributesthatwillincreaseyour chance of survival. After that, it is good to develop skills like herbalism and making oils, which will make the game much easier.
• Ifyouarenotabletohitanopponent,itmeansthedamageyou’redealingislower than the damage threshold of his armour. Use the appropriate oil for the opponent type in order to penetrate his armour.
• Rememberthatyoudonothavetowaitfortheanimationofanattacktofinishbeforeyoucanmove. Ifyouarefightingwitha fewopponentsatonce, it is better to stop the attack halfway through and move to a safe place than to wait and expose yourself to blows from a couple of opponents at the same time.
• Itisworthusingdifferentcombinationsofrunesandmeteoriteswhenforging a sword. For example, a sword made from one red and two blue meteorites combines high damage and a bonus to parry.
• Opponentsattacking from the sideor thebackgeta+50%chance tohittingGeralt. You do not want to be surrounded!
• Beforeadifficultbattle,usethePlacesofPowertoempoweryourSigns.
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• Group Style can save your life in dangerous situations. Bonuses to parry work even when you are not attacking.
• Swords that are forged with an armour penetration bonus are perfect for hunting kikimores, ornithosaurs and … knights. It is worth having a few swords for different occasions.
• Bombsareareliablewayofmakingafighteasier.They’rereliablebecausetheyignore the opponent’s resistance. A bomb will always work!
• Inafight,usetheareaaroundyou.Withdrawingtoastaircasewhilefighting in a building forces the opponents to stand in a queue. On the other hand, when fightinginanopenspace,runningaroundstonesandboughscanseparateyouropponents and allows you to attack them one by one.
• Always carry some White Honey in case of potion overdose or the need to detoxify after curing yourself with White Raffard’s Decoction.
• Blizzard is the number one potion in the ranking of a witcher’s favourite drinks.
• Active dodges - rolls, somersaults, and pirouettes - provide a +100% bonus to the chance to dodge.
• You do not have to attack everything that moves. Some of the monsters in the game do not have to be killed, so if you cannot handle one of the opponents, and theplotdoesnotrequiredefeatingit,withdrawfromthefight.
• Whenafightwithatoughopponentisprolonged,sometimesitisworthittouse different combat styles alternately in order to trigger off two critical effects - such as pain and bleeding.
• It is a good idea to cast Yrden Sign before the start of each battle.
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5. Answers to Frequently Asked Questions
Question:Do I have to start a new game after installing the FCR?
Answer:Yes.Afterinstallingthemod,Istronglyrecommendthatyoustartthegamefromthe beginning or that you use saves from previous versions of the mod. Continuing the game usingsavesmadewithoutthemodificationmayleadtoerrorsintalents’functioning.
Q:What are the main differences between Flash Mod and the FCR? I do not know which one to pick.
A:FlashModsignificantlyincreasesthedifficulty,butleavestheoriginalgamemechanics, whereasFCRisanoverhaulofthetalentandfightingsystem,which,apartfromincreasingthedifficulty,alsomaximisestherealism,whilemaintainingthegameplayatthehigheststandardat the same time. FCR is a set of completely new and original rules for The Witcher.
Q:Whichofthetwoavailablemods-FlashModandFCR-ismoredifficultonthehardest level?
A:Thehardestdifficultylevelinbothofthesemodsismoreorlessthesame.However,theFCRmodificationoffersmoreelaboratemechanicsandconnectionsamongfeatures.
Q:Iswinningafightamatterofluckinthismod?
A:TheFCRisbasedonapercentagechancetohit,triggeringoffcriticaleffectsetc.,thereforeyou can say that victory depends on luck. The same thing is in The Witcher without the mod, alsoinBaldur’sGate1and2,IcewindDale1and2,Planescape:Torment,Fallout1,2and3,StarWars:KotOR1and2,Arcanum,NeverwinterNights1and2,andmany,manymoreRPG’s.
Q:Do the changes that the FCR introduces affect additional adventures?
A:Yes,butitisworthrememberingthatbothFlashModandFCRwerecreatedwiththemaingameinmindandhavebeentestedwithit.Themodificationsarenotbalancedintermsofdifficultylevelfortheadditionaladventures,anditispossiblethatunforeseenerrorsmightoccur.
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Q:Willthemodificationworkafterinstallingthe1.5patch?
A:Themodificationworkswith theExtendedEditionofThe Witcher which means with a patch not older than 1.5 or 1.4.
Q:Is the new version of the mod compatible with saved games from the previous version?
A:Fornowallofthepresentandfuture(un)plannedversionsofthemodarecompatiblewitheach other. You can continue the game using saved games from the previous versions of the mod.
Q:Is itpossible to installall theextraswithout increasingthelevelofdifficulty? I would like to play the game in a laid-back kind of way.
A: Just as with FlashMod, in the FCR you can install just the extras without changing themechanicsordifficultylevel.AllyouneedtodoistickofftheFCRoptionintheinstaller.
Q:WherecanIfindthetrackthatisplayedinthemainmenuofthegame?
A:Youcanfinditinthefolder:The Witcher\DATA\z_FCR\music\menu.ogg
Q:I read that the mod adds a new sword. Where can I get it?
A:Thesword iscarriedbyaheadhunter thatcomesafteryouifyoukill the townguards. You can also buy it from the blacksmith in Act 4.
Q:I have properly installed the mod, and I still have the old descriptions of items.
A:Thedescriptionsoftheequipmentthatyoualreadyhavearesavedinthegamestatus.Thismod does not affect the saves; that is one of the reasons why you need to collect new items or start the game over. Remember, when using FCR, I recommend that you start a new game.
Q:Is it possible to install both the FCR and Flash Mod?
A:Bothofthesemodsaremutuallyexclusive,andtheywillnotworkproperlytogether.
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6. Known Bugs
• Sign power-ups cost a bronze talent, but you need to have at least one silver (or gold later) talent. Silver talents are not spent in learning the power-up. This bugiscausedbythemod,butitssourceliesinthegame.Themodificationdoes not have errors itself, and for now there is no solution for this problem.
• Sometimes Geralt and opponents have the tendency to die long before their Vitality drops to zero. This occurs during longer sessions with The Witcher without turning off the game, probably as a result of the computer running out of memory. If it happens you should restart the game.
• Sometimes while attacking an opponent, he can damage us without the attack animation. This is not a bug, only the game mechanics. In fact the opponents are carrying out an attack, but since Geralt’s animations have priority, Geralt’s animations cancel the opponent’s attack animations.
7. Uninstallation
Therearetwowaystouninstallthismodification–bystartinguptheunins00.exefilefrom The Witcher directory or from the Windows control panel.
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TextAndrzej Flash Kwiatkowski
TranslationPiotr Szczepek SzczepankiewiczKarolina NemiLuba
ProofreadingCory Corylea Kerens
Modification’sauthorsAndrzej Flash Kwiatkowski
TestersMarcin CalBeastBrzeziński
Initial release
FCR music themeTesserakt - www.myspace.com/tesseraktpl
Textures, models and graphic effectsMichałBzzz KisielPiotr Trybal TrybalskiPiotr Piter MaksTomasz KageruWiśniewskiLukaszeLeRRębiszPawełAlaris Bieniasz
TestersŁukaszFaramirWęgrzynBartek Lampeczka CzabanKonrad TańczącyzLagamiKęsy
Russian translationDelamer
Special thanks toMarcin CalBeastBrzezińskiforinvaluablecriticismandconsultationCD Projekt RED for creating such a wonderful game and their support for modders
This mod includes Walk Mod made by J_Slash. Thanks for all that you have done!
© 2011-2012, Andrzej Flash Kwiatkowski