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“I know him. He’ll get confused, lost in his own philosophising and 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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Page 1: Fcr 1 6 Manual En

“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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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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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 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.

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to P

oiso

n, P

ain

and

Ble

edin

g +1

0%

Rec

ieve

d da

mag

e -1

Cha

nce

of in

terr

uptin

g In

cine

ratio

n +5

0%D

urat

ion

of In

cine

ratio

n -5

0%R

esis

tanc

e to

Blin

ding

+50

%

Vita

lity

+10

Vita

lity

rege

nera

tion

+25%

Res

ista

nce

to a

ll cr

itica

l effe

cts +

5%A

dditi

onal

ly re

sist

ance

to P

oiso

n, P

ain

and

Ble

edin

g +5

%

Stun

Res

ista

nce

+50%

Dur

atio

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

Page 21: Fcr 1 6 Manual En

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

Page 22: Fcr 1 6 Manual En

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

Page 23: Fcr 1 6 Manual En

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

Page 24: Fcr 1 6 Manual En

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

Page 25: Fcr 1 6 Manual En

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

Page 26: Fcr 1 6 Manual En

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

Page 27: Fcr 1 6 Manual En

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

Page 28: Fcr 1 6 Manual En

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

Page 29: Fcr 1 6 Manual En

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

Page 30: Fcr 1 6 Manual En

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

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Dam

age

of a

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tack

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ence

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e 20

+ b

onus

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age

from

se

quen

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dura

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t 25

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ck in

sequ

ence

, con

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age

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rade

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ttack

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nce

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age

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ws G

eral

t to

hit m

ultip

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rget

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deg

ree

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ith a

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le sw

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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%

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rade

s sec

ond

Atta

ck in

sequ

ence

.

Cha

nce

of B

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ing

+10%

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rade

s sec

ond

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ck in

sequ

ence

.

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age

+2

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sequ

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.

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eral

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ultip

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deg

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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%

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rstA

ttackinsequence.

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nce

of B

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ing

+5%

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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

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Mor

tal B

low

I

Req

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s

Mor

tal B

low

II

Req

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s

Mor

tal B

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III

Req

uire

s

Tem

pest

I

Req

uire

s

Tem

pest

II

Req

uire

s

Tem

pest

III

Req

uire

s

Page 31: Fcr 1 6 Manual En

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%

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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

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ws.

Dam

age

1A

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pen

etra

tion

of a

ll at

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s in

sequ

ence

166

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n +1

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rade

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in se

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nce

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in se

quen

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or p

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quen

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ws G

eral

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ultip

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ree

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e w

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le sw

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Req

uire

s lev

el 4

Stre

ngth

Seco

nd A

ttack

in se

quen

ce, c

onsi

sts o

f th

ree

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e 1

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or p

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ratio

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quen

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nce

of P

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+80%

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s sec

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.

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nce

of P

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s sec

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ck in

sequ

ence

.

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or p

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ratio

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rade

s sec

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ence

.

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ws G

eral

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ultip

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ree

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e w

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le sw

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Req

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el 4

Stre

ngth

Firs

t Atta

ck in

sequ

ence

, con

sist

s of

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blow

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amag

e 1

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ratio

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Req

uire

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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

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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

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pplin

g Pa

in II

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g Pa

in II

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h C

uts I

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h C

uts I

I

Req

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uts I

II

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Hal

f-Sp

in I

Req

uire

s

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f-Sp

in II

Req

uire

s

Hal

f-Sp

in II

I

Req

uire

s

Page 32: Fcr 1 6 Manual En

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

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e -6

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y of

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cks i

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quen

ce +

25%

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y in

this

atta

ck +

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Cha

nce

of F

ear 1

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age

10Pa

rry

of a

ll at

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s in

sequ

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+20

%C

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r 300

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hanc

e of

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ckdo

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ranc

e C

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5

Third

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ck in

sequ

ence

, con

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e bl

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age

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of a

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sequ

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%

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rade

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ce.

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y +5

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in se

quen

ce.

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age

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rade

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in se

quen

ce.

Cha

nce

of F

ear 6

6%

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ttack

in se

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ce, c

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ts o

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e -6

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y of

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cks i

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rade

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ck in

sequ

ence

.

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y +5

%

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rade

s sec

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ck in

sequ

ence

.

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age

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rade

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ck in

sequ

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.

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nce

of F

ear 5

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t Atta

ck in

sequ

ence

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sist

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y +5

%

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rstA

ttackinsequence.

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y +5

%

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rstA

ttackinsequence.

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age

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rstA

ttackinsequence.

Cha

nce

of F

ear 3

3%

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roup

Silv

er(le

vel 1

)

Stor

y-ba

sed

Abi

lity

Gro

up S

ilver

(leve

l 2)

Req

uire

s

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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

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Sini

ster

I

Req

uire

s

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ster

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uire

s

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ster

III

Req

uire

s

Page 33: Fcr 1 6 Manual En

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

Page 34: Fcr 1 6 Manual En

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

Page 35: Fcr 1 6 Manual En

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

Page 36: Fcr 1 6 Manual En

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

Page 37: Fcr 1 6 Manual En

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

Page 38: Fcr 1 6 Manual En

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

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