shikamaru317 said:
Information about Witcher 3's skill trees if anyone is interested. I'll use spoiler tags in case somebody doesn't want to know.
General
- To unlock second line/tier of skills you need to spend 8 points in that tree, 20 for third line, 30 for fourth.
- Mutagens synergies with 3 skills equiped next to it, of same color (green with green, red with red), multiplying effect of that mutagen.
- There are 70 skills, and only 12 slots for skills. So choose wisely, which skills you want to have equipped.
- You can reset your abilities, at any time, with elixir which you need to buy.
- Skill and mutagen slots are unlocked while getting character levels (it's progressive)
- Skilltree looks like this
- Skill menu looks like this
We get skillpoints from 3 sources
- From Leveling up Geralt (one per level)
- From visiting Shrines/Places of power (which gives you long buff like in previous games, and give one skill point on first usage of individual shrine)
- Some quests also will give skillpoints
- Maybe Collectibles will have skillpoint rewards
Swordmanship(Red) 1. Fast Attack:
- Muscle Memory: Damage of fast attack is increased by 5%. Adrenaline generation +1%
- Precise Cuts: Increases critical chance of fast attacks by 2% and their damage by 15%. Adrenaline generation +1%
- Whirlwind: Continuous attack aimed for all enemies around Geralt. Unkeeping this skill drains Vigor/Endurance, if depleted drains Adrenaline. Adrenaline generation +1%
- Mutilation: Inflicts bleeding effect to enemy, which deals 25 damage per second. Duration 5 seconds. Adrenaline generation +1%
2. Strong Attack (allows to use Strong Attacks, which ignores enemy armor):
- Strength Training: Damage of strong attack is increased by 5%. Adrenaline generation +1%
- Crushing Blow(: Increases critical chance of strong attacks by 2% and their damage by 15%. Adrenaline generation +1%
- Cleave: Inflicts increased damage in proportion to used Endurance/Vigor. Ignores enemy defence and increases critical chance by 10%. Adrenaline generation +1%
- Fulminant Strike: Reduces enemy defence by 5%. Adrenaline generation +1%
3. Defence:
- Arrow deflection: Parrying allow to deflect arrows. Adrenaline generation +1%
- Footwork: Reduces damage taken while dodging. Adrenaline generation +1%
- Riposte: Next attack after successful counterattack deals increased damage by +30% for every level of skill. Adrenaline generation +1%
- Deadly Precision: Every point of adrenaline increases your instant kill chance by 1%. Adrenaline generation +1%
4. Shooting Training
- Reflex: Slow time effect while aiming with crossbow is increased by 15%. Adrenaline generation +1%
- Cold blood: Every successful hit with crossbow generates 0,04 adrenaline points. Adrenaline generation +1%
- Snowledge of anatomy: Increases critical chance by +5%. Adrenaline generation +1%
- Sore point: Critical hits from crossbow disables monster special abilities for 5 seconds. Adrenaline generation +1%
5. Battlecry Battle focus (Melee attacks generates adrenaline. Every adrenaline point increases melee damage by 10%)
- Focus: Reduction of adrenaline while taking damage is reduced by 20%. Adrenaline generation +1%
Magic/Signs (Blue) 1. Aard
- Long Aard: Increases Ard range by: 1m. Vigor regeneration +0.5/s
- Aard Circle: Alternate sign mode: Aard works on every enemy around Geralt. When in this mode, knockdown chance is reduced by 21%. Vigor regeneration +0.5/s
- Power of Aard Sign: Increases Aard intensification by 5%. Vigor regeneration +0,5/s
- Shockwave: Aard deals now 50 damage. Vigor regeneration +0,5/s
2. Igni
- Armor Melting(2/5): Dealing damage with Igni, also permanently reduces enemy armor by 30%. Effect scales with Sign intensification. Vigor regeneration +0.5/s
- Fire Stream: Alternate sign mode: Continuous stream of fire which damages enemies. Vigor regeneration +0.5/s
- Power of Igni Sign: Increases Igni intensification by 5%. Vigor regeneration +0,5/s
- Pyromancy: Increases chance for igniting the enemy by 20% Vigor regeneration +0,5
3. Yrden
- Upkeep Glyph: Increases Yrden sign duration by 5 seconds. Number of alternate mode charges: 2. Number of traps of basic mode: 1. Vigor regeneration +0,5/s
- Magical Trap: : Damages all enemies in 10 meter radius and slows them down. Destroys all projectiles which flies trough that area. Vifor regeneration +0.5/s*
- Power of Yrden Sign: Increases Yrden intensification by 5%. Vigor regeneration +0,5/s
- Charged Glyph: Enemies in Yrden range looses 10 Health points/essence every second. Vigor regeneration +0,5/s*
4.Quen
- Shield Discharge: Depleted Quen shield pushes back enemies. Vigor regeneration +0,5/s
- Intensification: Allows to maintain active shield shield, but it's usage and blocking attacks drain Vigor. Blocked attacks restore Health Points. Vigor regeneration +0.5/s
- Power of Quen Sign: Increases Quen intensification by 5%. Vigor regeneration +0,5/s
- Damage Discharge: Deflects 5% of damage back to enemy. Vigor regeneration +0,5/s
5.Axii
- Suggestion: Target doesn't move to Geralt, while he is performing Sign. Vigor regeneration +0,5/s
- Puppet: *Alternate sign mode: Makes that enemy for short duration fights for Witcher's side, dealing 20% more damage. Vigor regeneration +0,5/s
- Power of Axii Sign: Increases Axii intensification by 5%. Vigor regeneration +0,5/s
- Domination: Axii Sign can now effect 2 enemies. But effect then is reduced by 50%. Vigor regeneration +0,5/s
Alchemy (Green) 1. Potions/elixirs
- Increased Tolerance: Increases elixir tolerance by 1%. Elixir duration +5%
- Renewal: Every dose of elixir drunk heals for 5% maximum health (25% at max lvl of this skill) Elixir duration +5%
- Delayed decay(3): Effects of consumed elixirs don't disappear, while toxicity level stays above 90%. Elixir duration +5%
- Side effect(5): Consuming elixir gives 20% chance to activate effect of another random elixir, without additional elixir. Elixir duration +5%
2. Oils
- Poisoned Blade: Oil applied on the sword causes, that in every strike there is 10% chance of poisoning enemy. Higher level oils increases poisoning chance. Elixir duration +5%
- Deterrence: Gives +5% defence from monster of target kind. Elixir duration +5%
- Fixative(3): You can hit with your sword 33% more times before applied oil wears off. Elixir duration +5%
- Hunter's Instinct(5): With maximum adrenaline, critical damage dealt to monster vurnerable to oil is increased by 20%. Elixir duration +5%
3. Bombs
- Accurate Shot: Slow time effect while aiming with bombs is increased by 15%. Elixir duration +5%
- Pyrotechnics(5): Bombs, which normally doesn't deal any damage, besides normal effect deals 30 damage. Elixir duration +5%
- Optimization(5): Increases maximum number of bombs in every bomb slot by 1. Elixir duration +5%
- Cluster Bombs(5): After detonation, Bomb splits into separate explosive fragments. Number of fragments: 5. Elixir duration +5%
4. Mutation
- Acquired resistance: Every known level 1 alchemical recipe, increases elixir tolerance by 1. Elixir duration +5%
- Tissue Transformation(1/5): For every consumed Decoction, maximum health is increased by 200, while under it's effect(multiplies by number of Decotions active at same time). Elixir duration +5%
- Synergy(5): Increases bonuses from Mutagens in Mutagen slots by 10% (it's even more strange written in different language), Elixir duration +5%
- Adaptation(5): Increases duration of consumed Decoction by 10%. Elixir duration +5%
5. Trial of Grass
- Clarity of Mind: Time slows down when Witcher is poisoned by elixirs while counterattacking. Elixir duration +5%
- Pain resistance(5): Increases maximum health by 10%, if toxicity exceeds the safe threshold
- Fast metabolism(5): Toxicity from elixir reduces faster by 1 point, every second. Elixir duration +5%
- Bloody Fury(5); While under of elixir toxicity, every killed enemy increases chance of critical striking next enemy. Elixir duration +5%
4.Utilities(white/yellow)
- Circadian rhythm(1): At day health regeneration when out of combat is increased by 10. At night regeneration of vigor/endurance in combat is increased by 1
- Survival instinct(1): Increases maximum health points by 500
- Techniques of Feline School(1): Increases your fast attack critical damage by 25% and damage by 5% for every part of light armor you wear
- Techniques of Gryphin School(1): Increases your Sign intensivity by 5% and vigor/endurance regeneration by 5% for every part of medium armor you wear
- Techniques of Bear School(1): Increases your strong attack 5% and maximum health by 5% for every part of heavy armor you wear
- Metabolism control(1): Increases your maximum toxicity by 30
- Focus(1): Adrenaline points also increases your Signs damage
- Steady Shot(1): Crossbow deals 25% more damage
Builds
- Game is designed/balanced in that way that specialized builds will be useful (e.g. 100% alchemist, won't be worse than 100% swordsman)
- There is room for hybrids based on 2 or even 3 skill trees
- There is special potion which will allow you to respec your spend skill points. So don't worry about "wrong invested" skills
Equipment
- Light armor (Cat): is a best pick for skilled swordsman. It does bring lowest armor boost from all armor types, but brings increased damage and cricital damage for fast attacks. Best armor type for person who loves to be quick and deadly sword fighter.
- Medium armor (Gryphin): is useful for person which uses/specializes in signs. It boosts your vigor regeneration and signs intensivity.
- Heavy Armor (Bear): gives the most protection, gives damage boost for your strong/heavy attacks and gives you additional HP. Good choice for Alchemists who have good healing capabilities and doesn't have much critical chance, also it will be usefull for swordsmans who choose Strong Atttack skill line. At example Bear Armor is heavy armor.
Alchemy
- Potions only need to be created one time. After using them in combat you can automatically refill them if you have base alcohol in your equipment.
- At base potion duration is very short (30-60 seconds, depends on the potion). You can make potion effects longer, while investing in and equipping alchemy skills.
- You need to create new bombs every time you use them. There's no refilling mechanics for boms, in other hand they are easier to create than potions for the first time.
- There is second type of potions called Decoction. They are created from mutagens, and cannot be refilled. They last very long (1800 seconds) and have game changing buffs.
- You can make alcohol from base ingredients.
- You can upgrade potions for better affects.
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