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Strength

Strength (level 1) Strength (level 2)


Requires Damage +1 Damage +1

Strength (level 3)
Requires Damage +1

Strength (level 4)
Requires Damage +1

Strength (level 5)
Requires

Main Tree

Requires Damage +1

Unlocks level 4 Sword Styles

Unlocks level 5 Sword Styles and Critical Hit

Buzz
Requires Immunity to Pain Damage +2 Dodge -10% Parry -10% Works only when Geralt is drunk.

Disarm
Requires Provides 10% chance of Disarming opponents.

Finesse
Requires Chance of inflicting Pain +15% Works only when using Fast Style.

Brawn
Requires Endurance consumed on special attacks -60% Damage +2

Aggression
Requires

Full Combat Rebalance

Requires level 5 Dexterity

Upgrades

18

True Grit
Requires Mutagen Damage +1 Works only when Geralt has less than 50% Vitality.

Brawl
Requires Unlocks powerup during fistfights.

Open Wounds
Requires Chance of Bleeding +15% Works only when using Strong Style.

Dexterity
Dexterity (level 1) Dexterity (level 2)
Requires Dodge +5% Parry +5% Dodge +5% Parry +5%

Dexterity (level 3)
Requires Dodge +5% Parry +5%

Dexterity (level 4)
Requires Dodge +5% Parry +5%

Dexterity (level 5)
Requires

Main Tree

Requires Dodge +5% Parry +5%

Unlocks Aggression

Flaying
Story-based Ability Unlocks the ability to acquire ingredients from monsters. Enhance Flaying by acquiring the Ingredient Extraction skill.

Deflect Arrows
Requires Geralt gains ability to deflect arrows. Dodge +5%

Agility
Requires

Improved Armor
Requires Damage reduced by 5% Requires level 3 Intelligence

Critical Hit
Requires

Full Combat Rebalance

Chance of Critical Hit 10% Chance of Instant Kill 1% Requires level 5 Strength

Upgrades

19
Predator
Requires Mutagen Damage +1 Only active from dusk until dawn.

Fistfight
Requires Unlocks full array of moves during fistfights. Parry +5%

Repel
Requires

Stamina
Stamina (level 1) Stamina (level 2)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5%

Stamina (level 3)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +5%

Stamina (level 4)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10%

Stamina (level 5)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10%

Main Tree

Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5%

Poison Resistance
Requires Poison Resistance +50%

Absorption
Requires Enables Geralt to draw from Places of Power twice daily.

Stun and Knockdown Resistance


Requires Stun Resistance +50% Duration of Stun -50% Knockdown Resistance+50% Recieved damage -1

Stone Skin
Requires

Potion Tolerance
Requires

Full Combat Rebalance

Potion Toxicity -25%

Upgrades

20
Mutation
Requires Mutagen Allows Geralt to consume selected ingredients when raw instead of brewing potions out of them. Ingredients consumed raw restore Vitality by 20 while increasing the bodys Toxicity.

Regeneration
Requires Vitality Regeneration +3 per minute Duration of Bleeding -50% Duration of alcohol intoxication -50%

Pain and Bleeding Resistance


Requires Pain Resistance +50% Resistance to Bleeding +50%

Resistance to Incineration and Bleeding


Requires Chance of interrupting Incineration +50% Duration of Incineration -50% Resistance to Blinding +50%

Inteligence
Inteligence (level 1) Inteligence (level 2)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 2 Signs.

Inteligence (level 3)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 3 Signs and Improved Armor.

Inteligence (level 4)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 4 Signs.

Inteligence (level 5)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 5 Signs.

Main Tree

Requires Sign Intensity +10 points Endurance +5

Potion Brewing
Story-based Ability Enables brewing of potions.

Herbalism
Requires Enables identification and gathering of herbs.

Knowledge of the Cleansing Ritual


Requires Enables performance of the Cleansing Ritual in Places of Power.

Knowledge of the Life Ritual


Requires Enables performance of Life Ritual in Places of Power. Sign Intensity +20%

Intensity
Requires

Full Combat Rebalance

Cleansing Ritual purifies the body from The Life Ritual increases Vitality toxicity. Regeneration by 15 points per minute.

Upgrades

21
Rising Moon
Requires Mutagen Sign Intensity +50 points Only active from dusk until dawn. Damage +1 Provides knowledge about preselected, not yet encountered monsters.

Living Anatomy
Requires

Ingredient Extraction
Requires Increases chance of extracting ingredients from both herb plants and defeated foes.

Magic Frenzy
Requires Sign Intensity +20 points Works only when Geralt has less than 50% Vitality.

Oil Preparation
Requires Enables creation of oils. Requires Herbalism Intelligence is not required

Bomb Preparation
Requires Enables production of bombs. Requires Oil Preparation Intelligence not required

Aard Sign
Student Apprentice
Requires Angle 180 degrees Sign Intensity +25% Sign Range +100% Causes Knockdown Endurance Cost 30 Endurance Cost 35 Endurance Cost 40 Endurance Cost 45 Endurance Cost 50 Angle 270 degrees Sign Intensity +50% Sign Range +133% Causes Knockdown

Specialist
Requires Angle 360 degrees Sign Intensity +75% Sign Range +166% Causes Knockdown

Expert
Requires Angle 360 degrees Sign Intensity +100% Sign Range +200% Causes Knockdown

Master
Requires

Special Attack

Requires Angle 180 degrees Sign Range +66% Causes Knockdown

Aard (level 1)

Aard (level 2)
Requires Angle 60 degrees Sign Intensity +25% Sign Range +33% Causes Knockdown Endurance Cost 30

Aard (level 3)
Requires Angle 60 degrees Sign Intensity +50% Sign Range +66% Causes Knockdown Endurance Cost 35

Aard (level 4)
Requires Angle 60 degrees Sign Intensity +75% Sign Range +100% Causes Knockdown Endurance Cost 40

Aard (level 5)
Requires

Main Tree

Story-based Ability Angle 60 degrees Causes Knockdown Endurance Cost 25

Full Combat Rebalance

Angle 60 degrees Sign Intensity +100% Sign Range +133% Causes Knockdown Endurance Cost 45

Upgrades

22
Stun
Requires Provides a chance of causing Stun.

Disarm
Requires Provides chance of Disarming opponents.

Blasting Fist
Requires Chance of Knockdown with sword attack 10% Works only with Fast Styles. Requires selected Aard Sign.

Extended Duration
Requires Critical Effects Duration +50% Stun +25% Knockdown +25% Disarm +25%

Gale
Requires

Gust
Requires Knockdown +25% Stun +25%

Thunder
Requires

Added Efficiency
Requires Cost of casting Sign -33%

Igni Sign
Student Apprentice
Requires Attack from a distance. Sign Intensity +25% Damage: 20 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 35

Specialist
Requires Attack from a distance. Doubled range. Sign Intensity +50% Damage: 35 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 40

Expert
Requires Attack from a distance. Doubled range. Sign Intensity +75% Damage: 55 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 45

Master
Requires Attack from a distance. Trippled range. Sign Intensity +100% Damage: 75 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 50

Special Attack

Requires Attack from a distance. Damage: 10 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 30

Igni (poziom 1)

Igni (poziom 2)
Requires Angle 60 degrees Sign Intensity +25% Sign Range +33% Damage: 20 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 30

Igni (poziom 3)
Requires Angle 60 degrees Sign Intensity +50% Sign Range +66% Damage: 35 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 35

Igni (poziom 4)
Requires Angle 60 degrees Sign Intensity +75% Sign Range +100% Damage: 55 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 40

Igni (poziom 5)
Requires

Main Tree

Story-based Ability Angle 60 degrees Damage: 10 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 25

Full Combat Rebalance

Angle 60 degrees Sign Intensity +100% Sign Range +133% Damage: 75 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 45

Upgrades

23

Harms Way I
Requires Damage +10% Damage +20%

Harms Way II
Requires

Burning Blade
Requires Chance of Incineration with sword attack 300% Works only with special Attacks. Requires selected Igni Sign.

Inferno
Requires Chance of causing Pain

Extended Duration
Requires Duration of Incineration +50%

Inceneration
Requires Chance of Incinerating opponents

Wall of Flame
Requires Chance of causing Fear

Added Efficiency
Requires Cost of casting Sign -33%

Quen Sign
Student Apprentice
Requires Assailant loses 10% of current Vitality Sign duration 8 seconds Damage reduction 30% Dodge +10% Parry +10% Endurance Cost 25

Specialist
Requires Assailant loses 15% of current Vitality Sign duration 9 seconds Damage reduction 40% Dodge +15% Parry +15% Endurance Cost 30

Expert
Requires Assailant loses 20% of current Vitality Sign duration 10 seconds Damage reduction 50% Dodge +20% Parry +20% Endurance Cost 35

Master
Requires Assailant loses 25% of current Vitality Sign duration 11 seconds Damage reduction 60% Dodge +25% Parry +25% Endurance Cost 40

Special Attack

Requires Assailant loses 5% of current Vitality Sign duration 7 seconds Damage reduction 20% Dodge +5% Parry +5% Endurance Cost 20

Quen (level 1)

Quen (level 2)
Requires Generates a shield which absorbs physical damage. Sign duration 6 seconds Damage reduction 20% Dodge +10% Parry +10% Endurance Cost 20

Quen (level 3)
Requires Generates a shield which absorbs physical damage. Sign duration 7 seconds Damage reduction 30% Dodge +15% Parry +15% Endurance Cost 25

Quen (level 4)
Requires Generates a shield which absorbs physical damage. Sign duration 8 seconds Damage reduction 40% Dodge +20% Parry +20% Endurance Cost 30

Quen (level 5)
Requires

Main Tree

Story-based Ability Generates a shield which absorbs physical damage. Sign duration 5 seconds Damage reduction 10% Dodge +5% Parry +5% Endurance Cost 15

Full Combat Rebalance

Generates a shield which absorbs physical damage. Sign duration 9 seconds Damage reduction 50% Dodge +25% Parry +25% Endurance Cost 35

Upgrades

24

Extended Duration
Requires Sign Duration +1 second

Barrier I
Requires Resistance to Knockdown +50%

Barrier II
Requires Stun Resistance +50% Requires Barrier I Requires Barrier II

Barrier III
Requires Immunity to Knockdown Immunity to Stun

Resonance
Requires Raises chance of opponent Knockdown. Works only with Sign powerup.

Added Intensity
Requires Sign Intensity +25%

Added Efficiency
Requires Cost of casting Sign -33%

Heliotrop Sign
Student Apprentice
Requires Assailant loses 10% of current Vitality Sign duration 10 seconds Damage reduction 40% Casting Heliotrop quells fire. Endurance Cost 25

Specialist
Requires Assailant loses 15% of current Vitality Sign duration 12 seconds Damage reduction 60% Casting Heliotrop quells fire. Endurance Cost 30

Expert
Requires Assailant loses 20% of current Vitality Sign duration 14 seconds Damage reduction 80% Casting Heliotrop quells fire. Endurance Cost 35

Master
Requires Assailant loses 25% of current Vitality Sign duration 16 seconds Damage reduction 100% Casting Heliotrop quells fire. Endurance Cost 40

Special Attack

Requires Assailant loses 5% of current Vitality Sign duration 8 seconds Damage reduction 20% Casting Heliotrop quells fire. Endurance Cost 20

Heliotrop (level 1)

Heliotrop (level 2)
Requires Generates a shield which absorbs damage from magic, fire and acid. Sign duration 8 seconds Damage reduction 30% Casting Heliotrop quells fire. Endurance Cost 20

Heliotrop (level 3)
Requires Generates a shield which absorbs damage from magic, fire and acid. Sign duration 10 seconds Damage reduction 50% Casting Heliotrop quells fire. Endurance Cost 25

Heliotrop (level 4)
Requires Generates a shield which absorbs damage from magic, fire and acid. Sign duration 12 seconds Damage reduction 70% Casting Heliotrop quells fire. Endurance Cost 30

Heliotrop (level 5)
Requires

Main Tree

Story-based Ability Generates a shield which absorbs damage from magic, fire and acid. Sign duration 6 seconds Damage reduction 10% Casting Heliotrop quells fire. Endurance Cost 15

Full Combat Rebalance

Generates a shield which absorbs damage from magic, fire and acid. Sign duration 14 seconds Damage reduction 90% Casting Heliotrop quells fire. Endurance Cost 35

Upgrades

25

Extended Duration
Requires Sign duration +1 second

Barrier I
Requires Incineration Resistance +50%

Barrier II
Requires Resistance to Blinding +50% Requires Protective Field I

Barrier III
Requires Immunity to Blindness Immunity to Incineration Requires Protective Field III

Resonance
Requires Raises chance of opponent Knockdown. Works only with Sign powerup.

Added Intensity
Requires Sign Intensity +25%

Added Efficiency
Requires Cost of casting Sign -33%

Yrden Sign
Student Apprentice
Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 35

Specialist
Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 40

Expert
Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 45

Master
Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 50

Special Attack

Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 30

Yrden (level 1)

Yrden (level 2)
Requires Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 4 Sign Intensity +25% Endurance Cost 30

Yrden (level 3)
Requires Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 6 Sign Intensity +50% Endurance Cost 35

Yrden (level 4)
Requires Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 8 Sign Intensity +75% Endurance Cost 40

Yrden (level 5)
Requires

Main Tree

Story-based Ability Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 2 Endurance Cost 25

Full Combat Rebalance

Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 10 Sign Intensity +100% Endurance Cost 45

Upgrades

26

Pain Sign
Requires Chance to inflict Pain +25% Sign Duration +50% Sign Intensity +5%

Prowess
Requires

Crippling Sign
Requires Resistance to all Critical Effects -50%

Blinding Sign
Requires Provides chance of Blinding. Damage +100%

Circle of Death
Requires

Inscriptions
Requires Charges +5

Venom Sign
Requires Provides chance of Poisoning.

Added Efficiency
Requires Cost of casting Sign -33%

Strong Steel Style


Strong Steel (level 1) Strong Steel (level 2)
Requires Second Attack in sequence, consists of four blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%

Strong Steel (level 3)


Requires Third Attack in sequence, consists of four blows. Damage of all attacks in sequence 4 Chance of Bleeding +80%

Strong Steel (level 4)


Requires Damage of all attacks in sequence 5 Damage 20 + bonus damage from sequence Chance of Stun +300% Dislodge Shield +100% Endurance Cost 25

Strong Steel (level 5)


Requires Fourth Attack in sequence, consists of three blows. Damage of all attacks in sequence 6 Damage of this attack 8 Chance of Bleeding 90% Hits multiple targets in a 60 degree angle with a single swing.

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%

Cut at the Jugular I


Requires Upgrades first Attack in sequence. Chance of Bleeding +5%

Cut at the Jugular II


Requires Upgrades second Attack in sequence. Chance of Bleeding +10%

Cut at the Jugular III


Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Chance of Bleeding +15%

Upgrades

27
Crushing Blow I
Requires Upgrades first Attack in sequence. Damage +2

Crushing Blow II
Requires Upgrades second Attack in sequence. Damage +2

Crushing Blow III


Requires Upgrades third Attack in sequence. Damage +2

Broad Swing I
Requires Upgrades first Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Broad Swing II
Requires Upgrades second Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Broad Swing III


Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Fast Steel Style


Fast Steel (level 1) Fast Steel (level 2)
Requires Second Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%

Fast Steel (level 3)


Requires Third Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 166% Chance of Pain +130%

Fast Steel (level 4)


Requires Damage 1 Armor penetration of all attacks in sequence 200% Armor penetration 1500% Chance of Disarm +100% Endurance Cost 25

Fast Steel (level 5)


Requires Fourth Attack in sequence, consists of three blows. Damage 1 Armor penetration of all attacks in sequence 233% Armor penetration in this attack 266% Chance of Pain +115%

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%

Paralysis I
Requires Upgrades first Attack in sequence. Chance of Pain +6%

Paralysis II
Requires Upgrades second Attack in sequence. Chance of Pain +13%

Paralysis III
Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Chance of Pain +24%

Upgrades

28
Hail of Blows I
Requires Upgrades first Attack in sequence. Armor penetration 20%

Hail of Blows II
Requires Upgrades second Attack in sequence. Armor penetration 20%

Hail of Blows III


Requires Upgrades third Attack in sequence. Armor penetration 20%

Wide Swing I
Requires Upgrades first Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Wide Swing II
Requires Upgrades second Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Wide Swing III


Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Group Steel Style


Group Steel (level 1) Group Steel (level 2)
Requires Second Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +10%

Group Steel (level 2)


Requires Third Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +15%

Group Steel (level 4)


Requires Damage 10 Parry of all attacks in sequence +20% Chance of Fear 300% Chance of Knockdown 300% Endurance Cost 25

Group Steel (level 5)


Requires Fourth Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +25% Parry in this attack +30% Chance of Fear 100%

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage -6 Parry +5%

Steel Barrier I
Requires Upgrades first Attack in sequence. Parry +5%

Steel Barrier II
Requires Upgrades second Attack in sequence. Parry +5%

Steel Barrier III


Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Parry +5%

Upgrades

29
Precise Hit I
Requires Upgrades first Attack in sequence. Damage +1

Precise Hit II
Requires Upgrades second Attack in sequence. Damage +1

Precise Hit III


Requires Upgrades third Attack in sequence. Damage +1

Instill Doubt I
Requires Upgrades first Attack in sequence. Chance of Fear 33%

Instill Doubt II
Requires Upgrades second Attack in sequence. Chance of Fear 50%

Instill Doubt III


Requires Upgrades third Attack in sequence. Chance of Fear 66%

Strong Silver Style


Strong Silver (level 1) Strong Silver (level 2)
Requires Second Attack in sequence, consists of three blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%

Strong Silver (level 3)


Requires Third Attack in sequence, consists of four blows. Damage of all attacks in sequence 4 Chance of Bleeding +80%

Strong Silver (level 4)


Requires Damage of all attacks in sequence 5 Damage 20 + bonus damage from sequence Chance of Knockdown +300% Endurance Cost 25

Strong Silver (level 5)


Requires Fourth Attack in sequence, consists of five blows. Damage of all attacks in sequence 6 Damage of this attack 8 Chance of Bleeding 90% Hits multiple targets in a 60 degree angle with a single swing.

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%

Deep Cut I
Requires Upgrades first Attack in sequence. Chance of Bleeding +5%

Deep Cut II
Requires Upgrades second Attack in sequence. Chance of Bleeding +10%

Deep Cut III


Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Chance of Bleeding +15%

Upgrades

30
Mortal Blow I
Requires Upgrades first Attack in sequence. Damage +2

Mortal Blow II
Requires Upgrades second Attack in sequence. Damage +2

Mortal Blow III


Requires Upgrades third Attack in sequence. Damage +2

Tempest I
Requires Upgrades first Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Tempest II
Requires Upgrades second Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Tempest III
Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Fast Silver Style


Fast Silver (level 1) Fast Silver (level 2)
Requires Second Attack in sequence, consists of three blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%

Fast Silver (level 3)


Requires Third Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 166% Chance of Pain +130%

Fast Silver (level 4)


Requires Damage 1 Armor penetration of all attacks in sequence 200% Armor penetration 1500% Chance of Blind +100% Endurance Cost 25

Fast Silver (level 5)


Requires Fourth Attack in sequence, consists of five blows. Damage 1 Armor penetration of all attacks in sequence 233% Armor penetration in this attack 266% Chance of Pain +153%

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%

Crippling Pain I
Requires Upgrades first Attack in sequence. Chance of Pain +6%

Crippling Pain II
Requires Upgrades second Attack in sequence. Chance of Pain +13%

Crippling Pain III


Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Chance of Pain +24%

Upgrades

31
Flash Cuts I
Requires Upgrades first Attack in sequence. Armor penetration 20%

Flash Cuts II
Requires Upgrades second Attack in sequence. Armor penetration 20%

Flash Cuts III


Requires Upgrades third Attack in sequence. Armor penetration 20%

Half-Spin I
Requires Upgrades first Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Half-Spin II
Requires Upgrades second Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Half-Spin III
Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength

Group Silver Style


Group Silver (level 1) Group Silver (level 2)
Requires Second Attack in sequence, consits of three blows. Damage -6 Parry of all attacks in sequence +10%

Group Silver (level 3)


Requires Third Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +15%

Group Silver (level 4)


Requires Damage 10 Parry of all attacks in sequence +20% Chance of Fear 300% Chance of Knockdown 300% Endurance Cost 25

Group Silver (level 5)


Requires Fourth Attack in sequence, consists of four blows. Damage -6 Parry of all attacks in sequence +25% Parry in this attack +30% Chance of Fear 100%

Main Tree

Story-based Ability First Attack in sequence, consists of two blows. Damage -6 Parry +5%

Silver Veil I
Requires Upgrades first Attack in sequence. Parry +5%

Silver Veil II
Requires Upgrades second Attack in sequence. Parry +5%

Silver Veil III


Requires

Full Combat Rebalance

Upgrades third Attack in sequence. Parry +5%

Upgrades

32
Finesse I
Requires Upgrades first Attack in sequence. Damage +1

Finesse II
Requires Upgrades second Attack in sequence. Damage +1

Finesse III
Requires Upgrades third Attack in sequence. Damage +1

Sinister I
Requires Upgrades first Attack in sequence. Chance of Fear 33%

Sinister II
Requires Upgrades second Attack in sequence. Chance of Fear 50%

Sinister III
Requires Upgrades third Attack in sequence. Chance of Fear 66%

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