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FCR Manual Talents
FCR Manual Talents
Strength (level 3)
Requires Damage +1
Strength (level 4)
Requires Damage +1
Strength (level 5)
Requires
Main Tree
Requires Damage +1
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
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
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
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.
Stone Skin
Requires
Potion Tolerance
Requires
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%
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
Potion Brewing
Story-based Ability Enables brewing of potions.
Herbalism
Requires Enables identification and gathering of herbs.
Intensity
Requires
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
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
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
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
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
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
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%
Main Tree
Story-based Ability First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%
Upgrades
27
Crushing Blow I
Requires Upgrades first Attack in sequence. Damage +2
Crushing Blow II
Requires Upgrades second 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
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
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%
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
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%
Upgrades
29
Precise Hit I
Requires Upgrades first Attack in sequence. Damage +1
Precise Hit II
Requires Upgrades second 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%
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%
Upgrades
30
Mortal Blow I
Requires Upgrades first Attack in sequence. Damage +2
Mortal Blow II
Requires Upgrades second 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
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%
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%
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
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%
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%