Every time Geralt levels up after accumulating the required experience points, he gains one talent which can be allocated through the character development screen (accessible by pressing the
key or through the meditation menu). On hard difficulty or higher, talents can only be allocated during meditation.
There are a total of fifty-one skills, each with two levels, into which Geralt may invest talents, and some of the skills can be further enhanced or 'mutated' by applying mutagens to them. The skills are divided into four trees, only one of which is initially available. After six talents have been allocated to skills in the Training tree, the remaining three skill trees are unlocked. The Magic, Alchemy, and Swordsmanship trees contain fifteen talents, with two levels in each of them. Since the game has a level cap of thirty-five (and you start at level one) you will only have a total of thirty-four talent points to distribute.
Every main tree contains one advanced skill which introduces a new gameplay mechanic called 'Adrenaline' that governs its use. The skills and their Adrenaline fueled counterparts in each of the talent trees are described on a separate page.
For skills that indicate a reduction of damage %, this is actually a percentage modifier of armor. The terminology can be confusing. So with 100 armor, 20% damage reduction, and a 300 damage blow, total damage received would be 300-(100*1.20)=300-120=180. Damage reduction modifiers do stack (10%, then 15% total to 25%).
The only exception to this is the parry description, where the % affects actual damage. So a 300 damage blow would only land 150 points through a level 2 parry, less any armor reduction. Also note that parrying means blocking in the Witcher.
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Name
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Level 1
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Level 2
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Prerequisite(s)
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Vigor regeneration while out of combat +25%
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Vigor regeneration while in combat +25%
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None
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0
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Vitality +10
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Vitality +50
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None
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0
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Unlocks the ability to throw daggers.
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Damage dealt by daggers +20
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None
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0
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Unlocks the ability to parry blows from all directions.
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100% Damage reduction while parrying with full Vigor (50% as of version 2.0)
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or or
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0
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Unlocks the ability to redirect arrows.
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Unlocks the ability to redirect arrows towards the shooter.
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1
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Vigor regeneration during combat +10%
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Vigor +1
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1
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Image
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Name
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Level 1
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Level 2
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Prerequisite(s)
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Unlocks Aard Sign level II Sign range +2m
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Unlocks Aard Sign level III Aard Sign affects entire areas Sign range +6m
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None
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0
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Sign damage +5
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Sign damage +10 Vigor +1
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None
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0
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Enables level II Axii Sign Bewitched opponent gets +20% Vitality +20% damage done
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Enables level III Axii Sign Bewitched opponent gets +50% Vitality +50% damage done
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None
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0
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Enables level II Quen Sign Quen now deflects 20% damage Sign duration +20s
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Enables level III Quen Sign Quen now deflects 50% damage Sign duration +60s
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or or
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0
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Sign intensity +1
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Sign intensity +2 Damage reduction +5%
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or
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0
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Quen now transfers the reflected damage to up to two opponents
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Quen now transfers the reflected damage to up to three opponents
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or
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0
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Axii sign can now bewitch two opponents at once
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Axii Sign can now bewitch three opponents at once
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or
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0
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Vigor +1
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Vigor +2
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0
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Enables level II Igni Sign Igni can now incinerate enemies Sign range +3m
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Enables level III Igni Sign Chance to incinerate an opponent Igni now has an area effect Sign range +6m
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or
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0
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Enables level II Yrden Sign Can now lay down two Yrden traps
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Enables level III Yrden Sign Can now lay down three Yrden traps
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or
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1
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Yrden traps are linked. Opponents cannot move through the links
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The links between Yrden traps now deal 5 damage per second
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0
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Critical effect chance of Signs +5%
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Critical effect chance of Signs +25%
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0
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Vitality +50
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Vitality +50 All resistances +5%
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0
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Enables the use of the Heliotrope Sign Allows the generation of adrenaline through Signs
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All resistances +5% Adrenaline Generation through Signs +50%
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or or
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1
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All resistances +20% Sign Damage +3 Adrenaline generated through Signs +10%
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All resistances +50% Sign Damage +10 Adrenaline generated through Signs +65%
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1
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Image
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Name
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Level 1
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Level 2
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Prerequisite(s)
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Bomb damage +30% Trap damage +20%
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Bomb damage +100% Trap damage +100%
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None
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0
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Vitality +20
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Vitality +100
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None
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0
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Chance of creating mutagens as a byproduct of alchemy +2%
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Chance of creating mutagens as a byproduct of alchemy +10%
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or
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0
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Potion duration +10%
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Potion duration +40%
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or
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0
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Alchemical ingredients harvested +50%
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Alchemical ingredients harvested +100%
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or
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0
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Positive effects of potions +10% Negative effects of potion -30%
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Positive effects of potions +35% Negative effects of potion -80%
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0
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Oil duration +10%
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Oil duration +40%
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0
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Mutagens effects +33% – 250%, depending on the type of mutagen
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Mutagens effects +80% – 500%, depending on the type of mutagen
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0
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Oil intensity +25% – 50%
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Oil intensity +50% – 100%
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0
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Allows the consumption of one additional potion
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Damage done while poisoned +10% Damage reduction while poisoned +10%
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0
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Vigor regeneration while poisoned +15%
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Vigor regeneration while poisoned +55%
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1
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Damage dealt when poisoned +5%
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Damage dealt when poisoned +20% (+25% total)
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or
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1
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Chance of instant kill while poisoned +1%
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Chance of instant kill while poisoned +3%
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1
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Enables Berserk mode, activated with adrenaline-filled bar Allows generation of adrenaline while poisoned.
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Adrenaline generated while poisoned +25%
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or
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1
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Adrenaline generated while poisoned +15% Damage done while poisoned +5% Damage taken while poisoned -5%.
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Adrenaline generated while poisoned +50% Damage done while poisoned +15% Damage taken while poisoned -15%.
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1
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Image
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Name
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Level 1
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Level 2
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Prerequisite(s)
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Geralt no longer takes damage when stabbed in the back Damage taken through back stabs: 150%
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Geralt no longer takes damage when stabbed in the back Damage taken through back stabs: 100%
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None
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0
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Allows retaliation
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Chance of instant kill by riposte 10%
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None
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0
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Dodge distance +100%
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Dodge distance +200%
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None
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0
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Sword damage +5%
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Sword damage +15%
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or
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0
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Can now cause damage to multiple enemies Damage done to secondary targets 50%
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Damage done to secondary targets 100%
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or
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0
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Vigor required to block -25%
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Vigor required to block -50%
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or
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0
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Damage received -5%
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Damage received -15%
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or or
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0
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Vigor regeneration in combat +10%
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Vigor regeneration in combat +40%
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or
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0
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Vitality +25
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Vitality +100
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or
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0
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Chance of critical effect: Bleeding +10%
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Chance of critical effect: Bleeding +20% Sword damage +5%
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0
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Chance of instant kill +2%
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Chance of instant kill +5%
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0
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All critical effects chance +5%
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All critical effects chance +15%
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0
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Vitality +50 damage taken -5%
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Vitality +150 damage taken -15%
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or or
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1
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Allows groups finisher, activation during adrenaline-filled bar Allows generation of adrenaline by sword blows
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Damage + 10% Damage taken -10%
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1
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Adrenaline generated by sword blows +10% All resistances +10% All critical effects chance +10%
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Adrenaline generated by sword blows +30% All resistances +20% All critical effects chance +20%
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1
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