Skills and Abilities in the Witcher 3: Wild Hunt are different than previous Witcher games. In the Witcher 3: Wild Hunt the player has 4 different Skill Trees to choose from and 70 Skills total to invest points into. The player may equip only 12 of these Skills at a given time, but they can be swapped out should the player wish to do so. The player will also be able to refund his/her Skill Points during the game. Mutagens can be enhanced by equipping them in the Mutagen Slots and equipping Skills that match the same color of the Mutagens. Players can acquire Skill Points either from leveling up or by finding Places of Power. Please see the Places of Power page for their locations.
A starting presentation and explanation of the Skill Trees can be found .
These abilities increase your offensive, defensive and crossbow Skills. These Skills will appear red when equipped.
Preform fast melee attacks with either sword
Allows you to perform strong melee attacks which ignores enemy armor
Wolf School defense techniques
Allows you to wield a light hand-held crossbow
Blows landed during combat generate Adrenaline Points. Each Adrenaline Point increases weapon damage by 10%.
These abilities improve the 5 Signs that you can use through out the game. These Skills appear blue when equipped.
A directed blast of telekinetic energy that staggers opponents, leaving them open for a subsequent attack.
A directed fiery blast that damages enemies. Damage scales with Sign intensity.
Magic trap that slows enemies who enter its area of effect.
Protective shield that lasts until it has absorbed damage totaling 5% of maximum Vitality.
Charms an opponent's mind, temporarily eliminating him from combat.
These abilities improve Potions, Bombs, Mutagens, Decoctions and Oils. These Skill appear Green when equipped.
Enables the brewing and drinking of witcher Potions
Enables the creation of Oils that can be applied to swords.
Enables the creation of handheld Bombs that can be thrown at enemies.
Enables the extraction of Mutagens from the corpses of powerful Monsters. Witchers use these to grant their bodies new abilities.
Mutation that lets witchers withstand the Toxicity of Potions that would kill normal people.
These abilities improve general aspects of your play style, such as Armor proficiency, Potions tolerance and amount of health. These Skills appear yellow when equipped.
During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 point per second during combat.
Increases maximum Vitality by 500
Each piece light armor increases critical hit damage by 25% and fast attack damage by 5%.
Each piece of medium armor increases your Sign intensity by 5% and Endurance regeneration by 5%.
Each piece of heavy armor increases your strong attack 5% and maximum health by 5%.
Crossbow deals 25% more damage
If your current Stamina level is too low, Signs can be cast using Adrenaline Points.
Adrenaline Points also increase your Sign damage
Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points
Increases maximum Toxicity by 30