The Witcher: Wild Hunt is a story-driven, next-generation open world role-playing game set in a visually stunning fantasy universe full of meaningful choices and impactful consequences. In The Witcher you play as the professional monster hunter, Geralt of Rivia, tasked with finding a child of prophecy in a vast open world rich with merchant cities, viking pirate islands, dangerous mountain passes, and forgotten caverns to explore. Witcher 3 – Posts
Hearts of Stone follows Geralt as he gets caught up in a Faustian plot, having to grudgingly help both Gaunter O’Dimm, a mysterious character who has crossed the Witcher’s path before, and Olgeird von Everec, leader of a group of roving bandit with the power of immortality.
Blood and Wine
The Witcher 3: Wild Hunt — Blood and Wine is the second major story/land expansion for the massive RPG adventure The Witcher 3. This 20-hour tale introduces the all-new in-game region of Toussaint, and will take Geralt to a land untainted by war, where an atmosphere of carefree indulgence and knightly ritual masks an ancient, bloody secret.
Assassin’s Creed – Own Screenshots
My own Video’s – Monster Fights
Video’s – Trailers – Walktroughs – Movies – Graphics
These quests are missed by progressing too far into the Story. They also vary in length. Some can take 10 minutes, others can take up to 30 minutes to an hour. I will do my best to avoid spoilers, but some quest titles may spoil late game events (they really don’t, but this warning is just incase).
Note: I an listing MISSABLE sidequests only, but I will indicate how many sidequests there are total in each area. The number of missable quests are listed within the brackets like this [1 story related]. A vast majority of these are from Act 1, but the guide doesn’t indicate which act these appear in, so I’m leaving that out.
White Orchard – ALL OK Secondary Quests: 6 [1 story related(missable)] -On Death’s Bed
Velen (No Man’s Land) – ALL OK Secondary Quests: 43 [9 story related(missable)] -Ciri’s Room -The Fall of the House of Reardon -Ghosts of the Past (only for W2 saved game import) -An Invitation from Keira Metz -A Towerful of Mice -A Favor for a Friend -For the Advancement of Learning -Magic Lamp -Return to Crookback Bog
Novigrad – 3 To Go – After or during isle of mists quest Secondary Quests: 49 [14 story related(missable)] -Novigrad: Closed City -Cabaret -Carnal Sins -A Dangerous Game -A Final Kindness (26) -The Gangs of Novigrad (9) -Honor Among Thieves -It Takes Three to Tango (28) (auto after ciri) -A Deadly Plot -Reason of State (30) -A Matter of Life and Death -Now or Never -An Eye for an Eye -Redania’s Most Wanted
Skellige – ALL OK Secondary Quests: 42 [5 story related(missable)] -Coronation -King’s Gambit -The Last Wish -The Lord of Undvik -Possession
Kaer Morhen – ALL OK Secondary Quests: 6 [0 story related(missable)] No quests can be missed here.
Armor is an important part of your strategy in The Witcher 3. You need to choose a set that complements your playing style, which means compromising. Do you go for better defense, adrenaline point generation or stamina regeneration? Before you start thinking about that, you need to find good armor or diagrams for crafting it. In this guide, we’re going to show you sets of the best armor in The Witcher 3, their locations and stats.
New Blood and Wine Armor Sets
Blood and Wine expansion introduces new armor sets Tesham Mutna Armor (heavy armor set for level 39), Manticore Armor (medium set) and a new level – Grandmaster for Bear Ursine, Feline Cat, Wolf and Griffin Witcher Armor. Grandmaster Feline Cat Armor is the only hooded armor in the game! Take a look at our guide for newBlood and Wine armor sets.
Viper Armor Set – Hearts of Stone expansion
Viper Armor Setis a new Witcher gear set from the Hearts of Stone expansion. It’s a level 39 medium set which has a great armor rating and provides near immunity to poison.
Ofieri Armor Set – Hearts of Stone
The Ofieri set is a stylish armor from the HoS DLC. It is a level 38 light armor set which improves Sign intensity a lot. You can get it during one of the side quests in the expansion.
New Moon Armor – Hearts of Stone
The New Moon Armor certainly isn’t the best in terms of stats, but it is one of the better looking ones. You can use it at level 34, and you don’t even need to craft the pieces. They can be found (in various qualities) in certain locations in the new part of the map.
Skellige Armor Set
Skellige Undvik Armor Set is an outfit added to the game in a free DLC pack. You have to be level 41 to use it, but it provides unprecedented amounts of protection. It’s a heavy set and comes with matching horse armor.
Wolf School Gear
The Wolf School Gear diagrams can be found scattered around Kaer Morhen. You’ll need to be level 14 to use them. The armor is medium weight – it provides increased attack power and sign intensity, while the swords have a decen damage output. This set is convenient for Signs builds, or hybrids that rely on swords and signs equally.
Enhanced Wolf Gear
The Enhanced Wolf Gear is an upgrade for the Wolf School Gear – expect more sign intensity, better attack power, and a moderate increase in protection. You’ll have to be level 21 in order to equip it.
Superior Wolf Gear
The Superior Wolven Gear is the third tier of upgrade for the Wolf School armor. Even more attack power and sign intensity than the enhanced version, with better protection. You’ll have to be level 29 if you want to use it.
Mastercrafted Wolf Gear
The Mastercrafted Wolf Gear is the final upgrade for the Wolf School armor. It offers great bonuses to attack power and sign intensity, a moderate amount of protection and greatly increased critical hit chance. You need to be level 34 in order to wear it.
Griffin School Gear
The Griffin Armor Set diagrams can be found in Velen, in Dragonslayer’s Grotto, north of Crookback Bog. It’s a medium armor set that requires level 11 to use, and provides increased sign intensity. It’s a great choice for anyone who opted for a Sign build.
Enhanced Griffin Armor
Enhanced Griffin Gear is an upgraded version of the basic Griffin Set. This is the second out of four (Basic, Enhanced, Superior and Mastercrafted) upgrade levels available for Griffin Sword and Armor Set. Diagrams for enhanced Griffin Set versions are found all over Velen (No Man’s Land). This is a level 18 weapon and armor upgrade of the basic Griffin School Gear Set.
Superior Griffin Gear
Superior Griffin Gear is the level 3 upgrade for the Griffin School Set. Before you can upgrade your set to superior, you need to boost it to Enchanced Griffin first. In order to wear this armor your character must be level 26.
Mastercrafted Griffin Gear
Mastercrafted Griffin Gear will give you an amazing increase in elemental damage resistance and sign intensity. Since it’s so good, you’ll need a level 34 character for the armor, as well as the swords.
Cat (Feline) School Gear
The Cat Armor Set diagrams can be found in a cave underneath Novigrad, and are pretty tricky to get. The set is light-weight, and requires a level 17 character (the crossbow requires level 29). It’s biggest strengths are the increased attack power and stamina regeneration – it’s meant for agile swordsmen.
Enhanced Cat (Feline) Gear
Enhanced Feline Gear is level 2 update of the basic Feline / Cat School Gear. This set is best for mid-level players because both the swords and the armor require level 23 to use. Six set diagrams are scattered all over Novigrad and Velen.
Superior Feline Cat Gear
In order to apply Superior Feline Cat Gear diagrams, you’ll first need the Enhanced Cat Gear. This set is suited for players at level 29. Superior Feline diagrams are scattered around Velen (No Man’s Land). There are powerful enemies (level 18-27) guarding some of these diagrams.
Mastercrafted Cat Feline
Mastercrafted Cat Gear is one of the best light armor sets in the game – it massively improves stamina regeneration, adrenaline point generation and provides an immense increase in attack power. Level 34 is required to wear the armor and wield the swords.
Bear School Gear
The Bear Armor Set diagrams can be found in Skellige, on An Skellig, just north of Urialla Harbor. It’s a heavy set which provides amazing protection, but tones down stamina regeneration. As such, it could be of great use to either dedicated alchemists or sturdy tanks. You need to be level 20 to wear it (except for the crossbow, which is level 29).
Enhanced Bear (Ursine) Gear
Enhanced Bear Gear is the second level of upgrade for Bear School Gear armor and weapons. There are six diagrams you need to find in order to upgrade the whole set. You need to be level 25 to wear it.
Superior Bear (Ursine) Gear
Superior Bear Gear is the third tier upgrade for Bear School Gear. In order to get it, you must first have Enhanced Bear Gear. You need to be level 30 to wear it.
Mastercrafted Bear Ursine Gear
Mastercrafted Bear Ursine Gear is the best version of the Bear Gear set – it provides amazing amounts of armor, much improved adrenaline point generation, while crippling your stamina regeneration. In order to use it, you’ll need to be at least level 34.
Nilfguardian Guardsman Armor
Nilfguardian Guardsman Armor is a late-game heavy armor set (lvl 28/31) that provides great protection from all kinds of physical damage, but also decreases stamina regeneration. You can either craft or buy the pieces.
Potions and Decoctions
There are a lot of potions in Witcher III, so I figured it’d be helpful to have a quick rundown of them. Any potion can be active while another potion is active, but they all increase toxicity. Too much toxicity and you start to die, although some skills trigger at various levels of toxicity. You can see your toxicity under your health bar (it’s the green bar). To learn how to craft potions and restock them, visit our Alchemy guide.
Most potions come in regular, enhanced, and superior forms. Superior potions usually bring along another effect.
All of the formulas should be located on a herb dealer, herbalist, or alchemist. Some formulas are from random herbalists, while others you’ll find on Skellige only. There is a quest required to unlock a lot of the formulea, which I’ll go into in a second, but there is also a lot of vendors in the area who sell say decoctions (at the Druid’s Camp nearby).
Unlocking Advanced Recipes
A druid has most advanced recipes, formula and torn pages, but you have to do his quest first. You’ll find the druid north of Gedyneith. He’s not the one with the silent druid, he’s the one that refuses to teach you anything unless you perform three favors. Do the three favors:
Favor 1: Obtain some pimpernel. Step one is to locate the plant, at which point you’ll meet a tracker who then whines about people going crazy from it. Follow the trails a short distance until you meet a Succubus and Ramund. Make a choice – fight the Succubus (she’s powerful) or side with her. Neither has consquence to note, but if you side with her she’ll take you to her liar and give you the pimpernel (if you fight her you have a great chance at a Succubus mutagen).
Favor 2: Go to the distellary, it’s near the pimpernel spot (and has a fast travel sign too!), defeat the cyclops, then climb the nearby ladder to loot some mash. Then go into the house and read the instructions on how to brew liquor. First, put the mash into the big metal machine thing (you’ll need to move the mash from your inventory to the machine, a pop-up will appear after you’ve read the instructions). Then light the flame under it. Then use the right lever, then the left, and then loot the spirit from the barrel.
Favor 3: Go to Blandare. This one is quick and you can fast travel either to the Druid’s Camp and walk or fast travel to the town if you’ve been there. Once there, talk to Fritjof and folllow him to the altar, where you’ll need to kill some foglets. Afterward you’re done.
Once you return to Gremist, he’ll give you a ton of materials and then sell a huge amount of formula you wouldn’t have access to otherwise.
Black Blood: Does damage to any vampire / necrophage that hits Geralt.
Blizzard: Slows down time after Geralt kills anything. Useful in large brawls (like toward the end of the game) but useless in 1v1 fights.
Cat: Allows you to see in the dark. Enhanced Cat lasts longer and makes you immune to hyponsis. Meditate or drink the honey to remove.
Full Moon: Increases your maximum health – great to use before a boss fight.
Golden Oriole: Removes any poisons and makes you immune to poisons. Poisons never bothered me so I never found a use for it. Superior version allows poisons to heal you.
Killer Whale: Doubles breath underwater and makes it easier to see.
Maribor Forest: Gain adrenaline points faster. Another potion that’s great to use before a boss fight.
Petri’s Philter: Increases sign intensity, superior version forces a sign to apply its effect.
Swallow: Heals you, pauses in combat unless you have the superior version.
Tawny Owl: Increases stamina regeneration. Superior version lasts all night long (meditate before a fight to set it to night for best use).
Thunderbolt: Increases attack power.
White Honey: Removes all toxicity and cancels potions. Great for removing cat without having to meditate.
White Raffard’s Decoction: Doesn’t require a mutagen, restores health to full and grants immunity to damage for a short bit (the superior version anyway).
These require specific mutagens and the formula (formulea) and are much stronger, but with way higher toxicity (normal potions are like 20%, these are 80% no matter the potion). They also last 30 minutes. Most of these formulea are a bit harder to find than the potions, but a vast majority of them are still sold by alchemist throughout the world or often nearby certain enemies (like early in the game when you come across your first foglet, there is usually a chest in that hidden area of the cave with the formulea in it).
Alghoul: Adrenaline points generate more quickly until you’re hit each fight.
Ancient Leshen: Each sign cast increases stamina regen until the end of a fight.
Archgriffin: Strong strikes consume all Stamina available and remove 10% of the Vitality from an enemy after normal damage.
Basilisk: Adds a random effect at dusk or dawn.
Chort: Stagger immunity and knock-downs become staggers.
Cockatrice: One additional charge per potion, oil, and bomb.
Doppler: Critical hit damage increased from behind.
Earth Elemental: Resistance to vitality draining critical effects.
Ekhidna: Anything that consumes stamina regenerates your vitality.
Foglet: Sign intensity increased during cloudy weather.
Grave Hag: Each time you kill something it increases vitality regen for that battle.
Griffin: Taking damage raises damage resistance.
Katakan: Increases critical hit chance.
Leshen: Damage reflect.
Nekker Warrior: Your mount won’t panic and you do 50% more damage.
Nightwraith: Maximum vitality is increased with each foe you kill, until your meditate or fast travel.
Noonwraith: Complete immunity to knockdown, hypnosis, stun, and blindness.
Succubus: Attack power gros during the fight.
Troll: Regenerates vitality during and outside of combat.
Water Hag: Damage increase at full health
Werewolf: Running, sprinting, or jumping doesn’t use stamina out of combat.
Wraith: Whenever you take a hit that does more than a third of your health, it automatically casts Quen.
Wyvern: You increase attack power with each blow until you take damage or a fight ends.
There are two different versions of the mod depending on your play style.
WITCHER 2 POTION LENGTH
Since potions can be upgraded three times, their upgraded lengths are represented by… Standard/Enhanced/Superior.
5 Min./ 7.5 Min./ 10 Min.
30 Sec./ 45 Sec./ 60 Sec./
WITCHER 2 POTION LENGTH ENHANCED
This version of the mod has 10 minute potion lengths from the very beginning of the game.
10 Min./ 12.5 Min./ 15 Min.
30 Sec./ 45 Sec./ 60 Sec./
Both versions change how food works. Those changes are as follows…
hps = Health per Second
Tier 1 Food and Drink, 700 seconds = 5 hps (Out of Combat)/2 hps(In Combat)
Tier 2 Food and Drink, 800 seconds = 10 hps (OOC)/4 hps (IC)
Tier 3 Food and Drink, 900 seconds = 15 hps(OOC)/7 hps (IC)
You can mix and match these effects by eating and drinking.
***There are alternative versions available that contain No Food Edits. They are represented by the acronym nfe. Folder example, mod_W2PL_nfe
Alternative Increased Potion Toxicity
Available for both the Standard and Enhanced Versions. Increased Potion Toxicity will make spamming potions more difficult. The new toxicity amounts closely resemble the toxicity of the potions in The Witcher 2.
***These versions are represented by the acronym “it” for Increased Toxicity. Folder example, mod_W2PL_it
** This mod works with existing saves and can be easily added and removed.
Players can team up with theirsquadmatesfor devastatingcombatpower combos. Power combos activate when the player or a squadmate primes an enemy or group of enemies, setting them up for the kill, and then another squadmate jumps in to finish the job. Players can upgrade their squadmates specifically toward making them good at priming or detonating power combos.
Many powers can be evolved to become a primer, a detonator, or even both. Look for primer and detonator icons when planningskillpurchases.
Profiles are specialized sets of improvements and passive abilities available to the Pathfinder in Mass Effect: Andromeda. Each profile improves on several aspects of a character’s chosen abilities, and also provide one or two unique passive abilities to complement their skills in combat.
Profiles are unlocked by spending Skill Points on skills in any of the three main skill disciplines: Combat, Biotics, and Tech. Once sufficient points are spent in a discipline, a Profile will be unlocked corresponding to that discipline. Each profile can achieve six ranks, each improving the stat bonuses by a set amount. Each rank requires a specific amount of points placed into its respective disciplines.
Soldier: Combat – Corresponds with the Security Training
Engineer: Tech – Corresponds with the Technician Training
Adept: Biotics – Corresponds with the Biotic Training
Sentinel: Tech & Biotics – Corresponds with the Leader Training
Vanguard: Combat & Biotics – Corresponds with the Scrapper Training
Infiltrator: Combat & Tech – Corresponds with the Operative Training
Explorer: Combat, Tech, & Biotics – Does not Correspond with any Training; it’s a new class
Note: Profiles that correspond with specific training just means that they involve the same skill types and are similar in nature.Unlike Classes, players can choose to switch between available profiles at any time, including while in combat. Although it may be a temporary bug and/or glitch at the moment, it seems that whatever Training that was picked at the beginning of the game will let Ryder use its respective profile at rank 1 for the rest of the game; this is regardless of how many points are spent to unlock it. This means that if Ryder had picked the security training, but then spent all his/her perk points into biotics, he/she would have access to both the adept and the soldier profiles.
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire.
This profile optimizes Ryder’s mind and body for superior mastery of his/her armor and weapons.
Bonus power– MARKSMAN’S FOCUS: Grants an escalating damage bonus for every target killed in a short time.
Weapon Damage: 10% – 20%;
Weapon Accuracy: 10% – 35%;
Damage Resistance: 2 – 12;
Weapon Clip Size: 10% – 35%.
Engineers are experts in both offensive and defensive tech powers.
This profile reconfigures Ryder’s implant, enabling him/her to maintain constant control over a small combat drone which assists and protects him/her in battle.
Bonus power – COMBAT DRONE: A small drone improves recharge rate for tech abilities and self-destruct with an EMP pulse if enemies get close. The improved recharge rate is lost after destruction.
Combo Damage: 20% – 45%;
Tech Construct Health & Health Regeneration: 20% – 45%;
Tech Construct Damage: 20% – 45%;
Tech Restoration & Defense: 20% – 45%.
Adepts are biotic specialists capable of disabling and killing enemies with powerful mass effect fields.
This profile reconfigures Ryder’s implant allowing him/her to defeat his/her opponents without firing a single shot.
Bonus power – BIOTIC ECHOES: Biotic combos can set off additional explosions on each enemy they touch.
Bonus power – BIOTIC JUMP & EVADES:Instead of jump jet, use biotic to jump and evade.
Biotic Force: 15% – 40%;
Biotic Area of Effect Damage: 15% – 40%;
Biotic Area of Effect Radius: 15% – 40%;
Biotic Effect Duration: 20% – 45%;
Biotic Combo Radius: 20% – 45%.
Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield.
This profile creates a direct link between Ryder’s armor and his/her armor’s built-in computer systems, granting him/her additional protection via flash-forged shielding.
Bonus power – TECH ARMOR: Absorbs a significant amount of whatever damage gets past shields.
Combo Damage: 15% – 40%;
Tech Recharge Speed: 10% – 35%;
Power Shield Cost Reduction: 20% – 45%;
Power Restoration and Defense: 20% – 45%.
Vanguards have an aggressive combat style, preferring to close in on enemies and deal heavy damage at short range.
This profile reconfigures Ryder’s implant and physiology in subtle ways, allowing him/her to absorb energy from enemies on impact and shunt that energy into reinforcing his/her shields.
Bonus power – SIPHONING STRIKES: Melee attacks restore shields.
Bonus power – BIOTIC JUMP & EVADES: Instead of jump jet, use biotics to jump and evade.
Melee Damage: 20% – 45%;
Melee Force: 50% – 100%;
Biotic Recharge Speed: 10% – 35%;
Power Shield Cost Reduction: 20% – 45%;
Max Shields: 10% – 35%.
Infiltrators are tech and combat specialists who typically focus on precise hits and avoidance.
This profile enhances Ryder’s mental and visual acuity, allowing him/her to keep track of his/her enemies throughout a chaotic battle.
Bonus power – BATTLEFIELD AWARENESS: Observe enemies through walls when using a scope.
Bonus power – CLOAK EVADES: When evading, a brief cloaking device is activated.
Weapon Accuracy: 20% – 45%;
Weapon Stability: 20% – 45%;
Tech Recharge Speed: 20% – 45%;
Weapon Headshot/Weak Point Damage Bonus: 50% – 100%.
The Explorer is a jack-of-all-trades, with abilities ranging from combat and tech to biotics.
This profile reconfigures Ryder’s mind and body to be as versatile as possible, permitting him/her to switch rapidly between firing weapons, deploying technology, and wielding biotic powers.
Bonus power – BIOTIC BLINK: Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.