The Witcher 3 abilità
Each Ability belongs to a certain branch marked by a special color. These branches are: Combattimento, Segni, Alchimia, Generali and Mutageni.
Abilità slots are split into groups of three. If all three active Abilities in a group belong to the same branch (are of the same color) you receive an additional bonus to Attack Power, Sign Intensity or Vitality.
This rule does not apply to the general Abilità, which do not have a special color,
Activate mutageni by placing them in the diamond-shaped slots on the Character panel. Next to each slot is a set of square Ability slots.
Activated mutagens grant special bonuses to your character statistics. Different types (colors) of mutagens grant different kinds of bonuses.
Each Ability placed in a slot near a mutagen of the same color increases that mutagen's bonus by 100%. So if all three Abilities in a set of slots match their nearby mutagen's color, the mutagen's bonus will be increased by 300%.
Abilities whose color does not match their nearby mutagen have no effect on the mutagen's bonus — they neither increase nor decrease it.
Ciri also has her own special abilities: "Carica" and "Lampo", both of which use "Energia".
Abilities[modifica | modifica sorgente]
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
Perform fast melee attack with either sword. | None | Default | None | ||
Level 1: Fast attack damage increased by 5%. Adrenaline Point gain: +1% Level 2: Fast attack damage increased by 10%. Adrenaline Point gain: +2% Level 3: Fast attack damage increased by 15%. Adrenaline Point gain: +3% Level 4: Fast attack damage increased by 20%. Adrenaline Point gain: +4% Level 5: Fast attack damage increased by 25%. Adrenaline Point gain: +5% |
Attacco rapido | 5 | None | ||
Level 1: Increases chance of landing a fast attack critical hit by 2% and fast attack critical hit damage by 15%. Adrenaline Point gain: +1% Level 2: Increases chance of landing a fast attack critical hit by 4% and fast attack critical hit damage by 30%. Adrenaline Point gain: +2% Level 3: Increases chance of landing a fast attack critical hit by 6% and fast attack critical hit damage by 45%. Adrenaline Point gain: +3% Level 4: Increases chance of landing a fast attack critical hit by 8% and fast attack critical hit damage by 60%. Adrenaline Point gain: +4% Level 5: Increases chance of landing a fast attack critical hit by 10% and fast attack critical hit damage by 75%. Adrenaline Point gain: +5% |
Attacco rapido | 5 | 8 | ||
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Adrenaline Point gain: +1% |
Attacco rapido | 5 | 20 | ||
Fast attacks now also apply a Bleeding effect. Affected enemies lose 25 Vitality or Essence points per second. Duration: 5 seconds. Adrenaline Point gain: +1% |
Attacco rapido | 5 | 30 | ||
Allows you to perform strong attacks which ignore enemy armor. | None | Default | None | ||
Level 1: Strong attack damage increased by 5%. Adrenaline Point gain: +1% Level 2: Strong attack damage increased by 10%. Adrenaline Point gain: +2% Level 3: Strong attack damage increased by 15%. Adrenaline Point gain: +3% Level 4: Strong attack damage increased by 20%. Adrenaline Point gain: +4% Level 5: Strong attack damage increased by 25%. Adrenaline Point gain: +5% |
Attacco potente | 5 | None | ||
Level 1: Increases strong attack critical hit chance by 2% and strong attack critical hit damage by 15%. Adrenaline Point gain: +1% Level 2: Increases strong attack critical hit chance by 4% and strong attack critical hit damage by 30%. Adrenaline Point gain: +2% Level 3: Increases strong attack critical hit chance by 6% and strong attack critical hit damage by 45%. Adrenaline Point gain: +3% Level 4: Increases strong attack critical hit chance by 8% and strong attack critical hit damage by 60%. Adrenaline Point gain: +4% Level 5: Increases strong attack critical hit chance by 10% and strong attack critical hit damage by 75%. Adrenaline Point gain: +5% |
Attacco potente | 5 | 8 | ||
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 10% Adrenaline Point increase totall damage by 33%. Adrenaline Point gain: +1% |
Attacco potente | 5 | 20 | ||
Reduces enemy damage resistance by 5%. Adrenaline Point gain: +1% |
Attacco potente | 5 | 30 | ||
Wolf School defensive techniques | None | Default | None | ||
Deflect arrows while parrying Adrenaline Point gain: +1% |
Difesa | 3 | None | ||
Level 1: Damage from hits received while dodging is reduced by 20%. Adrenaline Point gain: +1% Level 2: Damage from hits received while dodging is reduced by 40%. Adrenaline Point gain: +2% Level 3: Damage from hits received while dodging is reduced by 60%. Adrenaline Point gain: +3% Level 4: Damage from hits received while dodging is reduced by 80%. Adrenaline Point gain: +4% Level 5: Damage from hits received while dodging is reduced by 100%. Adrenaline Point gain: +5% |
Difesa | 5 | 8 | ||
After a successful counterattack, the next attack deals +30% damage per skill level. Adrenaline Point gain: +1% |
Difesa | 3 | 20 | ||
Each Adrenaline Point adds 1% to the chance of killing an opponent instantly. This effect cannot be triggered more than once every 15s. Adrenaline Point gain: +1% |
Difesa | 2 | 30 | ||
Allows you to wield a light hand-held crossbow. | None | Default | None | ||
Level 1: Time slowed by an additional 15% while aiming the crossbow. Adrenaline Point gain: +1% Level 2: Time slowed by an additional 30% while aiming the crossbow. Adrenaline Point gain: +2% Level 3: Time slowed by an additional 45% while aiming the crossbow. Adrenaline Point gain: +3% |
Mira | 3 | None | ||
Each bolt that hits its target adds 0.04 Adrenaline Points. Adrenaline Point gain: +1% |
Mira | 5 | 8 | ||
Increases crossbow critical hit chance by 5% Adrenaline Point gain: +1% |
Mira | 5 | 20 | ||
Critical hits dealt with the crossbow disable monster special abilities for 5 second(s). Adrenaline Point gain: +1% |
Mira | 5 | 30 | ||
Blows landed during combat generate Adrenaline Points. Each Adrenaline Point increases weapon damage by 10%. | None | Default | None | ||
Adrenaline Point loss upon taking damage is lowered by 20%. Adrenaline Point gain: +1% |
Furia combattiva | 5 | None | ||
When Vitality reaches 0, Adrenaline Points will immediately be consumed to restore it. The amount restored is based on the number of Adrenaline Points used. If no Adrenaline Points are available, a small portion of Vitality will be restored. Adrenaline Point gain: +1% |
Furia combattiva | 5 | 8 | ||
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 5%. Adrenaline Point gain: +1% |
Furia combattiva | 5 | 20 | ||
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 25%. Adrenaline Point gain: +1% |
Furia combattiva | 5 | 30 |
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
This is one of your core Abilities. It is always active. A directed blast of telekinetic energy that staggers opponents, leaving them open for a subsequent attack. | None | Default | None | ||
Level 1: Increases Aard's range by 1 yard(s). Stamina regeneration in combat: +0.5%. Level 2: Increases Aard's range by 2 yard(s). Stamina regeneration in combat: +1%. Level 3: Increases Aard's range by 3 yard(s). Stamina regeneration in combat: +1.5%. |
Segno Aard | 3 | None | ||
Alternate Sign Mode: Aard strikes all opponents in a certain radius. Level 1: Knock-down chance is 21% lower. Stamina regeneration in combat: +0.5%. Level 2: Knock-down chance is 17% lower. Stamina regeneration in combat: +1%. Level 3: Knock-down chance is 13% lower. Stamina regeneration in combat: +1.5%. |
Segno Aard | 3 | 6 | ||
Level 1: Increases Aard Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Aard Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Aard Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Aard Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Aard Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Segno Aard | 5 | 18 | ||
Level 1: Aard now deals 40 damage. Stamina regeneration in combat: +0.5%. Level 2: Aard now deals 80 damage. Stamina regeneration in combat: +1%. Level 3: Aard now deals 120 damage. Stamina regeneration in combat: +1.5%. Level 4: Aard now deals 160 damage. Stamina regeneration in combat: +2%. Level 5: Aard now deals 200 damage. Stamina regeneration in combat: +2.5%. |
Segno Aard | 5 | 28 | ||
This is one of your core Abilities. It is always active. A directed fiery blast that damages enemies. Damage scales with Sign intensity. |
None | Default | None | ||
Damage dealt by Igni also permanently weakens enemy Armor. Level 1: Effect scales with Sign intensity up to maximum of 15%. Stamina regeneration in combat: +0.5%. Level 2: Effect scales with Sign intensity up to maximum of 30%. Stamina regeneration in combat: +1%. Level 3: Effect scales with Sign intensity up to maximum of 45%. Stamina regeneration in combat: +1.5%. Level 4: Effect scales with Sign intensity up to maximum of 60%. Stamina regeneration in combat: +2%. Level 5: Effect scales with Sign intensity up to maximum of 75%. Stamina regeneration in combat: +2.5%. |
Segno Igni | 5 | None | ||
Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Level 1: Stamina regeneration in combat: +0.5%. Level 2: Stamina cost is reduced by 25%. Stamina regeneration in combat: +1%. Level 3: Stamina cost is reduced by 50%. Stamina regeneration in combat: +1.5%. |
Segno Igni | 3 | 6 | ||
Level 1: Increases Igni Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Igni Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Igni Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Igni Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Igni Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Segno Igni | 5 | 18 | ||
Level 1: Increases the chace to apply Burning by 20%. Stamina regeneration in combat: +0.5%. Level 2: Increases the chace to apply Burning by 40%. Stamina regeneration in combat: +1%. Level 3: Increases the chace to apply Burning by 60%. Stamina regeneration in combat: +1.5%. Level 4: Increases the chace to apply Burning by 80%. Stamina regeneration in combat: +2%. Level 5: Increases the chace to apply Burning by 100%. Stamina regeneration in combat: +2.5%. |
Segno Igni | 5 | 28 | ||
This is one of your core Abilities. It is always active. Magic trap that slows enemies who enter its area of effect Effect duration: 21 s |
None | Default | None | ||
Increases Sign duration by 5 seconds. Number of alternative mode charges: 2. Number of standard mode traps: 1. Stamina regeneration in combat: +0.5%. |
Segno Yrden | 2 | None | ||
Alternative Sign Mode: Damages and slows all enemies within a 10 yard radius. Destroys projectiles passing through this area. Stamina regeneration in combat: +0.5%. |
Segno Yrden | 3 | 6 | ||
Level 1: Increases Yrden Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Yrden Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Yrden Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Yrden Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Yrden Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Segno Yrden | 5 | 18 | ||
Enemies under the influence of Yrden lose 10 point(s) of Vitality or Essence per second. Stamina regeneration in combat: +0.5%. |
Segno Yrden | 5 | 28 | ||
This is one of your core Abilities. It is always active. Protective shield that lasts until it has absorbed damage totalling 7% of maximum Vitality. | None | Default | None | ||
Level 1: Quen shield pushes opponents back when it breaks. Stamina regeneration in combat: +0.5%. Level 2: Quen shield pushes opponents back and deals damage when it breaks. Stamina regeneration in combat: +1%. Level 3: Quen shield pushes opponents back and deals damage when it breaks, with a chance of knock-down. Stamina regeneration in combat: +1.5%. |
Segno Quen | 3 | None | ||
Alternate Sign Mode: Creates an active shield. Damage absorbed by the shield restores player Vitality. Level 1: Maintaining it and blocking attacks drains Stamina. Stamina regeneration in combat: +0.5%. Level 2: Maintaining an active shield now drains 50% less Stamina. Stamina drain for blocked attacks unchanged. Stamina regeneration in combat: +1%. Level 3: Maintaining an active shield no longer drains Stamina. Stamina drain for blocked attacks unchanged. Stamina regeneration in combat: +1.5%. |
Segno Quen | 3 | 6 | ||
Level 1: Increases Quen Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Quen Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Quen Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Quen Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Quen Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Segno Quen | 5 | 18 | ||
Level 1: Reflects 5% of absorbed damage back to the attacker. Stamina regeneration in combat: +0.5%. Level 2: Reflects 10% of absorbed damage back to the attacker. Stamina regeneration in combat: +1%. Level 3: Reflects 15% of absorbed damage back to the attacker. Stamina regeneration in combat: +1.5%. Level 4: Reflects 20% of absorbed damage back to the attacker. Stamina regeneration in combat: +2%. Level 5: Reflects 25% of absorbed damage back to the attacker. Stamina regeneration in combat: +2.5%. |
Segno Quen | 5 | 28 | ||
This is one of your core Abilities. It is always active. Charms an opponent's mind, temporarily eliminating him from combat. Effect Duration: 10 seconds. |
None | Default | None | ||
Target does not move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Level 1: Stamina regeneration in combat: +0.5%. Level 2: Reduces Axii casting time. Stamina regeneration in combat: +1%. Level 3: Reduces Axii casting time. Failed Axii attempts stagger the target. Stamina regeneration in combat: +1.5%. |
Segno Axii | 3 | None | ||
Alternate Sign Mode: Level 1: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +0.5%. Level 2: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +2%. Level 3: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +1.5%. Attacking the target does not break the effect. |
Segno Axii | 3 | 6 | ||
Level 1: Increases Axii Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Axii Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Axii Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Axii Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Axii Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Segno Axii | 5 | 18 | ||
Two opponents can be influenced by Axii at the same time. The effect is 50% weaker. Stamina regeneration in combat: +0.5%. |
Segno Axii | 3 | 28 |
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
This is one of your core Abilities. It is always active. Enables the brewing and drinking of witcher potions. | None | Default | None | ||
Level 1: Increases potion overdose threshold from 25% to 30%. Potion duration time: +5%. Level 2: Increases potion overdose threshold from 30% to 40%. Potion duration time: +10%. Level 3: Increases potion overdose threshold from 40% to 55%. Potion duration time: +15%. Level 4: Increases potion overdose threshold from 55% to 75%. Potion duration time: +20%. Level 5: Increases potion overdose threshold from 75% to 100%. Potion duration time: +25%. |
Preparare pozioni | 5 | None | ||
Each potion dose imbibed heals 5% of maximum Vitality. Potion duration time: +5% |
Preparare pozioni | 5 | 8 | ||
Potion effects don't wear off until potion Toxicity falls to 90% of the maximum level. Potion duration time: +5% |
Preparare pozioni | 3 | 20 | ||
Imbibing a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost. Potion duration time: +5% |
Preparare pozioni | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the creation of oils that can be applied to swords. | None | Default | None | ||
The chance is greater the higher the level of oil used. Level 1: Oil applied to blades gives a 3% chance of poisoning the target on each hit. Potion duration time: +5%. Level 2: Oil applied to blades gives a 6% chance of poisoning the target on each hit. Potion duration time: +10%. Level 3: Oil applied to blades gives a 9% chance of poisoning the target on each hit. Potion duration time: +15%. Level 4: Oil applied to blades gives a 12% chance of poisoning the target on each hit. Potion duration time: +20%. Level 5: Oil applied to blades gives a 15% chance of poisoning the target on each hit. Potion duration time: +25%. |
Preparare unguenti | 5 | None | ||
Adds 5% protection against attacks from the monster type the oil targets. Potion duration time: +5% |
Preparare unguenti | 5 | 8 | ||
Blade oils now have 33% more charges. Potion duration time: +5% |
Preparare unguenti | 3 | 20 | ||
When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 20%. Potion duration time: +5% |
Preparare unguenti | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the creation of handheld bombs that can be thrown at enemies. | None | Default | None | ||
Time is slowed a further 15% while aiming bombs. Potion duration time: +5% |
Creare bombe | 3 | None | ||
All bombs, even those that usually do not inflict damage now deal +30 damage in addition to their normal effects. Potion duration time: +5% |
Creare bombe | 5 | 8 | ||
Increases the maximum number of bombs in each slot by 1. Potion duration time: +5% |
Creare bombe | 5 | 20 | ||
Upon detonation bombs separate into explosive fragments. Number of fragments: 2 Potion duration time: +5% |
Creare bombe | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities. | None | Default | None | ||
Level 1: Every known level 1 alchemy formula increases maximum Toxicity by 1. Potion duration time: +5%. Level 2: Every known level 1 or 2 alchemy formula increases maximum Toxicity by 1. Potion duration time: +10%. Level 3: Every known level 1, 2 or 3 alchemy formula increases maximum Toxicity by 1. Potion duration time: +15%. |
Mutazione | 3 | None | ||
When consumed, mutatgen decoction increases maximum Vitality by 200 for decoction's effective duration. Potion duration time: +5% |
Mutazione | 5 | 8 | ||
Increases bonus for mutagen placed in mutagen slot by 10%. Potion duration time: +5% |
Mutazione | 5 | 20 | ||
Extends effective duration of all mutagen decoctions by 10%. Potion duration time: +5% |
Mutazione | 5 | 28 | ||
This is one of your core Abilities. It is always active. Mutation that lets witchers withstand the toxicity of potions that would kill normal people. | None | Default | None | ||
If potion Toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. Level 1: Potion duration time: +5% Level 2: The slowing effect and duration are greater than for level 1 of this ability. Potion duration time: +10% Level 3: The slowing effect and duration are greater than for level 2 of this ability. Potion duration time: +15% |
Prova delle Erbe | 3 | None | ||
Increases maximum Vitality by 10% when Toxicity exceeds the safe threshold. Potion duration time: +5% |
Prova delle Erbe | 5 | 8 | ||
Toxicity drops 1 point(s) per second faster. Potion duration time: +5% |
Prova delle Erbe | 5 | 20 | ||
If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10% for the duration of that fight. Potion duration time: +5% |
Prova delle Erbe | 5 | 28 |
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
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During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat. | None | 1 | None | |
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Increases maximum Vitality by 500. | None | 1 | None | |
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Each piece of light armor increases critical hit damage by 5% and fast attack damage by 5%. | None | 1 | None | |
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Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%. | None | 1 | None | |
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Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%. | None | 1 | None | |
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Crossbow bolts deal 25% more damage. | None | 1 | None | |
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If your current Stamina level is too low, Signs can be cast using Adrenaline Points. | None | 1 | None | |
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Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points. | None | 1 | None | |
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Adrenaline Points increase both weapon damage and Sign intensity. | None | 1 | None | |
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Increases maximum Toxicity by 30 points. | None | 1 | None | |
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The bonus from a Place of Power lasts indefinitely - but only one such bonus can be active at a given time. | None | 1 | None | |
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Eating food regenerates Vitality for 20 minutes. | None | 1 | None | |
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You ignore bomb and special bolt effects. | None | 1 | None | |
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Bomb damage is increased by 200% -- but the number of bombs in slots is decreased by 50%. This does not apply to bombs which deal no damage. | None | 1 | None | |
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Each defensive action generates Adrenaline Points: Parries 0.1 points, Counterattacks 0.4 points, Dodges 0.3 points, Rolls 0.2 points. Cannot be activated more than once every 5 seconds. | None | 1 | None | |
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If available, Adrenaline Points will be consumed to reduce the Toxicity cost of drinking potions by 33% per point. Does not affect mutagen decoctions. | None | 1 | None | |
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Instead of its previous effect, Furia combattiva now increases critical hit chance by 80% per Adrenaline Point. | None | 1 | None | |
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Damage dealt by a bomb's explosion generates 0.1 Adrenaline Points. | None | 1 | None | |
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You can shoot one additional bolt before you must reload. | None | 1 | None | |
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Maximum inventory weight is increased by 60. | None | 1 | None |
This tab simply shows all the mutagens currently in Geralt's inventory.