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I know him. Hell get confused, lost in his own philosophising and wallow in self-pity.

Hell vent his anger and hack at anyone and anything he comes across. Then, in expiation, hell do some grand but pointless deed. In the end hell be slain, stupidly and needlesly, with just a stab in the back... Yennefer of Vengerberg

Full Combat Rebalance 1. Foreword ......................................................................................................................... 4 2. Changes ........................................................................................................................... 5 2.1 Monster Ecosystem ................................................................................................... 5 2.1.1 Monster Behaviour ......................................................................................... 5 2.1.2 Monster Occurance ........................................................................................ 6 2.1.3 Monster Numbers ........................................................................................... 7 2.2 Vitality ....................................................................................................................... 8 2.3 Natural Vitality Regeneration .................................................................................... 9 2.4 Accuracy and Damage ............................................................................................... 9 2.5 NPC Armor Mechanics ............................................................................................ 10 2.6 Difficulty Level ....................................................................................................... 11 2.7 Alchemy .................................................................................................................. 12 2.7.1 Oils ................................................................................................................ 12 2.7.2 Potions ........................................................................................................... 13 2.7.3 Toxicity ......................................................................................................... 13 2.8 Character Development............................................................................................ 14 2.8.1 Signs .............................................................................................................. 14 2.8.2 Combat Styles ............................................................................................... 15 2.8.3 Attributes ....................................................................................................... 15 2.8.4 Night Vision .................................................................................................. 16 2.8.5 Experience Points .......................................................................................... 17 2.8.6 Skill Tree ....................................................................................................... 17 Strength................................................................................................ 18 Dexterity .............................................................................................. 19 Stamina ............................................................................................... 20 Intelligence .......................................................................................... 21 Aard Sign ............................................................................................ 22 Igni Sign .............................................................................................. 23 Quen Sign ............................................................................................ 24 Heliotrop Sign ..................................................................................... 25 Yrden Sign .......................................................................................... 26 Strong Steel Style ................................................................................ 27 Fast Steel Style .................................................................................... 28 Group Steel Style ................................................................................. 29 Strong Silver Style ............................................................................... 30 Fast Silver Style ................................................................................... 31 Group Silver Style ............................................................................... 32

Full Combat Rebalance 2.8.7 Talents per level ............................................................................................ 33

2.9 Character Rebalance ................................................................................................ 34 2.9.1 Monsters in Easy Difficulty Pack.................................................................. 34 2.9.2 NPCs ............................................................................................................ 35 2.9.3 Fist Fighting ................................................................................................. 37 2.9.4 Monsters in Hard Difficulty Pack ................................................................. 38 2.10 Item Rebalance ...................................................................................................... 39 2.10.1 Steel Swords ............................................................................................... 39 2.10.2 Silver Swords ............................................................................................. 39 2.10.3 Other Weapons ........................................................................................... 40 2.10.4 Armors ........................................................................................................ 41 3. 4. 5. 7. 8. Other Changes in General .............................................................................................. 41 Some Fighing Hints ....................................................................................................... 44 FAQ ............................................................................................................................... 46 Uninstallation ................................................................................................................ 48 Authors .......................................................................................................................... 49

6. Known Issues ................................................................................................................ 48

Thank you for showing us the true potential of this game Theuserman I feel much more like a Witcher now Mothra I could never go back to original version of The Witcher Hithlain (...) Combined with FCR its easily one of the best games of the decade www.atomicmpc.com.au

Full Combat Rebalance

Full Combat Rebalance 1.6


The Witcher mod

MANUAL
The FCR modification thoroughly changes the combat mechanics in the game. In this document you will find a list of every changed aspect of the game and answers to the majority of your questions. Reading the manual will help you understand the new rules that govern the game under FCR, so that you can play with more knowledge and less frustration.

1. Foreword
FCR is my second approach to the combat system of The Witcher after Flash Mod. Many people enjoyed Flash Mod, and it was such a big success that it was even included in The Witcher Platinum Edition. Still, the general tone and atmosphere of the combat in Flash Mod was the opposite of the tone and atmosphere of combat in the series of books on which The Witcher is based. FCR is an attempt to more closely match the lore of The Witcher Saga, though it is necessarily a compromise between realism and the limits of computer games. The Full Combat Rebalance project began in January 2009. After 5 months, the first beta appeared. Since then, with v1.5, 20 versions of the mod have been made available. I want every player to have as much fun as possible playing The Witcher, and I hope FCR will increase your fun. In addition to FCR, there are many mods made by others in the community that can add to your experience of the game, and I encourage you to check those out. Cheers Andrzej Flash Kwiatkowski 4

Full Combat Rebalance

2. List of Changes
FCR is composed of many separate parts, each of which can be installed alone or in combination with any of the others. This means that you can choose to install whichever aspects of FCR you want, without having to take the whole package. If a certain aspect of the mod doesnt fit your taste, simply uncheck it in the installer.

2.1 Monster Ecosystem


Since version 1.5, FCR has the option of lowering of how often and how many monsters may occur. If you are fed up with the virtually unlimited numbers of drowners in the swamps, if you feel that higher vampires should be more rare but stronger, if you prefer hunting to constant battle, choose the Monster ecosystem option it is made for you.

2.1.1 Monster behaviour


With the ecosystem changed, new monster behaviours have been introduced to the mod. Monsters will no longer simply jump out through a stone floor, instead, they will walk around the location or feast upon their ill-fated victims. A hierarchy will be present among different species of monsters. Rational beings in most cases will cease to attack creatures stronger than they are. Instead of running unthinkingly to their doom, they will run for their lives. Creatures on top of the food chain may ignore or attack another monster, varying on what type of being it is. A cemetaur, for example, will ignore ghouls getting out of his way but it will attack a pestering, mindless drowner. It is also possible that a demonstration of strength will occur in the pack and the cemetaur will show who is the king of the necropolis. Yet another interesting behaviour is the one of wraiths, which roam the world unaware of mortals around them. Such beings will not attack us unless we attack them first. One should not mistake these kind of wraiths with the Wild Hunt.

Full Combat Rebalance

2.1.2 Occurance
The Wicked - The most numerous group of monsters in the vanilla version of the game has become a rarity in FCR. Drowners are animated bodies of criminals dumped in waters not many of such bodies exist and the numbers of these do not grow day by day. Archespores, too, are uncommonly rare creatures but when they do appear, they, most often, appear in numbers. Such twisted beings do not respawn after being killed but there is a chance that not all of them will raise from their resting place at first contact. Necrophages They make the most numerous group of monsters now. After the war with Nilfgaard the amount of necrophages drastically increased. Ghouls now wander in groups of five to eleven with one or two alghouls leading the pack. After killing off the group, areas abundant in food soon are taken by another pack. Graveirs and cemetaurs, although much more populous than before the war, are but a small portion of the whole of the population of necrophages. Graveirs and cemetaurs are not fond of each other and tend to hunt on their own. Devourers occur in few places but strong in number. They hunt in groups known as sabbaths counting thirteen witches. Cemetaurs and devourers do not respawn. Vampires They are very rare now. The least frequently occurring opponent in the game but also the most demanding. Normally they hunt alone but cases of joining in small groups are also noted. They feel aversion to necrophages so, in most cases, they chase them away their territories. They function as bosses and do not respawn. Insectoids They can be encountered in few locations. Kikimore workers occur very numerously near the nest, sometimes guarded by kikimore warrior. Until killing the queen, kikimore will respawn from time to time. Giant centipedes occur rarely and do not respawn. Ornithosaurs They are territorial animals. They live and hunt on their own, however they tend to join in pairs in some periods. Ornithosaurs will attack every intruder of body mass not bigger than their own who enters their territory. 6

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2.1.3 Monster Numbers


Taxonomy The Wicked Name Drowner Drowned Dead Archespore Barghest Wraiths Wraith Noonwraith Nightwraith Ghoul Alghoul Necrophages Graveir Cementaur Devourer Alp Vampires Bruxa Fleder Garkain Kikimore Worker Insectoids Kikimore Warrior Giant Centipede Wyvern Ornithosaurs Royal Wyvern Cockatrice Basilisk Fauna Vodyanoi Bloedzuiger Wolf Vodyanoi Number in group 1-5 1-5 1-5 1-4 1-3 1 1 4-9 1-2 1-3 1 13 3 1 1-2 1 1 - 15 1-2 1 1-2 1-2 1- 2 1-2 1 - 10 5 - 11 3 - 11 Respawn Each 24h Each 24h Each 24h Each 24h Each 24h Each 24h Each 24h Each 24h Each 24h Threat High Serious Serious Low Critical Critical Critical High Serious Critical Fatal Serious Critical Fatal Critical Fatal High Critical Critical Serious Critical Serious Critical Medium Low High

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2.2 Vitality
Every characters statistics have been completely recalculated. The new statistics are based on brand-new formulas, ones which depend on a completely different set of assumptions.
Enemy Type Witchers Mutants Human Elves Dwarves Specters Vampires Ornitoreptiles Monsters Insectoids Necrophages Animals Base HP 40 40 15 10 25 25 40 30 25 40 40 15 Additional HP per level (Endurance + 2) / 2 Endurance / 2 Endurance / 2 Endurance / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 Endurance Range 1 to 5 4 to 5 1 to 5 1 to 5 2 to 5 5 to 7 5 to 8 4 to 7 4 to 8 6 to 8 5 to 8 3

Each character has been assigned a certain level of Experience and Endurance, and Vitality Points were calculated based on these levels. I have taken note of the average experience level that players have when they begin and end each chapter. In any given chapter, the enemies experience levels are set to be within the range of levels that the average player will have for that chapter. Notice that increasing Strength no longer augments a characters Vitality; instead, increasing Strength adds to the damage characters do in combat.

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2.3 Inborn Vitality Regeneration


Vampires now have the ability to regenerate Vitality Points. Vampires natural regeneration is equal to their Endurance level per second, and necrophages regenerate half of their Endurance level per second. Other monster types have minimal regeneration, an amount that has a very small impact on combat. Humans, elves, dwarves, ornithosaurs and animals do not possess natural health regeneration.

2.4 Hit Chance and Damage Points


In the books on which The Witcher was based, the only person who has ever beaten Geralt in a one-on-one fight was Vilgefortz of Roggaveen, a Master of Magic. Aside from him, there is no human who is a match for Geralt in melee combat. To make the game more closely match this reality, in FCR the hit chance of human enemies has been drastically decreased. In a duel with Geralt, humans have a very slight chance to hit the White Wolf successfully. The strength of these opponents comes from their numbers and tactics. No warrior, no matter how skilled and how well trained, has eyes in the back of his head. This is why enemies attacking Geralt from the side and from the back get a +50% bonus to their hit chance. When using FCR, you can not just stand still and whack things. You need to move constantly, and under no circumstances should you allow yourself to be surrounded. If you allow an enemy to get behind you, you will almost certainly be seriously wounded. In an attempt to make FCR even more realistic, the damage Geralt deals has been set to a level that allows him to kill a human opponent in 2 - 3 hits, while 2 - 6 hits will suffice for most monsters. What allows enemies to last for more than a second in the face of Geralts sword is not Vitality Points but armour and regeneration. This is why it is crucial to use the appropriate oils and fighting styles, to maximize your armor penetration.

Full Combat Rebalance

2.5 NPC Armour System


On her white dress, slightly above her left breast, a red stain was visible beneath a slash no longer than a little finger. The witcher ground his teeth the cut, which should have sundered the beast in two, had been nothing but a scratch.

A Grain of Truth (Danusia Stok) Fighting a Bruxa

Armours are assigned to each character individually based on the model. It means that each NPC will have the exact armour type we can see they have, and they will not receive an armour type shared by default by many other kinds of opponents.
Armour Type Leather Jacket Excellent Leather Jacket Leather Armour Excellent Leather Armour Creature Skin Tough Creature Skin Creature Armour Tough Creature Armour Boss Creature Armour Ghost Specter Chainmail Dwarven Scalemail Orders Knight Armour Breastplate Full Plate Armour Boss Armour Shield Damage Reduction 65% 70% 75% 80% 90% 95% Damage Threshold 4 5 9 10 13 15 20 25 30 35 40 5

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2.6 Difficulty Level


FCR offers 6 levels of difficulty, 3 per package available to choose during the installation process. The easier difficulty level allows anyone to play the game in a stress-free way, virtually without using any alchemy, while the hardest difficulty level makes the game even a bigger challenge than in the previous versions of the mod. Difficulty levels in the Easy package: Casual aimed at players uninterested in combat. Seldom will it be neccessary to use sword oils but, normally, fights will be won almost automatically. Geralt starts with 200 Vitality Points and receives a +10 damage bonus. Easy using oils in clashing with monsters is required, although we can be sure that a fight will not have to be repeated if a serious negligence of any kind happens. Geralt starts with 120 Vitality Points and receives +5 damage bonus. Medium a little less forgiving than the Easy difficulty level. Geralt starts with 80 Vitality Points. Difficulty levels in the Hard package with strenghtened monsters: High a vast array of alchemical means is required, although a hefty supply of Vitality Points makes a relatively stress-free fight possible. Geralt starts with 80 Vitality Points. Hardcore it is intended for experienced players knowing optimal character development and using all of the means available for the witcher. Geralt starts with 60 Vitality Points. Witcher requires creativity and a very good knowledge of mod mechanics. Playing on the Witcher difficulty level is unforgiving. Only for players who miss the times when fighting bosses were repeated at least 10 times. Geralt starts with 40 Vitality Points. 11

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2.7 Alchemy
Using alchemy is much more important in FCR than it was in the vanilla version of the game. The Witchers steel and silver will not do much harm to monsters without the addition of certain oils. Moreover, drinking potions drastically increases your chances of survival and also prevents exhaustion from prolonged battles.

2.7.1 Oils
Every witcher should have a supply of oils targeted to the monsters that one expects to meet. The tough skin of vampires and necrophages - in addition to their extraordinary regeneration - forces witchers to use every means possible. In extreme situations, ancient vampires can heal their wounds a second after they are exposed to Geralts blade. Wraiths, being non-material, are a special case. To hit through the mysterious wall separating the world of the living from the world of the dead, it is necessary to pour Specter Oil on the blade. Only then will it be possible to hit the wraith successfully.
Weapon Modificators Specter Oil Necrophage Oil Vampire Oil Insectoid Oil Ornithosaur Oil Argentia Whetstone Grindstone Diamond Dust Temporary Rune Vodon Temporary Rune Svarog Temporary Rune Perun Damage Bonus 20 10 10 30% 1 2 4 25% 30% 40% Armour Penetration 40% 40% Critical Hit +5% +5%

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2.7.2 Potions
On higher difficulty levels, you should use potions for every fight. Blizzard is an especially important potion, which considerably decreases the chance of being hit. The Swallow and Tawny Owl potions are also extremely useful. Although their regeneration rates were reduced, they are still essential, not because they allow Geralt to survive one fight but because they make it possible for him to tackle the next one. Without the Swallow potion, the White Wolf would survive a single fight, but he would probably be barely alive at the beginning of the next one.

2.7.3 Toxicity
One of the more frequent questions concerning game mechanics on the official The Witcher forum is about the consequences of a high toxicity level. Many guesses have been made about the possible penalties to Geralts statistics. Among all the guesses, one was missing - potion overdose does not cause any penalties to any statistic. FCR repairs this oversight and introduces overdose consequences.

Potion overdose - decreases damage dealt and the chance to dodge and parry by 25%.

Serious potion poisoning - decreases damage dealt and the chance to dodge and parry by 50%. Moreover, it results in degeneration of Vitality by 0,5 points per second and Energy by 1 point per second. Degeneration of Vitality may end with Geralts death. In case of overdosing, you should immediately detoxify, either by drinking the White Honey potion or by meditating.

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Full Combat Rebalance

2.8 Character Advancement


The skill tree known from the vanilla version of the game has gone through serious modifications. Particular Attributes now give new bonuses, Signs work a bit differently, the Axii Sign has been replaced by the Heliotrop Sign described in The Witcher Saga, and fighting styles relate to the new enemy armour system. The number of talents granted each level has been decreased, which forces players to specialize.

2.8.1 Witcher Signs


Yrden - a magic symbol drawn on the ground; touching it causes critical effects and damage. Highly recommended for use on wraiths. Quen - a shield that absorbs physical attacks. Reduces damage, decreases the enemys hit chance, and provides resistance to physical effects. Igni - an extremely useful sign, even on the lower levels. It allows attacking from a distance, without exposing yourself to potential damage. Heliotrop - a barrier that protects Geralt from all non-physical attacks. The barrier reduces damage and provides resistance to critical effects. Aard - has a chance of exposing the enemy to a finishing move; it is possible to use it to eliminate three opponents at once. The Heliotrop Sign has replaced the Axii Sign, which is the least used among players. Out of all the Signs in the game, including Heliotrop, Axii was the Sign that was the furthest from the Sagas lore. In the story A Grain of Truth, Geralt used the Axii Sign to calm his horse, and even this did not work completely. In the game, Geralt can make meek and mild allies out of higher vampires. The Heliotrop Sign may not be all that useful in the game, but when choosing between two rarely used Signs, FCR errs on the side of sticking closely to the lore. 14

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2.8.2 Fighting styles


Strong - used mainly in fighting unarmoured opponents. It is useful for fighting monsters where a lot of strength is needed to pierce their tough skin and mounds of flesh. Fast - used in fighting armoured opponents. When the body is protected by steel, scales or chitin armour, strength does not matter anymore. The fast style consists of quick, precise hits aimed at unprotected spots. Group - used as a defensive fighting style. In case of being surrounded, a series of sweepy cuts discourages enemies from attacking you and even causes them to move away to a safe distance.

2.8.3 Attributes
Strength - it is responsible for damage dealt in melee combat, fist fighting and other offensive skills. Contrary to the vanilla version, the number of Vitality Points and defensive skills do not depend on this attribute. Dexterity - it is responsible for the chance of dodging and parrying enemy attacks. It also influences defensive skills and the chance for a critical hit. It does not affect resistances to critical effects. Endurance - it is responsible for the number of Vitality Points, resistances to critical effects, and regeneration rate. It does not influence the number of Energy Points. Inteligence - it is responsible for the number of Energy Points, Sign intensity, and skills connected with alchemy and Places of Power.

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2.8.4 Night vision


Can you see it? repeated Nivellen, baring his fangs I can Who are you?

I dont understand .

You dont understand? The monster raised his head; his eyes shone like a cats. My portrait is hung beyond the candlelight. I can see it, but Im not human.

A Grain of Truth (Danusia Stok) Nivellen talking to Geralt.

One of the element of training a witcher is The Trial of the Grasses. A seven days long process of Changes, leaving only two out of five boys alive on average, ensures the superhuman skills of witchers. On the seventh day of the lethargy, the surviving boys awake.
The male awoke and opened his eyes, and his eyes were as those of a viper...

Blood of Elves (Danusia Stok) In FCR Geralt receives an innate ability of seeing in the dark as a skill typical of witchers. The night vision no longer has the controversial fish eye effect, and the light lightening locations has changed its colour from blue to white.

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2.8.5 Experience points


Experience points given for defeating enemies have been balanced adequately according to the threat an enemy poses. The vanilla version of The Witcher rewarded us in a chaotic manner, giving, for example, 300 EXP for a Greater Brother, one of the stronger opponents in the game, which appears in Act V, but 750 EXP for a cockatrice, an average enemy from Act III.
Threat Low Medium High Serious Critical Fatal Boss Experience Points 50 100 150 300 500 1000 5000

2.8.6 Skill Tree


A good deal of talents has been added to the skill tree, whereas talents whose functions repeated themselves have been deleted. The improvements of the skill branches now offer much more worthwhile bonuses. The impression as if some of the talents were divided into smaller ones, or forced to existence so the number of talents is equal, is now gone.

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Strength
Strength (level 2) Strength (level 4)
Requires Damage +1 Unlocks level 4 Sword Styles Damage +1 Unlocks level 5 Sword Styles and Critical Hit Requires

Strength (level 1) Strength (level 5)


Requires Damage +1 Requires

Strength (level 3)

Requires

Main Tree

Damage +1

Damage +1

Buzz
Requires Chance of inflicting Pain +15% Works only when using Fast Style. Requires Requires Endurance consumed on special attacks -60%

Disarm

Finesse

Brawn

Aggression
Requires Damage +2 Requires level 5 Dexterity

Requires

Immunity to Pain Damage +2 Dodge -10% Parry -10%

Provides 10% chance of Disarming opponents.

Works only when Geralt is drunk.

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Upgrades

18
Brawl
Requires Chance of Bleeding +15% Works only when using Strong Style. Requires

True Grit

Open Wounds

Requires Mutagen

Damage +1

Unlocks powerup during fistfights.

Works only when Geralt has less than 50% Vitality.

Dexterity
Dexterity (level 2)
Requires Dodge +5% Parry +5% Unlocks Aggression Dodge +5% Parry +5% Dodge +5% Parry +5% Requires Requires Requires

Dexterity (level 1)

Dexterity (level 3)

Dexterity (level 4)

Dexterity (level 5)

Requires

Main Tree

Dodge +5% Parry +5%

Dodge +5% Parry +5%

Flaying
Requires Dodge +5% Requires level 3 Intelligence Damage reduced by 5% Requires Requires

Deflect Arrows

Agility

Improved Armor

Critical Hit
Requires Chance of Critical Hit 10% Chance of Instant Kill 1% Requires level 5 Strength

Story-based Ability

Unlocks the ability to acquire ingredients from monsters.

Geralt gains ability to deflect arrows.

Enhance Flaying by acquiring the Ingredient Extraction skill.

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Upgrades

19
Fistfight
Requires Parry +5% Requires

Predator

Repel

Requires Mutagen

Damage +1

Only active from dusk until dawn.

Unlocks full array of moves during fistfights.

Stamina
Stamina (level 2)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +5% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10% Vitality +10 Vitality regeneration +25% Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10% Requires Requires Requires

Stamina (level 1)

Stamina (level 3)

Stamina (level 4)

Stamina (level 5)

Requires

Main Tree

Vitality +10 Vitality regeneration +25%

Vitality +10 Vitality regeneration +25%

Resistance to all critical effects +5%

Resistance to all critical effects +5%

Poison Resistance
Requires Stun Resistance +50% Duration of Stun -50% Knockdown Resistance+50% Recieved damage -1 Requires Requires

Absorption

Stun and Knockdown Resistance Stone Skin

Potion Tolerance
Requires Potion Toxicity -25%

Requires

Poison Resistance +50%

Enables Geralt to draw from Places of Power twice daily.

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Upgrades

20
Regeneration
Requires Pain Resistance +50% Resistance to Bleeding +50% Requires

Mutation

Pain and Bleeding Resistance

Requires Mutagen

Resistance to Incineration and Bleeding


Requires Chance of interrupting Incineration +50% Duration of Incineration -50% Resistance to Blinding +50%

Allows Geralt to consume selected ingredients when raw instead of brewing potions out of them.

Vitality Regeneration +3 per minute Duration of Bleeding -50% Duration of alcohol intoxication -50%

Ingredients consumed raw restore Vitality by 20 while increasing the bodys Toxicity.

Inteligence
Inteligence (level 2)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 3 Signs and Improved Armor. Unlocks level 4 Signs. Unlocks level 5 Signs. Sign Intensity +10 points Endurance +5 Sign Intensity +10 points Endurance +5 Requires Requires Requires

Inteligence (level 1)

Inteligence (level 3)

Inteligence (level 4)

Inteligence (level 5)

Requires

Main Tree

Sign Intensity +10 points Endurance +5

Sign Intensity +10 points Endurance +5

Unlocks level 2 Signs.

Potion Brewing
Requires Enables performance of the Cleansing Ritual in Places of Power. Cleansing Ritual purifies the body from toxicity. Requires Requires Enables performance of Life Ritual in Places of Power. The Life Ritual increases Vitality Regeneration by 15 points per minute.

Herbalism

Knowledge of the Cleansing Ritual

Knowledge of the Life Ritual

Intensity
Requires Sign Intensity +20%

Story-based Ability

Enables brewing of potions.

Enables identification and gathering of herbs.

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Upgrades

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Living Anatomy
Requires Increases chance of extracting ingredients from both herb plants and defeated foes. Requires

Rising Moon

Ingredient Extraction

Magic Frenzy
Requires Sign Intensity +20 points Works only when Geralt has less than 50% Vitality.

Requires Mutagen

Sign Intensity +50 points

Damage +1

Only active from dusk until dawn.

Provides knowledge about preselected, not yet encountered monsters.

Oil Preparation
Requires

Bomb Preparation
Requires Enables production of bombs. Requires Oil Preparation Intelligence not required

Enables creation of oils.

Requires Herbalism

Intelligence is not required

Aard Sign
Apprentice
Requires Angle 270 degrees Sign Intensity +50% Sign Range +133% Causes Knockdown Endurance Cost 40 Endurance Cost 45 Causes Knockdown Causes Knockdown Endurance Cost 50 Angle 360 degrees Sign Intensity +75% Sign Range +166% Angle 360 degrees Sign Intensity +100% Sign Range +200% Requires Requires Requires

Student

Specialist

Expert

Master

Requires

Angle 180 degrees Sign Range +66%

Special Attack

Causes Knockdown

Angle 180 degrees Sign Intensity +25% Sign Range +100%

Endurance Cost 30

Causes Knockdown

Endurance Cost 35

Aard (level 1)
Requires Angle 60 degrees Sign Intensity +50% Sign Range +66% Causes Knockdown Endurance Cost 35 Causes Knockdown Endurance Cost 40 Angle 60 degrees Sign Intensity +75% Sign Range +100% Requires Requires

Aard (level 2)

Aard (level 3)

Aard (level 4)

Aard (level 5)
Requires Angle 60 degrees Sign Intensity +100% Sign Range +133% Causes Knockdown Endurance Cost 45

Story-based Ability

Angle 60 degrees

Main Tree

Causes Knockdown

Angle 60 degrees Sign Intensity +25% Sign Range +33%

Endurance Cost 25

Causes Knockdown

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Upgrades

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Disarm
Requires Chance of Knockdown with sword attack 10% Works only with Fast Styles. Requires selected Aard Sign. Requires

Endurance Cost 30

Stun

Blasting Fist

Extended Duration
Requires Critical Effects Duration +50% Stun +25% Knockdown +25% Disarm +25%

Gale
Requires

Requires

Provides a chance of causing Stun.

Provides chance of Disarming opponents.

Gust
Requires Stun +25%

Thunder
Requires

Added Efficiency
Requires Cost of casting Sign -33%

Knockdown +25%

Igni Sign
Apprentice
Requires Requires Requires Requires

Student

Specialist

Expert

Master

Requires

Special Attack

Attack from a distance.

Damage: 10 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality)

Attack from a distance. Sign Intensity +25% Damage: 20 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality)

Endurance Cost 30

Endurance Cost 35

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

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

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

Igni (poziom 1)
Requires Requires Requires

Igni (poziom 2)

Igni (poziom 3)

Igni (poziom 4)

Igni (poziom 5)
Requires

Story-based Ability

Main Tree

Angle 60 degrees

Damage: 10 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality)

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Upgrades

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Harms Way II
Requires Chance of Incineration with sword attack 300% Works only with special Attacks. Requires selected Igni Sign. Requires

Endurance Cost 25

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

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

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

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

Harms Way I

Burning Blade

Inferno
Requires Chance of causing Pain

Extended Duration
Requires Duration of Incineration +50%

Requires

Damage +10%

Damage +20%

Inceneration
Requires

Wall of Flame
Requires Chance of causing Fear

Added Efficiency
Requires Cost of casting Sign -33%

Chance of Incinerating opponents

Quen Sign
Apprentice
Requires Assailant loses 15% of current Vitality Sign duration 9 seconds Damage reduction 40% Dodge +15% Parry +15% Endurance Cost 30 Assailant loses 20% of current Vitality Sign duration 10 seconds Damage reduction 50% Dodge +20% Parry +20% Endurance Cost 35 Requires Requires Requires Assailant loses 25% of current Vitality Sign duration 11 seconds Damage reduction 60% Dodge +25% Parry +25% Endurance Cost 40

Student

Specialist

Expert

Master

Special Attack

Requires

Assailant loses 5% of current Vitality Sign duration 7 seconds Damage reduction 20% Dodge +5% Parry +5% Endurance Cost 20

Assailant loses 10% of current Vitality Sign duration 8 seconds Damage reduction 30% Dodge +10% Parry +10% Endurance Cost 25

Quen (level 1)
Requires Requires Requires

Quen (level 2)

Quen (level 3)

Quen (level 4)

Quen (level 5)
Requires

Main Tree

Story-based Ability

Full Combat Rebalance

Upgrades

24
Barrier I
Requires Stun Resistance +50% Requires Barrier I Requires

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 6 seconds Damage reduction 20% Dodge +10% Parry +10% Endurance Cost 20

Generates a shield which absorbs physical damage. Sign duration 7 seconds Damage reduction 30% Dodge +15% Parry +15% Endurance Cost 25

Generates a shield which absorbs physical damage. Sign duration 8 seconds Damage reduction 40% Dodge +20% Parry +20% Endurance Cost 30

Generates a shield which absorbs physical damage. Sign duration 9 seconds Damage reduction 50% Dodge +25% Parry +25% Endurance Cost 35

Extended Duration

Barrier II

Barrier III
Requires Immunity to Knockdown Immunity to Stun Requires Barrier II

Resonance
Requires Raises chance of opponent Knockdown. Works only with Sign powerup.

Requires

Sign Duration +1 second

Resistance to Knockdown +50%

Added Intensity
Requires Sign Intensity +25%

Added Efficiency
Requires Cost of casting Sign -33%

Heliotrop Sign
Apprentice
Requires Assailant loses 15% of current Vitality Sign duration 12 seconds Damage reduction 60% Casting Heliotrop quells fire. Endurance Cost 30 Endurance Cost 35 Endurance Cost 40 Assailant loses 20% of current Vitality Sign duration 14 seconds Damage reduction 80% Casting Heliotrop quells fire. Requires Requires Requires Assailant loses 25% of current Vitality Sign duration 16 seconds Damage reduction 100% Casting Heliotrop quells fire.

Student

Specialist

Expert

Master

Requires

Special Attack

Assailant loses 5% of current Vitality Sign duration 8 seconds Damage reduction 20% Casting Heliotrop quells fire.

Assailant loses 10% of current Vitality Sign duration 10 seconds Damage reduction 40% Casting Heliotrop quells fire.

Endurance Cost 20

Endurance Cost 25

Heliotrop (level 1)
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 Endurance Cost 30 Generates a shield which absorbs damage from magic, fire and acid. Sign duration 12 seconds Damage reduction 70% Casting Heliotrop quells fire. Requires Requires

Heliotrop (level 2)

Heliotrop (level 3)

Heliotrop (level 4)

Heliotrop (level 5)
Requires 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

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.

Generates a shield which absorbs damage from magic, fire and acid. Sign duration 8 seconds Damage reduction 30% Casting Heliotrop quells fire.

Full Combat Rebalance

Upgrades

25
Barrier I
Requires Resistance to Blinding +50% Requires Protective Field I Requires

Endurance Cost 15

Endurance Cost 20

Extended Duration

Barrier II

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.

Requires

Sign duration +1 second

Incineration Resistance +50%

Added Intensity
Requires Sign Intensity +25%

Added Efficiency
Requires Cost of casting Sign -33%

Yrden Sign
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 40 Endurance Cost 45 Endurance Cost 50 Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Requires Requires Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality)

Student

Specialist

Expert

Master

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)

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

Endurance Cost 35

Yrden (level 1)
Requires Requires Requires

Yrden (level 2)

Yrden (level 3)

Yrden (level 4)

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

Full Combat Rebalance

Upgrades

26
Prowess
Requires Resistance to all Critical Effects -50% Requires

Endurance Cost 25

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

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

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

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

Pain Sign

Crippling Sign

Blinding Sign
Requires Provides chance of Blinding. Damage +100%

Circle of Death
Requires

Requires

Chance to inflict Pain +25%

Sign Duration +50% Sign Intensity +5%

Inscriptions
Requires

Venom Sign
Requires Provides chance of Poisoning.

Added Efficiency
Requires Cost of casting Sign -33%

Charges +5

Strong Steel Style


Strong Steel (level 2)
Requires Third Attack in sequence, consists of four blows. Damage of all attacks in sequence 4 Chance of Bleeding +80% Damage of all attacks in sequence 5 Damage 20 + bonus damage from sequence Chance of Stun +300% Dislodge Shield +100% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of three blows. Damage of all attacks in sequence 6 Damage of this attack 8 Chance of Bleeding 90% Hits multiple targets in a 60 degree angle with a single swing.

Strong Steel (level 1)

Strong Steel (level 3)

Strong Steel (level 4)

Strong Steel (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%

Second Attack in sequence, consists of four blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%

Cut at the Jugular I


Requires Upgrades third Attack in sequence. Chance of Bleeding +15% Requires

Cut at the Jugular II

Cut at the Jugular III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Bleeding +5%

Chance of Bleeding +10%

Full Combat Rebalance

Upgrades

27
Crushing Blow II
Requires Upgrades third Attack in sequence. Damage +2 Requires

Crushing Blow I

Crushing Blow III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Damage +2

Damage +2

Broad Swing I
Requires

Broad Swing II

Broad Swing 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

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Requires level 4 Strength

Requires level 4 Strength

Fast Steel Style


Fast Steel (level 2)
Requires Third Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 166% Chance of Pain +130% Damage 1 Armor penetration of all attacks in sequence 200% Armor penetration 1500% Chance of Disarm +100% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of three blows. Damage 1 Armor penetration of all attacks in sequence 233% Armor penetration in this attack 266% Chance of Pain +115%

Fast Steel (level 1)

Fast Steel (level 3)

Fast Steel (level 4)

Fast Steel (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%

Second Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%

Paralysis I
Requires Upgrades third Attack in sequence. Chance of Pain +24% Requires

Paralysis II

Paralysis III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Pain +6%

Chance of Pain +13%

Full Combat Rebalance

Upgrades

28
Hail of Blows II
Requires Upgrades third Attack in sequence. Armor penetration 20% Requires

Hail of Blows I

Hail of Blows III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Armor penetration 20%

Armor penetration 20%

Wide Swing I
Requires

Wide Swing II

Wide Swing 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

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Requires level 4 Strength

Requires level 4 Strength

Group Steel Style


Group Steel (level 2)
Requires Third Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +15% Damage 10 Parry of all attacks in sequence +20% Chance of Fear 300% Chance of Knockdown 300% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +25% Parry in this attack +30% Chance of Fear 100%

Group Steel (level 1)

Group Steel (level 2)

Group Steel (level 4)

Group Steel (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage -6 Parry +5%

Second Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +10%

Steel Barrier I
Requires Upgrades third Attack in sequence. Parry +5% Requires

Steel Barrier II

Steel Barrier III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Parry +5%

Parry +5%

Full Combat Rebalance

Upgrades

29
Precise Hit II
Requires Upgrades third Attack in sequence. Damage +1 Requires

Precise Hit I

Precise Hit III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Damage +1

Damage +1

Instill Doubt I
Requires

Instill Doubt II

Instill Doubt III


Requires Upgrades third Attack in sequence. Chance of Fear 66%

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Fear 33%

Chance of Fear 50%

Strong Silver Style


Strong Silver (level 2)
Requires Third Attack in sequence, consists of four blows. Damage of all attacks in sequence 4 Chance of Bleeding +80% Damage of all attacks in sequence 5 Damage 20 + bonus damage from sequence Chance of Knockdown +300% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of five blows. Damage of all attacks in sequence 6 Damage of this attack 8 Chance of Bleeding 90% Hits multiple targets in a 60 degree angle with a single swing.

Strong Silver (level 1)

Strong Silver (level 3)

Strong Silver (level 4)

Strong Silver (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%

Second Attack in sequence, consists of three blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%

Deep Cut I
Requires Upgrades third Attack in sequence. Chance of Bleeding +15% Requires

Deep Cut II

Deep Cut III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Bleeding +5%

Chance of Bleeding +10%

Full Combat Rebalance

Upgrades

30
Mortal Blow II
Requires Upgrades third Attack in sequence. Damage +2 Requires

Mortal Blow I

Mortal Blow III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Damage +2

Damage +2

Tempest I
Requires

Tempest II

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

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Requires level 4 Strength

Requires level 4 Strength

Fast Silver Style


Fast Silver (level 2)
Requires Third Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 166% Chance of Pain +130% Damage 1 Armor penetration of all attacks in sequence 200% Armor penetration 1500% Chance of Blind +100% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of five blows. Damage 1 Armor penetration of all attacks in sequence 233% Armor penetration in this attack 266% Chance of Pain +153%

Fast Silver (level 1)

Fast Silver (level 3)

Fast Silver (level 4)

Fast Silver (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%

Second Attack in sequence, consists of three blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%

Crippling Pain I
Requires Upgrades third Attack in sequence. Chance of Pain +24% Requires

Crippling Pain II

Crippling Pain III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Pain +6%

Chance of Pain +13%

Full Combat Rebalance

Upgrades

31
Flash Cuts II
Requires Upgrades third Attack in sequence. Armor penetration 20% Requires

Flash Cuts I

Flash Cuts III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Armor penetration 20%

Armor penetration 20%

Half-Spin I
Requires

Half-Spin II

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

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.

Requires level 4 Strength

Requires level 4 Strength

Group Silver Style


Group Silver (level 2)
Requires Third Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +15% Damage 10 Parry of all attacks in sequence +20% Chance of Fear 300% Chance of Knockdown 300% Endurance Cost 25 Requires Requires Requires Fourth Attack in sequence, consists of four blows. Damage -6 Parry of all attacks in sequence +25% Parry in this attack +30% Chance of Fear 100%

Group Silver (level 1)

Group Silver (level 3)

Group Silver (level 4)

Group Silver (level 5)

Main Tree

Story-based Ability

First Attack in sequence, consists of two blows. Damage -6 Parry +5%

Second Attack in sequence, consits of three blows. Damage -6 Parry of all attacks in sequence +10%

Silver Veil I
Requires Upgrades third Attack in sequence. Parry +5% Requires

Silver Veil II

Silver Veil III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Parry +5%

Parry +5%

Full Combat Rebalance

Upgrades

32
Finesse II
Requires Upgrades third Attack in sequence. Damage +1 Requires

Finesse I

Finesse III

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Damage +1

Damage +1

Sinister I
Requires

Sinister II

Sinister III
Requires Upgrades third Attack in sequence. Chance of Fear 66%

Requires

Upgrades first Attack in sequence.

Upgrades second Attack in sequence.

Chance of Fear 33%

Chance of Fear 50%

Full Combat Rebalance


2.8.4 Number of Talents per Level
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 ... 50 Sum 90 13 27 Witcher rank Bronze Silver Gold

Novitiate Witcher

Rising Witcher

Skilled Witcher

Seasoned Witcher

Master Witcher

Legendary Witcher

33

Full Combat Rebalance


2.9 Character Rebalance 2.9.1 Monsters in Easy Difficulty Pack
Opponent Drowner Drowned dead Nadir Zephyr Bloedzuiger Wolf Voref Echinops Archespore Coccacidium Barghest Hellhound Wraith Wild Hunt King of the Wild Hunt Noonwraith Midday bride Nightwraith Ifrit Omen of Fire Ghoul Alghoul Ozzrel Devourer Graveir Vetala Cemetaur Ureus Alp Bruxa Lilly Fleder Garkain Vesper Kikimore worker Kikimore warrior Kikimore queen Frightener Koshchey Giant centipede Wyvern Royal wyvern Moa Cockatrice Skoffin Basilisk Level 11 15 15 20 15 10 24 13 20 24 8 40 30 40 60 32 40 32 28 40 15 19 21 30 28 32 40 48 28 40 48 28 40 48 16 32 60 40 60 32 28 32 32 28 16 32 Vitality 73 97 105 125 77 40 99 81 125 169 53 185 145 205 1000 169 245 169 137 205 96 120 150 175 166 216 240 328 138 220 304 152 240 328 104 200 400 240 400 184 156 190 222 156 118 190 Regeneration 0.6 / sec 0.7 / sec 0.8 / sec 0.8 / sec 0.6 / sec 0.8 / sec 1 / sec 3 / sec 3.5 / sec 1 / sec 1 / sec 1/ sec 3 / sec 3.5 / sec 2.5 / sec 3 / sec 4 / sec 3.5 / sec 3.5 / sec 4.5 / sec 4 /sec 5 / sec 5 / sec 5 / sec 9 / sec 6 / sec 8 / sec 10 / sec 0.25 / sec 0.25 / sec 0.25 / sec 0.25 / sec 0.25 / sec Damage Threshold 4 5 5 5 4 4 5 10 5 10 30 30 30 10 10 10 30 30 4 5 5 5 9 10 10 10 9 10 10 9 10 10 Damage Reduction 80% 90% 95% 50% 90% 90% 80% 90% 90% 80% 75% 90% Accuracy 90 95 100 115 105 90 115 95 100 100 85 105 105 110 125 105 115 105 105 105 100 105 110 110 110 115 115 120 110 115 120 110 115 120 95 105 125 90 125 105 110 115 115 110 110 115 Damage 14 - 16 18 - 21 20 - 23 23 - 27 17 - 20 12 - 14 26 - 30 10 - 11 14 - 18 17 - 20 13 - 15 17 - 19 23 - 27 38 - 42 42 - 46 27 - 31 34 - 38 27 - 31 27 - 31 32 - 36 16 - 20 20 - 23 20 - 23 26 - 30 25 - 28 29 - 33 36 - 40 43 -47 25 - 28 32 - 35 38 - 42 24 - 27 35 - 38 41 - 44 19 - 23 24 - 28 49 - 53 12 - 15 28 - 31 28 - 31 20 - 24 28 - 32 35 - 39 22 - 26 20 - 24 28 - 32 Threat Medium High Serious Critical Medium Low High High Serious Critical Low Critical Critical Fatal Boss Critical Fatal Critical Critical Fatal High Serious Critical Critical Critical Fatal Fatal Boss Critical Fatal Boss Critical Fatal Boss High Critical Boss Serious Boss Critical Critical Fatal Boss Critical Serious Fatal

34

Full Combat Rebalance


Opponent Vodyanoi warrior Vodyanoi priest Vodyanoi mage Teju Dagon Armored hound Mutant Greater mutant Mutant assassin Greater Brother Bonehead Golem Werewolf Striga Zeugl Zeuguls tentacle Level 20 20 30 30 60 45 45 45 50 60 44 60 40 50 60 12 Vitality 95 85 115 145 120 201 178 201 190 250 245 1000 265 325 385 73 Regeneration 1 / sec 1 / sec 1 / sec 1 / sec 1 / sec 5 / sec 5 / sec Damage Threshold 10 10 5 10 10 10 4 Damage Reduction 75% 70% 70% 75% 95% 80% 80% 90% 95% Accuracy 105 105 110 115 125 110 110 110 115 115 110 115 115 125 120 90 Damage 21 - 24 18 - 22 28 - 32 31 - 42 45 - 48 30 - 33 Weapon + 7 Weapon + 8 Weapon + 7 Weapon + 8 36 - 40 53 - 57 27 - 31 37 - 40 41 - 45 18 - 21 Threat High High Serious Critical Boss Critical Critical Critical Critical Fatal Critical Boss Fatal Boss Boss Medium

2.9.2 NPCs
Chapter Prologue Prologue Prologue Prologue Prologue Prologue Prologue Prologue Prologue I I I I I I I I I I I I I I I I I I I Opponent Fast bandit - beggining Fast bandit - later Strong bandit Salamander during frightener fight Savolla Eskel Lambert Leo Vesemir Militia, peasent Mercenary Salamander lackey, dwarf Strony unarmoured opponent Strony bully Masked Salamander member Fast bully Salamander mage Salamander lieutenant Elven bandit Priest Abigail Haren Brogg Leo ghost Odo Reverend Vesna Hood Shani Zoltan Chivay Level 6 7 5 8 14 50 50 16 60 6 12 10 10 8 10 8 14 14 12 10 12 12 16 6 8 20 20 42 Vitality 18 19 20 23 64 215 215 96 250 18 33 25 25 23 20 19 36 36 28 30 57 39 96 24 27 85 85 172 Armour* Leather Armour Excellent Leather Armour Excellent Leather Armour Excellent Leather Armour Excellent Leather Armour Chainmail Breastplate Leather Jacket Leather Armour** Breastplate Chainmail Boss Armour Tough Creature Armour Chainmail Accuracy 65 65 65 65 500 130 130 110 130 85 90 90 85 85 90 85 500 95 95 85 75 80 90 65 65 65 65 110 Damage Weapon + 1 Weapon + 1 Weapon + 2 Weapon + 2 4-5 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 1 Weapon + 3 Weapon + 2 Weapon + 2 Weapon + 2 Weapon + 1 Weapon + 1 5 - 15 Weapon + 3 Weapon + 3 Weapon + 3 Weapon + 7 Weapon + 4 Weapon + 4 Weapon + 3 Weapon + 3 Weapon + 7 Weapon + 7 Weapon + 7 Threat Low Low Low Low Serious Critical Critical High Fatal Low Low Low Low Low Low Low Serious Low Low Low Low Low High Low Low Low Low Serious

* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength

35

Full Combat Rebalance


Chapter II II II II II II II II II II II II II II II II II II II II II II III III III III III III III III III III III III III III III III III III III III III III III Opponent Average fast opponent Fast Salamander member, elve Archer, crossbowman Salamander assassin Elven ambush commander Strong bandit Strong Salamander member Dwarf, Orders soldier, guard Tattooed bandit chief Mercenary, Knight of the Order Dwarven berserker Druid Nurse Bandit chief Ramsmeat Gramps Yaren Bolt Professor Azar Javed Raymond Maarloeve Yaevinn Siegfried of Denesle Fast Salamander member, elves Salamander assassin Salamander mage Crossbowman Elven archer Bandit Strong Salamander member, dwarf Salamander elite Dwarven berserker Temerian guard, Redanian guard Order squire Knight of the Order Foltests knight Gellert, Roland Bleinheim Elven ranger Professor Siegfried of Denesle Patrick de Weyze Vincent Meis Ren Grouver Hierophant Angus Triss Level 14 20 16 24 24 16 20 21 22 26 24 20 10 22 30 22 30 40 50 20 42 42 26 30 32 29 28 24 26 28 30 30 30 32 32 32 32 40 42 40 40 30 42 30 50 Vitality 29 35 31 63 58 39 45 57 59 67 73 45 25 59 90 70 90 146 120 55 157 162 54 90 95 59 52 63 57 85 100 90 90 95 95 95 95 195 162 155 155 130 162 90 190 Armour* Leather Jacket Leather Jacket Excellent Leather Armour Breastplate Breastplate Chainmail Orders Knight Armour Dwarven Scalemail Breastplate Dwarven Scalemail Excellent Leather Jacket Excellent Leather Jacket Leather Armour Chainmail Orders Knight Armour Leather Jacket Excellent Leather Armour Excellent Leather Armour** Chainmail Chainmail Dwarven Scalemail Breastplate Dwarven Scalemail Chainmail Chainmail Orders Knight Armour Full Plate Armour Excellent Leather Armour Chainmail Excellent Leather Jacket Orders Knight Armour Full Plate Armour Chainmail Leather Jacket Excellent Leather Jacket Accuracy 95 100 105 110 110 95 95 95 100 110 110 95 95 100 90 90 100 110 90 90 120 65 100 110 500 105 105 95 100 110 110 105 105 110 110 110 110 110 115 115 110 110 105 100 500 Damage Weapon + 2 Weapon + 2 Weapon + 2 Weapon + 4 Weapon + 4 Weapon + 3 Weapon + 3 Weapon + 3 Weapon + 4 Weapon + 4 Weapon + 4 Weapon + 3 Weapon + 2 Weapon + 4 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 7 Weapon Weapon + 4 Weapon + 7 Weapon + 7 Weapon + 3 Weapon + 4 20 - 25 Weapon + 3 Weapon + 3 Weapon + 4 Weapon + 4 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 5 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 5 25 - 30 Threat Low Low Low Medium Medium Low Low Low Low High Medium Low Low Low Low Low Medium Serious Fatal Low Serious Serious Medium High Serious Medium Medium Low Medium High High Medium Medium High High Serious High Serious Serious Serious Serious High High Medium Fatal

* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength

36

Full Combat Rebalance


Chapter IV IV IV V V V V V V V V V V V V V V Epilogue Epilogue Epilogue Epilogue Epilogue Epilogue Epilogue Epilogue Epilogue Epilogue Opponent Elven warrior Berengar White Rayla Order commander Elven elite Elven druid Salamander mage Captain Mutated Rayla Shani Triss Roderick de Wett Yaevinn Zoltan Chivay Siegfried of Denesle Toruviel Azar Javed Fast opponent Strong opponent Abigail Shani Temerian captain Triss Toruviel Yaevinn Siegfried of Denesle Grand Master or the Order Headhunter Level 36 50 42 40 40 40 40 40 42 20 50 42 42 42 42 42 50 42 42 42 42 42 50 42 42 42 60 50 Vitality 100 215 162 115 115 115 115 155 204 85 190 162 157 172 162 157 240 120 120 162 162 162 190 157 157 162 600 215 Armour* Chainmail Excellent Leather Armour Excellent Leather Armour Full Plate Armour Chainmail Chainmail Excellent Leather Armour** Full Plate Armour Breastplate Excellent Leather Jacket Orders Knight Armour Breastplate Chainmail Full Plate Armour Chainmail Excellent Leather Jacket** Chainmail Orders Knight Armour Full Plate Armour Excellent Leather Jacket Chainmail Breastplate Full Plate Armour Full Plate Armour Full Plate Armour Accuracy 110 130 120 110 110 110 500 120 130 100 500 115 120 120 115 110 120 110 110 100 100 120 500 110 120 115 115 130 Damage Weapon +5 Weapon +7 Weapon +7 Weapon +5 Weapon +5 Weapon +5 25 - 30 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon +5 Weapon +5 Weapon +7 Weapon +7 Weapon +7 30- 35 Weapon +7 Weapon +7 Weapon +7 Weapon +7 Weapon + 7 Threat High Critical Serious High High High Serious Serious Critical Low Fatal Serious Serious Serious Serious Serious Fatal High High Serious Serious Serious Fatal Serious Serious Serious Fatal Critical

2.9.3 Fist Fighting


Chapter Prologue I I II II III III IV IV V Opponent Eskel sabi piciarze Gruby Anzelm piciarze Dhunda silni piciarze Hugon Berronta zawodowi piciarze Zelest Mecht Zdenek Level 50 10 12 15 22 25 30 35 36 42 Vitality 50 25 39 38 70 65 141 103 105 162 Armour Ignored Ignored Ignored Ignored Ignored Ignored Ignored Ignored Ignored Ignored Accuracy 500 500 500 500 500 500 500 500 500 500 Damage 12 12 15 13 16 14 17 15 18 24 Threat Medium Low Low Low Medium Medium High High High Serious

* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength

37

Full Combat Rebalance


2.9.4 Harder Monsters in Hard Difficulty Pack
Opponent Drowner Drowned dead Nadir Zephyr Echinops Archespore Bloedzuiger Wolf Voref Coccacidium Wraith Wild Hunt King of the Wild Hunt Noonwraith Midday bride Nightwraith Ifrit Omen of Fire Ghoul Alghoul Ozzrel Devourer Graveir Vetala Cemetaur Ureus Alp Bruxa Lilly Fleder Garkain Vesper Kikimore worker Kikimore warrior Kikimore queen Frightener Giant centipede Wyvern Royal wyvern Moa Cockatrice Skoffin Basilisk Mutant Greater mutant Bonehead Striga Zeugl Zeuguls tentacle Level 20 24 24 30 16 25 15 10 24 30 38 50 60 40 50 40 35 50 19 24 26 24 35 40 50 60 35 50 60 35 50 60 20 40 60 40 40 35 40 40 35 20 40 45 45 55 60 60 12 Vitality 105 133 169 205 89 155 77 40 99 205 177 250 1000 205 300 205 169 250 110 136 170 148 202 260 290 400 202 290 400 202 290 400 120 240 600 240 240 192 230 270 192 140 230 178 201 305 385 385 73 Regeneration 0.6 / sec 0.7 / sec 1 / sec 1 / sec 0.6 / sec 0.8 / sec 1 / sec 3 / sec 3.5 / sec 1 / sec 1 / sec 1/ sec 3 / sec 3.5 / sec 2.5 / sec 3 / sec 4 / sec 3.5 / sec 3.5 / sec 4.5 / sec 4 /sec 5 / sec 7 / sec 8 / sec 10 / sec 7 / sec 8 / sec 10 / sec 0.25 / sec 0.25 / sec 0.25 / sec 0.25 / sec 1 / sec 1 / sec 5 / sec Damage Threshold 10 13 13 13 13 15 9 4 10 20 35 40 40 35 35 35 40 40 15 20 20 20 25 25 30 30 25 30 30 25 30 30 20 20 20 30 30 15 Damage Reduction 80% 90% 95% 50% 90% 80% 90% 90% 80% 75% 90% Accuracy 100 110 110 120 95 100 105 90 115 100 110 115 125 115 120 115 105 105 100 110 110 110 115 120 115 120 115 115 120 115 115 120 100 110 125 90 110 110 115 115 110 110 115 110 110 115 125 120 90 Damage 14 - 16 18 - 21 20 - 23 23 - 27 10 - 11 14 - 18 17 - 20 12 - 14 26 - 30 17 - 20 23 - 27 38 - 42 42 - 46 27 - 31 34 - 38 27 - 31 27 - 31 32 - 36 16 - 20 20 - 23 20 - 23 26 - 30 25 - 28 29 - 33 36 - 40 43 -47 25 - 28 32 - 35 38 - 42 24 - 27 35 - 38 41 - 44 19 - 23 24 - 28 49 - 53 12 - 15 28 - 31 20 - 24 28 - 32 35 - 39 22 - 26 20 - 24 28 - 32 Weapon + 7 Weapon + 8 36 - 40 37 - 40 41 - 45 18 - 21 Threat High Serious Critical Critical High Serious Medium Low High Critical Critical Fatal Boss Critical Fatal Critical Critical Fatal High Serious Critical Serious Critical Fatal Fatal Boss Critical Fatal Boss Critical Fatal Boss High Critical Boss Serious Critical Critical Fatal Boss Critical Serious Fatal Critical Critical Critical Boss Boss Medium

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2.9 Item Rebalance 2.9.1 Steel Swords
Name Rusty Sword Temerian Steel Sword Sword of the Order Witchers Steel Sword Holy Sword of the Order Illegal Sword Elven Sword of the Blue Mountains Harvall Ceremonial Sword of Deithwen Gwalhir Dol Blathanna Rune Sword Dyaebl Ornate Sword Mahakaman Rune Sihill Ardaenye Meteorite Sword BBB Meteorite Sword BBY Meteorite Sword BYY Meteorite Sword RBB Meteorite Sword RBY Meteorite Sword RRB Meteorite Sword RRR Meteorite Sword YRR Meteorite Sword RYY Meteorite Sword YYY Damage* 8 12 13 13 14 15 15 16 16 17 17 18 18 20 22 19 18 17 18 17 17 16 16 16 16 Parry Bonus 5% 5% 5% 5% 5% 5% 5% 5% 5% 5% Armour Penetration 16% 33% 16% 16% 33% 50% Bleeding Bonus x 1.2 Poisoning Bonus 12% Price 50 200 400 400 800 1000 1000 1500 2000 3000 4000 6000 5000 8000 10000 1900 2200 2500 1700 2000 1500 1300 1800 2300 2800

The letters R B Y stand for the colours of meteorite steel. * Monsters receive 10 less points of damage. 2.9.2 Silver Swords
Name Witchers Silver Blade Aerondight Moon Blade Rune Sword EEE Rune Sword EES Rune Sword ESS Rune Sword MEE Rune Sword MME Rune Sword MMM Rune Sword SME Rune Sword SMM Rune Sword SSM Rune Sword SSS Damage** 10 13 14 13 12 12 12 12 12 11 11 11 12 Parry Bonus 5% 5% 5% 5% 5% 5% 5% 5% Silver Sensitivity +10% +20% +30% +10% +20% +10% Price 6000 16000 1900 1700 1500 2200 2500 2800 2000 2300 1800 1300

The letters S E M stand for the colours of the runes. ** Monsters receive 10 more points of damage, 5 in harder monsters option for Lower Numbers.

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2.9.3 Other Types of Weapons


Name Temerian Iron Dagger Temerian Steel Dagger Assassins Dagger Mahakaman Dagger Deithwen Dagger Mahakaman Rune Dagger Small Axe Temerian Iron Axe Temerian Steel Axe Dwarven Axe from Carbon Mahakaman Dwarven Axe Mount Carbon Rune Axe Holy Axe of the Order Temerian Battle Flail Order Battle Hammer Holy Battle Hammer of the Order Mahakaman Battle Hammer Stone Hammer Light Club Kourbash Chain Mace Axe Two-handed Steel Axe Mahakaman Two-handed Axe Mutants Battle Hammer Two-handed Morningstar Heavy Club Halberd Pike Damage 5 6 7 10 8 12 10 13 15 16 20 17 12 13 18 15 8 10 13 15 15 22 27 30 18 12 24 24 15 Bonuses Price 50 100 200 300 300 500 200 200 400 800 1000 1500 1000 300 500 1000 1000 50 100 200 300 200 500 1500 200 50 -

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Values are the same as in the vanilla version

Full Combat Rebalance

2.9.4 Armour
Name Studded Leather Jacket Excellent Leather Jacket Ravens Armour of the Order Ravens Armour of the Elves Ravens Armour Damage Reduction 20% 20% 20% Damage Threshold 4 6 4 4 4 Price 2500 5000 10000 10000 10000

3. Other Changes
+ A possibility to install a minimalistic interface has been added. + Binding the walk key is now available in the game options. + Binding a key turning off the graphic interface for screen shot purposes is now available in the game options. + The game intro and/or company logos can now be turned off. + The flaming sword icon, indicating the next attack in the sequence, can now be turned on on the hardest difficulty level or turned off on every difficulty level. + One slot in the inventory can contain up to 999 items of the same type. + Option to decrease dice poker difficulty has been added. + New music track from The Witcher bonus DVD is available in the main menu. + The witch in Act 4 sells werewolfs fur. This prevents the inexplicable punishment of the player for choosing a positive solution to the Beauty and the Beast quest. + As a mild hallucinogen White Gull potion now allows entering meditation state. - The bug with kikimores being hugely oversensitive to magic damage has been fixed. - The bug with Order hounds being sensitive to silver has been fixed. - The bug with the devourers wrong race (vampire) has been fixed. - The bug with permanent effects of oils on swords has been fixed. - The bug with spawning the Salamander Boss from Act 2 in Act 1 has been fixed. - Fixed an error in the description of Echoes of Yesterday quest phase. - Fixed a typo when putting a sephirah into an obelisk and during one of Grand Master visions. - Removed the crosswise stripe on the blade of Berengars sword. 41

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- - + -

Each weapon cut leaves visible wounds on the character model. Blood stain size increased. A new sword with an unique model has been added to the game. Animations of some of Geralts attacks have been changed. The most interesting animations will come up much more often. - The texture of Harvalls hilt is now improved. It is now evenly covered with leather. - Bodies of defeated opponents disappear only after you leave the site, not when you turn your eyes away. + Every witcher has now vertical eye pupils (previously, only Geralt had them). - The effect of slowing down time has been eliminated from the Blizzard potion. Slowing down time for two hours, the duration of the potion, would be very arduous in playing the game (tested). - The effect of slowing down time has been added to fisstech. - The maximal levels of zoom in and zoom out in all camera types have been increased. - Echinopsae were replaced by archespores due to inconsistency with Saga. Echinopsae parameters in most cases remain unchanched. - Damage depends on the weapon, the strength attribute and the fighting style as in most RPG games. Previously, damage was fixed to a particular attack move, and weapons and other talents only made the damage higher in percentage terms. - Precise hit has been removed and replaced by the new mechanism of critical hit. Critical hit is available as a 5th level upgrade of the Dexterity skill tree. - Monsters now have resistances corresponding to their type. - The kikimore queen, Dagon and the headhunter can now be beaten in a fair fight. - The armours and accuracy of NPCs have been assigned according to their character model. - Food and drinks now ensure a small, but long-lasting regeneration bonus. - Dodge now works differently in fist fighting - dodge will reduce the damage taken by 5 and theres also a chance, which is equal the sum of dodge bonuses from Dexterity and potion effects, of completely avoiding an attack. - All armours now have all the slots for potions and additional weapons unlocked. - The price of talents has been changed - levels 1-3 of the main skill trees require silver talents, levels 4 and 5 require gold talents, while all improvements in the main trees require bronze talents. 42

Full Combat Rebalance

- - - - - - - - - - - - - - - - - - - - - - - - - -

Vampires will not announce their arrival with scream and snarl anymore. Salamandra mages use a new ability called Protect, which has a similar effect to the Quen Sign. The critical effect of bleeding triggers an animation of pain (before, there was none). It prevents players from using that gap in the game mechanics. Active dodges - like pirouettes, somersaults and rolls - add 100% chance to dodge. The chance of being poisoned by monsters has been increased. The duration of the critical effect of fear has been drastically reduced. The durations of critical effects triggered off by bombs have been drastically reduced. Enemies stunned with Samum bomb are not susceptible to finisher hit. Vesna Hood has been given high-class armour, which allows her to survive the Shes No Early Bird task. Unique named enemies are immune to knock-down and stun effects. Fist fighting has been made much more difficult. NPCs have been re-equipped. High-level opponents do not have average level weapons anymore. Bonuses from the Places of Power and focus stones have been adjusted to the new rules of the mod. The prices of whetstones and rune stones have been increased. Tradesmen buy weapons for 10% of their worth. The availability of meteorites in shops has been reduced, while the availability of runes in shops has been increased. The wealthier NPCs now play for higher stakes in dice poker. Weapon prices have been increased. Selling your old armour before buying a new one is now possible. Items marked as Witcher Secrets can no longer be sold. A reward in the form of a red meteorite is available in both storylines from the Prologue. A recipe for oil against vampires was added; it can be bought from Thaler in the second Act. Dol Blathanna rune sword and Berengars sword can now be acquired. Full compatibility with the Scabbard Mod and The Doppler Essence mods. Added compatibility with mod Stuff that make Geralts life easier. All the changes in the mod are reflected in the descriptions in the game, which are available in two languages: Polish and English. 43

Full Combat Rebalance

4. A Few Tips on How to Fight


Injured opponents have a lower resistance to knock-down and fall effects. Before using the Aard Sign, it is worth it to work on an enemys health first. Its a good idea to use the first 2 - 3 silver talents on attributes that will increase your chance of survival. After that, it is good to develop skills like herbalism and making oils, which will make the game much easier. If you are not able to hit an opponent, it means the damage youre dealing is lower than the damage threshold of his armour. Use the appropriate oil for the opponent type in order to penetrate his armour. Remember that you do not have to wait for the animation of an attack to finish before you can move. If you are fighting with a few opponents at once, it is better to stop the attack halfway through and move to a safe place than to wait and expose yourself to blows from a couple of opponents at the same time. It is worth using different combinations of runes and meteorites when forging a sword. For example, a sword made from one red and two blue meteorites combines high damage and a bonus to parry. Opponents attacking from the side or the back get a +50% chance to hitting Geralt. You do not want to be surrounded! Before a difficult battle, use the Places of Power to empower your Signs.

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Group Style can save your life in dangerous situations. Bonuses to parry work even when you are not attacking. Swords that are forged with an armour penetration bonus are perfect for hunting kikimores, ornithosaurs and knights. It is worth having a few swords for different occasions. Bombs are a reliable way of making a fight easier. Theyre reliable because they ignore the opponents resistance. A bomb will always work! In a fight, use the area around you. Withdrawing to a staircase while fighting in a building forces the opponents to stand in a queue. On the other hand, when fighting in an open space, running around stones and boughs can separate your opponents and allows you to attack them one by one. Always carry some White Honey in case of potion overdose or the need to detoxify after curing yourself with White Raffards Decoction. Blizzard is the number one potion in the ranking of a witchers favourite drinks. Active dodges - rolls, somersaults, and pirouettes - provide a +100% bonus to the chance to dodge. You do not have to attack everything that moves. Some of the monsters in the game do not have to be killed, so if you cannot handle one of the opponents, and the plot does not require defeating it, withdraw from the fight. When a fight with a tough opponent is prolonged, sometimes it is worth it to use different combat styles alternately in order to trigger off two critical effects - such as pain and bleeding. It is a good idea to cast Yrden Sign before the start of each battle. 45

Full Combat Rebalance

5. Answers to Frequently Asked Questions


Question: Do I have to start a new game after installing the FCR?
Answer: Yes. After installing the mod, I strongly recommend that you start the game from the beginning or that you use saves from previous versions of the mod. Continuing the game using saves made without the modification may lead to errors in talents functioning.

Q: What are the main differences between Flash Mod and the FCR? I do not know which one to pick.
A: Flash Mod significantly increases the difficulty, but leaves the original game mechanics, whereas FCR is an overhaul of the talent and fighting system, which, apart from increasing the difficulty, also maximises the realism, while maintaining the gameplay at the highest standard at the same time. FCR is a set of completely new and original rules for The Witcher.

Q: Which of the two available mods - Flash Mod and FCR - is more difficult on the hardest level?
A: The hardest difficulty level in both of these mods is more or less the same. However, the FCR modification offers more elaborate mechanics and connections among features.

Q: Is winning a fight a matter of luck in this mod?


A: The FCR is based on a percentage chance to hit, triggering off critical effects etc., therefore you can say that victory depends on luck. The same thing is in The Witcher without the mod, also in Baldurs Gate 1 and 2, Icewind Dale 1 and 2, Planescape: Torment, Fallout 1, 2 and 3, Star Wars: KotOR 1 and 2, Arcanum, Neverwinter Nights 1 and 2, and many, many more RPGs.

Q: Do the changes that the FCR introduces affect additional adventures?


A: Yes, but it is worth remembering that both Flash Mod and FCR were created with the main game in mind and have been tested with it. The modifications are not balanced in terms of difficulty level for the additional adventures, and it is possible that unforeseen errors might occur.

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Q: Will the modification work after installing the 1.5 patch?


A: The modification works with the Extended Edition of The Witcher which means with a patch not older than 1.5 or 1.4.

Q: Is the new version of the mod compatible with saved games from the previous version?
A: For now all of the present and future (un)planned versions of the mod are compatible with each other. You can continue the game using saved games from the previous versions of the mod.

Q: Is it possible to install all the extras without increasing the level of difficulty? I would like to play the game in a laid-back kind of way.
A: Just as with Flash Mod, in the FCR you can install just the extras without changing the mechanics or difficulty level. All you need to do is tick off the FCR option in the installer.

Q: Where can I find the track that is played in the main menu of the game?
A: You can find it in the folder: The Witcher\DATA\z_FCR\music\menu.ogg

Q: I read that the mod adds a new sword. Where can I get it?
A: The sword is carried by a headhunter that comes after you if you kill the town guards. You can also buy it from the blacksmith in Act 4.

Q: I have properly installed the mod, and I still have the old descriptions of items.
A: The descriptions of the equipment that you already have are saved in the game status. This mod does not affect the saves; that is one of the reasons why you need to collect new items or start the game over. Remember, when using FCR, I recommend that you start a new game.

Q: Is it possible to install both the FCR and Flash Mod?


A: Both of these mods are mutually exclusive, and they will not work properly together.

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6. Known Bugs
Sign power-ups cost a bronze talent, but you need to have at least one silver (or gold later) talent. Silver talents are not spent in learning the power-up. This bug is caused by the mod, but its source lies in the game. The modification does not have errors itself, and for now there is no solution for this problem. Sometimes Geralt and opponents have the tendency to die long before their Vitality drops to zero. This occurs during longer sessions with The Witcher without turning off the game, probably as a result of the computer running out of memory. If it happens you should restart the game. Sometimes while attacking an opponent, he can damage us without the attack animation. This is not a bug, only the game mechanics. In fact the opponents are carrying out an attack, but since Geralts animations have priority, Geralts animations cancel the opponents attack animations.

7. Uninstallation
There are two ways to uninstall this modification by starting up the unins00.exe file from The Witcher directory or from the Windows control panel.

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Text Andrzej Flash Kwiatkowski Translation Piotr Szczepek Szczepankiewicz Karolina Nemi Luba Proofreading Cory Corylea Kerens Modifications authors Andrzej Flash Kwiatkowski Testers Marcin CalBeast Brzeziski Initial release FCR music theme Tesserakt - www.myspace.com/tesseraktpl Textures, models and graphic effects Micha Bzzz Kisiel Piotr Trybal Trybalski Piotr Piter Maks Tomasz Kageru Winiewski Lukasz eLeR Rbisz Pawe Alaris Bieniasz Testers ukasz Faramir Wgrzyn Bartek Lampeczka Czaban Konrad Taczcy z Lagami Ksy Russian translation Delamer Special thanks to Marcin CalBeast Brzeziski for invaluable criticism and consultation CD Projekt RED for creating such a wonderful game and their support for modders This mod includes Walk Mod made by J_Slash. Thanks for all that you have done! 2011-2012, Andrzej Flash Kwiatkowski

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