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The Witcher Alchemy Combinations Guide Written by: Nick "seorin" Emmerich Contact: seorin@gmail.

com Last Updated: 11-13-07 -----------------------------------------------------------------------------INTRODUCTION -----------------------------------------------------------------------------This is little more than a quick and dirty guide to alchemy combinations in The Witcher. Most, perhaps all, of these recipes can be earned in the game itself, however the player is encouraged to experiment. If you'd like to try it, experimentation can be an amusing diversion for maybe an hour or so. That's about when you get tired of making endless failure potions. There are 1,302 possible combinations - not counting potions using special ingredients and only 47 total items to create. Failure in experimentation is tediously frequent. That's about when you cross your fingers and look to GameFAQs. With any luck, this guide is exactly what you're looking for. The data used to create this FAQ was pulled out of the dialogues00.bif file from the game's Data directory, and should be an accurate representation of exactly the data the game uses. If it's not, something probably changed in a patch. As this information really is just something I pulled out of the game's data files, please don't contact me with any questions. I likely don't know the answer because I'm not very far in the game at all. I made this guide for my own personal use and just decided to put in the minimal extra effort required to share it with the rest of you. Table of Contents: I've broken this guide down into three sections in addition to the introduction you are reading now. Section 1: Alchemy This is simply a loose overview of how Alchemy works in The Witcher included for completeness' sake only. The alchemy system is not particularly complex and it's explained well enough in the game itself. Section 2: Quick Reference An easily printable list of recipes for all potions, oils, and bombs that can be created in the game. Each section is organized by the number of components required to create the final product. Non-special ingredients are abbreviated by the first two letters of their names. Ae = Aether, Vi = Vitriol, and so on. Section 3: Full Reference A full, alphabetical listing of all potions, oils, and bombs in the game, separated by type. This section should contain the exact in-game text you will find in your journal for each recipe you pick up. That's it! I hope you find this guide to be helpful. Version info: 1.5 - Fixed and improved the alchemy section. Fixed mistakes on the quick reference regarding Argentia and Hanged Man's Venom. Added a note to the full description of Hanged Man's Venom with the correct formula. All formulas are now verified correct.

-----------------------------------------------------------------------------ALCHEMY -----------------------------------------------------------------------------As you probably learned in the tutorial itself, alchemy of any kind first requires a base. Into that base you will mix between 3 and 5 other items that will determine the resulting item. The order of the items does not matter, but the quantity does. There are three types of bases and three quality levels for each. Potions are made with alcohol, oils with grease, and bombs with powder. You are allowed three slots for a strong base, four slots for a high quality base, and a full five slots for a top quality base. Bases of all kinds are cheap and plentiful at many vendors throughout the game. Alchemy ingredients come in a large variety of types, but each ingredient has only two qualities you care about. The first is the primary alchemical substance it represents, and the second is the secondary substance. In a few cases, a potion (never an oil or bomb) will require a special ingredient that breaks this rule, but these exceptions are noted clearly below (and in the game itself). There are only six primary alchemical substances: Aether, Hydragenum, Quebrith, Rebis, Vermilion, and Vitriol. Secondary substances are either Albedo, Negredo, or Rubedo. For the purpose of what kind of item you wish to make, only the primary substance matters. Secondary substances can imbue a potion with a secondary ability, but only if every single item used in the combination has the same secondary substance. What that substance is determines the secondary effect: Albedo potions have a lower toxicity, Negredo potions increase damage, and Rubedo potions increase health regeneration. These effects come in the form of short enchantments, including the Albedo effect (makeing it far more useful than the game would have it seem). The duration of the Albedo effect is the shortest, however it still lasts for one hour (wherein every potion you consume has reduced toxicity - great for preparing for a boss fight). To create a potion, you must find a place to rest and begin meditation. Then, simply click the potion button on the upper right of the meditation screen. You'll be presented with a list of recipes you already know and you can click on them to auto-create any potion you know how to make. If you wish to experiment or simply do things yourself, start by dragging a base to the only open slot. Further slots will open up depending on the quality of your base, and you simply drag whichever ingredients you wish to combine into those slots. When you're finished, click mix on the bottom of the screen and the potion is placed in your inventory. Creating any amount of potions adds a minimum of 1 hour to your meditation time. Potions that you do not know the recipe for will be labeled as unknown. You can easily identify them by drinking them. If you wish to create an oil or a bomb instead of a potion you will not only need the appropriate skills (they can be found underneath the intelligence section of the level up screen), but you will also need to use an appropriate base. Recipes vary between different categories of items, and the recipe for a perfectly good oil is likely to result in a failed potion. If you wish to know more about alchemy, try looking through the game manual or the in-game tutorials (they can be accessed by looking at your journal). ------------------------------------------------------------------------------

QUICK REFERENCE -------------------------------------------------------------------------------POTIONS-Bindweed: 1 Ae, 1 Qu, 1 Ve Cat: 1 Re, 2 Qu Kiss: 1 Ve, 2 Vi Perfume: 1 Vi, 1 Ae, 1 Qu Tawny Owl: 1 Vi, 2 Ae White Gull: 2 Vi, 1 Re White Honey: 1 Vi, 1 Re, 1 Ae Willow: 1 Qu, 2 Ae Wives' Tears: 1 Re, 1 Qu, 1 Ae Blizzard: 2 Vi, 2 Re Golden Oriole: 2 Ae, 2 Vi Maribor Forest: 2 Re, 1 Ae, 1 Qu Swallow: 1 Vi, 1 Ae, 2 Re White Raffard's Decoction: 1 Vi, 1 Re, 2 Hy Black Blood: 3 Vi, 1 Re, 1 Ae De Vries' Extract: 1 Re, 1 Ae, Fisstech: 1 Ve, 1 Qu, 3 Hy Full Moon: 2 Ve, 2 Hy, 1 Qu Petri's Philter: 1 Qu, 1 Hy, 1 Shrike: 1 Re, 1 Hy, 1 Qu, 2 Ve Thunderbolt: 1 Vi, 1 Hy, 1 Re, Wolverine: 1 Qu, 1 Hy, 1 Ve, 2 Wolf: 2 Vi, 2 Hy, 1 Ve 1 Hy, 2 Qu Ve, 2 Re 2 Ve Ae

Dagon Sap: 1 Re, 1 Ae, 1 Hy, 1 Ve, Dagon Secretions Frightener's Vision: 1 Vi, 1 Qu, 1 Re, Frightener's Eye Golem's Pith: 1 Vi, 1 Qu, 1 Hy, 1 Ae, Golem's Obsidian Heart Hellhound's Soul: 1 Vi, 2 Re, Trace of the Beyond Kikimore's Ire: 1 Vi, 1 Qu, 1 Hy, 1 Ve, Nerve of Kikimore Queen Koshchey's Core: 1 Ae, 2 Hy, Koshchey's Heart Potion for Triss: 1 Re, 1 Vi, Frightener's Claw Striga's Urge: 1 Vi, 1 Ae, 1 Hy, Striga's Heart Werewolf's Wrath: 1 Ae, 1 Qu, 1 Hy, 1 Ve, Werewolf Fur Zeugl Vigor: 1 Re, 2 Ae, Zeugl Venom --OILS-Necrophage Oil: 2 Vi, 1 Ae Specter Oil: 1 Vi, 1 Ae, 1 Re Insectoid Oil: 1 Re, 1 Qu, 1 Ae, 1 Ve Ornithosaur Oil: 1 Vi, 1 Qu, 1 Re, 1 Hy Argentia: 2 Qu, 2 Hy, 1 Re Brown Oil: 1 Re, 1 Ae, 1 Qu, 2 Ve Crinfrid Oil: 1 Vi, 1 Ae, 1 Hy, 2 Ve Hanged Man's Venom: 1 Vi, 1 Ae, 1 Re, 1 Hy, 1 Ve Vampire Oil: 1 Vi, 1 Ve, 1 Hy, 2 Qu --BOMBS-King and Queen: 2 Re, 1 Ae

Devil's Puffball: 1 Re, 1 Hy, 2 Ae Samum: 1 Ae, 1 Ve, 2 Re Zerrikanian Sun: 1 Qu, 1 Ae, 1 Ve, 1 Hy Dragon's Dream: 1 Re, 1 Qu, 1 Ve, 2 Hy -----------------------------------------------------------------------------POTIONS -----------------------------------------------------------------------------Bindweed Effects: this potion increases resistance to acid and acid-based poisons. Preparation: Bindweed is made by mixing ingredients providing one measure each of aether, quebrith and vermilion; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. Bindweed was created specifically to counter monsters which employ acid as a weapon. Witchers also call it 'swamp potion,' because monsters which spit acid or have caustic blood are most often found in swamps. --Black Blood Effects: turns the imbiber's blood into poison; blood becomes lethal to monsters which drink it. Preparation: the potion is made by mixing ingredients providing a total of three measures of vitriol, and one measure each of rebis and aether; strong, top quality alcohol must be used as a base. Duration of Effects: long-lasting. Toxicity: high. In the distant past, mages working with witchers developed this potion specifically for use in fighting cemetery and crypt dwellers that drink the blood or eat the innards of their still living victims. Witchers use Black Blood unwillingly because the potion only works when a monster begins to feast on their body. Their transmuted blood proves to be a deadly drink. --Blizzard Effects: Blizzard is one of the most powerful witchers' potions; it improves reflexes and reaction time, allowing a witcher to better parry and evade attacks. Preparation: the potion is made by mixing ingredients providing two measures each of vitriol and rebis; strong, high quality alcohol must be used as a base. Duration of effects: brief. Toxicity: medium. Witchers usually drink the Blizzard potion immediately before combat. The potion is also favored in especially dangerous situations. --Cat Effects: this potion grants vision in total darkness.

Preparation: the potion is made by mixing ingredients providing a total of one measure of rebis and two measures of quebrith; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: low. Cat is said to have been the first potion created specifically for witchers. The concoction allows witchers to pursue monsters into their lairs, including dark caves, ruins and crypts, because it augments vision to pick up additional wavelengths of light. To prevent blinding, the imbiber's pupils automatically narrow when in bright light. This is possibly the potion most commonly used by witchers. --Dagon Sap Effects: when imbibed this mutagenic potion provides access to a special Strength attribute enhancement; the upgrade increases damage inflicted on opponents when the witcher is wounded. Preparation: the potion is made by mixing Dagon secretions with ingredients providing one measure each of rebis, aether, hydragenum and vermilion; a strong, high-quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. The mages of old created the formula for this mutagenic potion which should, in theory, greatly strengthen a witcher physically. Their notes indicate that the secretions of the mythical being named Dagon are required to produce the potion. --De Vries' Extract Effects: this potion makes concealed creatures visible. Preparation: De Vries' Extract is made by mixing ingredients providing one measure each of rebis, aether and hydragenum, and two measures of quebrith; strong, top quality alcohol must be used as a base. Duration of effects: brief. Toxicity: medium. The talented sorceress Tissaia de Vries is credited with discovering this powerful potion, which won her considerable renown. The potion improves the imbiber's vision and allows opponents to be detected even through walls. --Fisstech Effects: Fisstech has no beneficial effects; on the contrary, the narcotic causes its user to feel stunned and lose consciousness. Preparation: the drug is made by mixing ingredients providing one measure each of vermilion and quebrith, and three measures of hydragenum; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: none. Fisstech is underworld. production. is a source a popular narcotic among affluent youth and members of Temeria's Powerful crime organizations jealously guard the secrets of its Although the laws of the kingdom forbid the drug's sale, fisstech of huge profits for the bosses of the criminal underworld.

--Frightener's Vision Effects: when imbibed this mutagenic potion adds one Bronze Talent, which can be used to acquire enhancements. Preparation: the potion is made by mixing a frightener's eye with ingredients providing one measure each of vitriol, quebrith and rebis; strong, high quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. The sorcerers who pioneered the witcher mutations discovered that mixing rare and powerful ingredients with more common substances resulted in potions that strengthened witchers' mutations. This potion, made with a frightener's eye, transforms and fortifies a witcher's body when consumed. --Full Moon Effects: this potion significantly increases maximum Vitality. Preparation: Full Moon is made by mixing ingredients providing two measures each of vermilion and hydragenum, and one measure of quebrith; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: high. Full Moon is an all-purpose potion. Witchers imbibe it before combat when they are not certain what kind of opponent awaits them. The downside to Full Moon is its high toxicity. --Golden Oriole Effects: Golden Oriole renders a witcher's body immune to poison and neutralizes the effects of poisons already present in his bloodstream. Preparation: the potion is made by mixing ingredients providing two measures each of aether and vitriol; strong, high quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. Before fighting a venomous creature like the basilisk, a witcher drinks Golden Oriole to release enzymes that increase his resistance to toxins. The truly cautious prepare a second dose in case an opponents' poison somehow overcomes this resistance. --Golem's Pith Effects: when imbibed this mutagenic potion provides access to a special enhancement of the Intelligence attribute; this upgrade augments the intensity of a witchers' Signs, but only during moonrises. Preparation: the potion is made by mixing a golem's obsidian heart with ingredients providing one measure each of vitriol, quebrith, hydragenum and aether; a strong, top-quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. Golems are usually described as unthinking constructs and have effectively become synonymous with insentience. Yet only the most powerful mages know how much effort is required to cast a spell on a golem's stone heart, to force the

creature to follow even the simplest commands. Renegade mages somehow learned to draw on the complex magic contained in a golem's obsidian heart to produce a powerful, mutagenic potion that affects witchers' brains. --Hellhound's Soul Effects: when imbibed this mutagenic potion adds one Silver Talent, which can be used to acquire enhancements. Preparation: the potion is made by mixing a Trace of the Beyond with ingredients providing one measure of vitriol and two of measures of rebis; a base consisting of strong, high quality alcohol is also required. Duration of effects: immediate. Toxicity: none. Witchers are capable of extracting components even from the carcasses of unique creatures. This potion formula requires the iridescent mark of the mythical Hellhound, known also as the Beast. The resulting beverage causes further mutation in the witcher's body. --Kikimore's Ire Effects: when imbibed this mutagenic potion provides access to a special enhancement of the Stamina attribute; this upgrade allows a witcher to consume raw monster parts, restoring lost Vitality, but also raising his level of body Toxicity. Preparation: the potion is made by mixing the nerve of a kikimore queen with ingredients providing one measure each of vitriol, quebrith, hydragenum and vermilion; a base consisting of a strong, high-quality alcohol is also required. Duration of effects: immediate. Toxicity: none. Kikimore queens' unique nervous systems inspired renegade mages to develop this strong mutagenic potion. The potion causes changes in the ventral cavity and also prompts production of mutated digestive enzymes. Broad use of the potion was curtailed due to the scarcity of its core ingredient. --Kiss Effects: Kiss increases resistance to bleeding and stanches any current bleeding. Preparation: the potion is made by mixing ingredients providing a measure of vermilion and two measures of vitriol; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. This potion affects witchers' mutated bodies by forcing their blood to congeal almost instantaneously. It is often consumed before taking on monsters known to inflict hemorrhaging wounds. --Koshchey's Core Effects: when imbibed this mutagenic potion adds one Gold Talent, which can be used to acquire enhancements. Preparation: the potion is made by mixing a koshchey's heart with ingredients providing one measure of aether and two measures of hydragenum; strong, high

quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. By using the heart of a koshchey - a legendary alchemical component - a witcher can create a powerful potion which deepens the process of mutation begun during the Trial of the Grasses. --Maribor Forest Effects: this potion significantly increases maximum Endurance; it is predominantly used by witchers trained in the use of Signs. Preparation: the potion is made by mixing ingredients providing two measures of rebis and one measure each of aether and quebrith; strong, high quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. According to an old tale, this potion was first made by dryads from the forest of Brokilon. The formula was obtained by the druids of Maribor Forest, who then passed it on to their brethren in other corners of the world. The formula also reached Kaer Morhen, where the practical-minded witchers began producing the potion using ingredients obtained from monster carcasses. --Perfume Effects: Perfume has a beautiful aroma and is a gift that almost any lady will appreciate; it can often serve as a welcome replacement for other gifts. Preparation: Perfume is made by mixing ingredients providing one measure each of vitriol, aether and quebrith; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: low. Legend has it that perfume was created by an alchemist for his wife. The woman accused the scholar of devoting too much time and energy to his work without generating any practical results. He responded by creating a formula for producing perfume from almost any ingredients. --Petri's Philter Effects: Petri's Philter increases the intensity of all the witcher Signs. Preparation: the potion is made by mixing ingredients providing one measure each of quebrith, hydragenum and vermilion, and two measures of rebis; concentrated, high quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: very high. Throughout his life, the mage Petri sought a way to strengthen his magical powers. He failed in this endeavor, but several interesting potions came about through his attempts. One of these, known as Petri's Philter, is useful to witchers with magical skills. Witchers who prefer hand-to-hand combat rarely use Petri's Philter, however, especially since it is highly toxic and thus renders the use of any other potions impossible. --Potion for Triss

Effects: this potion is intended for Triss and has no other use. Preparation: the potion is made by mixing a frightener's claw with ingredients providing a total of one measure each of rebis and vitriol. Duration of effects: immediate. Toxicity: none. According to Lambert's instructions, the potion for the unconscious sorceress Triss can be made of celandine, a frightener's claw and a sewant mushroom, though Calcium Equum can replace the latter ingredient. Once gathered, these components should be mixed with White Gull. --Shrike Effects: inflicts pain on assailants during combat. Preparation: the potion is made by mixing ingredients providing one measure each of rebis, hydragenum and quebrith, and two measures of vermilion; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: high. Shrike - the potion of revenge - mutates the blood itself. Whosoever spills a drop of Shrike-laced blood will earn a measure of pain in return. --Striga's Urge Effects: when imbibed this mutagenic potion adds one Bronze Talent and one Silver Talent, which can be used to acquire enhancements. Preparation: the potion is made by mixing a striga's heart with ingredients providing one measure each of vitriol, aether and hydragenum; strong, high quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. The mixture of a striga's heart with common ingredients results in a mutagenic potion which, when consumed, strengthens a witcher's abilities, making him even more deadly. --Swallow Effects: Swallow accelerates the regeneration of Vitality. Preparation: the potion is made from ingredients providing one measure each of vitriol and aether, and two measures of rebis; a strong, high quality alcohol must be used as a base. Duration of effects: brief. Toxicity: medium. There is no bird more beautiful than the swallow, the harbinger of spring. Even the dark mages who developed the formula for witchers' potions appreciated the charm of this bird, lending its name to the potion that accelerates regeneration of a mutated organism. --Tawny Owl Effects: Tawny Owl significantly increases Endurance regeneration; it is particularly valued by witchers who often use Signs in combat. Preparation: the potion is made from ingredients providing one measure of

vitriol and two measures of aether; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. In preparation for an all-night vigil at the side of a cursed man, or before a battle which is certain to be prolonged, a witcher mixes a dose of Tawny Owl potion to boost his endurance. --Thunderbolt Effects: greatly increases damage inflicted on opponents, but makes dodging and parrying impossible. Preparation: the potion is made by mixing ingredients providing one measure each of vitriol, hydragenum and rebis, and two measures of vermilion; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: high. Witchers take this potion before fighting strong, heavily armored opponents. Imbibing Thunderbolt causes witchers to enter into a battle trance. While in this state, witchers attack more efficiently and cause greater damage, while at the same time neglecting their own defense and becoming an easier target. --Werewolf's Wrath Effects: when imbibed this mutagenic potion provides access to a special enhancement of the Dexterity attribute; this upgrade awakens a witcher's predatory instincts and increases his fighting abilities after dark. Preparation: the potion is made by mixing werewolf fur with ingredients providing one measure each of aether, quebrith, hydragenum and vermilion; a base of strong, high-quality alcohol is also required. Duration of effects: immediate. Toxicity: none. It was determined ages ago that a potion containing the fur of a werewolf could strengthen a witcher's mutations and augment his predatory instincts. Opponents of this potion's use argued that it made witchers similar to monsters. As a result, use of Werewolf's Wrath was restricted, though few objected since acquiring the beasts' fur is risky business. --White Gull Effects: White Gull is a hallucinogenic beverage, but it can also be used to create other potions; it serves as a base for complex potions, accommodating up to five other ingredients. Preparation: the potion is created by mixing ingredients providing two measures of vitriol and one measure of rebis; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. White Gull is a mild hallucinogen which provides pleasure during the long nights witchers spend at their fortresses, waiting out the winter. The witchers make this potion using secret saprophytes grown in the dungeons of Kaer Morhen, but it can also be made from commonly available ingredients. ---

White Honey Effects: Reduces Toxicity to zero and cancels the effects of other potions. Preparation: the potion is made from ingredients providing one measure each of vitriol, rebis and aether; strong alcohol must be used as a base. Duration of effects: immediate. Toxicity: none. White Honey strongly stimulates the production of purifying enzymes in witchers' mutated bodies. Thus, it frees their bodies of the effects of toxicity, though it simultaneously nullifies the beneficial effects of any potions previously consumed. White Honey does not alleviate the effects of common venoms and poisons. --White Raffard's Decoction Effects: White Raffard's Decoction immediately restores a majority of lost Vitality. Preparation: this potion is made by mixing ingredients providing one measure of vitriol, one measure of rebis and two measures of hydragenum in total; high-quality strong alcohol must be used as a base. Duration of effects: immediate. Toxicity: high. White Raffard, a famous mage of times long past, developed a healing potion for the human warriors who conquered the new world for their race ages ago. Witchers have found new, more efficient ways to produce White Raffard's Decoction, using ingredients obtained from monsters. Classic witcher training suggests that the Swallow potion be consumed simultaneously, for White Raffard's Decoction is highly toxic. --Willow Effects: this potion grants immunity to the stun and knockdown effects. Preparation: Willow is made by mixing ingredients providing one measure of quebrith and two of aether; strong alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: high. Willow augments a witcher's physical coordination and resistance to damage. It should be taken before a fight during which the witcher risks being knocked down or stunned. --Wives' Tears Effects: this potion immediately removes drunkenness, restoring sobriety without causing a hangover. Preparation: Wives' Tears are made from ingredients providing one measure each of rebis, quebrith and aether; strong, high quality alcohol must be used as a base. Duration of effects: immediate. Toxicity: low. Village witches sell this brew to women whose husbands patronize local inns too frequently. Witches, lacking mastery of the arcane secrets of alchemy, usually know only one method of creating Wives' Tears. ---

Wolf Effects: Wolf improves focus and coordination, thereby increasing the chances of inflicting critical damage. Preparation: the potion is made by mixing ingredients providing two measures each of vitriol and hydragenum, and one measure of vermilion; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: medium. Wolf is widely used by witchers employing the Group Style. The potion improves its imbiber's precision, meaning that the witcher's slashing blade finds its opponents' soft spots all the more readily. --Wolverine Effects: Wolverine increases damage inflicted when a witcher's Vitality falls below half. Preparation: the potion is made by mixing ingredients providing one measure each of quebrith, hydragenum and vermilion, and two measures of aether; strong, top quality alcohol must be used as a base. Duration of effects: long-lasting. Toxicity: high. It is not by accident that the witchers have named this potion after an animal known for its fierce and aggressive nature. Wolverine unleashes the entire potential of mutation, turning the witcher into a dervish of destruction. Witchers use this potion when they are certain that Signs will not help them in combat. --Zeugl Vigor Effects: when imbibed this mutagenic potion adds one Silver Talent and one Gold Talent, which can be used to acquire enhancements. Preparation: this potion is made by mixing zeugl venom with ingredients providing one measure of rebis and two measures of aether; a base consisting of strong, high quality alcohol is also required. Duration of effects: immediate. Toxicity: none. One of the strongest mutagenic potions is made from the venom of the zeugl, a mammoth beast which inhabits sewers and trash dumps. -----------------------------------------------------------------------------OILS -----------------------------------------------------------------------------Argentia Effects: witchers coat their silver blades with Argentia, which increases the effectiveness of silver, but weakens steel blades. Preparation: the oil is made by mixing ingredients providing two measures each of quebrith and hydragenum, and one measure of rebis; top-quality grease must be used as a base. Duration of effects: long-lasting. Silver brings ruin to all beasts, but even a brave knight bearing a silver

blade may not have the strength to defeat the most dreadful monsters. There is a way, though, to awaken the spirit of a silver sword - by using the moon oil known as Argentia. --Brown Oil Effects:Brown Oil accelerates bleeding; creatures lacking a circulatory system are immune to its effects. Preparation: the oil is made by mixing ingredients providing a total of one measure each of rebis, aether and quebrith, and two measures of vermilion; top-quality grease must be used as base. Duration of effects: long-lasting. Curse your enemy bearing the name of Coram Agh Ter, the Lionhead Spider, and dip your blade in oil. An enemy wounded with the dagger will bleed to death even from a slight wound. --Crinfrid Oil Effects: a blade coated with this substance causes crippling pain to a wounded creature; creatures which do not feel pain are immune to its effects. Preparation: the oil is made by mixing ingredients providing one measure each of vitriol, aether and hydragenum, and two measures of vermilion; top-quality grease must be used as a base. Duration of effects: long-lasting. The formula for this substance comes from the city of Crinfrid, where it is widely employed by dark characters of all kinds. --Hanged Man's Venom Effects:this blade coating poisons wounded opponents, yet it is ineffective against monsters whose physiology differs greatly from that of humans. Preparation*: Hanged Man's Venom is made from ingredients providing one measure each of vitriol, aether, rebis and hydragenum; top-quality grease must be used as a base. Duration of effects: long-lasting. In preparation for an assignment, an assassin applies Hanged Man's Venom to his blade. He grinds the ingredients with a mortar and pestle until he gets a thick paste, and then lightly coats the tools of his trade while taking care to keep the substance from touching his skin. Then comes the hard part, but even a hastily aimed slash can be fatal if Hanged Man's Venom slips into the wound. * The formula given for this recipe is incorrect. It actually requires a fifth ingredient, Vermilion (hence the requirement for top quality grease). --Insectoid Oil Effects: a blade coated with this substance inflicts increased damage on all insectoid creatures. Preparation: this oil is made by mixing ingredients providing a total of one measure each of rebis, quebrith, aether and vermilion; high-quality grease must be used as a base. Duration of effects: long-lasting.

Huge viys, kikimores and other insectoids suffer greater damage from weapons coated in this poison invented by witchers. Witchers also use Insectoid Oil to rid their fortresses of bugs and parasites. --Necrophage Oil Effects: a blade coated with this substance inflicts increased damage on necrophages. Preparation: the oil is made by mixing ingredients providing two measures of vitriol and one measure of aether; grease must be used as a base. Duration of effects: long-lasting. Necrophages are accustomed to poisonous vapors. Yet even the most rancid ghouls and graveirs cannot withstand the poison wounds inflicted by a blade coated with Necrophage Oil. --Ornithosaur Oil Effects: a blade coated with this substance inflicts increased damage on ornithosaurs. Preparation: the oil is made by mixing ingredients providing one measure each of vitriol, quebrith, rebis and hydragenum; high-quality grease must be used as a base. Duration of effects: long-lasting. This oil, sometimes called Basilisk Bane, contains a poison that is deadly to all reptiles. Even the basilisk, which possesses its own venom and is resistant to poisons, cannot withstand a blade coated with this substance. --Specter Oil Effects: a blade coated with this substance causes increased damage to specters. Preparation: the oil is made by mixing ingredients providing one measure each of vitriol, aether and rebis; grease must be used as a base. Duration of effects: long-lasting. There is a mysterious boundary between the worlds of the dead and the living, one which is easier to cross for restless specters than for humans. To injure a spectral opponent, first anoint a blade with this oil. Only then will the weapon truly part the curtain dividing the worlds, thereby damaging the specter. --Vampire Oil Effects: a blade coated with this substance causes increased damage to all types of vampires. Preparation: the oil is made by mixing ingredients providing one measure each of vitriol, vermilion and hydragenum, and two measures of quebrith; highquality grease must be used as a base. Duration of effects: long-lasting. Whosoever seeks to destroy a vampire, to banish it from this world forever, should prepare St. Gregory's Oil, called Vampire Oil by witchers. No fleder or bruxa can withstand it.

-----------------------------------------------------------------------------BOMBS -----------------------------------------------------------------------------Devil's Puffball Effects: upon detonation, this bomb sprays a cloud of poison, affecting nearby enemies; those resistant to poison might not be harmed. Preparation: a Devil's Puffball is made by mixing ingredients providing one measure each of rebis and hydragenum, and two measures of aether; high quality black powder must be used as a base. Duration of effects: varies depending on opponent attributes. The formula for this bomb was developed by Zerrikanian alchemists and migrated to the Northern Kingdoms thanks to traveling merchants. --Dragon's Dream Effects: this bomb releases a cloud of flammable gas which causes a destructive explosion when ignited. Preparation: a Dragon's Dream bomb is made by mixing ingredients providing one measure each of rebis, quebrith and vermilion, and two measures of hydragenum; top quality black powder must be used as a base. Duration of effects: varies depending on opponent attributes. The Zerrikanians worship dragons, so it is no surprise this mixture, which releases a cloud of flammable gas, is named after the fearsome beasts. Whosoever detonates a Dragon's Dream is sure to conjure the spirit of the creature itself. --King and Queen Effects: upon detonation, this bomb magically evokes fear in the hearts of opponents. Preparation: a King and Queen bomb is made by mixing ingredients providing two measures of rebis and one measure of aether; high quality powder must be used as a base. Duration of effects: varies depending on opponent attributes. Zerrikanian wizards have mastered the dangerous art of crafting explosives. King and Queen is an example of their handiwork - such a simple-looking item and yet it is enough to send enemies scrambling, panic in their eyes. --Samum Effects: upon detonation, this bomb stuns any creatures within range, provided they are not immune to this effect. Preparation: a Samum is made by mixing ingredients providing one measure each of aether and vermilion, and two measures of rebis; high quality black powder must be used as a base. Duration of effects: varies depending on opponent attributes. Zerrikanian wizards have learned to harness the energy of hot desert storms and bind it into an arcane mixture. When detonated, the Samum releases this energy and stuns opponents with the ferocity of desert winds.

--Zerrikanian Sun Effects: upon detonation, this bomb releases a flash of light, blinding all nearby opponents. Preparation: a Zerrikanian Sun is made by mixing ingredients providing one measure each of quebrith, aether, vermilion and hydragenum; high quality black powder must be used as a base. Duration of effects: varies depending on opponent attributes. Assassins from the sect known as the Zerrikanian Sun use this flash bomb to cover their escape after they eliminate a target. Sentries and guards blinded by the flash are more likely to attack each other than their opponent. The sect trains its assassins to close their eyes instinctively at the moment of detonation; witchers need not do this as their mutated pupils automatically narrow in response to the explosion.

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