WitcherDB
Witcher 3 console commands & item ID database

Witcher 3 Build Planner

Plan a Remastered build across all four skill trees. Each skill shows its prerequisites and rank limit. Your build saves automatically; use Share build for a link. Legacy links open the earlier tree.

80 skills
0ability points
Combat 0Signs 0Alchemy 0General 0

0 skills chosen. Learn the prerequisite skills to unlock each connected skill. Removing a prerequisite also removes picks that depend on it. This plans ability points; equipment and mutagen slots are managed in-game. X marks a value that depends on the skill or rank.

Combat0 pts

Muscle Memory0/3
Available from start

After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.

Arrow Deflection0/3
Available from start

You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.

Strength Training0/3
Prerequisite required

Requires one of: Muscle Memory

Fast attacks increase the next strong attack's damage by 15%.

Cold Blood0/3
Prerequisite required

Requires one of: Arrow Deflection

Every bolt that reaches its target generates 0.3 Adrenaline point(s).

Three Strikes0/3
Prerequisite required

Requires one of: Muscle Memory, Strength Training

The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.

Resolve0/3
Prerequisite required

Requires one of: Arrow Deflection, Cold Blood

Reduces Adrenaline point loss by 33% when taking damage.

Undying0/3
Prerequisite required

Requires one of: Three Strikes, Resolve

When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.

Crushing Blow0/3
Prerequisite required

Requires one of: Strength Training

A Strong Attack has a 20% chance to increase the damage dealt by the next 2 Strong Attacks by 50%.

Razor Focus0/3
Prerequisite required

Requires one of: Three Strikes

Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 10%.

Fleet-Footed0/3
Prerequisite required

Requires one of: Undying

Reduces damage received while dodging by 33%.

Lightning Reflexes0/3
Prerequisite required

Requires one of: Resolve

Time slows by an additional 30% while aiming with the crossbow. Increases headshot damage by 250%. Grants a 5% chance to instantly kill the target.

Anatomical Knowledge0/3
Prerequisite required

Requires one of: Cold Blood

Increases crossbow damage by 10% of current silver sword damage.

Whirl0/3
Prerequisite required

Requires one of: Fleet-Footed

A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.

Rend0/3
Prerequisite required

Requires one of: Razor Focus, Crushing Blow, Whirl

Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.

Counterattack0/3
Prerequisite required

Requires one of: Lightning Reflexes, Anatomical Knowledge, Whirl

After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.

Sunder Armor0/3
Prerequisite required

Requires one of: Crushing Blow

Strong Attacks sunder enemy Armor, reducing enemy damage resistance by 10%. Stacks up to 1 time(s).

Crippling Strike0/3
Prerequisite required

Requires one of: Whirl

Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 10%.

Maiming Shot0/3
Prerequisite required

Requires one of: Anatomical Knowledge

After a critical hit from a weapon or Sign, the next crossbow shot disables monster special abilities for 4 seconds.

Deadly Precision0/3
Prerequisite required

Requires one of: Rend, Crippling Strike

All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.1 Adrenaline instead.

Flood of Anger0/3
Prerequisite required

Requires one of: Crippling Strike, Counterattack

When casting a Sign, consumes 3 Adrenaline points to cast the Sign at its highest level. Increases Sign intensity by 50%.

Signs0 pts

Far-Reaching Aard0/3
Available from start

Increases Aard range by 1 yard(s).

Melt Armor0/3
Available from start

Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 10%.

Sustained Glyphs0/3
Available from start

Increases Sign duration by 5 seconds and area of effect by 10%. Increases the number of alternate mode charges by 2 and number of standard mode traps by 1.

Exploding Shield0/3
Available from start

Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.

Delusion0/3
Available from start

Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.

Aard Sweep0/3
Prerequisite required

Requires one of: Far-Reaching Aard

Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.

Baseline menu values from the game files. Other active effects can change the result; use the in-game tooltip for your current build.

Firestream0/3
Prerequisite required

Requires one of: Melt Armor

Emits a continuous stream of fire that damages enemies.

Magic Trap0/3
Prerequisite required

Requires one of: Sustained Glyphs

Releases a magic discharge that damages and slows enemies within a 14-yard radius.

Active Shield0/3
Prerequisite required

Requires one of: Exploding Shield

Creates an active shield. Maintaining and blocking with it drains Stamina by 100%. Damage absorbed by the shield restores Vitality.

Puppetmaster0/3
Prerequisite required

Requires one of: Delusion

A targeted enemy briefly becomes an ally that deals 20% more damage.

Supercharged Glyphs0/3
Prerequisite required

Requires one of: Firestream, Magic Trap, Active Shield

Enemies under the influence of Yrden lose 10 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.

Baseline menu values from the game files. Other active effects can change the result; use the in-game tooltip for your current build.

Shockwave0/3
Prerequisite required

Requires one of: Aard Sweep, Firestream, Magic Trap

Increases damage dealt by Aard by 1% of current Vitality.

Domination0/3
Prerequisite required

Requires one of: Magic Trap, Active Shield, Puppetmaster

Axii can influence two targets simultaneously, but the effect is 50% weaker.

Catalyst0/3
Prerequisite required

Requires one of: Supercharged Glyphs, Shockwave

Increases Aard and Igni intensity by 30% against enemies inside Yrden.

Fortify Signs0/3
Prerequisite required

Requires one of: Supercharged Glyphs, Domination

Increases the duration of Yrden, Quen and Axii by 20%.

Chain Reaction0/3
Prerequisite required

Requires one of: Catalyst, Fortify Signs

Casting a Sign increases the intensity of the next different Sign by 5%. Stacks up to 5 times.

Focus0/3
Prerequisite required

Requires one of: Catalyst

Adrenaline increases Sign intensity by 10% per Adrenaline point.

Sidestep0/3
Prerequisite required

Requires one of: Fortify Signs

After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 20%.

Aftershock0/3
Prerequisite required

Requires one of: Chain Reaction, Focus, Sidestep

Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.

Resonance0/3
Prerequisite required

Requires one of: Aftershock

After casting a Sign, the next three melee attacks deal additional damage equal to 10% Sign intensity.

Alchemy0 pts

Refreshment0/3
Available from start

Each potion dose heals 10% Vitality.

Efficiency0/3
Available from start

Increases the maximum number of bombs in each slot by 1.

Frenzy0/3
Available from start

If potion Toxicity is greater than 1, time automatically slows by 5% when the enemy is about to perform a counterattack.

Adaptability0/3
Prerequisite required

Requires one of: Refreshment

Extends the duration of all mutagen decoctions by 33%.

Endure Pain0/3
Prerequisite required

Requires one of: Frenzy

Increases maximum Vitality by 10% if Toxicity exceeds the safety threshold.

Pyrotechnics0/3
Prerequisite required

Requires one of: Refreshment, Efficiency, Adaptability

All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.

Hunter Instinct0/3
Prerequisite required

Requires one of: Refreshment, Efficiency, Frenzy

When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.

Poisoned Blades0/3
Prerequisite required

Requires one of: Efficiency, Frenzy, Endure Pain

Oil applied to blades has a 5% chance of poisoning the target.

Protective Coating0/3
Prerequisite required

Requires all: Pyrotechnics

Adds 5% protection against attacks from the monster type targeted by the oil.

Acquired Tolerance0/3
Prerequisite required

Requires one of: Hunter Instinct

Every learned alchemical recipe increases maximum Toxicity by 1.

Toxic Shock0/3
Prerequisite required

Requires one of: Poisoned Blades

Hitting a poisoned enemy with a Strong Attack consumes the poison, causing an extra burst of poison damage equal to 25% of the attack damage. Can be used once every 5 seconds.

Tissue Transmutation0/3
Prerequisite required

Requires one of: Protective Coating, Acquired Tolerance, Toxic Shock

Decoctions increase maximum Vitality by 300 for the decoction's effective duration.

Delayed Recovery0/3
Prerequisite required

Requires one of: Tissue Transmutation

When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.

High Tolerance0/3
Prerequisite required

Requires one of: Tissue Transmutation

While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 33% of current Toxicity.

Volatile Compound0/3
Prerequisite required

Requires one of: Delayed Recovery, Protective Coating

Bomb damage increases by 0.1% per point of Toxicity.

Debilitating Poison0/3
Prerequisite required

Requires one of: Toxic Shock, High Tolerance

Poisoned targets deal 5% less damage.

Fast Metabolism0/3
Prerequisite required

Requires one of: Delayed Recovery, High Tolerance

Toxicity drops 1 points per second faster.

Cluster Bombs0/3
Prerequisite required

Requires one of: Volatile Compound

Bombs explode into 2 fragments, dealing 40% of the original bomb's damage for each fragment.

Side Effects0/3
Prerequisite required

Requires one of: Fast Metabolism

Drinking a potion has a 33% chance of activating the effects of another random potion without increasing Toxicity. You can only have one bonus effect at a time.

Potent Sting0/3
Prerequisite required

Requires one of: Debilitating Poison

Poisoned weapons deal an additional 5% damage, or an additional 10% damage to targets immune to poison.

General0 pts

Cat School Techniques0/3
Available from start

Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.

Battle Frenzy0/3
Prerequisite required

Requires one of: Cat School Techniques, Strong Back

Increases critical hit chance by 3% per Adrenaline point available.

Wolf School Techniques0/3
Available from start

Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.

Adrenaline Burst0/3
Prerequisite required

Requires one of: Cat School Techniques, Survival Instinct

Increases Adrenaline generation by 2% and allows Signs to generate Adrenaline.

Attack is the Best Defense0/3
Prerequisite required

Requires one of: Cat School Techniques, Bear School Techniques, Wolf School Techniques, Strong Back

Each successful defensive action generates Adrenaline points. Scales with every skill level.

Sun and Stars0/3
Prerequisite required

Requires one of: Cat School Techniques, Bear School Techniques, Wolf School Techniques, Survival Instinct

During the day, regenerate 10 additional Vitality per second outside combat. At night, regenerate an additional 1% of maximum Stamina per second during combat.

The nighttime bonus depends on maximum Stamina. At 100 maximum Stamina, 1% is 1 point per second.

Strong Back0/3
Prerequisite required

Requires one of: Attack is the Best Defense, Battle Frenzy, Gourmand

Increases maximum inventory weight by 20.

Bear School Techniques0/3
Available from start

Each piece of Heavy Armor increases maximum Vitality by 2% and Strong Attack damage by 2%.

Survival Instinct0/3
Prerequisite required

Requires one of: Anger Management, Sun and Stars, Adrenaline Burst

Increases maximum Vitality by 8%.

Gourmand0/3
Prerequisite required

Requires one of: Griffin School Techniques, Bear School Techniques, Strong Back, Elemental Attunement

Consuming food regenerates Vitality for 5 minutes.

Anger Management0/3
Prerequisite required

Requires one of: Griffin School Techniques, Bear School Techniques, Survival Instinct, Synergy

Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 2 Adrenaline point(s) per cast.

Elemental Attunement0/3
Prerequisite required

Requires one of: Advanced Pyrotechnics, Gourmand, Element of Surprise

Increases non-physical damage (fire, frost, force, magic, poison) by 3%.

Griffin School Techniques0/3
Available from start

Each piece of Medium Armor increases Sign intensity by 2% and Stamina regeneration by 0/s.

Synergy0/3
Prerequisite required

Requires one of: Metabolic Boost, Metabolic Control, Anger Management

Increases bonuses for mutagens placed in mutagen slots by 10%.

Element of Surprise0/3
Prerequisite required

Requires one of: Griffin School Techniques, Manticore School Techniques, Viper School Techniques, Elemental Attunement

Hitting enemies with a bomb increases your melee damage by 10% for 10 seconds.

Metabolic Control0/3
Prerequisite required

Requires one of: Griffin School Techniques, Manticore School Techniques, Viper School Techniques, Synergy

Increases maximum Toxicity by 10.

Advanced Pyrotechnics0/3
Prerequisite required

Requires one of: Viper School Techniques, Elemental Attunement

When thrown, bombs have a 10% chance of not being consumed. Grants immunity to damage dealt by the thrown bomb.

Manticore School Techniques0/3
Available from start

Each piece of Medium Armor increases sword damage by 2% and bomb damage by 2%.

Metabolic Boost0/3
Prerequisite required

Requires one of: Viper School Techniques, Synergy

Consumes Adrenaline and reduces the Toxicity cost of potions by 10% per Adrenaline point. Does not affect mutagen decoctions.

Viper School Techniques0/3
Available from start

Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.