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Looking to get more ability points? See the locations for all Places of Power here:
・Place of Power Locations
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・How to Make Money Fast
Want to know the best early game builds and skills to invest in? We've got you covered!
・Best Early Game Skills and Builds
This is a list of all General Skills and their effects in the game Witcher 3: The Wild Hunt. Read on for information on each General Skill's effects and required points, or click on an ability's name to see more information.
List of Contents
Note: All General Skills have no point requirement in order to unlock them, meaning they can be unlocked with 0 points in the branch.
Ability Name | Effect |
---|---|
Adrenaline Burst |
Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points. |
Advanced Pyrotechnics |
Damage dealt by a bomb's explosion generates 0.1 Adrenaline Points. |
Attack is the Best Defense |
Each defensive action generates Adrenaline Points: Parries 0.1 points, Counterattacks 0.4 points, Dodges 0.3 points, Rolls 0.2 points. Cannot be activated more than once every 5 seconds. |
Battle Frenzy |
Instead of its previous effect, Battle Trance now increases critical hit chance by 8% per Adrenaline Point. |
Bear School Techniques |
Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%. |
Cat School Techniques |
Each piece of light armor increases critical hit damage by 25% and fast attack by 5%. |
Focus |
Adrenaline Points increase both weapon damage and Sign intensity. |
Gorged on Power |
The bonus from a Place of Power lasts indefinitely - but only one such bonus can be active at a given time. |
Gourmet |
Eating food regenerates Vitality for 20 minutes. |
Griffin School Techniques |
Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%. |
Heavy Artillery |
Bomb damage is increased by 200% -- but the number of bombs in slots is decreased by 50%. This does not apply to bombs which deal no damage. |
In Combat's Fires |
You ignore bomb and special bolt effects. |
Metabolic Control |
Increases maximum Toxicity by 30 points. |
Metabolism Boosts |
If available, Adrenaline Points will be consumed to reduce the Toxicity cost of drinking potions by 33% per point. Does not affect mutagen decoctions. |
Rage Management |
If your current Stamina levels are too low, Signs can be cast using Adrenaline Points. |
Steady Shot |
Crossbow bolts deal 25% more damage. |
Strong Back |
Maximum inventory weight is increased by 60. |
Sun and Stars |
During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat. |
Survival Instinct |
Increases maximum Vitality by 500. |
Trick Shot |
You can shoot one additional bolt before you must reload. |
Witcher 3 Abilities by Branch | |
---|---|
Combat Skills | Sign Skills |
Alchemy Skills | General Skills |
Witcher 3 Mutations | |
---|---|
Mutation Skills |
List of General Skills and Effects
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