Core Gameplay

Core Gameplay Guide for The Witcher 3: Wild Hunt



Main Gameplay Loop



The core loop revolves around the life of a witcher: Contract → Preparation → Hunt → Reward → Progression. You explore the open world, accept contracts or quests (often via notice boards), gather information through investigation and dialogue, prepare by crafting potions, oils, and bombs tailored to the enemy, then execute the hunt (or resolve the quest). Loot and rewards let you upgrade gear, learn skills, and advance the story. This loop is consistent from the tutorial to the endgame, with increasing complexity and variety.

Combat & Interaction Systems



Combat


  • Sword Styles: Use fast attacks (light, quick strikes) for humans and agile enemies; strong attacks (heavy, slower) for armored foes or monsters with high stagger resistance. Switch via left/right mouse click or shoulder buttons.

  • Signs: Five magical abilities mapped to Q (PC) or shoulder buttons (console):

  • - Igni – Fire damage, burns, can destroy blocked doors.
    - Aard – Knockback, can stagger and open enemies to finishers; also collapses weak walls.
    - Quen – Protective shield (absorb one hit or fully negate damage with upgrades). Essential for survival.
    - Yrden – Magic trap that slows enemies; useful against wraiths and fast-moving foes.
    - Axii – Temporary stun/enemy conversion (can open dialogue paths).
  • Dodging & Parrying: Dodge (Alt on PC / cross button on console / B on Xbox) for repositioning; roll (double-tap dodge) for longer evasions. Parry (right-click / L2) works against human attacks; counter-attack (parry just before hit) stuns them. Monsters can only be dodged (not parried), except with special abilities.

  • Alchemy: Apply oils to your silver (monsters) or steel (humans/animals) swords for bonus damage. Use potions (e.g., Swallow for health regen, Cat for night vision, Thunderbolt for attack power) and bombs (e.g., Grapeshot for damage, Moon Dust to prevent wraiths from phasing). Toxicity limits how many you can drink – overdose damages health.

  • Enemy Weaknesses: Examine the Bestiary (enemy-specific weaknesses). Example: Vampires fear Fire – use Igni and Devil's Puffball bombs; Wraiths are slowed by Yrden; Necrophages damaged by Cursed Oil.


  • Interaction


  • Dialogue Choices: Many quests have branching narratives. Grey options are neutral; yellow options advance the conversation. Some choices lock out alternative outcomes and affect later quests or worldstate (e.g., who lives, who rules).

  • Witcher Senses (hold L2/right bumper): Highlight tracks, hidden items, interactable objects, and monster residue.

  • Signs on Environment: Use Igni to burn spiderwebs and breakable walls; Aard to knock down deteriorating structures; Axii to charm guards or open locked doors (requires ability).


  • Exploration & World



  • Points of Interest (POIs): Grey question marks on the map. Examples: Bandit camps, guarded treasures (high-level loot often guarded by strong monsters), monster nests (destroy with bombs to earn XP and loot), abandoned places (clear to regain as fast-travel points), places of power (grant free ability point when drawn from, +bonus sign intensity for 30 min).

  • Fast Travel: Activate signposts (green markers) to travel between known locations. Also travel from any location via optional “fast travel from anywhere” in settings (NG+ and DLC areas).

  • Regions: White Orchard (tutorial), Velen (vast swamps and villages), Novigrad (city), Skellige (islands), Kaer Morhen (fortress). Each has distinct environments, monsters, and quest styles.

  • Horse (Roach): Use for faster travel across land; call by whistling. Combat on horseback is weaker but useful for hit-and-run. Upgraded horse gear (from quests) improves stamina and control.


  • Quests & Missions



    Quests are tiered into:
  • Main Quests (yellow markers): Drive the story. Completion often locks certain side quests if unresolved (check journal for time-sensitive ones).

  • Side Quests (exclamation marks): Offer lore, unique gear, and decisions that impact the ending.

  • Witcher Contracts (blue markers from notice boards): Specialized monster hunts with detailed investigation before combat. Reward diagrams, coin, and unique mutagens.

  • Treasure Hunts (blue markers): Lead to diagrams for witcher gear sets (Feline, Griffin, Ursine, Wolven, etc.). Each set has Enhanced, Superior, Mastercrafted, and Grandmaster tiers.


  • Economy & Crafting



  • Crowns (Currency): Earned from quests, selling loot, and contract rewards. Early game is tight; sell excess weapons and armor to blacksmiths (best rates), dismantle valuable junk for crafting components. Avoid repairing low-tier gear – save for good sets.

  • Crafting: Blacksmiths craft weapons; Armorers craft armor. Both require diagrams and materials. Loot from defeated enemies and chests provides most ingredients. Key materials: leather scraps, ingots, monster parts (e.g., monster eyes, claws).

  • Alchemy: Potions, oils, and bombs are crafted once and then refilled using Dwarven Spirit (strong alcohol) during meditation. You never need to re-craft them. This makes alchemy investment sustainable.


  • Character & Build Progression



  • Leveling: Gain XP from quests (main quests give more), killing enemies (diminishing returns), and completing POIs. Each level grants 1 ability point, plus additional points from Places of Power (up to 30+ points).

  • Skill Tree (12 slot total for active skills, 4 groups): Combat (red), Signs (blue), Alchemy (green), General (brown). Invest points to unlock abilities; place them in active slots to take effect. Mutagen slots (1 per group initially, up to 4 via expansions) amplify damage or sign intensity based on matching colors (e.g., red mutagen boosts combat damage).

  • Build Archetypes:

  • - Combat Swashbuckler: Focus on fast attacks, dodge, light armor (Feline gear), high crit. Use Cat School Techniques.
    - Sign Griffin: Max Griffin gear (medium armor), high sign intensity, Yrden traps, Igni spam. Use Griffin School Techniques and Conductors of Magic.
    - Alchemy Tank: Ursine heavy armor, skill tree centered on toxicity (Heightened Tolerance, Acquired Tolerance), decoctions (e.g., Ekhidna, Troll). Use Euphoria mutation (Blood and Wine) for massive damage boost.
    - Hybrid: Mix two trees – e.g., Combat/Alchemy for strong attacks with oil bonuses, or Signs/Alchemy for crowd control.
  • Mutagensis: Mutagens are found from monsters. Greater mutagens drop from high-level foes and certain quests. Correct color matching in skill slots yields significant bonuses (e.g., Greater Red mutagen +3 Combat abilities = +60% attack power).


  • Player Progression Tiers



    EARLY GAME (Levels 1–10) — White Orchard & Velen



  • Focus: Master basic combat, learn alchemy, complete main quest up to “Bloody Baron”. Prioritize Places of Power for free ability points.

  • Main Gameplay Loop: Accept every notice board quest in White Orchard. Do all side quests before leaving (they disappear). Use potions sparingly; craft Swallow and Tawny Owl (stamina regen). Oils: Hanged Man's Venom (humans), Necrophage Oil (common ghouls/drowners).

  • Build Tips: Unlock Quen (holding) and dodge upgrades. Put first few points into Muscle Memory (fast attack) or Exploding Shield (Quen upgrade). Save skill points until you decide a build. Use a couple of red mutagens to boost attack.

  • Economy: Loot everything but ignore heavy armors (too much weight). Sell to merchants in Novigrad for higher prices. Repair only your starting witcher silver sword when it breaks. Buy the Temarian saddlebag (from merchant near the first village) for +70 inventory.

  • Top Tip: Fight the noonwraith contract “The Devil by the Well” – teaches investigation + Yrden use. Use Yrden trap to make her attackable.


  • MID GAME (Levels 11–20) — Novigrad & Skellige Arrival



  • Focus: Advance main story to Novigrad (Ciri search) and first Skellige visit. Side quests like “The Master of the Arena” and “Lord of Undvik”. Start collecting diagrams for Feline (light) or Griffin (medium) witcher gear.

  • Gameplay: More complex monsters (e.g., werewolves, vampires, wraiths). Use Oils more frequently – will become essential. Start crafting bombs (Grapeshot for early AoE). Quen and Axii for crowd control.

  • Skill Build: If Combat, invest in Whirl (spin attack) or Rend (heavy charge) after basic tree. For Signs, take Melt Armor (Igni) and Sustained Glyphs (Yrden). Add Acquired Tolerance (Alchemy) to raise toxicity cap and use 1–2 decoctions (e.g., Leshen Decoction for sign intensity).

  • Economy: Now you can sell loot more reliably. Always carry a repair hammer and armor workbench to craft enhanced potions. Invest in saddlebags for your horse (from races or merchants).

  • Exploration Tip: Skellige's sea is dense with smuggler caches – use a boat and loot them for expensive items (smuggled goods sell well in Novigrad).


  • LATE GAME (Levels 21–30) — Kaer Morhen & Main Story Climax



  • Focus: Complete the main story arcs – Battle of Kaer Morhen, Final Preparations, and endgame choices. All side quests that affect the ending must be done before “The Isle of Mists” main quest (automatic failure).

  • Combat: Enemies become tougher – use Superior oils and enhanced bombs. Access Mastercrafted witcher gear (requires crafting diagrams from treasure hunts). For example, Mastercrafted Feline gives high crit and attack power.

  • Build Optimization: Now you have around 30 ability points. Specialize: if Combat, take Cat School Techniques from General tree; if Signs, use Conductors of Magic (adds sword damage based on sign intensity). Alchemy builds take Heightened Tolerance and Killing Spree (crit chance on kill).

  • Economy: Money becomes easier; sell unwanted mastercrafted gear to blacksmiths. Buy top-tier runestones (e.g., Greater Runestones) to enhance weapons.

  • Key Missions: “The King's Gambit” (Skellige ruler choice), “Final Preparations” (choose allies). Keep a save before “Battle of Kaer Morhen” – characters may die based on earlier quests.


  • ENDGAME (Level 30+, Post-Main Story & Expansions)



  • Content:

  • - New Game+: Unlocked after main story ending. Retains skills, gear, and alchemy, but monsters scale with your level. All quests reset at higher difficulty. Recommended to start immediately or after completing DLCs.
    - Expansions:
    - Hearts of Stone (recommended level 30+): Adds the charming rogue Gaunter O'Dimm, new gear (Viper school, Sword of the Seven Cats), runewright (enchantments), and tough boss fights.
    - Blood and Wine (recommended level 35+): Transports you to the sunny duchy of Toussaint. Adds Mutations (e.g., Euphoria, Metamorphosis) – unlock during the main quest “The Beast of Beauclair”. Also adds Grandmaster witcher gear (the highest tier) and the Corvo Bianco vineyard (player home with renovations and Gwent tournaments).
  • Build Growth: Unlock mutations – the most powerful change. For example, Euphoria increases attack power and sign intensity based on toxicity, ideal for alchemy builds. Piercing Cold creates an icy Aard that can freeze enemies. Respec at a potion of clearance if needed (sold by merchant in Novigrad or the Pellar in Velen).

  • Endgame Activities:

  • - Complete all remaining contracts and treasure hunts in both expansions.
    - Collect all Grandmaster diagrams; craft a full set (e.g., Grandmaster Ursine for max tank).
    - Finish the “Gwent: Big City Players” questline and become Gwent champion.
    - Explore every ? on the Toussaint map (many guarded treasures with unique relics).
    - Participate in the Tournament (Blood and Wine) and win the grand prize.
    - Renovate Corvo Bianco fully (requires coin and resources) – adds storage, buffs from planted herbs, and a place to display trophy heads.
  • Economy: Money is abundant; sell high-value loot in Toussaint's master armorers. Dismantle monster parts for high-end crafting components (e.g., Dark Essence, Mutagens).


  • Final Tips



  • Always: Read the Bestiary before fighting a new monster. Use the correct sign, oil, and bomb – it halves the difficulty.

  • Save Often: Uses multiple slots. The game has no autosave for critical decisions; manual saves let you revert choices for different outcomes.

  • Weight Management: Loot only what you need; store excess in the stash (available at inns and signposts) accessed from the map screen.

  • Gwent: Even if not your interest, playing a few rounds early gives unique cards and quests that can affect the endgame (e.g., the “Gwent: To Everything – Turn, Turn, Turn” quest).