Documentos de Académico
Documentos de Profesional
Documentos de Cultura
1. Introduction
2. Character development basics
3. Character playstyles
4. Ability overview
5. Ability investment order
6. Acknowledgement and Credits
7. Contact information
8. Talent point resetting and mutagens
9. Version history
10. Legal Notice
1. Introduction
Welcome to my character development guide for the Witcher 2: Assassins of
Kings. The purpose of this FAQ is to give newcomers to the game an outline
on how to develop Geralt of Rivia as efficiently as possible to provide a
smoother gameplay experience regardless of difficulty level. If you've read
my previous guide on the Talent Tree for the 1st game, this guide will use
more or less the same format. This guide is written according to the latest
patch 2.1 for the Witcher 2 as a lot of the abilities have been changed
compared to the initial retail version released in May 2011. Like my previous
guide I will endeavour not to give too many spoilers during ability
descriptions, enemies and game features which are common knowledge will be
mentioned freely regardless.
The game isn't that hard to beat if the Easy difficulty is selected, however
players who like a bit more of a challenge on their 1st playthrough may
find the going tough without proper character planning beforehand. The
Witcher series isn't like the Elder Scrolls series where one misstep during
character advancement can doom a character build, but it is easy to make
mistakes and give players unnecessary grief in making the game harder than
it has to be. Readers still interested can continue, I make no guarantees
that the following information below will work for everyone, but I trust
it will help as a useful reference for those new to the game.
2a) There are 51 different abilities that Geralt can invest talent points in,
each ability has two levels for investment. Hence players have 102 different
choices for talent point investment.
2b) Geralt earns a talent point upon each level up, the maximum level he can
attain in this game is level 35. This means the maximum number of talent
2e) All players MUST invest at least 6 talent points into the Training tree
before the other trees are unlocked. Players therefore need to choose 6
out of 12 options in the Training tree before investing the remaining 28
talent points in their chosen tree(s).
3. Character playstyles
Now that the above points have been dealt with, players will want to plan
a character concept for Geralt. Compared to the 1st game, there are a lot
more permutations available for players who like to enjoy the role-playing
aspect of character building. A quick overview of the 4 trees, their abilities
and the manual's description gives the following builds:
Putting all available eggs in one basket is not the wisest choice, especially
on harder difficulty levels where a more balanced approach may be better.
Blade experts will have a slightly easier time of it than their magic and
alchemy counterparts for various reasons.
3b) Expertise in two trees with talents invested sparingly in the 3rd.
This approach is more adaptable than the one-trick pony described above,
some battles are much easier with more tools at the player's disposal.
It'll take longer to reach the adrenaline skill for either selected tree than
the master above. Versatility comes at the price of killing power and speed
say in comparison to a player who's completely dedicated to the sword.
3c) Jack of all trades, relies on equipment, skill and mutagens to round
out weaknesses.
This is a doable build for players completely new to the series and who'd
like a better idea of how the various abilities work. It'll still sail
through easy difficulty and help earn Steam achievements for players who
are so inclined. This approach can earn the adrenaline skills for all 3 trees
and use them simultaenously in combat under the right circumstances.
This approach is tough to survive with on Hard difficulty and above, the
Jack of all Trades is always the Master of None so killing speed and
survivability will rely more on player preparation and reflexes than
on the abilities themselves. This approach only sees its true potential
4. Ability overview
The abilities will be divided into their respective trees, I'll use small
letters to denote different ability trees and roman numerals to denote the
abilities themselves. I grade each ability on a scale from 0 to 5, 0
recommends players skip the ability entirely while 5 recommends players
get the ability either sooner or later. Of course my ratings are
subjective and based on personal experience so mileage will vary depending
on player skill and paths chosen. Note that the in-game description of
abilities does not necessarily match what is seen in practice, I have
used the Wikia ability descriptions for the abilities below and there will
be some discrepancy with what is written in the Talent Tree.
Many players will invest at least one talent here, this will speed
Level 1: 3/5
Level 2: 0/5 (2/5 for Sign-only players).
4aii) Hardiness
Prerequisites: None
Level 1 effects: Vitality +10
Level 2 effects: Vitality +50
1st-time players can choose to invest a point here and move on, other players
with more playing time under their belt will choose to skip this in favour
of developing one of the Training Tree abilities to Level 2. 10 Vitality is
only sufficient for keeping Geralt standing for 1-2 attacks longer in the
Prologue and makes barely any difference past Chapter 1. The only players
who might be tempted to invest a point or two here will be those skilled
enough to play and finish Insane difficulty and who want every last point
of Vitality possible.
Most players will want one point invested here, dagger throwing is one of
the few range attacks available to the fledgling Witcher and it's
convenient for whittling down opponents from range when using a bomb would
be a waste or if critical effects can be inflicted with the right daggers.
The only players who might conveivably give this a miss will be Sign-only
players since they'll have invested enough points (and possibly mutagens) to
upgrade Sign range for Aard and Igni to engage in battle at a reasonable
distance, the upside giving these players the option to forego daggers
completely and save on carrying weight for keeping daggers in
inventory and earning a few orens on the side by selling every single
dagger-related item, crafting diagram and component they chance across.
Regardless of player preference, all players must choose either this ability,
Vigour Regeneration or Hardiness to unlock the more advanced Training Tree
abilities so it is highly recommended players make a decision early.
bring victory against all foes regardless of damage bonus. The Witcher's main
weapons are the two swords behind his back, leave the knife-throwing antics
at the circus.
4aiv) Parrying
Prerequisites: Vigour Regeneration OR Hardiness OR Dagger Throwing
Level 1 effects: Unlocks ability to parry attacks from all directions
Level 2 effects: Parrying reduces damage inflicted by 50%
This ability has been downgraded compared to its initial retail incarnation,
but it's still required no matter what build the player pursues. There will
always be occasions when Geralt gets surrounded and has to fight his way
out to achieve a better tactical position (Jumping over enemies along
with pirouettes to regain position are now replaced by the less helpful
roll in this game). If timing is good and spare Vigour points remain
available, it is possible to stagger all enemies who surround Geralt with
a good parry in order to earn an opportunity to move out of the encirclement.
Take note that parrying is not always a viable option in battles, certain
monster fights rely more on the ability to dodge and keeping a safe
distance. Even the most hardcore Sign-heavy player will want to take
this eventually since it's the prerequisite to the two mutagen-friendly
abilities in the Training Tree.
Arguing a case for two points in this ability is weaker now since the
damage reduction from a successful parry is only 50%. The tougher the
difficulty level chosen however, the more valuable the 50% damage reduction
becomes especially with the damage values enemies are assigned. Players
intending to pick Riposte in the swordsmanship tree will find the 2nd
point here more or less mandatory.
Level 1: 5/5
Level 2: 4/5 (5/5 for Sword-heavy players or anyone going for Riposte)
The manual isn't very clear on this, but this ability when unlocked only
seems to work if Geralt is facing the direction of the shooter, is in parry
stance and has a non-empty Vigour bar. The ability is no longer automatic and
chance-based like it was in Witcher 1. This ability is of course situational
since all opponents which this ability applies to are vulnerable to Steel and
vary to some extent depending on what battles Geralt chooses to fight. The
biggest reason for choosing this ability however is its ability to accept
mutagens for upgrades.
One Steam achievement and a character attribute are tied to Level 2 of this
ability. 1st-time players might want to give this a pick just to see how
it works, once the achievement has been earned it is purely a matter of
gameplay preference as to whether Level 2 (and its associated attributed
when earned) are worth keeping. Level 1 is sufficient to unlock the mutagen
upgrade, Level 2 provides a foolproof way to kill archers and arbalists
at range.
Level 1: 5/5
Level 2: 2/5 (Depending on path, playstyle and personal preference)
4avi) Fortitude
Prerequisites: Parrying
Level 1 effects: Vigour regeneration in combat +10%
Level 2 effects: +1 Vigour
Going for Level 2 in this ability is perfectly viable, the 2 starting points
in Vigour tend to be used up very quickly at the start of the game so
having an additional point opens up more approaches to combat situations.
Equipment increasing vigour points and vigour regeneration is also limited
in the early stages of the game so investing a talent point here is not
"wasted". Unlike the more specialised Arrow Redirection and Parrying, an
extra vigour point is more versatile in application so going up to
Level 2 using one of the 6 mandatory talent points is a solid choice.
Sign-heavy players who decided to skip on Dagger Throwing are strongly
advised to invest that talent point here.
Level 1: 5/5
Level 2: 5/5
More points invested here means Geralt is capable of cutting down foes
faster and withstanding more attacks in turn. The game itself advises
players to invest heavily in this Tree since on easy difficulty this is
all that's required to finish the storyline. A closer look however reveals
some abilities which are also of use to other playstyles.
4bi) Position
Prerequisites: None
Level 1 effects: Damage incurred from backstabs 150%
Level 2 effects: Damage incurred from backstabs 100%
Level 1: 3/5
Level 2: 0/5 (5/5 for Dark/Insane difficulty, 3/5 for Sword-heavy
players)
4bii) Riposte
Prerequisites: None
Level 1 effects: Unlocks ability to counterattack foes while parrying
Level 2 effects: Riposte instant kill chance +10%
An upgrade of sorts to the parry skill, with this ability active Geralt
can counterattack an opponent immediately after the incoming blow is
parried provided distance and timing are good. Players facing an opponent
whose attacks can be parried should keep parry stance up and wait for the
visual cue that will show on the opponent's body. Timing the attack whilst
holding the parry stance will result in Geralt parrying the opponent and
immediately initiating an attack animation on the staggering foe. A
successfuly riposte requires available vigour points otherwise there will
be no visual cue. As mentioned in the parrying entry above, this is not
always available depending on the type of opponent faced. If an attack
is coming and no visual cue is available despite all the prerequisites
for a parry being met, then the opponent faced is not vulnerable to
Level 1: 3/5 (4/5 for 1st time players bought from Steam and sword-heavy
players)
Level 2: 0/5 (1.5/5 for sword-heavy players with a riposte fetish)
All builds need to master the art of rolling sooner rather than later.
Level 1: 4/5
Level 2: 0/5
4biv) Violence
Prerequisites: Feet Work OR Whirl
Level 1: Sword damage +5%
Level 2: Sword damage +15%
4bv) Whirl
Prerequisites: Violence OR Hardy
Level 1: Attacks now affect multiple opponents per swing, secondary damage
50% of intended target
Level 2: All targets successfully hit by Whirl attacks take full damage
This ability is a nod to the old Group Style used in Witcher 1. Once
enabled group fights are faster to finish as Geralt's attacks affect all
within range, although the attack animation does not change any enemy
within sword range is affected. Don't count on this ability to keep Geralt
completely safe from flanking damage, backstabs are lethal to Geralt
if he cannot strike opponents to his rear.
Level 1: 1.5/5 (3.5/5 for offensive Sword-heavy players who like all-out
brawls)
Level 2: 0/5 (2/5 for offensive Sword-heavy players fond of killing
many opponents quickly at once).
4bvi) Guard
Prerequisites: Riposte OR Tough Guy
Level 1: Vigour required to block -25%
Level 2: Vigour required to block -50%
If Geralt fights opponents whose blows can be parried, this ability proves
its worth in keeping damage minimised at reduced expense to vigour. Players
who love the parry and riposte mechanic will appreciate this ability,
others who prefer to kill their opponents faster or who would rather
avoid the attacks altogether can pass.
Level 2: 0/5
4bvii) Schemer
Prerequisites: Feet Work OR Tough Guy
Level 1: Vigour regeneration in combat +10%
Level 2: Vigour regeneration in combat +40%
Surprisingly enough, the only players likely to pick Level 2 are those
who are heavily invested in Signs. Swordmasters will probably be happy
enough with Level 1 in both Fortitude and Schemer to concentrate on
cutting down foes, magic users unable to outrun fast foes will want every
last boost to vigour regeneration in combat to outlast their opponents.
Combining this, Fortitude Level 1 and certain potions together can
raise the final regeneration modifier close to default levels achieved
outside of combat which is a huge boon to Sign Masters.
Level 1: 2.5/5 (3.5/5 for players equally dependent on Swords and Signs)
Level 2: 0/5 (2/5 for Sign-heavy players investing in two Trees)
Investing in Level 1 may not seem like much, but combined with certain
equipment and other talents with this property damage inflicted on Geralt
becomes far more manageable. Players not focusing heavily on the
Swordsmanship Tree will have to decide whether investing 3 talent points
for a piddling degree of damage reduction is worthwhile unless they have
other goals they intend to pursue.
4bix) Hardy
Prerequisites: Whirl OR Tough Guy
Level 1: Vitality +25
Level 2: Vitality +100
I'm personally not in favour of using talent points to boost vitality since
equipment and levelling-up should cover that aspect for Geralt. This ability
is hence useful to help players decide just how far down they're willing
to go for the Swordsmanship Tree since it's a requirement for the final
adrenaline-based skill. Investing up to Whirl or Tough Guy prior to this
should be more than enough for Sign and Alchemy-heavy players.
Level 1: 0/5 (5/5 for Sword-heavy players and those looking towards earning
the final adrenaline-based ability)
Level 2: 0/5 (1/5 for Insane difficulty players)
4bx) Precision
Prerequisites: Hardy
Level 1: Critical effect: Bleeding +10% chance
Level 2: Critical effect: Bleeding +20% chance, +5% sword damage
4bxi) Finesse
Prerequisites: Hardy
Level 2 isn't very helpful unless the player has appropriate equipment
to equip Geralt with. Those building around critical effects are well-advised
to look for and use greater critical effect mutagens.
Instant kill is separate from the critical effects listed in Finesse and
is a rare equipment attribute. The base chance on level 1 is so low that
players will barely notice the difference before and after. Players can
tell the ability has triggered when the screen mimics a "blood spatter"
effect and the combat log records Geralt inflicting the target's equivalent
maximum health value in damage which is not resisted at all by the Target's
armour rating (armour rating of zero doesn't appear in the usual damage
calculations). It won't activate during chapter boss fights (specifically
those involving a visible life bar), but all other enemies should be
fair game.
Level 2 here faces the same problem as Finesse Level 2, the base chance
is still too low to make a noticeable difference unless Geralt has
equipment that increases the base chance considerably. Players interested
in extracting maximum mileage out of Instant Kill are advised to invest
Talent Points deep into the Alchemy Tree to get Berserker Lv2.
4bxiii) Invincible
Prerequisites: Precison OR Finesse OR Sudden Death
Level 1: Vitality +50, damage reduction +5%
Level 2: Vitality +150, damage reduction +15%
Swordmasters who've met the prerequisites will want this ability activated
as soon as possible, the ability itself isn't special since it only gives
a vitality boost and a bonus to damage reduction, however it's the
prerequisite for the adrenaline-based skill and accepts mutagens.
Level 1: 0/5 (5/5 for Sword-heavy players and generalists aiming for
Combat Acumen)
Level 2: 0/5 (3/5 for Sword-heavy players with spare talents left over)
Having made it this far, Level 2 is worthwhile if there are talent points
to spare. There is a discrepancy between the Wikia description and the
in-game description, but even a +10% damage boost starts to matter when
other modifiers are counted.
4bxv) Whirlwind
Prerequisites: Combat Acumen
Level 1: Adrenaline generated by sword blows +10%, all resistances +10%,
chance to inflict critical effects +10%
Level 2: Adrenaline generated by sword blows +30%, all resistances +20%,
chance to inflict critical effects +20%
Level 2 in this ability faces the same dilemma as Combat Acumen Level 2,
spare points left over after a core build is complete are well spent here.
If forced to choose between Level 2 here and Level 2 in Combat Acumen I'd
pick Combat Acumen first since it's a perk that isn't dependent on chance.
Sign masters want Level 2 as soon as possible since this is one of the
main crowd control tools available to the magic specialist.
The Sign's execution has changed somewhat from Witcher 1, in exchange for
a longer default range Geralt has to maintain the spell for longer before
the target is successfully hexed. Play the 2.1 tutorial and experiment
with the Sign to get a handle on its range and quirks. Hexed opponents are
useful distractions allowing time to escape or try another course of
action, however not all foes will succumb and Geralt is basically open
to attacks if the Sign fails to convert its target.
Really dedicated Sign Masters with talent points to burn can invest in
Level 2.
The main signs which inflict direct damage on foes without upgrades are
the Igni and Yrden signs, the level 1 increase is too insignificant
to matter for most players. Sign masters who live and die by the
efficacy of their Signs will invest in this ability anyway.
Quen Level 3 despite its 90s duration is really only useful as a shield
until midway through Chapter 1. It still dissipates in one hit from just
about every enemy stronger than a nekker. In its current incarnation,
I advise players either go for two points here or skip the 3 points
required to get this far for other talents.
The main source of extra vigour for Sign players, other playstyles can
may or may not invest an additional point here after picking up
Enhanced Quen. Unless players are really squeezing talent points into a
dedicated tree, it's probably a better choice to invest 4 points into the
Sign tree up to Magical Vigour Level 1 instead of 2 points into
Destructive Magic. Some equipment late in the equipment is also capable
of increasing Vigour, consider playstyle and character build very
carefully before committing points here.
4cvi) Venting
Prerequisities: Enhanced Quen Sign OR Enhanced Igni Sign
Level 1: Quen transfers reflected damage to two opponents
Level 2: Quen transfers reflected damage to three opponents
Sign masters will invest up to Level 2 for this ability, the +5 damage
reduction is a nice bonus. All other builds will likely balk at the
sheer number of talent points invested just to get +5% damage reduction.
Players fond of using the Axii sign for crowd control will want this,
increasing the number of temporary "allies" during a fight helps
even out the odds. It's possible to invest in this ability without
Hardcore Axii-loving Sign Masters apply here, all other builds can move
on.
Level 3 Igni combined with Level 3 Aard is good for gathering mobs
together for a mass barbecue, assuming the foes involved don't have
immunity or resistance to stun and incineration.
The other main killing tool for Sign masters with crowd control capability.
Yrden once upgraded becomes more damaging and ensnares foes for longer
allowing more free sword strikes or Igni castings. This is the 1st of
3 mutagen-friendly abilities in the Magic Tree so get it as soon as the
prerequisites are met.
Going up to Level 2 for this ability helps kill immobilised foes a little
faster, but it's not really worth the investment unless the single-tree
Sign specialist has absolutely no idea where to invest spare talents. For
best results, get Enhanced Yrden to Lvl 2 and lay down a triangle formation.
+25% at Level 2 is a significant boost, with the right equipment the total
% to inflict critical effects using Signs should see appreciable results.
Sign Masters should invest in Level 2 purely to secure the huge boost to
Adrenaline generation through Signs.
Signs +75%
This is the corresponding support ability for Sense of Magic and should be
secured as soon as Sense of Magic is obtained. In addition to the nice
defensive boost provided at Level 1, this is also the 3rd mutagen-friendly
ability in the Magic Tree.
Level 2 is worth the investment, but it's likely only Sign specialists
with spare talent points can secure the ability upgrade. Single-tree
specialists will likely make this talent the 1st choice on the upgrade list.
4di) Alchemist
Prerequisites: None
Level 1: Bomb damage +30%, Trap damage +20%
4dii) Synthesis
Prerequisites: None
Level 1: Vitality +20
Level 2: Vitality +80
I've put forward my case arguing against picking talents that increase
Vitality further up, there's little point picking this talent even
as a prerequisite since the ability it unlocks immediately can be obtained
through a more round-about route. Insane Difficulty players might be
interested, everyone else has higher priority targets to pursue.
meaning players will only want to keep Greater mutagens for personal use.
As of 2.1, mutagen drop rates are less common and the distribution is
skewed heavily towards lesser mutagens so players picking this ability will
either invest one point and then generate lots of easy-to-create alchemical
products in hopes of receiving a mutagen or as a prerequisite for more
advanced abilities. If the chance triggers, anything from 5-10 mutagens
of random types can be created and placed in the inventory.
Investing an extra point here increases the base chance fivefold and
cuts down on the time and energy required to gather reagants
for alchemy spamming. Alchemy specialists might be tempted to invest in
Level 2 early (Chapter 1 and not after) to reap the benefits faster. On the
other hand, players willing to invest time and effort grinding monster
spawns might find it more effective to repeatedly kill monsters for their
mutagen drop chance. On Insane/Dark difficult levels, grinding monsters
for standard/greater/madness mutagens is akin to playing the lottery
with the odds stacked heavily against the player, the 10% chance of
mutagens from side effect might actually give better odds than most
monsters ever will.
Players thinking of gambling for madness mutagens via alchemy can use
a Chapter 3 quest to reassign talent points once the necessary
mutagens have been found and invested, read Section 8 of this guide
for more details.
Level 1: 4/5 (0/5 for players ignoring Alchemy, other players can get
this as a prerequisite)
Level 2: 0/5 (2/5 for Alchemy-heavy players)
Potions don't last very long in this game compared to Witcher 1, if Geralt
is forced to fight protracted battles it is very likely potions drunk
beforehand will wear off before the opponent has fallen. This talent
is an all-or-nothing choice since it's not really required as a
prerequisite to more advanced talents if Synthesis is skipped. I recommend
players either skip this entirely or invest up to Level 2 for the
14-minute duration. Alchemy experts who are relying on the adrenaline-based
skill at the end of this tree will want Level 2 full stop.
4dv) Harvester
Prerequisites: Side Effect OR Specialization: Potions
Level 1: +50% alchemical ingredients harvested
Level 2: +100% alchemical ingredients harvested
Investing points here reduces the number of foraging trips Geralt has
to make to gather alchemy ingredients. Installing version 1.2
gave Geralt the Herbalist's gloves which have the innate ability of
doubling the number of components harvested each time so this ability
is less useful than its retail incarnation. Depending on how far players
are willing to go down the Alchemy Tree, this ability still serves
as an important prerequisite.
Players who are really hard up for components can invest to Level 2, but
bear in mind the number of talents available for assigning to
miscellaneous ability upgrades. Players might well find that selective
creation of potions, oils and bombs and a dedication to foraging makes
Level 2 a disposable choice.
4dvi) Catalysis
Prerequisites: Harvester
Level 1: Positive effects of potions +25-50%, negative effects of potions
-30% (Actual % varies depending on actual potion involved)
Level 2: Positive effects of potions +50-100%, negative effects of potions
-80% (Actual % varies depending on actual potion involved)
4dviii) Transmutation
Prerequisites: Specialization: Oils
Level 1: Oil intensity +25-50%
Level 2: Oil intensity +50-100%
were in Witcher 1. For most players utilising alchemy, oils are but one
tool to be used in conjunction with others before combat. Adding to the
ability's limited application, this ability is not a compulsory
prerequisite to the last Alchemy abilities because of Taster.
4dix) Taster
Prerequisites: Specialization: Oils
Level 1: Geralt can now drink 4 potions in total
Level 2: Damage +10% while poisoned, Damage reduction +10% while
poisoned
mentioned this ability and many others of its type activates when
Geralt is intoxicated, in 2.1 the description is what you see above.
Regardless, the meaning behind both terms is the same; if Geralt drinks
enough potions to raise his toxicity level high enough past the red line
on the toxicity bar, the effects from Taster Level 2 etc. will start to apply.
One visual cue that confirms Geralt is really high on potions is the
swirling green waves that flit across the screen periodically whilst the
potions remain in effect.
Once potion effects have worn off, toxicity drops back straight away
which is slightly different from how it used to work in Witcher 1. This
should not be a problem except for very long fights. Best results for this
and similar "poisoning" benefits when combined with Specialization: Potions
Level 2.
4dx) Impregnation
Prerequisites: Specialization: Oils
Level 1: Mutagen effects +33%-250% depending on mutagen type
Level 2: Mutagen effects +80%-500% depending on mutagen type
sometimes it's a mere 1-2 increase in the attribute score while some
boosts like Vitality are doubled with Impregnation Level 2. Alchemy-heavy
players will also want this up to Level 2 to take advantage of the 5
mutagen-friendly abilities they will pick up along the way to completing
the Tree. This ability on its own is a dead-end, so I recommend players
either ignore it or go up to Level 2 as soon as possible.
4dxi) Metathesis
Prerequisites: Transmutation OR Taster
Level 1: +5% damage inflicted while poisoned
Level 2: +25% damage inflicted while poisoned
The 1st of the advanced Alchemy abilities, all abilities including this one
onwards supports mutagen enhancement. It's alright on its own as a
prerequisite to the final adrenaline-based skill, players just have to make
the extra effort to drink enough potions to raise toxicity high enough to get
the effect to trigger.
Alchemy experts will probably have the points to invest here once they
have reached the end of the tree. +25% damage is not something to sniff at.
4dxii) Condensation
Prerequisites: Metathesis
Level 1: Vigour regeneration while poisoned +15%
Level 2: Vigour regeneration while poisoned +40%
4dxiii) Berserker
Prerequisites: Metathesis
Level 1: Chance of Instant Kill while poisoned +1%
Level 2: Chance of Instant Kill while poisoned +3%
Instant Kill is great when it triggers, but bear in mind players need to
invest in the appropriate abilities, use the right equipment and perhaps
make the appropriate plot decisions to increase the Instant Kill chance to
double figures. For generalists looking to earn the skill it unlocks, a
decision between this and Condensation should take into account existing
points invested and equipment choices. Berserker does support mutagens,
so the measly 1% increase may well be compensated if something like
a madness mutagen with Impregnation level 2 active is invested.
Level 1: 0/5 (5/5 for Instant Kill Dual-Tree players, 1.5/5 for Alchemy-heavy
players)
Level 2: 0/5 (5/5 for Instant Kill Dual-Tree players)
4dxiv) Mutant
Prerequisites: Condensation OR Berserker
Level 1: Enables Berserk mode, activate when adrenaline bar hits maximum
Level 2: Adrenaline generated while poisoned +25%
4dv) Amplification
Prerequisites: Mutant
Level 1: Adrenaline generated while poisoned +15%, Damage inflicted when
poisoned +5%, Damage reduction while poisoned +5%
Level 2: Adrenaline generated while poisoned +50%, Damage inflicted when
poisoned +15%, Damage reduction while poisoned +15%
If players have obtained Mutant then this is immediately up for grabs once
the next character level is attained. Grab and enjoy the benefits of
faster adrenaline accumulation and damage-related boosts in addition to
the mutagen enhancement option.
If generalists have one spare talent point remaining after getting all
of their core abilities and don't know where to spend that last point,
this is one of the strongest candidates for consideration. Alchemy-heavy
players will do likewise. Get this before Taster level 2 (or both)
depending on number of Talent points available.
For starters, where to place the 1st 6 mandatory talents is worth a look.
Most will end up around level 6 or thereabouts when the prologue ends
and the scene shifts to Chapter 1.
Once the 6th talent point is invested in the Training Tree, the other
3 Trees are unlocked and how the Player goes about developing the build
is completely at their discretion.
Players unsure of how many points to place in minor Trees might want to
look below for some pointers:
and Fortitude Level 2 is useful in some situations and not great for
others. Players who aren't investing heavily in the Swordsmanship Tree
will likely invest 3-5 points at most here, my recommendation would be
the minimum of Position+Violence+Whirl and Riposte/Feet Work added
according to preference.
Condensation vs Berserker
Generalists ideally would take both since they support mutagen enhancements,
however earning greater mutagens/range mutagens/madness
mutagens/concentration
mutagens for enhancement is not guaranteed in 2.1 even with Side Effect
7. Contact information
Readers with something helpful to contribute can do so using this address:
snookercue84[ampersand]hotmail[dot]com
Remove the words in brackets with the usual symbols for those willing
to help.
I'm missing hard data on Sign intensity and the effects of Berserk.
Anyone with information on this would be most welcome to contribute.
9. Version history
1.0: All character abilities written up, looking for reader contributions
to round out some obscure aspects.
1.1: Added additional notes on Feet Work, Whirl, Schemer, Finesse,
Combat Acumen, Sense of Magic, Side Effect and Mutant. Edited Sudden Death
for
accuracy. Added additional notes pertaining to monster grinding.
1.2: Revised some ratings and description according to personal experience
from latest playthrough under EE. New section on the effect of talent
point resetting and impact on already invested mutagens.