Académique Documents
Professionnel Documents
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Hell vent his anger and hack at anyone and anything he comes across. Then, in expiation, hell do some grand but pointless deed. In the end hell be slain, stupidly and needlesly, with just a stab in the back... Yennefer of Vengerberg
Full Combat Rebalance 1. Foreword ......................................................................................................................... 4 2. Changes ........................................................................................................................... 5 2.1 Monster Ecosystem ................................................................................................... 5 2.1.1 Monster Behaviour ......................................................................................... 5 2.1.2 Monster Occurance ........................................................................................ 6 2.1.3 Monster Numbers ........................................................................................... 7 2.2 Vitality ....................................................................................................................... 8 2.3 Natural Vitality Regeneration .................................................................................... 9 2.4 Accuracy and Damage ............................................................................................... 9 2.5 NPC Armor Mechanics ............................................................................................ 10 2.6 Difficulty Level ....................................................................................................... 11 2.7 Alchemy .................................................................................................................. 12 2.7.1 Oils ................................................................................................................ 12 2.7.2 Potions ........................................................................................................... 13 2.7.3 Toxicity ......................................................................................................... 13 2.8 Character Development............................................................................................ 14 2.8.1 Signs .............................................................................................................. 14 2.8.2 Combat Styles ............................................................................................... 15 2.8.3 Attributes ....................................................................................................... 15 2.8.4 Night Vision .................................................................................................. 16 2.8.5 Experience Points .......................................................................................... 17 2.8.6 Skill Tree ....................................................................................................... 17 Strength................................................................................................ 18 Dexterity .............................................................................................. 19 Stamina ............................................................................................... 20 Intelligence .......................................................................................... 21 Aard Sign ............................................................................................ 22 Igni Sign .............................................................................................. 23 Quen Sign ............................................................................................ 24 Heliotrop Sign ..................................................................................... 25 Yrden Sign .......................................................................................... 26 Strong Steel Style ................................................................................ 27 Fast Steel Style .................................................................................... 28 Group Steel Style ................................................................................. 29 Strong Silver Style ............................................................................... 30 Fast Silver Style ................................................................................... 31 Group Silver Style ............................................................................... 32
2.9 Character Rebalance ................................................................................................ 34 2.9.1 Monsters in Easy Difficulty Pack.................................................................. 34 2.9.2 NPCs ............................................................................................................ 35 2.9.3 Fist Fighting ................................................................................................. 37 2.9.4 Monsters in Hard Difficulty Pack ................................................................. 38 2.10 Item Rebalance ...................................................................................................... 39 2.10.1 Steel Swords ............................................................................................... 39 2.10.2 Silver Swords ............................................................................................. 39 2.10.3 Other Weapons ........................................................................................... 40 2.10.4 Armors ........................................................................................................ 41 3. 4. 5. 7. 8. Other Changes in General .............................................................................................. 41 Some Fighing Hints ....................................................................................................... 44 FAQ ............................................................................................................................... 46 Uninstallation ................................................................................................................ 48 Authors .......................................................................................................................... 49
Thank you for showing us the true potential of this game Theuserman I feel much more like a Witcher now Mothra I could never go back to original version of The Witcher Hithlain (...) Combined with FCR its easily one of the best games of the decade www.atomicmpc.com.au
MANUAL
The FCR modification thoroughly changes the combat mechanics in the game. In this document you will find a list of every changed aspect of the game and answers to the majority of your questions. Reading the manual will help you understand the new rules that govern the game under FCR, so that you can play with more knowledge and less frustration.
1. Foreword
FCR is my second approach to the combat system of The Witcher after Flash Mod. Many people enjoyed Flash Mod, and it was such a big success that it was even included in The Witcher Platinum Edition. Still, the general tone and atmosphere of the combat in Flash Mod was the opposite of the tone and atmosphere of combat in the series of books on which The Witcher is based. FCR is an attempt to more closely match the lore of The Witcher Saga, though it is necessarily a compromise between realism and the limits of computer games. The Full Combat Rebalance project began in January 2009. After 5 months, the first beta appeared. Since then, with v1.5, 20 versions of the mod have been made available. I want every player to have as much fun as possible playing The Witcher, and I hope FCR will increase your fun. In addition to FCR, there are many mods made by others in the community that can add to your experience of the game, and I encourage you to check those out. Cheers Andrzej Flash Kwiatkowski 4
2. List of Changes
FCR is composed of many separate parts, each of which can be installed alone or in combination with any of the others. This means that you can choose to install whichever aspects of FCR you want, without having to take the whole package. If a certain aspect of the mod doesnt fit your taste, simply uncheck it in the installer.
2.1.2 Occurance
The Wicked - The most numerous group of monsters in the vanilla version of the game has become a rarity in FCR. Drowners are animated bodies of criminals dumped in waters not many of such bodies exist and the numbers of these do not grow day by day. Archespores, too, are uncommonly rare creatures but when they do appear, they, most often, appear in numbers. Such twisted beings do not respawn after being killed but there is a chance that not all of them will raise from their resting place at first contact. Necrophages They make the most numerous group of monsters now. After the war with Nilfgaard the amount of necrophages drastically increased. Ghouls now wander in groups of five to eleven with one or two alghouls leading the pack. After killing off the group, areas abundant in food soon are taken by another pack. Graveirs and cemetaurs, although much more populous than before the war, are but a small portion of the whole of the population of necrophages. Graveirs and cemetaurs are not fond of each other and tend to hunt on their own. Devourers occur in few places but strong in number. They hunt in groups known as sabbaths counting thirteen witches. Cemetaurs and devourers do not respawn. Vampires They are very rare now. The least frequently occurring opponent in the game but also the most demanding. Normally they hunt alone but cases of joining in small groups are also noted. They feel aversion to necrophages so, in most cases, they chase them away their territories. They function as bosses and do not respawn. Insectoids They can be encountered in few locations. Kikimore workers occur very numerously near the nest, sometimes guarded by kikimore warrior. Until killing the queen, kikimore will respawn from time to time. Giant centipedes occur rarely and do not respawn. Ornithosaurs They are territorial animals. They live and hunt on their own, however they tend to join in pairs in some periods. Ornithosaurs will attack every intruder of body mass not bigger than their own who enters their territory. 6
2.2 Vitality
Every characters statistics have been completely recalculated. The new statistics are based on brand-new formulas, ones which depend on a completely different set of assumptions.
Enemy Type Witchers Mutants Human Elves Dwarves Specters Vampires Ornitoreptiles Monsters Insectoids Necrophages Animals Base HP 40 40 15 10 25 25 40 30 25 40 40 15 Additional HP per level (Endurance + 2) / 2 Endurance / 2 Endurance / 2 Endurance / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 (Endurance + 2) / 2 Endurance Range 1 to 5 4 to 5 1 to 5 1 to 5 2 to 5 5 to 7 5 to 8 4 to 7 4 to 8 6 to 8 5 to 8 3
Each character has been assigned a certain level of Experience and Endurance, and Vitality Points were calculated based on these levels. I have taken note of the average experience level that players have when they begin and end each chapter. In any given chapter, the enemies experience levels are set to be within the range of levels that the average player will have for that chapter. Notice that increasing Strength no longer augments a characters Vitality; instead, increasing Strength adds to the damage characters do in combat.
Armours are assigned to each character individually based on the model. It means that each NPC will have the exact armour type we can see they have, and they will not receive an armour type shared by default by many other kinds of opponents.
Armour Type Leather Jacket Excellent Leather Jacket Leather Armour Excellent Leather Armour Creature Skin Tough Creature Skin Creature Armour Tough Creature Armour Boss Creature Armour Ghost Specter Chainmail Dwarven Scalemail Orders Knight Armour Breastplate Full Plate Armour Boss Armour Shield Damage Reduction 65% 70% 75% 80% 90% 95% Damage Threshold 4 5 9 10 13 15 20 25 30 35 40 5
10
2.7 Alchemy
Using alchemy is much more important in FCR than it was in the vanilla version of the game. The Witchers steel and silver will not do much harm to monsters without the addition of certain oils. Moreover, drinking potions drastically increases your chances of survival and also prevents exhaustion from prolonged battles.
2.7.1 Oils
Every witcher should have a supply of oils targeted to the monsters that one expects to meet. The tough skin of vampires and necrophages - in addition to their extraordinary regeneration - forces witchers to use every means possible. In extreme situations, ancient vampires can heal their wounds a second after they are exposed to Geralts blade. Wraiths, being non-material, are a special case. To hit through the mysterious wall separating the world of the living from the world of the dead, it is necessary to pour Specter Oil on the blade. Only then will it be possible to hit the wraith successfully.
Weapon Modificators Specter Oil Necrophage Oil Vampire Oil Insectoid Oil Ornithosaur Oil Argentia Whetstone Grindstone Diamond Dust Temporary Rune Vodon Temporary Rune Svarog Temporary Rune Perun Damage Bonus 20 10 10 30% 1 2 4 25% 30% 40% Armour Penetration 40% 40% Critical Hit +5% +5%
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2.7.2 Potions
On higher difficulty levels, you should use potions for every fight. Blizzard is an especially important potion, which considerably decreases the chance of being hit. The Swallow and Tawny Owl potions are also extremely useful. Although their regeneration rates were reduced, they are still essential, not because they allow Geralt to survive one fight but because they make it possible for him to tackle the next one. Without the Swallow potion, the White Wolf would survive a single fight, but he would probably be barely alive at the beginning of the next one.
2.7.3 Toxicity
One of the more frequent questions concerning game mechanics on the official The Witcher forum is about the consequences of a high toxicity level. Many guesses have been made about the possible penalties to Geralts statistics. Among all the guesses, one was missing - potion overdose does not cause any penalties to any statistic. FCR repairs this oversight and introduces overdose consequences.
Potion overdose - decreases damage dealt and the chance to dodge and parry by 25%.
Serious potion poisoning - decreases damage dealt and the chance to dodge and parry by 50%. Moreover, it results in degeneration of Vitality by 0,5 points per second and Energy by 1 point per second. Degeneration of Vitality may end with Geralts death. In case of overdosing, you should immediately detoxify, either by drinking the White Honey potion or by meditating.
13
2.8.3 Attributes
Strength - it is responsible for damage dealt in melee combat, fist fighting and other offensive skills. Contrary to the vanilla version, the number of Vitality Points and defensive skills do not depend on this attribute. Dexterity - it is responsible for the chance of dodging and parrying enemy attacks. It also influences defensive skills and the chance for a critical hit. It does not affect resistances to critical effects. Endurance - it is responsible for the number of Vitality Points, resistances to critical effects, and regeneration rate. It does not influence the number of Energy Points. Inteligence - it is responsible for the number of Energy Points, Sign intensity, and skills connected with alchemy and Places of Power.
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I dont understand .
You dont understand? The monster raised his head; his eyes shone like a cats. My portrait is hung beyond the candlelight. I can see it, but Im not human.
One of the element of training a witcher is The Trial of the Grasses. A seven days long process of Changes, leaving only two out of five boys alive on average, ensures the superhuman skills of witchers. On the seventh day of the lethargy, the surviving boys awake.
The male awoke and opened his eyes, and his eyes were as those of a viper...
Blood of Elves (Danusia Stok) In FCR Geralt receives an innate ability of seeing in the dark as a skill typical of witchers. The night vision no longer has the controversial fish eye effect, and the light lightening locations has changed its colour from blue to white.
16
17
Strength
Strength (level 2) Strength (level 4)
Requires Damage +1 Unlocks level 4 Sword Styles Damage +1 Unlocks level 5 Sword Styles and Critical Hit Requires
Strength (level 3)
Requires
Main Tree
Damage +1
Damage +1
Buzz
Requires Chance of inflicting Pain +15% Works only when using Fast Style. Requires Requires Endurance consumed on special attacks -60%
Disarm
Finesse
Brawn
Aggression
Requires Damage +2 Requires level 5 Dexterity
Requires
Upgrades
18
Brawl
Requires Chance of Bleeding +15% Works only when using Strong Style. Requires
True Grit
Open Wounds
Requires Mutagen
Damage +1
Dexterity
Dexterity (level 2)
Requires Dodge +5% Parry +5% Unlocks Aggression Dodge +5% Parry +5% Dodge +5% Parry +5% Requires Requires Requires
Dexterity (level 1)
Dexterity (level 3)
Dexterity (level 4)
Dexterity (level 5)
Requires
Main Tree
Flaying
Requires Dodge +5% Requires level 3 Intelligence Damage reduced by 5% Requires Requires
Deflect Arrows
Agility
Improved Armor
Critical Hit
Requires Chance of Critical Hit 10% Chance of Instant Kill 1% Requires level 5 Strength
Story-based Ability
Upgrades
19
Fistfight
Requires Parry +5% Requires
Predator
Repel
Requires Mutagen
Damage +1
Stamina
Stamina (level 2)
Requires Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +5% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10% Vitality +10 Vitality regeneration +25% Vitality +10 Vitality regeneration +25% Resistance to all critical effects +5% Additionally resistance to Poison, Pain and Bleeding +10% Requires Requires Requires
Stamina (level 1)
Stamina (level 3)
Stamina (level 4)
Stamina (level 5)
Requires
Main Tree
Poison Resistance
Requires Stun Resistance +50% Duration of Stun -50% Knockdown Resistance+50% Recieved damage -1 Requires Requires
Absorption
Potion Tolerance
Requires Potion Toxicity -25%
Requires
Upgrades
20
Regeneration
Requires Pain Resistance +50% Resistance to Bleeding +50% Requires
Mutation
Requires Mutagen
Allows Geralt to consume selected ingredients when raw instead of brewing potions out of them.
Vitality Regeneration +3 per minute Duration of Bleeding -50% Duration of alcohol intoxication -50%
Ingredients consumed raw restore Vitality by 20 while increasing the bodys Toxicity.
Inteligence
Inteligence (level 2)
Requires Sign Intensity +10 points Endurance +5 Unlocks level 3 Signs and Improved Armor. Unlocks level 4 Signs. Unlocks level 5 Signs. Sign Intensity +10 points Endurance +5 Sign Intensity +10 points Endurance +5 Requires Requires Requires
Inteligence (level 1)
Inteligence (level 3)
Inteligence (level 4)
Inteligence (level 5)
Requires
Main Tree
Potion Brewing
Requires Enables performance of the Cleansing Ritual in Places of Power. Cleansing Ritual purifies the body from toxicity. Requires Requires Enables performance of Life Ritual in Places of Power. The Life Ritual increases Vitality Regeneration by 15 points per minute.
Herbalism
Intensity
Requires Sign Intensity +20%
Story-based Ability
Upgrades
21
Living Anatomy
Requires Increases chance of extracting ingredients from both herb plants and defeated foes. Requires
Rising Moon
Ingredient Extraction
Magic Frenzy
Requires Sign Intensity +20 points Works only when Geralt has less than 50% Vitality.
Requires Mutagen
Damage +1
Oil Preparation
Requires
Bomb Preparation
Requires Enables production of bombs. Requires Oil Preparation Intelligence not required
Requires Herbalism
Aard Sign
Apprentice
Requires Angle 270 degrees Sign Intensity +50% Sign Range +133% Causes Knockdown Endurance Cost 40 Endurance Cost 45 Causes Knockdown Causes Knockdown Endurance Cost 50 Angle 360 degrees Sign Intensity +75% Sign Range +166% Angle 360 degrees Sign Intensity +100% Sign Range +200% Requires Requires Requires
Student
Specialist
Expert
Master
Requires
Special Attack
Causes Knockdown
Endurance Cost 30
Causes Knockdown
Endurance Cost 35
Aard (level 1)
Requires Angle 60 degrees Sign Intensity +50% Sign Range +66% Causes Knockdown Endurance Cost 35 Causes Knockdown Endurance Cost 40 Angle 60 degrees Sign Intensity +75% Sign Range +100% Requires Requires
Aard (level 2)
Aard (level 3)
Aard (level 4)
Aard (level 5)
Requires Angle 60 degrees Sign Intensity +100% Sign Range +133% Causes Knockdown Endurance Cost 45
Story-based Ability
Angle 60 degrees
Main Tree
Causes Knockdown
Endurance Cost 25
Causes Knockdown
Upgrades
22
Disarm
Requires Chance of Knockdown with sword attack 10% Works only with Fast Styles. Requires selected Aard Sign. Requires
Endurance Cost 30
Stun
Blasting Fist
Extended Duration
Requires Critical Effects Duration +50% Stun +25% Knockdown +25% Disarm +25%
Gale
Requires
Requires
Gust
Requires Stun +25%
Thunder
Requires
Added Efficiency
Requires Cost of casting Sign -33%
Knockdown +25%
Igni Sign
Apprentice
Requires Requires Requires Requires
Student
Specialist
Expert
Master
Requires
Special Attack
Attack from a distance. Sign Intensity +25% Damage: 20 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality)
Endurance Cost 30
Endurance Cost 35
Attack from a distance. Doubled range. Sign Intensity +50% Damage: 35 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 40
Attack from a distance. Doubled range. Sign Intensity +75% Damage: 55 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 45
Attack from a distance. Trippled range. Sign Intensity +100% Damage: 75 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 50
Igni (poziom 1)
Requires Requires Requires
Igni (poziom 2)
Igni (poziom 3)
Igni (poziom 4)
Igni (poziom 5)
Requires
Story-based Ability
Main Tree
Angle 60 degrees
Upgrades
23
Harms Way II
Requires Chance of Incineration with sword attack 300% Works only with special Attacks. Requires selected Igni Sign. Requires
Endurance Cost 25
Angle 60 degrees Sign Intensity +25% Sign Range +33% Damage: 20 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 30
Angle 60 degrees Sign Intensity +50% Sign Range +66% Damage: 35 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 35
Angle 60 degrees Sign Intensity +75% Sign Range +100% Damage: 55 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 40
Angle 60 degrees Sign Intensity +100% Sign Range +133% Damage: 75 + ((0.04% to 0.05%) x Sign Intensity x opponents max Vitality) Endurance Cost 45
Harms Way I
Burning Blade
Inferno
Requires Chance of causing Pain
Extended Duration
Requires Duration of Incineration +50%
Requires
Damage +10%
Damage +20%
Inceneration
Requires
Wall of Flame
Requires Chance of causing Fear
Added Efficiency
Requires Cost of casting Sign -33%
Quen Sign
Apprentice
Requires Assailant loses 15% of current Vitality Sign duration 9 seconds Damage reduction 40% Dodge +15% Parry +15% Endurance Cost 30 Assailant loses 20% of current Vitality Sign duration 10 seconds Damage reduction 50% Dodge +20% Parry +20% Endurance Cost 35 Requires Requires Requires Assailant loses 25% of current Vitality Sign duration 11 seconds Damage reduction 60% Dodge +25% Parry +25% Endurance Cost 40
Student
Specialist
Expert
Master
Special Attack
Requires
Assailant loses 5% of current Vitality Sign duration 7 seconds Damage reduction 20% Dodge +5% Parry +5% Endurance Cost 20
Assailant loses 10% of current Vitality Sign duration 8 seconds Damage reduction 30% Dodge +10% Parry +10% Endurance Cost 25
Quen (level 1)
Requires Requires Requires
Quen (level 2)
Quen (level 3)
Quen (level 4)
Quen (level 5)
Requires
Main Tree
Story-based Ability
Upgrades
24
Barrier I
Requires Stun Resistance +50% Requires Barrier I Requires
Generates a shield which absorbs physical damage. Sign duration 5 seconds Damage reduction 10% Dodge +5% Parry +5% Endurance Cost 15
Generates a shield which absorbs physical damage. Sign duration 6 seconds Damage reduction 20% Dodge +10% Parry +10% Endurance Cost 20
Generates a shield which absorbs physical damage. Sign duration 7 seconds Damage reduction 30% Dodge +15% Parry +15% Endurance Cost 25
Generates a shield which absorbs physical damage. Sign duration 8 seconds Damage reduction 40% Dodge +20% Parry +20% Endurance Cost 30
Generates a shield which absorbs physical damage. Sign duration 9 seconds Damage reduction 50% Dodge +25% Parry +25% Endurance Cost 35
Extended Duration
Barrier II
Barrier III
Requires Immunity to Knockdown Immunity to Stun Requires Barrier II
Resonance
Requires Raises chance of opponent Knockdown. Works only with Sign powerup.
Requires
Added Intensity
Requires Sign Intensity +25%
Added Efficiency
Requires Cost of casting Sign -33%
Heliotrop Sign
Apprentice
Requires Assailant loses 15% of current Vitality Sign duration 12 seconds Damage reduction 60% Casting Heliotrop quells fire. Endurance Cost 30 Endurance Cost 35 Endurance Cost 40 Assailant loses 20% of current Vitality Sign duration 14 seconds Damage reduction 80% Casting Heliotrop quells fire. Requires Requires Requires Assailant loses 25% of current Vitality Sign duration 16 seconds Damage reduction 100% Casting Heliotrop quells fire.
Student
Specialist
Expert
Master
Requires
Special Attack
Assailant loses 5% of current Vitality Sign duration 8 seconds Damage reduction 20% Casting Heliotrop quells fire.
Assailant loses 10% of current Vitality Sign duration 10 seconds Damage reduction 40% Casting Heliotrop quells fire.
Endurance Cost 20
Endurance Cost 25
Heliotrop (level 1)
Requires Generates a shield which absorbs damage from magic, fire and acid. Sign duration 10 seconds Damage reduction 50% Casting Heliotrop quells fire. Endurance Cost 25 Endurance Cost 30 Generates a shield which absorbs damage from magic, fire and acid. Sign duration 12 seconds Damage reduction 70% Casting Heliotrop quells fire. Requires Requires
Heliotrop (level 2)
Heliotrop (level 3)
Heliotrop (level 4)
Heliotrop (level 5)
Requires Generates a shield which absorbs damage from magic, fire and acid. Sign duration 14 seconds Damage reduction 90% Casting Heliotrop quells fire. Endurance Cost 35
Main Tree
Story-based Ability
Generates a shield which absorbs damage from magic, fire and acid. Sign duration 6 seconds Damage reduction 10% Casting Heliotrop quells fire.
Generates a shield which absorbs damage from magic, fire and acid. Sign duration 8 seconds Damage reduction 30% Casting Heliotrop quells fire.
Upgrades
25
Barrier I
Requires Resistance to Blinding +50% Requires Protective Field I Requires
Endurance Cost 15
Endurance Cost 20
Extended Duration
Barrier II
Barrier III
Requires Immunity to Blindness Immunity to Incineration Requires Protective Field III
Resonance
Requires Raises chance of opponent Knockdown. Works only with Sign powerup.
Requires
Added Intensity
Requires Sign Intensity +25%
Added Efficiency
Requires Cost of casting Sign -33%
Yrden Sign
Apprentice
Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Endurance Cost 40 Endurance Cost 45 Endurance Cost 50 Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Requires Requires Requires Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality)
Student
Specialist
Expert
Master
Special Attack
Requires
Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality)
Increased Sign diameter Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality)
Endurance Cost 30
Endurance Cost 35
Yrden (level 1)
Requires Requires Requires
Yrden (level 2)
Yrden (level 3)
Yrden (level 4)
Yrden (level 5)
Requires
Main Tree
Story-based Ability
Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 2
Upgrades
26
Prowess
Requires Resistance to all Critical Effects -50% Requires
Endurance Cost 25
Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 4 Sign Intensity +25% Endurance Cost 30
Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 6 Sign Intensity +50% Endurance Cost 35
Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 8 Sign Intensity +75% Endurance Cost 40
Causes Pain Damage: (0.056 x Sign Intensity) + (0.08% to 0.1%) x Sign Intensity x opponents max Vitality) Charges 10 Sign Intensity +100% Endurance Cost 45
Pain Sign
Crippling Sign
Blinding Sign
Requires Provides chance of Blinding. Damage +100%
Circle of Death
Requires
Requires
Inscriptions
Requires
Venom Sign
Requires Provides chance of Poisoning.
Added Efficiency
Requires Cost of casting Sign -33%
Charges +5
Main Tree
Story-based Ability
First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%
Second Attack in sequence, consists of four blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%
Requires
Upgrades
27
Crushing Blow II
Requires Upgrades third Attack in sequence. Damage +2 Requires
Crushing Blow I
Requires
Damage +2
Damage +2
Broad Swing I
Requires
Broad Swing II
Requires
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Main Tree
Story-based Ability
First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%
Second Attack in sequence, consists of four blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%
Paralysis I
Requires Upgrades third Attack in sequence. Chance of Pain +24% Requires
Paralysis II
Paralysis III
Requires
Upgrades
28
Hail of Blows II
Requires Upgrades third Attack in sequence. Armor penetration 20% Requires
Hail of Blows I
Requires
Wide Swing I
Requires
Wide Swing II
Requires
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Main Tree
Story-based Ability
Second Attack in sequence, consists of three blows. Damage -6 Parry of all attacks in sequence +10%
Steel Barrier I
Requires Upgrades third Attack in sequence. Parry +5% Requires
Steel Barrier II
Requires
Parry +5%
Parry +5%
Upgrades
29
Precise Hit II
Requires Upgrades third Attack in sequence. Damage +1 Requires
Precise Hit I
Requires
Damage +1
Damage +1
Instill Doubt I
Requires
Instill Doubt II
Requires
Main Tree
Story-based Ability
First Attack in sequence, consists of two blows. Damage 2 Chance of Bleeding 35%
Second Attack in sequence, consists of three blows. Damage of all attacks in sequence 3 Chance of Bleeding +60%
Deep Cut I
Requires Upgrades third Attack in sequence. Chance of Bleeding +15% Requires
Deep Cut II
Requires
Upgrades
30
Mortal Blow II
Requires Upgrades third Attack in sequence. Damage +2 Requires
Mortal Blow I
Requires
Damage +2
Damage +2
Tempest I
Requires
Tempest II
Tempest III
Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength
Requires
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Main Tree
Story-based Ability
First Attack in sequence, consists of two blows. Damage 1 Armor penetration 100% Chance of Pain +39%
Second Attack in sequence, consists of three blows. Damage 1 Armor penetration of all attacks in sequence 133% Chance of Pain +80%
Crippling Pain I
Requires Upgrades third Attack in sequence. Chance of Pain +24% Requires
Crippling Pain II
Requires
Upgrades
31
Flash Cuts II
Requires Upgrades third Attack in sequence. Armor penetration 20% Requires
Flash Cuts I
Requires
Half-Spin I
Requires
Half-Spin II
Half-Spin III
Requires Upgrades third Attack in sequence. Allows Geralt to hit multiple targets in a 60 degree angle with a single swing. Requires level 4 Strength
Requires
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Allows Geralt to hit multiple targets in a 60 degree angle with a single swing.
Main Tree
Story-based Ability
Second Attack in sequence, consits of three blows. Damage -6 Parry of all attacks in sequence +10%
Silver Veil I
Requires Upgrades third Attack in sequence. Parry +5% Requires
Silver Veil II
Requires
Parry +5%
Parry +5%
Upgrades
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Finesse II
Requires Upgrades third Attack in sequence. Damage +1 Requires
Finesse I
Finesse III
Requires
Damage +1
Damage +1
Sinister I
Requires
Sinister II
Sinister III
Requires Upgrades third Attack in sequence. Chance of Fear 66%
Requires
Novitiate Witcher
Rising Witcher
Skilled Witcher
Seasoned Witcher
Master Witcher
Legendary Witcher
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2.9.2 NPCs
Chapter Prologue Prologue Prologue Prologue Prologue Prologue Prologue Prologue Prologue I I I I I I I I I I I I I I I I I I I Opponent Fast bandit - beggining Fast bandit - later Strong bandit Salamander during frightener fight Savolla Eskel Lambert Leo Vesemir Militia, peasent Mercenary Salamander lackey, dwarf Strony unarmoured opponent Strony bully Masked Salamander member Fast bully Salamander mage Salamander lieutenant Elven bandit Priest Abigail Haren Brogg Leo ghost Odo Reverend Vesna Hood Shani Zoltan Chivay Level 6 7 5 8 14 50 50 16 60 6 12 10 10 8 10 8 14 14 12 10 12 12 16 6 8 20 20 42 Vitality 18 19 20 23 64 215 215 96 250 18 33 25 25 23 20 19 36 36 28 30 57 39 96 24 27 85 85 172 Armour* Leather Armour Excellent Leather Armour Excellent Leather Armour Excellent Leather Armour Excellent Leather Armour Chainmail Breastplate Leather Jacket Leather Armour** Breastplate Chainmail Boss Armour Tough Creature Armour Chainmail Accuracy 65 65 65 65 500 130 130 110 130 85 90 90 85 85 90 85 500 95 95 85 75 80 90 65 65 65 65 110 Damage Weapon + 1 Weapon + 1 Weapon + 2 Weapon + 2 4-5 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 7 Weapon + 1 Weapon + 3 Weapon + 2 Weapon + 2 Weapon + 2 Weapon + 1 Weapon + 1 5 - 15 Weapon + 3 Weapon + 3 Weapon + 3 Weapon + 7 Weapon + 4 Weapon + 4 Weapon + 3 Weapon + 3 Weapon + 7 Weapon + 7 Weapon + 7 Threat Low Low Low Low Serious Critical Critical High Fatal Low Low Low Low Low Low Low Serious Low Low Low Low Low High Low Low Low Low Serious
* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength
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* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength
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* Armours in spreadsheet serve as illustrative ** Mages use additional protection spells that vary in strength
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The letters R B Y stand for the colours of meteorite steel. * Monsters receive 10 less points of damage. 2.9.2 Silver Swords
Name Witchers Silver Blade Aerondight Moon Blade Rune Sword EEE Rune Sword EES Rune Sword ESS Rune Sword MEE Rune Sword MME Rune Sword MMM Rune Sword SME Rune Sword SMM Rune Sword SSM Rune Sword SSS Damage** 10 13 14 13 12 12 12 12 12 11 11 11 12 Parry Bonus 5% 5% 5% 5% 5% 5% 5% 5% Silver Sensitivity +10% +20% +30% +10% +20% +10% Price 6000 16000 1900 1700 1500 2200 2500 2800 2000 2300 1800 1300
The letters S E M stand for the colours of the runes. ** Monsters receive 10 more points of damage, 5 in harder monsters option for Lower Numbers.
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2.9.4 Armour
Name Studded Leather Jacket Excellent Leather Jacket Ravens Armour of the Order Ravens Armour of the Elves Ravens Armour Damage Reduction 20% 20% 20% Damage Threshold 4 6 4 4 4 Price 2500 5000 10000 10000 10000
3. Other Changes
+ A possibility to install a minimalistic interface has been added. + Binding the walk key is now available in the game options. + Binding a key turning off the graphic interface for screen shot purposes is now available in the game options. + The game intro and/or company logos can now be turned off. + The flaming sword icon, indicating the next attack in the sequence, can now be turned on on the hardest difficulty level or turned off on every difficulty level. + One slot in the inventory can contain up to 999 items of the same type. + Option to decrease dice poker difficulty has been added. + New music track from The Witcher bonus DVD is available in the main menu. + The witch in Act 4 sells werewolfs fur. This prevents the inexplicable punishment of the player for choosing a positive solution to the Beauty and the Beast quest. + As a mild hallucinogen White Gull potion now allows entering meditation state. - The bug with kikimores being hugely oversensitive to magic damage has been fixed. - The bug with Order hounds being sensitive to silver has been fixed. - The bug with the devourers wrong race (vampire) has been fixed. - The bug with permanent effects of oils on swords has been fixed. - The bug with spawning the Salamander Boss from Act 2 in Act 1 has been fixed. - Fixed an error in the description of Echoes of Yesterday quest phase. - Fixed a typo when putting a sephirah into an obelisk and during one of Grand Master visions. - Removed the crosswise stripe on the blade of Berengars sword. 41
- - + -
Each weapon cut leaves visible wounds on the character model. Blood stain size increased. A new sword with an unique model has been added to the game. Animations of some of Geralts attacks have been changed. The most interesting animations will come up much more often. - The texture of Harvalls hilt is now improved. It is now evenly covered with leather. - Bodies of defeated opponents disappear only after you leave the site, not when you turn your eyes away. + Every witcher has now vertical eye pupils (previously, only Geralt had them). - The effect of slowing down time has been eliminated from the Blizzard potion. Slowing down time for two hours, the duration of the potion, would be very arduous in playing the game (tested). - The effect of slowing down time has been added to fisstech. - The maximal levels of zoom in and zoom out in all camera types have been increased. - Echinopsae were replaced by archespores due to inconsistency with Saga. Echinopsae parameters in most cases remain unchanched. - Damage depends on the weapon, the strength attribute and the fighting style as in most RPG games. Previously, damage was fixed to a particular attack move, and weapons and other talents only made the damage higher in percentage terms. - Precise hit has been removed and replaced by the new mechanism of critical hit. Critical hit is available as a 5th level upgrade of the Dexterity skill tree. - Monsters now have resistances corresponding to their type. - The kikimore queen, Dagon and the headhunter can now be beaten in a fair fight. - The armours and accuracy of NPCs have been assigned according to their character model. - Food and drinks now ensure a small, but long-lasting regeneration bonus. - Dodge now works differently in fist fighting - dodge will reduce the damage taken by 5 and theres also a chance, which is equal the sum of dodge bonuses from Dexterity and potion effects, of completely avoiding an attack. - All armours now have all the slots for potions and additional weapons unlocked. - The price of talents has been changed - levels 1-3 of the main skill trees require silver talents, levels 4 and 5 require gold talents, while all improvements in the main trees require bronze talents. 42
- - - - - - - - - - - - - - - - - - - - - - - - - -
Vampires will not announce their arrival with scream and snarl anymore. Salamandra mages use a new ability called Protect, which has a similar effect to the Quen Sign. The critical effect of bleeding triggers an animation of pain (before, there was none). It prevents players from using that gap in the game mechanics. Active dodges - like pirouettes, somersaults and rolls - add 100% chance to dodge. The chance of being poisoned by monsters has been increased. The duration of the critical effect of fear has been drastically reduced. The durations of critical effects triggered off by bombs have been drastically reduced. Enemies stunned with Samum bomb are not susceptible to finisher hit. Vesna Hood has been given high-class armour, which allows her to survive the Shes No Early Bird task. Unique named enemies are immune to knock-down and stun effects. Fist fighting has been made much more difficult. NPCs have been re-equipped. High-level opponents do not have average level weapons anymore. Bonuses from the Places of Power and focus stones have been adjusted to the new rules of the mod. The prices of whetstones and rune stones have been increased. Tradesmen buy weapons for 10% of their worth. The availability of meteorites in shops has been reduced, while the availability of runes in shops has been increased. The wealthier NPCs now play for higher stakes in dice poker. Weapon prices have been increased. Selling your old armour before buying a new one is now possible. Items marked as Witcher Secrets can no longer be sold. A reward in the form of a red meteorite is available in both storylines from the Prologue. A recipe for oil against vampires was added; it can be bought from Thaler in the second Act. Dol Blathanna rune sword and Berengars sword can now be acquired. Full compatibility with the Scabbard Mod and The Doppler Essence mods. Added compatibility with mod Stuff that make Geralts life easier. All the changes in the mod are reflected in the descriptions in the game, which are available in two languages: Polish and English. 43
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Group Style can save your life in dangerous situations. Bonuses to parry work even when you are not attacking. Swords that are forged with an armour penetration bonus are perfect for hunting kikimores, ornithosaurs and knights. It is worth having a few swords for different occasions. Bombs are a reliable way of making a fight easier. Theyre reliable because they ignore the opponents resistance. A bomb will always work! In a fight, use the area around you. Withdrawing to a staircase while fighting in a building forces the opponents to stand in a queue. On the other hand, when fighting in an open space, running around stones and boughs can separate your opponents and allows you to attack them one by one. Always carry some White Honey in case of potion overdose or the need to detoxify after curing yourself with White Raffards Decoction. Blizzard is the number one potion in the ranking of a witchers favourite drinks. Active dodges - rolls, somersaults, and pirouettes - provide a +100% bonus to the chance to dodge. You do not have to attack everything that moves. Some of the monsters in the game do not have to be killed, so if you cannot handle one of the opponents, and the plot does not require defeating it, withdraw from the fight. When a fight with a tough opponent is prolonged, sometimes it is worth it to use different combat styles alternately in order to trigger off two critical effects - such as pain and bleeding. It is a good idea to cast Yrden Sign before the start of each battle. 45
Q: What are the main differences between Flash Mod and the FCR? I do not know which one to pick.
A: Flash Mod significantly increases the difficulty, but leaves the original game mechanics, whereas FCR is an overhaul of the talent and fighting system, which, apart from increasing the difficulty, also maximises the realism, while maintaining the gameplay at the highest standard at the same time. FCR is a set of completely new and original rules for The Witcher.
Q: Which of the two available mods - Flash Mod and FCR - is more difficult on the hardest level?
A: The hardest difficulty level in both of these mods is more or less the same. However, the FCR modification offers more elaborate mechanics and connections among features.
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Q: Is the new version of the mod compatible with saved games from the previous version?
A: For now all of the present and future (un)planned versions of the mod are compatible with each other. You can continue the game using saved games from the previous versions of the mod.
Q: Is it possible to install all the extras without increasing the level of difficulty? I would like to play the game in a laid-back kind of way.
A: Just as with Flash Mod, in the FCR you can install just the extras without changing the mechanics or difficulty level. All you need to do is tick off the FCR option in the installer.
Q: Where can I find the track that is played in the main menu of the game?
A: You can find it in the folder: The Witcher\DATA\z_FCR\music\menu.ogg
Q: I read that the mod adds a new sword. Where can I get it?
A: The sword is carried by a headhunter that comes after you if you kill the town guards. You can also buy it from the blacksmith in Act 4.
Q: I have properly installed the mod, and I still have the old descriptions of items.
A: The descriptions of the equipment that you already have are saved in the game status. This mod does not affect the saves; that is one of the reasons why you need to collect new items or start the game over. Remember, when using FCR, I recommend that you start a new game.
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6. Known Bugs
Sign power-ups cost a bronze talent, but you need to have at least one silver (or gold later) talent. Silver talents are not spent in learning the power-up. This bug is caused by the mod, but its source lies in the game. The modification does not have errors itself, and for now there is no solution for this problem. Sometimes Geralt and opponents have the tendency to die long before their Vitality drops to zero. This occurs during longer sessions with The Witcher without turning off the game, probably as a result of the computer running out of memory. If it happens you should restart the game. Sometimes while attacking an opponent, he can damage us without the attack animation. This is not a bug, only the game mechanics. In fact the opponents are carrying out an attack, but since Geralts animations have priority, Geralts animations cancel the opponents attack animations.
7. Uninstallation
There are two ways to uninstall this modification by starting up the unins00.exe file from The Witcher directory or from the Windows control panel.
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