Are you looking to build the ultimate Witcher Alchemist archetype? Here in this guide, you'll learn everything behind The Witcher 3: Wild Hunt Alchemy Skill Tree.

Even on NG+ I don't really feel more powerful since I'm still limited to 12 slots. I want my Geralt to still have the same utility spells and toxicity setup but I want him to also be at his absolute best with both fast and strong styles without having to switch skills. Even just adding 3 more slots would be marvelous. Steel sword (right sword slot) Silver sword (left sword slot) An Armor slot (over main torso) Short weapon slot (over left boot) Heavy weapon slot (next to right boot), which can also hold a second steel sword Two Ring slots (at the end of each hand) Up to three Quickslots (to the right of his head) for Potions and/or Bombs.

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Be sure to check here for more guides to help achieve success throughout your journey.

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  2. Another problem is, we need two parts of the interface to handle more potion slots: one for assigning quick items and one for using them. Radial menu can potentially be hijacked for using quick potions, but there is no inventory option to assign potions to these quick slots. So yeah, it's problematic.

Here in this guide you'll find the all the skills associated with:

Brewing – Enables the brewing & drinking of Witcher potions

Heightened Tolerance I: Increases potion overdose threshold by 1%

Heightened Tolerance II: Increases potion overdose threshold by 2%

Heightened Tolerance III: Increases potion overdose threshold by 3%

Heightened Tolerance IV: Increases potion overdose threshold by 4%

Heightened Tolerance V: Increases potion overdose threshold by 5%

Refreshment I: Each potion dose ingested heals 5% of max Vitality

Refreshment II: Each potion dose ingested heals 10% of max Vitality

Refreshment III: Each potion dose ingested heals 15% of max Vitality

Refreshment IV: Each potion dose ingested heals 20% of max Vitality

Refreshment V: Each potion dose ingested heals 25% of max Vitality

Delayed Recovery I: Potion effects don’t wear off until potion toxicity falls to 90% of the max level

Delayed Recovery II: Potion effects don’t wear off until potion toxicity falls to 80% of the max level

Delayed Recovery III: Potion effects don’t wear off until potion toxicity falls to 70% of the max level

Side Effects I: Ingesting a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects II: Ingesting a potion gives a 40% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects III: Ingesting a potion gives a 60% chance of activating the effects of another randomly-selected potion, without additional toxicity cost.

Side Effects IV: Ingesting a potion gives an 80% chance of activating the effects of another randomly-selected potion, without the additional toxicity cost.

Side Effects V: Ingesting a potion gives a 100% chance of activating the effects of another randomly-selected potion, without the additional toxicity cost.

Oil Preparation – Enables the creation of oils that can be applies to swords

Oil Preparation – Enables the creation of oils that can be applies to swords

Poisoned Blades I: Oil applied to blades gives a 3% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades II: Oil applied to blades gives a 6% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades III: Oil applied to blades gives a 9% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades IV: Oil applied to blades gives a 12% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type.

Poisoned Blades V: Oil applied to blades gives a 15% chance of poisoning the target on each hit. The chance is greater the higher the level of oil used. Poisoned Blades of any level will only poison a target if the Oil used matches the enemy type. Potion duration time: +25%

Protective Coating I: Adds 5% protection against attacks from the monster type the oil targets.

Protective Coating II: Adds 10% protection against attacks from the monster type the oil targets.

Protective Coating III: Adds 15% protection against attacks from the monster type the oil targets.

Protective Coating IV: Adds 20% protection against attacks from the monster type the oil targets.

Protective Coating V: Adds 25% protection against attacks from the monster type the oil targets.

Fixative I: Blade oils now have 33% more charges.

Fixative II: Blade oils now have 67% more charges.

Fixative III: Blade oils do not wear off.

Hunter Instinct I: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 20%

Hunter Instinct II: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 40%

Hunter Instinct III: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 60%

Hunter Instinct IV: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 80%

Hunter Instinct V: When Adrenaline Points are at max, critical hit damage against targeted enemy type is increased by 100%

Bomb Creation – Enables the creation of handheld bombs that can be thrown at enemies & destroy monster nests

Steady Aim I: Time is slowed by 15% while aiming bombs

Steady Aim II: Time is slowed by 30% while aiming bombs

Steady Aim III: Time is slowed by 45% while aiming bombs

Pyrotechnics I: Bombs that usually don’t inflict damage now deal 30 damage in addition to their normal effects

Pyrotechnics II: Bombs that usually don’t inflict damage now deal 60 damage in addition to their normal effects

Pyrotechnics III: Bombs that usually don’t inflict damage now deal 90 damage in addition to their normal effects

Pyrotechnics IV: Bombs that usually don’t inflict damage now deal 120 damage in addition to their normal effects

Pyrotechnics V: Bombs that usually don’t inflict damage now deal 150 damage in addition to their normal effects

Efficiency I: Increases max number of bombs in each slot by 1

Efficiency II: Increases max number of bombs in each slot by 2

Efficiency III: Increases max number of bombs in each slot by 3

Efficiency IV: Increases max number of bombs in each slot by 4

Efficiency V: Increases max number of bombs in each slot by 5

Cluster Bombs I: Upon detonation, bombs separate into explosive fragments. Number of fragments: 2

Cluster Bombs II: Upon detonation, bombs separate into explosive fragments. Number of fragments: 3

Cluster Bombs III: Upon detonation, bombs separate into explosive fragments. Number of fragments: 4

Cluster Bombs IV: Upon detonation, bombs separate into explosive fragments. Number of fragments: 5

Cluster Bombs V: Upon detonation, bombs separate into explosive fragments. Number of fragments: 6

Mutation – Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

Mutation – Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

Acquired Tolerance I: Every known level 1 formula increases max toxicity by 1

Acquired Tolerance II: Every known level 1 or 2 formula increases max toxicity by 1

Acquired Tolerance III: Every known level 1, 2, or 3 formula increases max toxicity by 1

Tissue Transmutation I: When consumed, mutagen decoction increases max Vitality by 200 for decoction’s effective duration.

Tissue Transmutation II: When consumed, mutagen decoction increases max Vitality by 400 for decoction’s effective duration.

Tissue Transmutation III: When consumed, mutagen decoction increases max Vitality by 600 for decoction’s effective duration.

Tissue Transmutation IV: When consumed, mutagen decoction increases max Vitality by 800 for decoction’s effective duration.

Tissue Transmutation V: When consumed, mutagen decoction increases max Vitality by 1000 for decoction’s effective duration.

Synergy I: Increases bonus for mutagen placed in mutagen slot by 10%

Synergy II: Increases bonus for mutagen placed in mutagen slot by 20%

Synergy III: Increases bonus for mutagen placed in mutagen slot by 30%

Synergy IV: Increases bonus for mutagen placed in mutagen slot by 40%

Synergy V: Increases bonus for mutagen placed in mutagen slot by 50%

Adaptation I: Extends effective duration of all mutagen decoctions by 10%

Adaptation II: Extends effective duration of all mutagen decoctions by 20%

Adaptation III: Extends effective duration of all mutagen decoctions by 30%

Adaptation IV: Extends effective duration of all mutagen decoctions by 40%

Adaptation V: Extends effective duration of all mutagen decoctions by 50%

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Trial of the Grasses – Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

Frenzy I: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack.

Frenzy II: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 1 for this ability.

Frenzy III: If potion toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. The slowing effect & duration are greater than level 2 for this ability.

Endure Pain I: Increases max Vitality by 10% when toxicity exceeds the safe threshold.

Endure Pain II: Increases max Vitality by 20% when toxicity exceeds the safe threshold.

Endure Pain III: Increases max Vitality by 30% when toxicity exceeds the safe threshold.

Endure Pain IV: Increases max Vitality by 40% when toxicity exceeds the safe threshold.

Endure Pain V: Increases max Vitality by 50% when toxicity exceeds the safe threshold.

Fast Metabolism I: Toxicity drops 1 point per second faster.

Fast Metabolism II: Toxicity drops 2 points per second faster.

Fast Metabolism III: Toxicity drops 3 points per second faster.

Fast Metabolism IV: Toxicity drops 4 points per second faster.

Fast Metabolism V: Toxicity drops 5 points per second faster.

Killing Spree I: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10%

Killing Spree II: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 20%

Killing Spree III: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 30%

Killing Spree IV: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 40%

Killing Spree V: If potion toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 50%

Useful Alchemy Abilities

For those players looking to invest in alchemy, here's some recommended skills to concentrate on.

Alchemy Abilities

Delayed Recovery: For those looking to use heavy alchemy and get the maximum use out of your potions, this is definitely going to be useful. You can really maximize the benefits in battles here with careful use.

Poisoned Blades: With the right oils on your swords, this will prove more than beneficial against Bestiary targets.

Steady Aim: If you haven't noticed by now (or may about to), aiming bombs aren't the easiest things to do in the world. This skill will allow you more time for the perfect throw and gain more effect with each use.

Synergy: Give your mutagens a huge boost in effectiveness, this can prove most beneficial in combat situations.

Frenzy: Ability to read and have time to react to a counterattack in any combat situation. Hello! Useful or what?

Witcher

Alchemy Archetype Build

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The ultimate character build in this skill tree is the Bombadier.

Skills:

  • Steady Aim V
  • Acquired Tolerance III
  • Heightened Tolerance IV
  • Tissue Transmutation V
  • Synergy V
  • Efficiency V
  • Pyrotechnics V
  • Cluster Bombs V

Best Potions:

  • White Raffard's Decoction (survival potion)
  • Swallow

Bombs:

  • Grapeshot
  • Dragon's Dream
  • Dancing Star
  • Devil's Puffball

Decoctions:

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  • Cockatrice decoctions - allows all alchemy creations one additional time use

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Witcher

As you can see Ability Points will need to max out Cluster Bombs, Tissue Transmutation for those Cockatrice decoctions, Synergy for the Mutagen Slots, and Heightened Tolerance to manage your toxicity levels. Steady Aim and Pyrotechnics will help with your bomb skill efficiency and maximize the amount of bombs you can have--makes sense for a Bombadier.

Applying points in the Combat and Sign skill trees will also prove most beneficial. Signs worth noting for this archetype are Yrden and Quen, though it's up to you and your personal play style. Ingredient hunting and shopping is going to be a major focus so keep that in mind.

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Hope this helps. Don't forget to check through The Witcher 3: Wild Hunt Master Guide List for more helpful guides, tips, and tricks to assist you throughout your journey.

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