Missing Manual: A New Witcher's Ultra Low-Spoiler Guide to TW2

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Missing Manual: A New Witcher's Ultra Low-Spoiler Guide to TW2

Development of The Witcher 3 seems to be prompting players to (re-) discover TW2. If you are a new or returning player, welcome!

There's a lot of info missing from the official manual, whether it's plain absent (like an explanation of Fatigue) or just misleading (like the stats for Finesse and Impregnation). Mystery is great when discovering new characters, lands, and plot twists, but when it comes to game mechanics, lack of clarity can break the RPG immersion. This low-spoiler guide may help.

So, begin, Witcher! Install, then update (the Launcher will prompt you to do step-by-step) to at least version 3.3 (3.4 enables the RedKit Toolkit, though to use it, you'll need more files; see MODS in the fourth post).

Then adjust your
GAME SETTINGS
If the game feels sluggish, turn off Ubersampling, Blur effects, Vertical Sync, and regular Depth of Field. Reduce texture memory size. More info at PC Gamer's tweaks guide.

Play the Tutorial. It's short and includes fun dialog. Don't worry about the imprecise mouse movement; the mouse is used for general turning but not for the pinpoint accuracy of some first-person shooters.

You'll get the hang of combat. Don't worry if the Tutorial rates you in the kiddie pool - feel free to play on Normal or any difficulty you like.

You can begin a totally new game, or
IMPORT A SAVED GAME FROM THE WITCHER
Details on folder placement, and on plot decisions, in the Wiki.

If you don't have a Saved game but want one, check out the files at NexusMods, sorted by major plot choices.

Then onto
COMBAT MECHANICS
The short version:
Quen is valuable, but not the uber-skill it was before patch changes. Earlier guides and builds may be out-of-date.
Dodging (rolling) is an essential combat skill.
Geralt is a swordsman first, and a caster second, if at all.
Armor and weapons matter.
Position matters. Getting hit from behind hurts.
Parrying/Blocking is situational and may not be used often.
Potions are pre-fight buffs, not in-fight ripcords.​

Weapons do most of the damage in the game, and it works like this: start with the base damage, multiply if applicable (backstabs do double damage to Geralt, unless he has the Position skill), then subtract armor. Each increase in armor helps; Geralt will generally upgrade his swords and chest piece once chapter, sometimes twice. Signs penetrate armor but have their own limitations; see the BUILDS section for info.

If Geralt has Quen up, it prevents damage from the next hit. But it now absorbs only one or two blows, and the amount of damage reflected by Enhanced Quen/Venting (in the skill tree) is low; it also prevents Vigor regeneration. This makes it useful in particular situations, rather than an 'always on' default. Times when it helps most: when entering an expected fight, covering to enable Axii (see SIGNS, below), against a high-damage single target (like a boss fight).

In combat, Geralt needs to Dodge. A lot. Especially before gaining the Position and Footwork skills, staples of most builds. He can Dodge only with sword drawn - worth remembering when someone else starts a fight.

Geralt will automatically leap to an enemy at the edge of his range when using a Fast Attack; use that to cover distance quickly.

In TW2, Blocking (also called Parrying) costs Vigor, and at less than a full bar, it won't prevent all damage, unlike a successful Dodge. One case when Parry does help is against an impenetrable opponent, one raising a shield or sword to deflect all your blows; your Parry in return can send them into a brief stagger, granting an opening for attack.

Any ability using Vigor - Parry, Quen, an attack with a Sign - comes at a cost. With less than a full bar, you experience Fatigue, a reduction in sword damage. Less Vigor, less damage - down to a floor of 50%.

Vigor regenerates a point roughly every 4 seconds after your most recent cast.


COMBAT TIPS
Most Witchers find tough fights come in two kinds: lots of enemies, or a single really nasty one.

For a multiple-enemy fight, two of the least-respected Signs, Yrden and Axii, can make a big difference, even without Enhancing them. See SIGNS, below. Traps are wonderful if you can set them ahead of time, bombs if you can't. Otherwise, roll (especially before getting Position and Footwork), and kill the weakest enemies first. Enemies with a shield can take a long time to wear down.

For a single big enemy, Quen returns to favor, along with Yrden and Strong attacks (R-Mouse default).


QTEs
In a few key cutscenes, you'll need to press your Right or Left Mouse buttons, or your directional keys (WASD for most players, though I rebind mine to ESDF).

If this troubles you, you can Disable them in Settings.

The QTE's are fun in casual bar fights, but a pain in some others. If you are having trouble with them at the end of the Prologue or Ch 1, see the spoiler-tips here:

When saving Foltest from the Dragon, the challenge of the QTE comes from the change in camera angle after the cutscene. Run away (down/back), and dodge to the side barrier after doing the mouse-button QTE.

The Kayran fight ends with a QTE that turns buggy for some players. Turning down the resolution settings may help. If not, see this Thread.

CRITICAL EFFECTS
Sometimes you'll trigger an instant-kill cutscene, where Geralt spins and finishes an enemy in a single blow. These follow certain critical effects, random attack results that freeze or stun or flatten an enemy.

Certain abilities or mutagens or skills can increase the chances, though note that the skills provide a smaller bonus than implied, by modifying base chance. If you have a 10% chance of stun, then adding the 15% bonus through Finesse (Swordsman tree) makes it 11.5%, not 25%.


ADRENALINE
Each of the major skill trees includes an adrenaline ability: one that makes you temporarily beefier (Alchemy), one that kills weaker nearby enemies (Swordsman), or slows time (Magic). The Magic one, Heliotrope, is particularly good, but the associated bonuses in the other trees are stronger. Many builds take the finishing abilities from two trees.

To activate them, you need enough adrenaline, generated in fights. The Magic tree generates adrenaline roughly half as fast as the end-skills of the Alchemy tree, which generates them roughly half as fast as in the Swordsman tree.


BUILDS
They all work.

Really. Don't worry - you'll be able to complete the game with whatever you have.

But since choices are permanent, many players want to plan ahead. Oddly, there's no TW2 Build Calculator, so you'll need to jot down your own plan. The Talent Tree pages at GameBanshee can help, but note that their pre-patch info is out--of-date.

You'll need 6 points in Training before gaining access to the other trees. The standard set is Vigor Regen 2, Parrying, Fortitude 2, Arrow Redirect, but you could alter that as needed. Some players skip the mutagen slot in Arrow Direct in favor of Dagger Throwing, a skill which shines early (but less so late game). If you go that route, pick up a Well-Balanced Dagger Diagram in Chapter 1. Note that to throw, you'll usually just press your Throw key - no need to hold it down and aim, as implied in the Tutorial.

You'll then get 28 more skill points, gaining most from quest experience at the end of each chapter (typically hitting the cap of 35 near the end of Chapter 3, or a bit earlier if fighting lots of mobs). Nearly all builds then put points in Footwork and Position. Position is optional but very helpful, and a single point in Footwork goes a long way.

Most players will enjoy a blend of Magic and Swordsmanship. Here's one good sample build:
Magic (10): Aard 2, Quen 1, Magical Vigor 2, Igni 2, Yrden 1, Magical Life Force 1, Sense of Magic 1
Swords (18): Footwork 2, Position 2, Whirl 2, Schemer 2, Tough Guy 2, Hardy 1, Sudden Death 1, Invincible 2, Combat Acumen 2, Whirlwind 2​

You could easily alter that to do more damage (with Violence over Tough Guy), have more health (with Hardy 2), more Sign damage (Destructive Magic or Magical Intensity), etc.

The Alchemy tree is another possible route, but it's harder to do without spoilers, and it doesn't add new, fun skills as much as it boosts existing ones. Still, if it's your preference, options include
Alchemy (14): Synthesis 1, Potions 1, Catalysis 1, Harvester 1, Oils 1, Taster 2, Metathesis 2, Condensation 2, Mutant 1, Amplification 2​

You get one chance to respec, very late in the game, Chapter 3. Most newcomers may not want to worry about it. If you really must know, there are a couple of things you need to do starting in Ch 2, outlined here (spoilers!).


MUTAGENS
Don't worry about them.

Seriously. Mutagens grant minor damage or attribute boosts. Though they can add up, the post-patch rate of drops is so low that they aren't worth the headache for a newcomer. On my most recent run, I ended the game with one type of Greater mutagen (Vitality, my fourth choice for that build) and none of the others. If you must know more, see the second post for info here. Otherwise, don't worry about them.

Just know that certain Skills come with a slot for a mutagen of your choice, and that once fitted, they can't be changed, even with a respec. Now go and enjoy the other parts of the game.


SIGNS
You'll need all of them, at various times.

Knowing your keyboard bind for any is handy, but the Quick Menu works well enough. A few things missing from each in the official manual:

QUEN now lasts for one or two blows and reflects little damage. Best as a shield against big blows.
IGNI base damage is low, though unaffected by enemy armor. Damage boosted with items, Destructive Magic, and Magic Intensification 2 (but not by Enchanced Igni).
AARD cannot open locked doors. The few walls it can blast open are generally well-noted, even prompted.
YRDEN has a short hold, but it's essential for some bosses
AXII takes three seconds to cast, but its effect outlasts Yrden, making it very useful in big fights. To use it, give yourself some protection - Yrden, or Quen, or a terrain bottleneck, or any/all of the above) - then target the closest active enemy.​


SNEAKING
Save often while Sneaking, and do some manual saves to keep points you can reload. Your Quick Save (F5) replaces itself with each use (though Reload (F9) reloads the most recent save, whether or not it happens to be the Quick Save).

Sneaking is mostly straightforward, but if you are having trouble finding a path out in the Prologue, see the GameBanshee walkthrough for that section (limited spoilers).

ALCHEMY and POTIONS
Unlike most RPG's, TW2 doesn't allow you drink a heal potion in the middle of a fight. Potions are pre-fight buffs, and there are several without drawbacks, including Petri's Philter, Golden Oriole, Swallow, and Wolf.

When crafting potions or bombs, check your ingredients before pressing Enter to proceed. The game defaults to using your most abundant ingredient of a particular type, but be sure you aren't using a quest item by mistake.

Fulgur is hard to come by in large quantities. Use it wisely.


DIAGRAMS
Traps, daggers, and crafted gear are made by smiths for a fee, but you need to provide the materials and the Diagram. Once you have the Diagram, keep it in your inventory - it weighs little and doesn't get used up.

There are no must-have Diagrams. In Chapter 1, you may consider Jagged Blade and a Robust/Superb Witcher's Silver Sword. In Chapters 2 and 3, you may want a (Robust/Superb) silver Meteorite Sword in the color of your choice.

Component Diagrams - for leather, oil, robust cloth, etc - are worthwhile only if you plan on making a lot of them. It's generally cheaper just to buy the components themselves. Buy a few pieces of Robust Cloth, Silver Ore, Hardened Leather, and Studded Leather when they're stocked.

Veterans know the steel sword Caerme can be made in Ch 3 (requires a few ingredients most easily gained in Ch 1 or 2; list here (with minor spoilers)). Don't worry about it. It's a great sword, but there are other (free!) swords of equal caliber.


MONEY
There isn't much of it in TW2, and what there is is enough.

You don't need to buy much. I get the crafted swords in Ch 1 (and that's the chapter where you feel the lack of gold at the start), and little else. There are a couple of quest purchases and a worthwhile chest piece (see BEST ITEMS below), but for the most part, you'll upgrade items once or twice a chapter by finding them or earning them as quest rewards.

Selling items nets little gold, since vendors offer you the smallest fraction of their sale price that I've seen in any RPG. A randomly looted sword often isn't worth its weight to haul back. You'll earn most money by selling ingredients.

You can safely sell these
Drowner Brain (save 2)
Endrega Jaws
Harpy Claws (save 8)
Harpy Eyes
Harpy Feathers (save a dozen)
Harpy Saliva
Nekker Teeth
Necrophage Eyes (save 2)
Necrophage Teeth
Rotfiend Tongue​
as there are other crafting ingredients of the same type that are easier to gather and sell for less.
You can also sell quite a few other kinds, depending on your crafting needs.

Loot everything. None of the NPC's care or even seem to notice when you raid their cupboards.

If you really need cash, you can arm wrestle, or, in Ch 2, farm them (see #7 at the end of this mini-guide (spoilers!)). Farming isn't really necessary, so skip it if you don't enjoy it.


ITEMS TO KEEP WITH YOU FOR CHAPTER 3
You don't need anything but your swords and ponytail, but if you're a completionist, hold onto these:
Queen Endrega's Pheromones (Endrega Contract side quest, Ch 1)
Nekker Warrior's Blood (Ch 1 or 2. A bug sometimes drops them; if so, see this alternative in Ch 3)
Necrophage's Skin (from Rotfiends in Ch 2)
Harpy’s Egg (Ch 2, can be had in Ch 3, too)​

Minor quest spoilers about items to keep:

For the side quest Mystic River, pick up the key in Ch 1 at the shipwreck near the Kayran lair and mail the letter at Louis Merse's home. In Ch 2, get the next letter in a shipwreck in the ravines on the Vergen side of the mist. In Ch 3, you can then craft Vran Armor, which is great... but not essential. Casters especially may prefer to keep the Armor of Ysgith, an ingredient in Vran Armor.


For the side quest From a Bygone Era, Geralt needs to get and keep magical notes from the Hut on the Cliff in Ch 2 (do not sell them). This enables you to get a respec with the Operator or to fight him for his staff (hard fight and cool weapon, but like all other gear, not essential).

MINOR QUEST SPOILER FOR THE PROLOGUE
This is really minor in terms of plot, but because it involves a fun quest and a decision made at the start of the game, I wanted to include the option to read about it here:
When you meet 'Newboy' in the camp, down the hill from where you start, you'll have a choice on how to advise him about the amulet. Warn him about it.
That's all you need to know. If you really want more details on how the quest continues into Ch 1, you can find them here.

Finally, there's a
A PLOT SPOILER CHOICE WORTH READING
If you're really a no-spoiler player, the above guide will carry you through the game, with no spoilers at all (save in noted links). Play on, and enjoy!

If you're willing to see one spoiler choice, though, it's worth doing. It's a choice discussed in a lot of other posts, so it's hard to avoid while doing any other reading about TW2, and your decision divides the game into two paths at the midpoint.

At the end of Chapter 1, you'll need to decide whether to go with Iorveth or Roche. It's the single biggest choice you make in the game, and while the options are clear, isn't necessarily obvious that the rest of the game depends on it. Save before choosing.

The decision is a linked pair of a little choice and a big choice. The little choice is whether to give Iorveth his sword, after he pretends to be your prisoner. Either option can be viewed as fitting for Geralt: it's up to you to define him.

A few minutes later, you then have the 'big choice,' of which character to accompany. It's technically independent of the previous choice, though there's a minor bug where some text doesn't recognize the 'cross-choice' of helping Iorveth before going with Roche, or vice-versa. Don't worry about it, or if you're concerned about absolute consistency, pick the same path for both.

Choose what suits you best; your alliances, and those of your friends, are clearly indicated. If you're really stuck, it may help to know that the Iorveth path has more of a story arc for Chapter 2, while the Roche path has good scenes of army life.

Your game now divides along the 'Iorveth' or 'Roche' paths.

That's the single biggest choice in the game. Other decisions alter the ending, but none affect the gameplay so deeply.

Don't worry about the other big choices. There's one at the end of Chapter 2, and if you must brood on it, see the spoiler below:
You'll decide the fate of a monarch.

Your decision there impacts the ending but not the gameplay, save for a few minor notes.

The other significant plot choices come at the close of the game in Chapter 3, but there's no need to address them in a low-spoiler introduction to the game. While they dramatically affect the ending, simply reloading your game (remember to save!) will let you experience another path for the final fifteen minutes.
 
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BEST ITEMS BY CHAPTER
Geralt doesn't need much- just his swords and armor (and ponytail).

Improve your gear as desired with Runes and Enhancements. You'll upgrade the swords and armor each chapter.

You already know good swords for Ch 1 (see DIAGRAMS). For further item info, read the text below - very minor spoilers if you've read A PLOT SPOILER WORTH READING.

Chapter 1
Armor: Hunter's Armor.
Craft it from a diagram given to you by a troll, in exchange for an item won from the merchant Sendler (in Lobindnen, outside Flotsam).


Chapter 2
Silver Sword: Robust Witcher's Meteorite Ore Sword
Damage: 30-33, Rune Slots: 2, +7 to Sign Damage (blue) or 1% Instant Kill (red) or +2 to Adrenaline generated on hit (yellow)
Craftable, buy schematic from quartermaster (Roche's path) or craftsman near Philipa's house (Iorveth's path)

Silver Sword (specialized, late in chapter): Negotiator
Damage: 19-25, Rune Slots: 2, +30 Vitality, 20% Bleed, 20% Freeze
Weak damage, but notable Freeze effect. Gained late while questing, part of main story (Iorveth) or dead major NPC (Roche).

Chapter 2 Iorveth
Armor: Dragon Scale Armor
Dmg Reduction: +17, Rune Slots: 3, +50 Vitality, +10% Reduced magic damage, +40% Resistances to Bleed, Incinerate, Poison, +50% Damage multiplier on traps
2.8k orens with haggling skill, possibly the biggest purchase. If you need to, see the farming spot listed above in MONEY.

Don't bother with the Draug Armor - by the time you can have it crafted, better is available.

Steel Sword: Gwyhyr, from Baltimore’s Nightmare Quest, but earlier get Princess Xenthia Sword:
Damage: 31-35, 1 rune slot, poison +10, bleed +20
Play dice twice against Skalen Burdon. Play him again for another quest item.

Chapter 2 Roche
Steel Sword (late in chapter): Blood Sword
Damage: 32-36, Rune Slots: 3, 53% Bleed
Found in Chest in Dwarven mine tunnels. Available on Iorveth's, but outclassed by Gwyhyr,

Before that, can get Arbitrator
Damage: 29-33, Rune Slots: 2, 13% Bleed, 4% Stun
On a skeleton by the beach, just NW of Sabrina Glevissig's shrine.

Silver Sword: craft Robust Witcher's Meteorite Ore Sword in the color of your choice. Later, get the Blood Sword, above.

Armor: Armor of Ban Ard
Damage Reduction: +16, Rune Slots: 2, +40 Vitality, +2% Magic dmg reduced, +22% Resistance to Bleed, Incinerate, Poison
Don't buy/craft it. Exit to the beach near Henselt's tent, go in the caves, fight the Golem. Don't buy the Draug Armor Diagram.


Chapter 3
Silver Sword: Deithwen
Damage: 44-48, Rune Slots: 3, +25% damage against large creatures, +25% damage against gargoyles
Found in valley opposite Order Camp at beginning of chapter, by Arachas.

Silver Sword: Addan Deith
Damage: 45-50, Rune Slots: 3, 38% Bleed, 2% Instant Kill, +4% Damage to Wraiths, +2 Adrenaline Generated on Hit
Found in chest in NW Gargoyle room, Gargoyle Contract side quest.

Steel Sword: Caerme. See ITEMS TO KEEP WITH YOU FOR CHAPTER 3.
Great sword, but really, there are cheaper and easier alternatives.

For Roche, consider Dancer
Damage: 55-62, Rune slots: 2, +2 to Vitality Regeneration, +30% Bleeding, +1 Adrenaline Generation

and for Iorveth, the Forgotten Vran Sword
Damage: 50-55, Rune Slots: 3, +20% Freeze, +1 Vigor, +2 to Vitality Regeneration, 2% Instant Kill
In the second room near the top of the tower of Secrets of Loc Muinne, or on Roche's path, later in the chapter.

Armor: Armor of Ysgith
Damage Reduction: +26, Rune Slots: 3, 50% Magic Damage reduced, +60% Resistance to Bleed, Poison, Incinerate
+15% Vigor Regen in Combat, +1 Vigor, +8 Sign Damage - even better than the Draug armor
Easily found in the Sewers of Loc Muinne. Casters may want to keep it, instead of using it to craft
Vran Armor
Damage Reduction: +30, Rune Slots: 3, 70% Resistance to Bleed, Poison, Incinerate
Craftable, if you've been doing the Mystic River quest. See ITEMS TO KEEP WITH YOU FOR CHAPTER 3.

For more options and info, see Blue_Devil_99's useful post.


ABILITIES
Geralt can earn permanent upgrades to basic attributes, like damage done when behind an opponent, or his chance to Freeze an enemy.

An ultra-low-spoiler player need not worry. You'll do fine. Move on, and enjoy.

A low-spoiler player, who read A PLOT SPOILER WORTH READING can check this chart and glance at the abilities options by chapter (right column).
Reading all those abilities reveals a few more spoilers. Nothing huge, but more than anything else listed in this thread so far.

You can check your current Abilities under your Character screen.



LOW-SPOILER QUEST and ITEM LINKS
For Quest info,
the Wiki
and
GameBanshee
give nice quest-by-quest info minimizing the spoilers of other plot twists.

If you want more photos, you can go to
MyCheats

GamePressure
or
IGN
but be aware that you're a lot more likely to stumble onto more spoilers.



MISCELLANEOUS USEFUL BITS
Didn't play The Witcher (1)? Here's a good video summary.

Your Medallion's eyes light up when it is ready to use again. It vibrates when near significant danger or magic (including Circles of Power).

Geralt needs a sword in hand to roll. No rolling while sneaking or using an alternate weapon.

Geralt is a swashbuckler, no doubt. But if you're determined to make him a caster, see the 'Solid Caster Build' here. It's a mechanics-heavy post that assumes familiarity with the game, but it includes only very minor spoilers.

Most enemies have a maximum distance they'll go from their spawn point. You cross and recross this line while fighting, if you have no shame.

Many boxes and bags and chests simply can't be reached, even if they glow from Geralt's Medallion. It happens often - just move on and don't worry: they don't contain the Uber-I-Win-Sword. Or maybe they do.

Dice Poker is a crappy mini-game (with one questing line of it per chapter) and an even crappier way to make money, but you can minimize the headache by not aiming for straights (II-III-IV-V-VI). The game values them just as in real poker, but because the dice go only to 6, you're more likely to draw a Full House. If you get a straight on the first roll, great; otherwise, select the unmatched dice and Roll Again. Also, bet high: the risk is low and your opponent is more likely to resign.

The Arm-Wrestling mini-game asks you to match a bar with a marker that moves with inertia: you have to move your mouse a fair bit to get it going, but you'll overshoot if you hold still once in the target. Move as little as needed, then correct gently.

Much of the NPC background banter is really funny. Well worth a listen.

Save your game often. Standard advice for any RPG, and just as true here as ever.




I stumbled across The Witcher 2 and wasn't at all sure I'd like it. Now I can't believe my good luck at finding such a gem. It's a well-told story - not just an open sandbox - and yet you feel quite able to shape it. Hope you enjoy it as much as I did.
 
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I've always been a fan of the FCR modifications.

Couldn't complete vanilla "The Witcher", but really enjoyed "The Witcher FCR1.6a", and only ever played Witcher 2 with FCR
They reduce the level of magic and change the definitions of various skills their relationships and balance out the weapons and armours to a more 'realistic' spread.
 
Good point, Lieste. Here's info on

MODS
There aren't many of them... ironic, given the powerful RedKit Toolkit for TW2. RedKit arrived late, and many of the game mechanics of TW2 are sufficiently mysterious as to present an extra challenge for modders.

There are several appearance mods and a mutagen-combining mod (joining mutagens in your pack to improve them), but not a mutagen-replacement mod. Nor a respec mod, nor a save-game editor. Several mods are available through NexusMods and RedKit.

Lieste mentioned the biggest mod of all, Full Combat Rebalance 2. Made by Andrzej Kwiatkowski ('Flash'), a Gameplay Designer at CD Projekt RED, it introduces significant changes, listed in the Article section of the link.

Note that while certain changes of the FCR2 are clear improvements ('Fixed Philippa's missing head'), others change the gameplay. Some are widely welcomed, like removing the Fatigue penalty for using Signs. Others are more controversial, like level-scaling of enemies, giving all skills one level instead of two, and extending potion duration (amplifying the tradeoffs for those with side effects). Certain hard fights are made easier; some become even harder.

In no way do I want to overlook the value of FCR2, but new players should know that it's a significant change to game play. I liked playing without it for my first run. Others may want to try it to start. Read the change list to decide if it suits you.
 
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