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New Mechanics (Blood and Wine)
The Witcher 3: Wild Hunt

New Mechanics (Blood and Wine)

Master The Witcher 3: Wild Hunt's new mechanics in Blood and Wine. Learn about combat, signs, alchemy, potions, oils, bombs, and more in this comprehensive guide.

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Master The Witcher 3: Wild Hunt's new mechanics in Blood and Wine. Learn about combat, signs, alchemy, potions, oils, bombs, and more in this comprehensive guide.

The Witcher 3: Wild Hunt introduces several new mechanics, particularly with the Blood and Wine expansion. This guide covers the core gameplay elements that Geralt utilizes in combat and exploration.

Combat Techniques

Melee Combat

Geralt wields a Silver Sword for monsters and a Steel Sword for humanoids, with the ability to switch between them. Basic attacks include Fast/Heavy attacks, which can be enhanced with skill points in the Combat skill tree. Advanced melee abilities like Whirl (AoE spinning attack) and Rend (armor-ignoring overhead slash) can be unlocked.

Ranged Combat

Geralt is equipped with a crossbow for ranged attacks. Time slows slightly when aiming, allowing for better precision. Different bolts can be crafted with various effects. Enhancements in the Marksmanship skill tree can further improve crossbow usage, such as slowing time more or increasing critical hit damage.

Finisher Attacks

Once an enemy's health is low, a button prompt may appear for a stylish execution. Automatic finishers are enabled by default but can be toggled off in the menu, which is recommended for higher difficulties.

Avoiding Attacks

Geralt can avoid damage through several methods:

  • Blocking: Nullifies most standard melee attacks but is less effective against magical or elemental damage.
  • Staggering: A timed block just before an enemy attack deflects and stuns them, leaving them open for a counterattack. Only works against melee attacks.
  • Dodging: A quick side/back step to evade attacks while maintaining close proximity. Useful for unblockable attacks and setting up counterattacks.
  • Rolling: A larger evasive maneuver that creates more distance. More useful against large monsters than human enemies.

The Defence portion of the Combat Skill Tree offers additional abilities, such as Deflect Arrows.

Magical Signs

Geralt can use five magical Signs, each consuming Stamina:

  • AARD: A telekinetic push that can knock down or stagger enemies. Can also be used to destroy weak walls out of combat.
  • AXII: Temporarily stuns single enemies. Can be used in dialogue to influence outcomes or calm animals.
  • IGNI: A wave of fire that damages enemies and can set them ablaze, causing damage over time. Useful out of combat for lighting torches.
  • QUEN: Creates a protective barrier that significantly improves defense, draining Stamina over time.
  • YRDEN: Creates a magical trap on the ground that slows enemies and, in its base form, pulls spectral enemies into a physical form.

All Signs can be upgraded multiple times in the Sign Skill Tree for enhanced effects and alternate modes.

Alchemy, Potions, Oils and Bombs

Witchers are skilled in alchemy, creating items that provide buffs and combat advantages. Recipes can be found or purchased, and once crafted, Geralt automatically replenishes them during meditation if he has sufficient alcohol.

  • Bombs: Various bombs with different effects can be crafted and equipped.

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