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The Witcher Alchemy Combinations Guide

Written by: Nick "seorin" Emmerich


Contact: seorin@gmail.com
Last Updated: 11-13-07

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| INTRODUCTION |
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This is little more than a quick and dirty guide to alchemy combinations in
The Witcher. Most, perhaps all, of these recipes can be earned in the game
itself, however the player is encouraged to experiment. If you'd like to try
it, experimentation can be an amusing diversion for maybe an hour or so.
That's about when you get tired of making endless failure potions. There are
1,302 possible combinations - not counting potions using special ingredients -
and only 47 total items to create. Failure in experimentation is tediously
frequent.

That's about when you cross your fingers and look to GameFAQs. With any luck,
this guide is exactly what you're looking for. The data used to create this
FAQ was pulled out of the dialogues00.bif file from the game's Data directory,
and should be an accurate representation of exactly the data the game uses. If
it's not, something probably changed in a patch.

As this information really is just something I pulled out of the game's data
files, please don't contact me with any questions. I likely don't know the
answer because I'm not very far in the game at all. I made this guide for my
own personal use and just decided to put in the minimal extra effort required
to share it with the rest of you.

Table of Contents:

I've broken this guide down into three sections in addition to the introduction
you are reading now.

Section 1: Alchemy
This is simply a loose overview of how Alchemy works in The Witcher included
for completeness' sake only. The alchemy system is not particularly complex
and it's explained well enough in the game itself.

Section 2: Quick Reference


An easily printable list of recipes for all potions, oils, and bombs that can
be created in the game. Each section is organized by the number of components
required to create the final product. Non-special ingredients are abbreviated
by the first two letters of their names. Ae = Aether, Vi = Vitriol, and so on.
Section 3: Full Reference
A full, alphabetical listing of all potions, oils, and bombs in the game,
separated by type. This section should contain the exact in-game text you will
find in your journal for each recipe you pick up.

That's it! I hope you find this guide to be helpful.

Version info:
1.5 - Fixed and improved the alchemy section. Fixed mistakes on the quick
reference regarding Argentia and Hanged Man's Venom. Added a note to the full
description of Hanged Man's Venom with the correct formula. All formulas are
now verified correct.

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| ALCHEMY |
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As you probably learned in the tutorial itself, alchemy of any kind first
requires a base. Into that base you will mix between 3 and 5 other items that
will determine the resulting item. The order of the items does not matter, but
the quantity does.

There are three types of bases and three quality levels for each. Potions are
made with alcohol, oils with grease, and bombs with powder. You are allowed
three slots for a strong base, four slots for a high quality base, and a full
five slots for a top quality base. Bases of all kinds are cheap and plentiful
at many vendors throughout the game.

Alchemy ingredients come in a large variety of types, but each ingredient has
only two qualities you care about. The first is the primary alchemical
substance it represents, and the second is the secondary substance. In a few
cases, a potion (never an oil or bomb) will require a special ingredient that
breaks this rule, but these exceptions are noted clearly below (and in the
game itself). There are only six primary alchemical substances: Aether,
Hydragenum, Quebrith, Rebis, Vermilion, and Vitriol. Secondary substances are
either Albedo, Negredo, or Rubedo.

For the purpose of what kind of item you wish to make, only the primary
substance matters. Secondary substances can imbue a potion with a secondary
ability, but only if every single item used in the combination has the same
secondary substance. What that substance is determines the secondary effect:
Albedo potions have a lower toxicity, Negredo potions increase damage, and
Rubedo potions increase health regeneration. These effects come in the form
of short enchantments, including the Albedo effect (makeing it far more useful
than the game would have it seem). The duration of the Albedo effect is the
shortest, however it still lasts for one hour (wherein every potion you consume
has reduced toxicity - great for preparing for a boss fight).

To create a potion, you must find a place to rest and begin meditation. Then,
simply click the potion button on the upper right of the meditation screen.
You'll be presented with a list of recipes you already know and you can click
on them to auto-create any potion you know how to make. If you wish to
experiment or simply do things yourself, start by dragging a base to the only
open slot. Further slots will open up depending on the quality of your base,
and you simply drag whichever ingredients you wish to combine into those
slots. When you're finished, click mix on the bottom of the screen and the
potion is placed in your inventory. Creating any amount of potions adds a
minimum of 1 hour to your meditation time.

Potions that you do not know the recipe for will be labeled as unknown. You
can easily identify them by drinking them.

If you wish to create an oil or a bomb instead of a potion you will not only
need the appropriate skills (they can be found underneath the intelligence
section of the level up screen), but you will also need to use an appropriate
base. Recipes vary between different categories of items, and the recipe for
a perfectly good oil is likely to result in a failed potion.

If you wish to know more about alchemy, try looking through the game manual or
the in-game tutorials (they can be accessed by looking at your journal).

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| QUICK REFERENCE |
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--POTIONS--

Bindweed: 1 Ae, 1 Qu, 1 Ve


Cat: 1 Re, 2 Qu
Kiss: 1 Ve, 2 Vi
Perfume: 1 Vi, 1 Ae, 1 Qu
Tawny Owl: 1 Vi, 2 Ae
White Gull: 2 Vi, 1 Re
White Honey: 1 Vi, 1 Re, 1 Ae
Willow: 1 Qu, 2 Ae
Wives' Tears: 1 Re, 1 Qu, 1 Ae

Blizzard: 2 Vi, 2 Re
Golden Oriole: 2 Ae, 2 Vi
Maribor Forest: 2 Re, 1 Ae, 1 Qu
Swallow: 1 Vi, 1 Ae, 2 Re
White Raffard's Decoction: 1 Vi, 1 Re, 2 Hy

Black Blood: 3 Vi, 1 Re, 1 Ae


De Vries' Extract: 1 Re, 1 Ae, 1 Hy, 2 Qu
Fisstech: 1 Ve, 1 Qu, 3 Hy
Full Moon: 2 Ve, 2 Hy, 1 Qu
Petri's Philter: 1 Qu, 1 Hy, 1 Ve, 2 Re
Shrike: 1 Re, 1 Hy, 1 Qu, 2 Ve
Thunderbolt: 1 Vi, 1 Hy, 1 Re, 2 Ve
Wolverine: 1 Qu, 1 Hy, 1 Ve, 2 Ae
Wolf: 2 Vi, 2 Hy, 1 Ve

Dagon Sap: 1 Re, 1 Ae, 1 Hy, 1 Ve, Dagon Secretions


Frightener's Vision: 1 Vi, 1 Qu, 1 Re, Frightener's Eye
Golem's Pith: 1 Vi, 1 Qu, 1 Hy, 1 Ae, Golem's Obsidian Heart
Hellhound's Soul: 1 Vi, 2 Re, Trace of the Beyond
Kikimore's Ire: 1 Vi, 1 Qu, 1 Hy, 1 Ve, Nerve of Kikimore Queen
Koshchey's Core: 1 Ae, 2 Hy, Koshchey's Heart
Potion for Triss: 1 Re, 1 Vi, Frightener's Claw
Striga's Urge: 1 Vi, 1 Ae, 1 Hy, Striga's Heart
Werewolf's Wrath: 1 Ae, 1 Qu, 1 Hy, 1 Ve, Werewolf Fur
Zeugl Vigor: 1 Re, 2 Ae, Zeugl Venom

--OILS--

Necrophage Oil: 2 Vi, 1 Ae


Specter Oil: 1 Vi, 1 Ae, 1 Re

Insectoid Oil: 1 Re, 1 Qu, 1 Ae, 1 Ve


Ornithosaur Oil: 1 Vi, 1 Qu, 1 Re, 1 Hy

Argentia: 2 Qu, 2 Hy, 1 Re


Brown Oil: 1 Re, 1 Ae, 1 Qu, 2 Ve
Crinfrid Oil: 1 Vi, 1 Ae, 1 Hy, 2 Ve
Hanged Man's Venom: 1 Vi, 1 Ae, 1 Re, 1 Hy, 1 Ve
Vampire Oil: 1 Vi, 1 Ve, 1 Hy, 2 Qu

--BOMBS--

King and Queen: 2 Re, 1 Ae

Devil's Puffball: 1 Re, 1 Hy, 2 Ae


Samum: 1 Ae, 1 Ve, 2 Re
Zerrikanian Sun: 1 Qu, 1 Ae, 1 Ve, 1 Hy

Dragon's Dream: 1 Re, 1 Qu, 1 Ve, 2 Hy


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| POTIONS |
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Bindweed
Effects: this potion increases resistance to acid and acid-based poisons.
Preparation: Bindweed is made by mixing ingredients providing one measure each
of aether, quebrith and vermilion; strong alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

Bindweed was created specifically to counter monsters which employ acid as a


weapon. Witchers also call it 'swamp potion,' because monsters which spit acid
or have caustic blood are most often found in swamps.

---

Black Blood
Effects: turns the imbiber's blood into poison; blood becomes lethal to
monsters which drink it.
Preparation: the potion is made by mixing ingredients providing a total of
three measures of vitriol, and one measure each of rebis and aether; strong,
top quality alcohol must be used as a base.
Duration of Effects: long-lasting.
Toxicity: high.

In the distant past, mages working with witchers developed this potion
specifically for use in fighting cemetery and crypt dwellers that drink the
blood or eat the innards of their still living victims. Witchers use Black
Blood unwillingly because the potion only works when a monster begins to feast
on their body. Their transmuted blood proves to be a deadly drink.

---

Blizzard
Effects: Blizzard is one of the most powerful witchers' potions; it improves
reflexes and reaction time, allowing a witcher to better parry and evade
attacks.
Preparation: the potion is made by mixing ingredients providing two measures
each of vitriol and rebis; strong, high quality alcohol must be used as a
base.
Duration of effects: brief.
Toxicity: medium.

Witchers usually drink the Blizzard potion immediately before combat. The
potion is also favored in especially dangerous situations.

---

Cat
Effects: this potion grants vision in total darkness.
Preparation: the potion is made by mixing ingredients providing a total of one
measure of rebis and two measures of quebrith; strong alcohol must be used as
a base.
Duration of effects: long-lasting.
Toxicity: low.

Cat is said to have been the first potion created specifically for witchers.
The concoction allows witchers to pursue monsters into their lairs, including
dark caves, ruins and crypts, because it augments vision to pick up additional
wavelengths of light. To prevent blinding, the imbiber's pupils automatically
narrow when in bright light. This is possibly the potion most commonly used by
witchers.

---

Dagon Sap
Effects: when imbibed this mutagenic potion provides access to a special
Strength attribute enhancement; the upgrade increases damage inflicted on
opponents when the witcher is wounded.
Preparation: the potion is made by mixing Dagon secretions with ingredients
providing one measure each of rebis, aether, hydragenum and vermilion; a
strong, high-quality alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

The mages of old created the formula for this mutagenic potion which should,
in theory, greatly strengthen a witcher physically. Their notes indicate that
the secretions of the mythical being named Dagon are required to produce the
potion.

---

De Vries' Extract
Effects: this potion makes concealed creatures visible.
Preparation: De Vries' Extract is made by mixing ingredients providing one
measure each of rebis, aether and hydragenum, and two measures of quebrith;
strong, top quality alcohol must be used as a base.
Duration of effects: brief.
Toxicity: medium.

The talented sorceress Tissaia de Vries is credited with discovering this


powerful potion, which won her considerable renown. The potion improves the
imbiber's vision and allows opponents to be detected even through walls.

---

Fisstech
Effects: Fisstech has no beneficial effects; on the contrary, the narcotic
causes its user to feel stunned and lose consciousness.
Preparation: the drug is made by mixing ingredients providing one measure each
of vermilion and quebrith, and three measures of hydragenum; strong, top
quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: none.

Fisstech is a popular narcotic among affluent youth and members of Temeria's


underworld. Powerful crime organizations jealously guard the secrets of its
production. Although the laws of the kingdom forbid the drug's sale, fisstech
is a source of huge profits for the bosses of the criminal underworld.

---

Frightener's Vision
Effects: when imbibed this mutagenic potion adds one Bronze Talent, which can
be used to acquire enhancements.
Preparation: the potion is made by mixing a frightener's eye with ingredients
providing one measure each of vitriol, quebrith and rebis; strong, high
quality alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

The sorcerers who pioneered the witcher mutations discovered that mixing rare
and powerful ingredients with more common substances resulted in potions that
strengthened witchers' mutations. This potion, made with a frightener's eye,
transforms and fortifies a witcher's body when consumed.

---

Full Moon
Effects: this potion significantly increases maximum Vitality.
Preparation: Full Moon is made by mixing ingredients providing two measures
each of vermilion and hydragenum, and one measure of quebrith; strong, top
quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: high.

Full Moon is an all-purpose potion. Witchers imbibe it before combat when they
are not certain what kind of opponent awaits them. The downside to Full Moon is
its high toxicity.

---

Golden Oriole
Effects: Golden Oriole renders a witcher's body immune to poison and
neutralizes the effects of poisons already present in his bloodstream.
Preparation: the potion is made by mixing ingredients providing two measures
each of aether and vitriol; strong, high quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

Before fighting a venomous creature like the basilisk, a witcher drinks Golden
Oriole to release enzymes that increase his resistance to toxins. The truly
cautious prepare a second dose in case an opponents' poison somehow overcomes
this resistance.

---

Golem's Pith
Effects: when imbibed this mutagenic potion provides access to a special
enhancement of the Intelligence attribute; this upgrade augments the intensity
of a witchers' Signs, but only during moonrises.
Preparation: the potion is made by mixing a golem's obsidian heart with
ingredients providing one measure each of vitriol, quebrith, hydragenum and
aether; a strong, top-quality alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

Golems are usually described as unthinking constructs and have effectively


become synonymous with insentience. Yet only the most powerful mages know how
much effort is required to cast a spell on a golem's stone heart, to force the
creature to follow even the simplest commands. Renegade mages somehow learned
to draw on the complex magic contained in a golem's obsidian heart to produce
a powerful, mutagenic potion that affects witchers' brains.

---

Hellhound's Soul
Effects: when imbibed this mutagenic potion adds one Silver Talent, which can
be used to acquire enhancements.
Preparation: the potion is made by mixing a Trace of the Beyond with
ingredients providing one measure of vitriol and two of measures of rebis; a
base consisting of strong, high quality alcohol is also required.
Duration of effects: immediate.
Toxicity: none.
Witchers are capable of extracting components even from the carcasses of
unique creatures. This potion formula requires the iridescent mark of the
mythical Hellhound, known also as the Beast. The resulting beverage causes
further mutation in the witcher's body.

---

Kikimore's Ire
Effects: when imbibed this mutagenic potion provides access to a special
enhancement of the Stamina attribute; this upgrade allows a witcher to consume
raw monster parts, restoring lost Vitality, but also raising his level of body
Toxicity.
Preparation: the potion is made by mixing the nerve of a kikimore queen with
ingredients providing one measure each of vitriol, quebrith, hydragenum and
vermilion; a base consisting of a strong, high-quality alcohol is also
required.
Duration of effects: immediate.
Toxicity: none.

Kikimore queens' unique nervous systems inspired renegade mages to develop this
strong mutagenic potion. The potion causes changes in the ventral cavity and
also prompts production of mutated digestive enzymes. Broad use of the potion
was curtailed due to the scarcity of its core ingredient.

---

Kiss
Effects: Kiss increases resistance to bleeding and stanches any current
bleeding.
Preparation: the potion is made by mixing ingredients providing a measure of
vermilion and two measures of vitriol; strong alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

This potion affects witchers' mutated bodies by forcing their blood to congeal
almost instantaneously. It is often consumed before taking on monsters known
to inflict hemorrhaging wounds.

---

Koshchey's Core
Effects: when imbibed this mutagenic potion adds one Gold Talent, which can be
used to acquire enhancements.
Preparation: the potion is made by mixing a koshchey's heart with ingredients
providing one measure of aether and two measures of hydragenum; strong, high
quality alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

By using the heart of a koshchey - a legendary alchemical component - a


witcher can create a powerful potion which deepens the process of mutation
begun during the Trial of the Grasses.

---

Maribor Forest
Effects: this potion significantly increases maximum Endurance; it is
predominantly used by witchers trained in the use of Signs.
Preparation: the potion is made by mixing ingredients providing two measures
of rebis and one measure each of aether and quebrith; strong, high quality
alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

According to an old tale, this potion was first made by dryads from the forest
of Brokilon. The formula was obtained by the druids of Maribor Forest, who
then passed it on to their brethren in other corners of the world. The formula
also reached Kaer Morhen, where the practical-minded witchers began producing
the potion using ingredients obtained from monster carcasses.

---

Perfume
Effects: Perfume has a beautiful aroma and is a gift that almost any lady will
appreciate; it can often serve as a welcome replacement for other gifts.
Preparation: Perfume is made by mixing ingredients providing one measure each
of vitriol, aether and quebrith; strong alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: low.

Legend has it that perfume was created by an alchemist for his wife. The woman
accused the scholar of devoting too much time and energy to his work without
generating any practical results. He responded by creating a formula for
producing perfume from almost any ingredients.

---

Petri's Philter
Effects: Petri's Philter increases the intensity of all the witcher Signs.
Preparation: the potion is made by mixing ingredients providing one measure
each of quebrith, hydragenum and vermilion, and two measures of rebis;
concentrated, high quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: very high.
Throughout his life, the mage Petri sought a way to strengthen his magical
powers. He failed in this endeavor, but several interesting potions came about
through his attempts. One of these, known as Petri's Philter, is useful to
witchers with magical skills. Witchers who prefer hand-to-hand combat rarely
use Petri's Philter, however, especially since it is highly toxic and thus
renders the use of any other potions impossible.

---

Potion for Triss


Effects: this potion is intended for Triss and has no other use.
Preparation: the potion is made by mixing a frightener's claw with ingredients
providing a total of one measure each of rebis and vitriol.
Duration of effects: immediate.
Toxicity: none.

According to Lambert's instructions, the potion for the unconscious sorceress


Triss can be made of celandine, a frightener's claw and a sewant mushroom,
though Calcium Equum can replace the latter ingredient. Once gathered, these
components should be mixed with White Gull.

---

Shrike
Effects: inflicts pain on assailants during combat.
Preparation: the potion is made by mixing ingredients providing one measure
each of rebis, hydragenum and quebrith, and two measures of vermilion; strong,
top quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: high.

Shrike - the potion of revenge - mutates the blood itself. Whosoever spills a
drop of Shrike-laced blood will earn a measure of pain in return.

---

Striga's Urge
Effects: when imbibed this mutagenic potion adds one Bronze Talent and one
Silver Talent, which can be used to acquire enhancements.
Preparation: the potion is made by mixing a striga's heart with ingredients
providing one measure each of vitriol, aether and hydragenum; strong, high
quality alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

The mixture of a striga's heart with common ingredients results in a mutagenic


potion which, when consumed, strengthens a witcher's abilities, making him
even more deadly.

---

Swallow
Effects: Swallow accelerates the regeneration of Vitality.
Preparation: the potion is made from ingredients providing one measure each of
vitriol and aether, and two measures of rebis; a strong, high quality alcohol
must be used as a base.
Duration of effects: brief.
Toxicity: medium.

There is no bird more beautiful than the swallow, the harbinger of spring.
Even the dark mages who developed the formula for witchers' potions
appreciated the charm of this bird, lending its name to the potion that
accelerates regeneration of a mutated organism.

---

Tawny Owl
Effects: Tawny Owl significantly increases Endurance regeneration; it is
particularly valued by witchers who often use Signs in combat.
Preparation: the potion is made from ingredients providing one measure of
vitriol and two measures of aether; strong alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

In preparation for an all-night vigil at the side of a cursed man, or before a


battle which is certain to be prolonged, a witcher mixes a dose of Tawny Owl
potion to boost his endurance.

---

Thunderbolt
Effects: greatly increases damage inflicted on opponents, but makes dodging
and parrying impossible.
Preparation: the potion is made by mixing ingredients providing one measure
each of vitriol, hydragenum and rebis, and two measures of vermilion; strong,
top quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: high.

Witchers take this potion before fighting strong, heavily armored opponents.
Imbibing Thunderbolt causes witchers to enter into a battle trance. While in
this state, witchers attack more efficiently and cause greater damage, while
at the same time neglecting their own defense and becoming an easier target.
---

Werewolf's Wrath
Effects: when imbibed this mutagenic potion provides access to a special
enhancement of the Dexterity attribute; this upgrade awakens a witcher's
predatory instincts and increases his fighting abilities after dark.
Preparation: the potion is made by mixing werewolf fur with ingredients
providing one measure each of aether, quebrith, hydragenum and vermilion; a
base of strong, high-quality alcohol is also required.
Duration of effects: immediate.
Toxicity: none.

It was determined ages ago that a potion containing the fur of a werewolf
could strengthen a witcher's mutations and augment his predatory instincts.
Opponents of this potion's use argued that it made witchers similar to
monsters. As a result, use of Werewolf's Wrath was restricted, though few
objected since acquiring the beasts' fur is risky business.

---

White Gull
Effects: White Gull is a hallucinogenic beverage, but it can also be used to
create other potions; it serves as a base for complex potions, accommodating
up to five other ingredients.
Preparation: the potion is created by mixing ingredients providing two
measures of vitriol and one measure of rebis; strong alcohol must be used as a
base.
Duration of effects: long-lasting.
Toxicity: medium.

White Gull is a mild hallucinogen which provides pleasure during the long
nights witchers spend at their fortresses, waiting out the winter. The
witchers make this potion using secret saprophytes grown in the dungeons of
Kaer Morhen, but it can also be made from commonly available ingredients.

---

White Honey
Effects: Reduces Toxicity to zero and cancels the effects of other potions.
Preparation: the potion is made from ingredients providing one measure each of
vitriol, rebis and aether; strong alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: none.

White Honey strongly stimulates the production of purifying enzymes in


witchers' mutated bodies. Thus, it frees their bodies of the effects of
toxicity, though it simultaneously nullifies the beneficial effects of any
potions previously consumed. White Honey does not alleviate the effects of
common venoms and poisons.

---

White Raffard's Decoction


Effects: White Raffard's Decoction immediately restores a majority of lost
Vitality.
Preparation: this potion is made by mixing ingredients providing one measure
of vitriol, one measure of rebis and two measures of hydragenum in total;
high-quality strong alcohol must be used as a base.
Duration of effects: immediate.
Toxicity: high.

White Raffard, a famous mage of times long past, developed a healing potion
for the human warriors who conquered the new world for their race ages ago.
Witchers have found new, more efficient ways to produce White Raffard's
Decoction, using ingredients obtained from monsters. Classic witcher training
suggests that the Swallow potion be consumed simultaneously, for White
Raffard's Decoction is highly toxic.

---

Willow
Effects: this potion grants immunity to the stun and knockdown effects.
Preparation: Willow is made by mixing ingredients providing one measure of
quebrith and two of aether; strong alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: high.

Willow augments a witcher's physical coordination and resistance to damage. It


should be taken before a fight during which the witcher risks being knocked
down or stunned.

---
Wives' Tears
Effects: this potion immediately removes drunkenness,
drunk restoring sobriety
without causing a hangover.
Preparation: Wives' Tears are made from ingredients providing one measure each
of rebis, quebrith and aether; strong, high quality alcohol must be used as a
base.
Duration of effects: immediate.
Toxicity: low.

Village witches sell this brew to women whose husbands patronize local inns
too frequently. Witches, lacking mastery of the arcane secrets of alchemy,
usually know only one method of creating Wives' Tears.

---

Wolf
Effects: Wolf improves focus and coordination, thereby increasing the chances
of inflicting critical damage.
Preparation: the potion is made by mixing ingredients providing two measures
each of vitriol and hydragenum, and one measure of vermilion; strong, top
quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: medium.

Wolf is widely used by witchers employing the Group Style. The potion improves
its imbiber's precision, meaning that the witcher's slashing blade finds its
opponents' soft spots all the more readily.

---

Wolverine
Effects: Wolverine increases damage inflicted when a witcher's Vitality falls
below half.
Preparation: the potion is made by mixing ingredients providing one measure
each of quebrith, hydragenum and vermilion, and two measures of aether;
strong, top quality alcohol must be used as a base.
Duration of effects: long-lasting.
Toxicity: high.

It is not by accident that the witchers have named this potion after an animal
known for its fierce and aggressive nature. Wolverine unleashes the entire
potential of mutation, turning the witcher into a dervish of destruction.
Witchers use this potion when they are certain that Signs will not help them
in combat.

---

Zeugl Vigor
Effects: when imbibed this mutagenic potion adds one Silver Talent and one
Gold Talent, which can be used to acquire enhancements.
Preparation: this potion is made by mixing zeugl venom with ingredients
providing one measure of rebis and two measures of aether; a base consisting
of strong, high quality alcohol is also required.
Duration of effects: immediate.
Toxicity: none.

One of the strongest mutagenic potions is made from the venom of the zeugl, a
mammoth beast which inhabits sewers and trash dumps.
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| OILS |
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Argentia
Effects: witchers coat their silver blades with Argentia, which increases the
effectiveness of silver, but weakens steel blades.
Preparation: the oil is made by mixing ingredients providing two measures each
of quebrith and hydragenum, and one measure of rebis; top-quality grease must
be used as a base.
Duration of effects: long-lasting.

Silver brings ruin to all beasts, but even a brave knight bearing a silver
blade may not have the strength to defeat the most dreadful monsters. There is
a way, though, to awaken the spirit of a silver sword - by using the moon oil
known as Argentia.

---

Brown Oil
Effects:Brown Oil accelerates bleeding; creatures lacking a circulatory system
are immune to its effects.
Preparation: the oil is made by mixing ingredients providing a total of one
measure each of rebis, aether and quebrith, and two measures of vermilion;
top-quality grease must be used as base.
Duration of effects: long-lasting.

Curse your enemy bearing the name of Coram Agh Ter, the Lionhead Spider, and
dip your blade in oil. An enemy wounded with the dagger will bleed to death
even from a slight wound.

---

Crinfrid Oil
Effects: a blade coated with this substance causes crippling pain to a wounded
creature; creatures which do not feel pain are immune to its effects.
Preparation: the oil is made by mixing ingredients providing one measure each
of vitriol, aether and hydragenum, and two measures of vermilion; top-quality
grease must be used as a base.
Duration of effects: long-lasting.

The formula for this substance comes from the city of Crinfrid, where it is
widely employed by dark characters of all kinds.
---

Hanged Man's Venom


Effects:this blade coating poisons wounded opponents, yet it is ineffective
against monsters whose physiology differs greatly from that of humans.
Preparation*: Hanged Man's Venom is made from ingredients providing one measure
each of vitriol, aether, rebis and hydragenum; top-quality grease must be used
as a base.
Duration of effects: long-lasting.

In preparation for an assignment, an assassin applies Hanged Man's Venom to


his blade. He grinds the ingredients with a mortar and pestle until he gets a
thick paste, and then lightly coats the tools of his trade while taking care
to keep the substance from touching his skin. Then comes the hard part, but
even a hastily aimed slash can be fatal if Hanged Man's Venom slips into the
wound.

* The formula given for this recipe is incorrect. It actually requires a fifth
ingredient, Vermilion (hence the requirement for top quality grease).

---

Insectoid Oil
Effects: a blade coated with this substance inflicts increased damage on all
insectoid creatures.
Preparation: this oil is made by mixing ingredients providing a total of one
measure each of rebis, quebrith, aether and vermilion; high-quality grease
must be used as a base.
Duration of effects: long-lasting.

Huge viys, kikimores and other insectoids suffer greater damage from weapons
coated in this poison invented by witchers. Witchers also use Insectoid Oil to
rid their fortresses of bugs and parasites.

---

Necrophage Oil
Effects: a blade coated with this substance inflicts increased damage on
necrophages.
Preparation: the oil is made by mixing ingredients providing two measures of
vitriol and one measure of aether; grease must be used as a base.
Duration of effects: long-lasting.

Necrophages are accustomed to poisonous vapors. Yet even the most rancid
ghouls and graveirs cannot withstand the poison wounds inflicted by a blade
coated with Necrophage Oil.
---

Ornithosaur Oil
Effects: a blade coated with this substance inflicts increased damage on
ornithosaurs.
Preparation: the oil is made by mixing ingredients providing one measure each
of vitriol, quebrith, rebis and hydragenum; high-quality grease must be used
as a base.
Duration of effects: long-lasting.

This oil, sometimes called Basilisk Bane, contains a poison that is deadly to
all reptiles. Even the basilisk, which possesses its own venom and is
resistant to poisons, cannot withstand a blade coated with this substance.

---

Specter Oil
Effects: a blade coated with this substance causes increased damage to
specters.
Preparation: the oil is made by mixing ingredients providing one measure each
of vitriol, aether and rebis; grease must be used as a base.
Duration of effects: long-lasting.

There is a mysterious boundary between the worlds of the dead and the living,
one which is easier to cross for restless specters than for humans. To injure
a spectral opponent, first anoint a blade with this oil. Only then will the
weapon truly part the curtain dividing the worlds, thereby damaging the
specter.

---

Vampire Oil
Effects: a blade coated with this substance causes increased damage to all
types of vampires.
Preparation: the oil is made by mixing ingredients providing one measure each
of vitriol, vermilion and hydragenum, and two measures of quebrith; high-
quality grease must be used as a base.
Duration of effects: long-lasting.

Whosoever seeks to destroy a vampire, to banish it from this world forever,


should prepare St. Gregory's Oil, called Vampire Oil by witchers. No fleder or
bruxa can withstand it.

------------------------------------------------------------------------------
| BOMBS |
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Devil's Puffball
Effects: upon detonation, this bomb sprays a cloud of poison, affecting nearby
enemies; those resistant to poison might not be harmed.
Preparation: a Devil's Puffball is made by mixing ingredients providing one
measure each of rebis and hydragenum, and two measures of aether; high quality
black powder must be used as a base.
Duration of effects: varies depending on opponent attributes.

The formula for this bomb was developed by Zerrikanian alchemists and migrated
to the Northern Kingdoms thanks to traveling merchants.

---

Dragon's Dream
Effects: this bomb releases a cloud of flammable gas which causes a
destructive explosion when ignited.
Preparation: a Dragon's Dream bomb is made by mixing ingredients providing one
measure each of rebis, quebrith and vermilion, and two measures of hydragenum;
top quality black powder must be used as a base.
Duration of effects: varies depending on opponent attributes.

The Zerrikanians worship dragons, so it is no surprise this mixture, which


releases a cloud of flammable gas, is named after the fearsome beasts.
Whosoever detonates a Dragon's Dream is sure to conjure the spirit of the
creature itself.

---

King and Queen


Effects: upon detonation, this bomb magically evokes fear in the hearts of
opponents.
Preparation: a King and Queen bomb is made by mixing ingredients providing two
measures of rebis and one measure of aether; high quality powder must be used
as a base.
Duration of effects: varies depending on opponent attributes.

Zerrikanian wizards have mastered the dangerous art of crafting explosives.


King and Queen is an example of their handiwork - such a simple-looking item
and yet it is enough to send enemies scrambling, panic in their eyes.

---

Samum
Effects: upon detonation, this bomb stuns any creatures within range, provided
they are not immune to this effect.
Preparation: a Samum is made by mixing ingredients providing one measure each
of aether and vermilion, and two measures of rebis; high quality black powder
must be used as a base.
Duration of effects: varies depending on opponent attributes.

Zerrikanian wizards have learned to harness the energy of hot desert storms
and bind it into an arcane mixture. When detonated, the Samum releases this
energy and stuns opponents with the ferocity of desert winds.

---

Zerrikanian Sun
Effects: upon detonation, this bomb releases a flash of light, blinding all
nearby opponents.
Preparation: a Zerrikanian Sun is made by mixing ingredients providing one
measure each of quebrith, aether, vermilion and hydragenum; high quality black
powder must be used as a base.
Duration of effects: varies depending on opponent attributes.

Assassins from the sect known as the Zerrikanian Sun use this flash bomb to
cover their escape after they eliminate a target. Sentries and guards blinded
by the flash are more likely to attack each other than their opponent. The
sect trains its assassins to close their eyes instinctively at the moment of
detonation; witchers need not do this as their mutated pupils automatically
narrow in response to the explosion.

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