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Prerelease:The Witcher 3: Wild Hunt/Vital Spot System

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This is a sub-page of Prerelease:The Witcher 3: Wild Hunt.

A large chunk of the combat system was cut out of The Witcher 3.

Vital Spots

The following explanation is outlined in the document "Monsters and opponents design":

Monsters have vital spots divided into 4 categories:
Instant Kill The most powerful and costly vital spot. It is usually only available if the other vital spot is destroyed. For example, the weak spot on the armour was broken.
Protection This vital spot is protecting another vital spot. The player has to destroy the protection to be able to strike the spot under it.
Critical Effect/Disable Ability Temporary (or instantly) disables the special ability of the creature and changes the behaviour of the injured creature. For example, render it unable to run or perform jumping attacks, etc.
Massive Damage For example, finding a weak spot in the armour enables distortion, and thus the damage dealt is more severe. The character has no protection against incoming attacks.

Quest Monsters

Berserker

Description Humanoid monster resembling bear. At first berserkers are humans but they have an ability to transform into bearserker. Probably on the werewolf skeleton.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attack - hit timing is quite slow, but deals high damage
  • Grab and bite - berserker can grab his enemy (an attack with tell animation) and bite him. The bite deals very high damage and causes Bleeding effect. Grab can be dodged or blocked with Quen, cannot be parried.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
Defence
  • Huge creature - doesn’t play hit animations when it is in the middle of an attack animation (duration animevent).
  • Counter attacks
Vital Points Instant Kill:
  • Cutting the neck artery - applies a never ending bleeding effect. The creature still fights but bleeds out over time.

Protection:

  • None

Critical Effect/Disable Ability:

  • Cutting ligaments - turns off the Charge attack (cost: 2 points), makes Berserker slower.
  • Breaking the jaw - turns off the Grab and bite attack (cost: 1 point)

Massive Damage:

  • Piercing the liver - applies high damage (cost: 2 points)
Immunities Steel and Axii
Vulnerabilities Silver and fire spells

Bies (Fiend)

Description Huge, almost elephant size devil with horns. He has three pairs of each organ (3 eyes, 3 lungs...)
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Charge - tries to tack the opponent to the wall. If the opponent is near a wall, he receives greater damage and is stunned for a while. Quen protects from damage, not from being stunned. Player can dodge the attack. Attack has a tell animation. If player dodges, Bies can get stuck - he hits a tree and stucks his horns into it. Trees should be placed on the arena.
  • Hypnotize - hypnosis paralyzes Geralt. Player can cast Heliotrop to defend. himself. Hypnosis has a preparation animation. Using third eye / hypnotizing organ.
Defence
  • Huge creature - doesn’t play hit animations when it is in the middle of an attack animation (duration animevent).
  • Block - Bies can change its state to block - he parries all incoming attacks with his claws. Cannot parry magic attacks. When hit with normal attack, he counters back with a very fast and difficult to dodge strike.
Vital Points Instant Kill:
  • Piercing three lungs (cost: 3 points per lung)

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - turns off the Charge ability (cost: 1 point)
  • Piercing third eye / hypnotizing organ - turns off the Hypnosis ability (cost: 2 points)

Massive Damage:

  • Piercing a lung - piercing a lung deals high damage (cost: 3 points)
Immunities Steel and all witcher signs
Vulnerabilities Silver and partially to fire spells

Cyklop (Cyclops)

Description A giant with one eye instead of two in the middle of the forehead. Usually peaceful and non aggressive but when attacked defends himself by knocking down the opponents and beat them to the death. We are not fighting with this monster.

Diabeł Fugas (Fugas)

Description Huge, human like devil outcasted from the hell because of the insatiate hunger. We are not fighting with this monster.

Gigant (Giant)

Description Giant human approx. 4 meters high, quite intelligent. Lives in the forests.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Uses environment in fight against opponents, throws rocks if those are present on the location (special entity). Player can dodge the rock or use Quen to protect himself from damage.
  • Charged attack with his club - attack with a tell anim. Very high damage with AOE and knockdown effect. Player can dodge or use Quen to protect himself from damage. Quen doesn’t protect from the knockdown effect. This attack cannot be parried.
  • Sling attack - the Giant can use its hunting sling to shoot small rocks at his enemies.
Defence
  • Huge creature - doesn’t play hit animations when it is in the middle of an attack animation (duration animevent).
Vital Points Instant Kill:
  • Piercing heart - only available when the Giant kneels (see below).

Protection:

  • armour on legs (knees) - destroying this armour enables the knee vital spot (cost: 3 points).

Critical Effect/Disable Ability:

  • Cutting arm tendon - makes Giant drop his club, and disables the club attacks. Giant uses his bare hands instead (cost: 2 points).
  • Striking the knee (kneecap) - makes Giant kneel every X seconds. If he kneels new vital spots are present, Giant gets more damage. When kneeling, the Giant cannot rotate, but can attack targets in front of him (cost: 2 points).

Massive Damage:

  • Cutting leg artery - applies long Bleeding effect.
  • Cutting neck artery - applies long Bleeding effect, is enabled only when the Giant kneels.
Immunities Silver, Aard, Quen, Yrden, Axii
Vulnerabilities Steel and fire spells

Lowdowy Gigant (Ice Giant)

Description Giant human approx. 4 meters high, quite intelligent. Lives on the island.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Uses environment in fight against opponents, throws rocks if those are present on the location (special entity). Player can dodge the rock or use Quen to protect himself from damage.
  • Charged attack with his club - attack with a tell anim. Very high damage with AOE and knockdown effect. Player can dodge or use Quen to protect himself from damage. Quen doesn’t protect from the knockdown effect. This attack cannot be parried. Each attack with the club has a chance to crush ice rocks on the Ice Giant’s arena - those can fall down and deal damage to Geralt. If Ice Giant is hit by such rock, he also gets damage.
  • Wind blow - he can blow to push objects and characters on the location. He tries to push Geralt over a ledge and make him fall. Small objects are lifted and pushed with great force. Such objects deal physical damage.
  • Harpy attack - he lets a harpy sit on his arm and then he commands her to fly and attack his enemy (one animation attack).
Defence
  • Huge creature - doesn’t play hit animations when it is in the middle of an attack animation (duration animevent).
  • Counter attack - kick. If player deals two strikes or more, the Ice Giant will try to perform a kick - knocking down his opponent. Player can dodge or cast Quen to protect himself.
Vital Points Instant Kill:
  • Piercing heart - is available only, when the Giant kneels (cost: 5 points) (see below).

Protection:

  • armour on legs (knees) - destroying this armour enables the knee vital spot (cost: 3 points).

Critical Effect/Disable Ability:

  • Cutting arm tendon - makes Ice Giant drop his club, and disables the club attacks. Giant uses his bare hands instead (cost: 2 points).
  • Striking the knee (or tendon) - makes Ice Giant kneel every X seconds. If he kneels new vital spots are present, Ice Giant gets more damage. When kneeling, the Ice Giant cannot rotate, but can attack targets in front of him (cost: 2 points). After striking both legs, the monster cannot walk - it just kneels and tries to strike back.
  • Piercing a lung - disables the Wind blow ability. Is available only when Ice Giant is kneeling.

Massive Damage:

  • Cutting leg artery - applies long Bleeding effect.
  • Cutting neck artery - applies long Bleeding effect, is enabled only when the Ice Giant kneels.
Immunities Silver, Aard, Quen, Yrden, Axii
Vulnerabilities Steel and Fire spells

Morowa Dziewica (Pesta)

Description Spectre resembling a young, weak girl. She’s usually surrounded by rats. She can summon waves of rodents which attack opponents.
Role in the Group Individual
Preferred Behavior Careful - performs melee attacks only when the opponent is near, uses ranged attacks from a greater distance.
Special Attacks & Actions
  • Fast attacks - when in close range, she attacks with fast paced strikes, dealing medium damage.
  • Summon rats - she screams and spawns rats swarm that chases her opponents, when it’s near the target it deals damage - the rats are climbing on the opponent and bite him (rats VFX is also played on the target). Player can use Quen to protect himself from the rats. Player can use Igni or a bomb to destroy rats. Morowa Dziewica can spawn up to 3 rat swarms.
  • The kiss of death - when in close range and not shielded by rats (see below) the monster tries to grab and kiss her enemy. The kiss applies long lasting Poison effect and has a tell animation. Player can cast Quen to protect himself from the kiss or dodge.
  • Plague vomit - the monster vomits with plague. It spawns a “trap” on the ground. The trap applies long lasting Poison effect.
Defence
  • Shield of rats - Morowa Dziewica can spawn rats that cloak her (she screams to do it). She gains armour this way. Player can disable the shield casting several Igni spells or using bombs (each hit with a spell decreases the number of rats protecting the monster).
Vital Points Instant Kill:
  • Soul piercing - the soul of this wraith is in its head. Geralt has to hit the occiput to be able to strike the soul. Player has to get on the back of the monster to be able to use this vital spot (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting Vocal cords - disables Rats summon attack and the Shield of rats ability (cost: 2 points). Not enabled when the monster uses the Shield of rats ability.
  • Piercing stomach - disables Plague vomit ability (cost: 2 points). Not enabled when the monster uses the Shield of rats ability.

Massive Damage:

  • Piercing Thymus - will Poison the monster.
Immunities Steel, all witcher signs except for Aard. Shield of rats can be destroyed with Igni.
Vulnerabilities Silver, Aard

Poroniec (Botchling)

Description A cursed dead child that was miscarried. In combat turns into a huge zombie-like infant.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
  • Baby cry - creature cries like a baby (the sound should be creepy). It stuns his enemies. Geralt can cast a Heliotrop Sign to defend himself.
  • Health regeneration - the monster can regenerate its health.
Defence
  • Counter attacks after hits.
Vital Points Instant Kill:
  • Piercing the brain - player can strike the brain of Poroniec through cracks in its skull (cost: 5 points)

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting the umbilical cord - disables health regeneration ability (Poroniec is connected to his mother and drains vitality from her) (cost: 2 points)

Massive Damage:

  • None.
Immunities Steel, Igni and Axii, poisoning and bleeding critical effects
Vulnerabilities Silver, Aard and Yrden

Non-Quest Monsters

Alghoul

Description Alghoul lives underground or wanders on the surface, but only during the nights. It can be found on the cemeteries. It’s common to find them in packs of ghouls. Alghouls try to knock down the opponents and eat them alive. Alghouls are stronger than regular ghouls.
Role in the Group Individual, but almost always surrounded by normal Ghouls.
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Knockdown attack - an attack with tell animation. It knocks an opponent down and makes him vulnerable to Feed attack for all Ghouls and Alghouls.
  • Feed attack - when a target is knocked down, Alghoul can perform a feed attack - it grabs and bites the opponent. The opponent is poisoned and the Alghoul restores part of its health.
  • Jump attack - Alghoul can jump from a distance and deliver a powerful blow (medium damage). The jump attack can prevent his opponents from escaping.
Defence
  • Dodge - Alghouls can dodge. They have a high chance of dodging player’s strong attacks. After the dodge Alghoul performs a counter attack.
Vital Points Instant Kill:
  • Cutting neck artery - Alghoul bleeds out very fast and dies (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Jump attack (cost: 2 points).
  • Piercing the jaw - disables the Feed attack (cost: 2 points).
  • Cutting both arm tendons - disables the Knockdown attack (cost: 1 point for each tendon).

Massive Damage:

  • None.
Immunities Silver, Aard-like forces, and poisoning
Vulnerabilities Steel, Igni

Baba Cmentarna (Grave Hag)

Description Lives in the cemeteries, appears in the evening and during the nights.
Role in the Group Individual
Preferred Behavior Keeping her distance - she tries to summon other creatures to fight for her. She moves slowly, but has very fast attacks.
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and deal medium damage.
  • Ghost traps - the monster can spawn several ghost traps - screaming ghosts appear in the trap area, the effect lasts for few seconds. If an enemy enters the trap area he gets damage over time effect. Player can use Heliotrop to protect himself from damage.
  • Tongue attack - the monster can shoot his tongue to a great distance and “stab” his opponent to poison him. It’s a quick ranged attack.
Defence
  • Teleport - the monster can teleport in combat. It uses this ability when attacked. Player has to throw a sign to immobilize her before performing a melee attack.
Vital Points Instant Kill:
  • Piercing the brain - kills the monster (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cut tongue - cutting the tongue disables the Tongue attack ability (cost: 2 points).

Massive Damage:

  • Piercing the liver - deals high damage.
Immunities Steel, Axii
Vulnerabilities Silver

Baba Wodna (Water Hag)

Description Lives near the water. She’s short and stocky.
Role in the Group Individual
Preferred Behavior Ranged attacks, aggressive if not near water.
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and deal medium damage.
  • Jump attack - she can jump from a further distance, attack and jump back (in one animation).
  • Throw mud - she can throw mud when in water. It’s her favourite ranged attack. Mud deals low damage, but can blind Geralt when it hits him (full screen effect). Player can cast Quen to protect himself. When Geralt is blinded (the effect lasts 2-5 seconds), the monster will try Jump attacks or normal fast attacks (depending on the distance).
Defence
  • Dodge - she has a high chance of dodging player’s strong attacks. After the dodge she performs a counter attack.
Vital Points Instant Kill:
  • Piercing the heart - causes instant death (cost: 4 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Jump attack ability (cost: 1 point).
  • Cutting both arm tendons - disables the Throw mud attack (cost: 1 point for each tendon).

Massive Damage:

  • Piercing liver - deals high damage (cost: 1 point).
  • Cutting tendon - each of two tendons deal high damage (cost: 1 point for each tendon).
Immunities Steel, Aard
Vulnerabilities Silver, fire spells

Bazyliszek (Basilisk)

Description Vicious and highly venomous creature resembling a dragon with a lizard like tail and membranous wings. In legends the creature can kill enemies just by looking at them.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Poison - each attack of the Basilisk is very poisonous.
  • Jump attack - Basilisk can perform a very fast jump attack in which it jumps to its victim, bites it and jumps back. Geralt can use Quen to protect himself from damage.
Defence
  • Dodge.
Vital Points Instant Kill:
  • Cutting the spinal cord (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cripple both wings - disables the Jump attack (cost: 2 points per wing).
  • Piercing Venom sack - disables the poison from Basilisk’s attacks (cost: 1 point).

Massive Damage:

  • Crippling wings - each wing deals additional damage when crippled (cost: 2 points per wing).
Immunities Silver, Axii, fire spells
Vulnerabilities Steel, Aard

Dao (Golem)

Description A Golem is a construct. It has one purpose - to fulfill its master’s plan.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
  • Ground slam - Golem can perform a ground slam attack. It creates a shockwave around the monster and harms every target in 5 meter radius. It has also a chance to knock the opponents down.
Defence
  • Block - Golem can block half of incoming damage when in blocking state. After each block he tries to perform a counterattack.
  • Huge creature - Golem doesn’t play every hit animation. His attacks cannot be interrupted with normal strikes (player has to use amplified Aard to break incoming attack).
Vital Points Instant Kill:
  • Crushing red crystal - available after destroying the Stone cage vital spot. The red crystal is the source of Golem’s magical energy, destroying it kills the construct (cost: 5 points).

Protection:

  • Stone cage - a shield protecting the red crystal vital spot. It has to be destroyed to make the red crystal appear (cost: 5 points).

Critical Effect/Disable Ability:

  • None.

Massive Damage:

  • None.
Immunities Silver, all basic witcher signs
Vulnerabilities Steel

Ifrit (Fire Elemental)

Description Special kind of golem. Usually very strong and quite intelligent, but performs only set of predefined actions. Elementals use their physical strength mostly, and their main goal is to stop the opponent, no matter what the cost: is.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Throwing magical projectiles - Elemental can spawn a magical fireball of white fire and throw it at enemy. The fireball can be stopped with Heliotrop. It causes Burning effect.
  • White fire - Elemental can ignite himself with white fire fo 5 seconds, it deals damage to all creatures in 3 meters radius. The ignition has a tell animation. Player can use Heliotrop to protect himself from the white fire.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
  • Charged attack - Elemental charges his fist with white fire and performs a very strong attack (with a tell animation). This attack knocks his opponent back (far distance), deals high damage and can cause Burning effect.
Defence
  • Block - Elemental can block half of incoming damage when in blocking state. After each block he tries to perform a counterattack.
  • Huge creature - elemental doesn’t play every hit animation. His attacks cannot be interrupted with normal strikes (player has to use amplified Aard to break incoming attack).
Vital Points Instant Kill:
  • Crushing red crystal - available after destroying the Stone cage vital spot. The red crystal is the source of Elemental’s magical energy, destroying it kills the construct (cost: 5 points).

Protection:

  • Stone cage - a shield protecting the red crystal vital spot. It has to be destroyed to make the red crystal appear (cost: 5 points).

Critical Effect/Disable Ability:

  • Crushing white crystal - disables abilities of Elemental connected to white fire: White fire, Charged attack and Throwing magical projectiles (cost: 3 points).

Massive Damage:

  • None.
Immunities Silver, all basic witcher signs
Vulnerabilities Steel

Erynie (Erynia)

Description Flying bird like monsters with female’s face. They resemble harpies, but are much stronger. They live in the mountains.
Role in the Group Healer
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and deal medium damage.
  • Wind attack - flaps her wings for around 3 seconds and creates air wave and knocks her opponents down. Player can cast and maintain Quen to protect himself.
  • Fury - an attack performed on a knocked down opponent. Erynie sits on the opponent and stabs him with its claws.
  • Throw a rock - an attack performed from the flying state. Erynie can throw rocks on its target, when she is flying high.
  • Heal harpies - Erynie can heal harpies surrounding her. She is using the energy from magic crystals on her claws.
Defence
  • Flying state - Erynie can fly high in the air, and cannot be hit in this state. She will always go back down after a while. She tries to throw rocks, when she is high in the air.
Vital Points Instant Kill:
  • Piercing the heart - kills the monster immediately (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Crippling a wing - disables Fyling state defence and Throw a rock attack (cost: 2 points).
  • Crippling both wings - makes Erynie walk instead of hover over ground. Disables the Wind attack (cost: 2 points per wing).
  • Crushing crystals - disables the Heal harpies ability (cost: 2 points).

Massive Damage:

  • Piercing the liver - deals high damage (cost: 1 point).
Immunities Silver, Yrden, Axii
Vulnerabilities Steel, Fire spells

Endriaga (Endrega)

Description Endriaga is a member of arachnids.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and deal medium damage.
  • Toxic spit - she spits toxins to poison her opponent. The attack has a tell animation. Player can dodge or cast Quen to protect himself.
  • Charge - she charges and hits the player. Player can dodge / cast Quen to protect himself.
Defence
  • Chitin armour - gives Endriaga good armour protection.
Vital Points Instant Kill:
  • Piercing the brain (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Destroy chitin armour - destroys the armour protection (cost: 1 point).
  • Piercing the poison gland - disables the Toxic spit attack (cost: 1 point).

Massive Damage:

  • Piercing poison gland - it also poisons the monster (cost: 1 point).
Immunities Silver and fire
Vulnerabilities Steel, can be trapped with Yrden


Ghul (Ghoul)

Description Common, corpse-eating creature. Ghoul lives underground or wander on the surface, but only during the nights. It can be found on the cemeteries or in the tombs.
Role in the Group Protect the Alghoul if present in the group.
Preferred Behavior Aggressive - chases the opponent and attacks, protector - stays near the Alghoul if present, attacks only if attacked from a distance or the target is in attack range.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Feed attack - when a target is knocked down, Ghoul can perform a feed attack - it grabs and bites the opponent. The opponent is poisoned and the Ghoul restores part of it’s health. Only Alghouls can knock down the opponent, Ghouls use it to feed on the target.
  • Jump attack - Ghoul can jump from a distance and deliver powerful blow (medium damage). The jump attack can prevent his opponents from escaping.
Defence
  • Dodge - Ghouls can dodge the same way as Alghouls. They have a high chance of dodging player’s strong attacks. After the dodge Ghoul performs a counter attack.
Vital Points Instant Kill:
  • Cutting neck artery - Ghoul bleeds out very fast and dies (cost: 4 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Jump attack (cost: 2 points).
  • Piercing the jaw - disables the Feed attack (cost: 2 points).

Massive Damage:

  • Piercing intestines - piercing intestines of a Ghoul will poison him.
Immunities Aard-like forces, silver, and poisoning
Vulnerabilities Steel, Igni

Griffon (Griffin)

Description Flying creature covered with fur, with a bird like beak. It has long tail and feather covered wings. They live in high mountains and hunt on the cattle or occasionally humans. They are strong and demanding opponents, occurs alone.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Scream - the monster can scream and stund his opponents. Player can cast Heliotrop to protect himself. The attack has 20 meters of radius and it adds physical weak impulse to all objects on the scene. Attack cannot be dodged.
  • Knockdown - Griffon flies high in air, dives down and hits the ground. It applies

knockdown effect to all creatures in 5 meter radius. Player has to dodge the attack.

  • Bite - enabled on stunned opponents. Monster bites a stunned opponent, dealing very high damage.
  • Tear apart - enabled on knocked down opponents. Monster attacks the opponent with its claws and deals very high damage.
  • Aerial bash - the creature flies into air dives down. If player dodges, monster hits the ground and is stunned for a short while. Player can see the shadow of the monster before it dives and also Geralt’s witcher medallion vibrates showing danger.
  • Jump attack - Griffon can quickly fly to it’s target from a max distance of 15 meters. He hits his opponent with it’s claws and deals medium damage. Player can cast Quen or dodge to protect himself.
Defence
  • Dodge and counterattack - the monster dodges using it’s wings and immediately counterattacks.
  • Huge creature - doesn’t play every hit animation. His attacks aren’t disrupted.
Vital Points Instant Kill:
  • Piercing both hearts - Griffon has two hearts, piercing both will kill the creature (cost: each heart 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Crippling one wing - disables the Aerial bash and Knockdown abilities (cost: 2 points).
  • Crippling both wings - disables the Jump attack (cost: 2 points each wing).
  • Cutting off the jaw nerve - disables the Scream ability (cost: 2 points).

Massive Damage:

  • Piercing one heart - deals high damage (cost: 5 points).
Immunities Steel, all witcher signs except for Igni
Vulnerabilities Silver, Igni

Harpie (Harpy)

Description Flying birdlike monsters with female’s face. Tearing apart their victims. They live in the mountains. Harpies are weaker than Erynie, but usually appear in larger groups, up to four-five individuals. They have no specialized roles in the group.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and deal medium damage.
  • Fury - an attack performed on a knocked down opponent. Harpy sits on the opponent and stabs him with its claws. This attack is mostly performed after an Erynie knocks down an opponent.
Defence
  • Flying state - Harpy can fly high in the air, and cannot be hit in this state. She will always go back down after a while.
  • Dodge - Harpy can perform a fast dodge connected to a counterattack.
Vital Points Instant Kill:
  • Piercing the heart - kills the monster immediately (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Crippling a wing - disables Fyling state defence and (cost: 1 point).
  • Crippling both wings - makes Harpy walk instead of hover over ground. Disables the Dodge and counterattack ability (cost: 1 point per wing).

Massive Damage:

  • Piercing the liver - deals high damage (cost: 1 point).
  • Crippling a wing - crippling each wing deals high damage (cost: 1 point per wing).
Immunities Silver, Yrden, Axii
Vulnerabilities Steel, fire spells

Katakan

Description Higher vampire, called sometimes a happy vampire, because of the large white teeth. Spits blood on victims and burns them.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Drink blood - enabled when a victim is stunned. He grabs an enemy and drinks his blood. That action restores Katakan’s health completely. Katakan doesn’t stun his enemies, but if a Bruxa is nearby, he can use her stun ability to feed on enemies.
  • Spit blood - Katakan spits poisoned blood on his enemies, dealing poison effect. Player can use Quen or dodge.
  • Disappear - Katakan can disappear for a specified time (up to 10 seconds). He can still attack the player, but cannot be targeted (soft lock doesn’t work, but player can still wave his sword and try to attack the invisible creature). Player can use Cat potion to see the enemy (soft lock is enabled again).
Defence
  • Dodge (high chance of dodging the strong attacks). After performing a dodge, he will perform a counterattack immediately.
Vital Points Instant Kill:
  • Decapitation - this is the only way to slay this vampire (cost: 5 points), first Geralt has to destroy the bone collar protecting the Katakan’s head. If player will not decapitate the Katakan, the monster will raise up after couple of seconds, when it gets slain.

Protection:

  • Destroying bone collar - the creature has a bone collar protecting the neck, it has to be destroyed to make Decapitation enabled (cost: 5 points).

Critical Effect/Disable Ability:

  • Piercing poison gland - disables the Spit blood ability (cost: 3 points).
  • Breaking the fangs - disables the Drink blood attack (cost: 1 point).
  • Cutting neck artery - makes the monster bleed a lot, and disables his ability to disappear - he can still do it, but player can see the blood effect on the monster and is able to use softlock mechanic in half of the normal range (cost: 2 points).

Massive Damage:

  • None.
Immunities Steel, Axii
Vulnerabilities Silver
Related Items: Potion causing blood toxication that poisons a Vampire, oil against Vampires

Kuroliszek (Cockatrice)

Description Reptile and bird-like monster, usually jumps with long leaps. He is often mistaken with Basilisk. People fear him, but the creature is not poisonous.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Jump attack - Kuroliszek can perform a very fast jump attack in which it jumps to its victim, bites it and jumps back. Geralt can use Quen to protect himself from damage.
Defence
  • Dodge - a fast dodge with counterattack.
Vital Points Instant Kill:
  • Cutting the spinal cord (cost: 4 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cripple a wing - disables the Dodge defence ability (cost: 1 point).
  • Cripple both wings - disables the Jump attack (cost: 1 points per wing).

Massive Damage:

  • Crippling wings - each wing deals additional damage when crippled (cost: 1 points per wing).
Immunities Silver, Axii, fire spells
Vulnerabilities Steel, Aard

Leszy (Leshen)

Description Monster living in the forests. Protects forest and its inhabitants from the humans. Leszy attacks individually and occurs usually alone. He can use some elements of the environment in the fight.
Role in the Group Healer, summoner
Preferred Behavior Ranged - keeps his distance, spawns Nekkers. Can change behavior to aggressive.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Summon Nekkers - Leszy can summon a wave (5 - 8) of nekkers (up to 3 times per fight). He uses a special flute made of wood, that he carries on his belt.
  • Heal Nekkers - Leszy can heal Nekkers surrounding him (15 meters radius).
  • Spawn roots - Leszy can spawn roots that will catch his opponent and block him for 2 seconds. Player can dodge (roots spawn under him and “attack” after 1 second).
  • Charge - when no Nekkers are nearby, Leszy can perform his charge attack. When he hits his opponent he causes stagger effect and deals high damage.
  • Very strong attack - it’s a charged attack with his claws. The attack has a tell animation and after that a strong vertical attack is performed. If player dodges the attack, Leszy sticks his claws in the ground and is stuck for 2 seconds.
Defence
  • None.
Vital Points Instant Kill:
  • Cutting the throat - available only when Leszy is stuck (cost: 4 points).
  • Piercing the heart - available when wooden armour is destroyed (cost: 5 points).

Protection:

  • Destroying wooden armour - enables the heart vital spot (cost: 4 points).

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Charge ability (cost: 3 points).
  • Destroying the wooden flute - disables the Summon Nekkers ability (cost: 3 points).

Massive Damage:

  • Piercing intestines - deals high damage (cost: 2 points).
Immunities Steel
Vulnerabilities Silver

Mglak (Fogling)

Description Mglak tends to be found mainly in swamps, forests, or in the mountains. It glows and lures its victims into trap in the night. It appears only in the nights.
Role in the Group Individual
Preferred Behavior Aggressive, but slow - he tries to mindlessly approach his opponent and attack.
Special Attacks & Actions
  • Fast attacks - he moves very slow, but his attacks are fast paced.
  • Flash - he can perform a flash attack (preceded by a tell animation), if player has the Mglak in his field of view (camera), Geralt is blinded (full screen effect) for 3 seconds. Player has to rotate the camera to protect Geralt from being blinded.
Defence
  • Etheric creature, doesn’t play most hit animations.
Vital Points Instant Kill:
  • Piercing brain - available only when the creature is crawling (cost: 1 point)

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cripple both legs - makes him crawl (cost: 1 point for each leg).

Massive Damage:

  • None.
Immunities Steel, fire spells
Vulnerabilities Silver, Aard

Mula (Higher Vampire)

Description Mula is a higher vampire. It’s not afraid of a daylight, but feeds in the night. They take male form. Mula is a strong opponent and appears alone. It can turn invisible for a while, to fool the opponent. It gets behind its victim and tries to suck their blood out.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Drink blood - enabled when a victim is knocked down. He sits nearby the enemy and drink his blood. It restores Mulas health and enables turns on the Blood rage.
  • Blood rage - after drinking blood, Mula enters Blood rage state - his eyes start glowing, his attacks are faster and deal more damage.
  • Mist - Mula can change into mist. It then travels through other creatures and can materialize again in another place. Mula regenerates health in while in mist form. Player can attack Mula with Igni harm him.
  • Jump attack - Mula can jump from a great distance and knockdown his enemies. Player can cast Quen to protect himself from damage but not from the knockdown effect. Player can dodge.
Defence
  • Huge creature - doesn’t play every hit animation.
  • Counterattacks - after each hit Mula tries to perform a counterattack.
Vital Points Instant Kill:
  • Destroying four chambers of Mula’s heart - Mula has a huge heart build from four chambers. Player has to destroy each chamber to kill the opponent (cost: 4 points each chamber).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Breaking the fangs - disables the Drink blood ability (cost: 1 point).
  • Piercing front cerebral lobe - disables the Mindtrick ability (cost: 2 points).
  • Cutting ligaments - disables the Jump attack ability (cost: 3 points).

Massive Damage:

  • None.
Immunities Steel, Axii
Vulnerabilities Silver
Related Items: Potion causing blood toxicity that poisons a Vampire, oil against Vampires

Nekker

Description Nekker is a forest monster living in a herd. Nekkers live in underground tunnels. They attack in groups. There are also more powerful nekkers commonly called Nekker Warriors (those have only higher damage and health).
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal low damage.
Defence
  • Dodge - has a chance to dodge strong attacks.
Vital Points Instant Kill:
  • Cutting neck artery (cost: 1 point).

Protection:

  • None.

Critical Effect/Disable Ability:

  • None.

Massive Damage:

  • None.
Immunities Silver
Vulnerabilities Steel and all witcher signs

Succubus

Description Demon who takes the form of a highly attractive woman to seduce men. They draw energy from the men to sustain themselves, often until the point of exhaustion or death of the victim.
Role in the Group Individual
Preferred Behavior Ranged - tries to keep her distance and cast spells
Special Attacks & Actions
  • Fast attacks - her attacks are fast paced and medium low damage.
  • Magic projectile - she can cast a magic projectile. Player can use Heliotrop or dodge to protect himself.
  • Charm and kiss - an attack with a tell animation. During the tell she takes control over player character - Geralt approaches her. Player can cast Heliotrop to protect himself. If he doesn’t, she grabs Geralt, kisses him, restores her health and deals percentage damage.
Defence
  • Charm shield - she can cast a magic shield which protects her from damage.
Vital Points Instant Kill:
  • Cutting neck artery (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • None.

Massive Damage:

  • None.
Immunities Steel, Axii
Vulnerabilities Silver

Troll Skalny (Cave Troll)

Description Giant, humanoid monster living in the mountains. Can resemble a rock (special spawn type). They are moderately intelligent and use environment in the fight with the opponents (throw stones etc.).
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
  • Throw rock - if a rock is nearby, Troll can grab it and throw on his enemy. The throw deals high damage. Player can dodge or cast Quen to protect himself.
  • Grab - trolls can grab and crush (attack with a tell animation).
Defence
  • Huge creature - Golem doesn’t play every hit animation. His attacks cannot be interrupted with normal strikes (player has to use amplified Aard to break incoming attack).
Vital Points Instant Kill:
  • Piercing the heart - the heart is protected by stone skin on the chest, player has to destroy it first (cost: 5 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Charge ability (cost: 2 points).
  • Cutting the tendons on both hands - disables the Throw rock and Grab ability (cost: 1 point for each tendon).

Massive Damage:

  • None.
Immunities Silver, Aard
Vulnerabilities Steel

Utopiec (Drowner)

Description Lives near the water. Mindless creature that kills humans. They don’t use any sophisticated methods during the fights.
Role in the Group Individual
Preferred Behavior Aggressive, he tries to mindlessly approach his opponent and attack.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Jump attack - he can jump from a distance and perform a medium damage attack.
Defence
  • None.
Vital Points Instant Kill:
  • Piercing brain (cost: 2 points)
  • Piercing heart - (cost: 2 points)

Protection:

  • None.

Critical Effect/Disable Ability:

  • None.

Massive Damage:

  • None.
Immunities Steel, fire spells
Vulnerabilities Silver, Aard

Widłogon (Forktail)

Description Small flying dragon-like monster. Smaller than Oszluzg. They usually stay away from the human’s settlements and defend themselves only when they’re threatened. Widłogon attacks opponents with his beak and claws.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks - when in close range, attacks with fast paced strikes, dealing medium damage.
  • Tail attack - applies knockdown effect.
  • Aerial bash - the creature flies into air dives down. If player dodges, Widłogon hits the ground and is stunned for a short while. Player can see the shadow of the monster before it dives and also Geralt’s witcher medallion vibrates showing danger.
  • Jump attack - Widłogon can perform a very fast jump attack in which it jumps to its victim, bites it and jumps back. Geralt can use Quen to protect himself from damage.
  • Mucus spit - Widłogon can spit mucus (while on ground) and blind the opponent. Player can dodge or cast Quen to protect himself. Spitting has a tell animation
Defence
  • Flying - Widłogon can start flying, player cannot hit him in melee combat. Can be hit with bombs, daggers and signs.
Vital Points Instant Kill:
  • Cutting the spinal cord - this vital spot is enabled after destroying the Corneus collar.

Protection:

  • Corneus collar - it protects the Spinal cord vital spot (cost: 4 points).

Critical Effect/Disable Ability:

  • Cripple wing - disables the Flying defense and Aerial bash attack (cost: 2 points).
  • Cripple both wings - disables the Jump attack (cost: 2 points per wing).
  • Cripple tail - disables the Tail attack (cost: 1 points).
  • Piercing Salivary gland - disables the Mucus spit ability (cost: 1 point).

Massive Damage:

  • Crippling wings - each wing deals additional damage when crippled (cost: 2 points per wing).
Immunities Silver, all witcher signs, fire
Vulnerabilities Steel

Wilkołak (Werewolf)

Description Human transforming into wolf like creature during the full moon nights.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - his attacks are slow paced but deal high damage.
  • Charge - creature charges, the target is knocked down if hit. Charge can be dodged. Blocking with Quen saves from damage but not from the knockdown effect. Charge cannot be parried.
  • Jump attack - the monster can jump from a distance of 10 - 15 meters and perform an attack. It prevents the player from escaping. Player can dodge or cast Quen to protect himself.
  • Infected bite - bite of a werewolf is poisonous.
  • Howl - when in the woods can summon 7-12 wolves (once per fight). Wolves appear in a distance (not in the camera view) and approach.
Defence
  • Huge creature - Werewolf doesn’t play every hit animation. His attacks cannot be interrupted with normal strikes (player has to use amplified Aard to break incoming attack).
  • Very high health regeneration.
Vital Points Instant Kill:
  • Piercing two chambers of the heart (cost: 5 points each chamber)

Protection:

  • None.

Critical Effect/Disable Ability:

  • Cutting ligaments - disables the Charge and Jump attack abilities (cost: 2 points).
  • Piercing one chamber of the heart - instead of killing the creature it turns out the health regeneration ability (cost: 5 points).
  • Crushing the jaw - disables the Infected bite ability (cost: 2 points).
  • Cutting the throat - disables the Howl ability (cost: 2 points).

Massive Damage:

  • None.
Immunities Steel, Aard
Vulnerabilities Silver, Igni

Zgnilec (Rotfiend)

Description Skinless, distant cousin of Ghoul. There are also Greater Rotfiends, more powerful and aggressive cousins of Rotfiends.
Role in the Group Individual
Preferred Behavior Aggressive and fast.
Special Attacks & Actions
  • Fast attacks - his attacks are fast paced and deal medium damage.
  • Jump attack - he can jump from a distance and perform a medium damage attack.
  • Explode - he explodes on death. Any creatures nearby get poisoned.
Defence
  • Dodge - he can dodge the strong attacks.
Vital Points Instant Kill:
  • Piercing the brain (cost: 4 points).

Protection:

  • None.

Critical Effect/Disable Ability:

  • Piercing the venom sack - disables the Explode ability (cost: 1 point)

Massive Damage:

  • Piercing the intestinals (cost: 1 point).
Immunities Steel
Vulnerabilities Silver, Aard, Igni

Creatures

Bear

Description Bears are very strong opponents but don’t attack unless they feel endangered (the player or any other opponent gets too close). They appear alone and can be met during the day.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Strong attacks - slower but deal more damage.
  • Charge - deal high damage, but the bear can also be stunned if it hits a wall.
Defence
  • None
Vital Points Instant Kill:
  • Piercing heart (cost: 4 points)

Protection:

  • None

Critical Effect/Disable Ability:

  • Cut ligaments - disable Charge ability (cost: 1 point)

Massive Damage:

  • None
Immunities -
Vulnerabilities -

Dog & Wolf

Description
  • Dogs, except for trained ones, are not aggressive. The trained ones are moderately strong and quite vicious. They are usually kept individually or in small, up to 3 members, groups.
  • Wolves appear during the day in groups ca. 6-7 members. They are rather easy to defeat when there’s just one but in the group are quite demanding opponent.
Role in the Group Individual
Preferred Behavior Aggressive - chases the opponent and attacks.
Special Attacks & Actions
  • Fast attacks.
  • Jump attack - a really basic jump attack, distance - up to 5 meters.
Defence
  • None.
Vital Points Instant Kill:
  • Piercing the head (cost: 2 points)

Protection:

  • None.

Critical Effect/Disable Ability:

  • None.

Massive Damage:

  • None.
Immunities -
Vulnerabilities -

Humans

All Types

Description Human opponents are divided into categories depending on two factors:
  • Fighting Style (Weapon)
  • Armour Class:
    • Unarmoured
    • Light-Armoured
    • Heavy-Armoured

The special attacks and moves depend on the fighting style, while the available vital spots depend on the armour class.

Vital Points Instant Kill:
  • Piercing heart - causes instant death (cost: 5 points)
  • Piercing stomach - causes death in agony (cost: 5 points)
  • Cutting neck artery - causes death in walking agony (cost: 5 points)
  • Cutting femoral artery - causes impossible to stop Bleeding effect (cost: 5 points).
  • Piercing both lungs (cost: 3 points per lung)

Protection:
A light-armoured opponent can have one of the features below. Medium-armoured and heavy-armoured opponents can have two of the features below.

  • Helmet - protects the neck artery (cost: 5 points).
  • Breast plate - protects the heart, lungs, liver and stomach - cannot be destroyed.
  • Greaves - protect the femoral artery and ligaments (cannot be destroyed).
  • Shield - protects every other vital spot (cost: 3 points).

Critical Effect/Disable Ability:

  • Cutting ligaments - change the movement rate and animation (cost: 1 point).
  • Destroying shield [shielded] - after it’s destroyed the opponent changes his behavior to a corresponding opponent not wielding a shield (a “shielded with one handed weapon” will change to “one handed weapon”)

Massive Damage:

  • Piercing a lung (cost: 3 points)
  • Piercing the liver (cost: 3 points)

One-Handed Weapon

Description The most basic opponent.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Fast attacks
  • Charge
Defence
  • Block - blocks occasionally.

One-Handed Weapon and Projectiles

Description An opponent with an additional throwable weapon.
Preferred Behavior Ranged - tries to use his additional weapon first.
Special Attacks & Actions
  • Fast attacks
  • Throwing items (projectiles), the exact effect depends on the item.
  • Charge
Defence
  • Block

Bow or Crossbow

Description Archers avoid danger and prefer ranged attack. If enemy approaches them, they change their behavior to normal sword.
Preferred Behavior Ranged - maintains his distance
Special Attacks & Actions
  • Ranged attack - shoots projectiles every X seconds.
Defence
  • Changes his behavior to unarmoured with sword when an enemy approaches.

Dual Wielder

Description Dual weapon fighters are usually berserkers. They’re skilled warriors and prefer offensive actions over defensive ones.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Charge - can perform a charge with lots of hits.
Defence
  • Blocks almost all damage, player has to stagger him to be able to deal damage.

One-Handed Weapon and Shield

Description Crossbowmen avoid danger and prefer ranged attack. They usually are better equipped that archers and when the enemy approaches them they defend themselves.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Strong attacks
  • Charge (shield bash)
Defence
  • Shield block - can easily block all incoming melee damage (has to be staggered before hitting).

Halberd

Description Opponents wielding long weapons.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Strong attacks, longer range
  • Charge (piercing charge)
Defence
  • Defence state with halberd lowered - player cannot approach from the front (he gets hit).

Halberd and Shield

Description Opponents wielding long weapons and a shield.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Strong attacks, longer range
  • Charge (shield bash)
Defence
  • Defence state with halberd lowered - player cannot approach from the front (he gets hit).
  • Can block incoming damage with the shield.

Two-Handed Weapon

Description Opponents wielding two handed weapons.
Preferred Behavior Aggressive - chases the opponent
Special Attacks & Actions
  • Strong attacks - very high damage
  • Charge (lots of hits)
Defence
  • Block frequently and do counterattacks.

Mage

Description Mages are avoiding danger and if the enemy gets too close to them they use protetctive spells and try to regain the distance in order to attack. They are often healers.
Role in the Group Protector, Healer
Preferred Behavior Avoiding danger - tries to maintain distance.
Special Attacks & Actions Depends on the mage’s specialization:
  • Projectiles - mages cast magic projectiles (basic ranged weapon)
  • Traps - mages can spawn magic traps on the ground.
  • Joined traps (opponent is hit when enters the area between two traps)
Defence
  • Magic shield - mages can use a magic shield and become invulnerable for a limited time.
  • Teleport - if an enemy gets too close, a mage can use this ability to run away to a safe distance.

Inquisitor

Description Inquisitors usually wear light armour or robes but enhanced with a dimeritium fibres, protect them from all magical attacks. They use dimeritium bombs that temporary block all magical abilities of the opponents. Those are mages, but they can also use a sword.
Role in the Group Front line attack, backup
Preferred Behavior Avoiding danger
Special Attacks & Actions Depends on the mage’s specialization:
  • Dimeritium bombs - they can throw bombs with dimeritium, that block Geralt's and mages' spells (Geralt cannot cast Signs).
  • Throwables - inquisitors can use throwable weapons (bombs, orions).
  • Strong attacks - they have slower attacks with higher damage.
  • Charge - they can perform charge attacks with lots of hits in the animation.
Defence
  • Dimeritum - inquisitors have very high resistance for spells, they block witcher signs.