The Witcher 3
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Infernal

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Infernal01

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About this mod

Made decoctions more powerful. Reduced toxicity from 70 to 50.

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Most decoctions were useless. Buffed them a bit. Also reduced toxicity generated from 70 to 50.

Katakan Decoction (1)
Increases critical hit chance.
Vanilla: 5%
Modded: 20%

Arachas Decoction (2)
Reduces damage received based on armor and inventory weight: less weight carried and lighter armor means less damage is taken.
Vanilla: 20%
Modded: 50%

Cockatrice Decoction (3)
All alchemy creations can be used one additional time.
Vanilla: No value
Modded: Unchanged

Archgriffin Decoction (4)
If any Stamina is available, strong strikes consume all of it and reduce the struck foe’s Vitality by 5% after their normal damage is calculated.
Vanilla: 5%
Modded: 10%

Water Hag Decoction (5)
Damage dealt is increased when Vitality is at its maximum.
Vanilla: 50%
Modded: 100%

Nightwraith Decoction (6)
Geralt’s maximum Vitality is increased with each foe killed. This increase lasts until he meditates or fast travels.
Vanilla: 50
Modded: 100
Note: This might be OP, we'll see.

Ekimmara Decoction (7)
Damage dealt to foes restores Vitality.
Vanilla: 10% x1
Modded: Unchanged

Chort Decoction (8)
Provides complete resistance to the Stagger effect and reduces the Knock-down effect to Stagger.
Vanilla: No value
Modded: Unchanged

Foglet Decoction (9)
Increases Sign Intensity during cloudy weather.
Vanilla: 25%
Modded: 100%
Note: Bye bye Geralt, welcome Thor. Let the fun begin.

Wyvern Decoction (10)
Each blow landed increases Attack Power until either the fight ends or damage (other than that from potion Toxicity) is taken.
Vanilla: 1%, max stack -1
Modded: 10%, max stack 100%

Doppler Decoction (11)
Increases critical hit damage when attacking from behind.
Vanilla: 50%
Modded: 100%

Troll Decoction (12)
Regenerate additional Vitality during and outside of combat.
Vanilla: 100, 20
Modded: Unchanged

Noonwraith Decoction (13)
Significantly reduces effects of Knockdown, Hypnosis, Stun and Blindness effects.
Vanilla: No value
Modded: Unchanged

Succubus Decoction (14)
Attack Power grows over the course of a fight until reaching a maximum threshold.
Vanilla: 1%, max stack 30
Modded: 5%, max stack 50

Alghoul Decoction (15)
Adrenaline Points are generated more quickly than normal until the first successful enemy attack.
Vanilla: 50%
Modded: 200%

Fiend Decoction (16)
Increases the amount of weight the witcher can carry without being overburdened.
Vanilla: 20
Modded: 100

Forktail Decoction (17)
Combining fast and strong attacks with Sign abilities increases Attack Power of the next attack or Sign Intensity of the next Sign casted.
Vanilla: 50%, 50%
Modded: 100%, 100%

Grave Hag Decoction (18)
Each foe slain accelerates Vitality regeneration for the duration of the battle.
Vanilla: 5, max stack -1
Modded: 50, max stack 200

Wraith Decoction (19)
Whenever a single hit drains more than a third of Vitality, a Quen shield is activated which protects against the next attack.
Vanilla: 30%
Modded: 25%
Note: Might be OP, we'll see.

Earth Elemental Decoction (20)
Increases resistance to Vitality-depleting critical effects applied during combat. The resistance level rises the longer the critical effect is applied.
Vanilla: 10%, 10%, 10% (burning, poison, bleeding)
Modded: 90%, 90%, 90%
Note: I wouldn't care about a 10% resistance, 90% however... is a different story.

Ekhidna Decoction (21)
Performing actions that consume Stamina restore Vitality.
Vanilla: 10%
Modded: Unchanged

Ancient Leshen Decoction (22)
Each Sign cast increases Stamina regeneration for the remainder of the fight.
Vanilla: 2, max stack -1
Modded: 5, max stack 20

Basilisk Decoction (23)
Buffs a randomly selected Sign at dusk and dawn. The effect lasts for six hours.
Vanilla: No value
Modded: Unchanged

Werewolf Decoction (24)
Running, sprinting and jumping outside combat does not use Stamina.
Vanilla: No value
Modded: Unchanged

Nekker Warrior Decoction (25)
Mounts never panic. Increases mounted combat damage.
Vanilla: 50%
Modded: 200%
Note: Mounted combat has always been difficult, but now with this decoction it should be viable.

Leshen Decoction (26)
A portion of the damage dealt by enemies is reflected back on the attacker.
Vanilla: 10, 2%
Modded: 100, 20%
Note: You shouldn't get hit, but if you do, this decoction should help.

Griffin Decoction (27)
Taking damage raises damage resistance (up to an upper limit) for the remainder of the fight. 
+1% Resistance to Slashing Damage
+1% Resistance to Piercing Damage
+1% Resistance to Bludgeoning Damage
+1% Resistance to Monster Damage
+1% Resistance to Elemental Damage
Vanilla: 1%, max stack 25
Modded: 10%, max stack 50

Reliever’s Decoction (28)
Increases damage dealt and decreases damage taken against wraiths.  
+10% Damage to Wraiths
+15% Resistance to Slashing Damage
+15% Resistance to Piercing Damage
+15% Resistance to Bludgeoning Damage
+15% Resistance to Monster Damage
+15% Resistance to Elemental Damage
Vanilla: 10%, 15%
Modded: 50%, 25%


Check my other mods:
Balanced Decoctions
Balanced Upgrades
Balanced Bombs
Balanced Potions
Balanced Oils
Faster Death Screen
Looser Skill Restrictions
Potent Food