The Witcher 3
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Nerfs Griffin School Technique Skill. Adds stamina regen delays to most combat actions. Adds a stamina cost when you block an attack. Makes stamina regen out of combat equal to stamina regen in combat. Stamina regen slows down while quen is active.

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The main goals of the mod are to prevent you from thoughtlessly chain-casting signs (particularly being able to freely cast quen as soon as the previous one breaks) nor being able to just endlessly block against a pack of lightweight enemies, but without affecting your mobility.  Does not add any stamina costs for attacking or dodging, you remain as nimble as before.

Griffin School Technique skill nerf:
The skill's description claims it gives you up to 20% extra stamina regen rate, yet it seems it uses the faster stamina regen rate from outside of combat (about 1s) as the base for that calculation rather than the slower one you have during combat (10s), meaning that your stamina meter during combat was filling up in 3 seconds or so. This enabled you to pretty much cast signs whenever you wanted and also made all the stamina regen-improving alchemy items, gear & other skills redundant.
The skill's stamina regen rate bonus has been changed so that with medium armor & the skill equiped you get about the same faster stamina regen rate that you'd get with light armor.

Stamina regen delays for combat actions:
Rolls already had a 1s stamina regen delay in vanilla, this is now further extended to a 0.5s regen delay for dodges (which are like a "light roll"), a 1s delay for heavy attacks and a 0.5 delay for light attacks. This means that after you've cast a sign you might have to breathe a little during your following sword spam before you can cast again (it becomes harder to cast->spam sword->cast again), and thus harder to always have a sign cast ready whenever the previous one fades, at least without alchemy.

Blocking now costs some stamina:
This mechanic already existed in fistfights (and tw2) and the change makes it so Geralt can't just eternally hold block against a pack of nekkers/lightweights and remain unharmed. The stamina cost values are set so that a bruxa's successive fast attacks can quickly wear down a witcher's stamina and get a hit in, as in the bestiary description.

Quen stamina regen nerf:
While quen is active your stamina regen rate is slowed down the same as if you were actively blocking with your sword. Quen is the most easily abused sign in the game, and being able to easily cast a new quen as soon as the old one broke made you virtually immortal.

Stamina regen out of combat the same as in combat:
Makes stamina regen rate outside of combat the same as the slower rate during combat, allows you to more easily compare how different armor weight categories, equiped skills and alchemy can affect your stamina regen rate during a fight, as combat isn't the best place or time to be looking at the details of that little yellow stamina gauge.

Whirlwind, Rend and Finishing a knocked down foe cost all of your stamina:
This means you can no longer consecutively chain short-duration/low stamina cost whirldwinds and rends which could quickly kill anything. Nor be able to mindlessly take out large groups of small enemies just by knocking them all down with an aard and finishing them off one by one with a ground finisher.

Quen no longer heals damage over time effects.


Same as installing most other TW3 Mods. Avoid Vortex, TW3 Mod Manager recommended  if you need a manager. Place any \modxxx folders directly inside your <TW3 game install>\Mods (or \mods) folder, place any \dlcxxx folders directly inside your <TW3 game install>\dlc (or \DLC) folder. Merge everything with Script Merger.

How to install most simple TW3 Mods for newbies/klutzes:

Delete \modstaminaregennerf. Unmerge the files if you merged them before.

Part of a series of mods for the passive aspect of combat. Dodge spam is solved differently.