The Witcher 3 armor at the beginning of the game. Ophir armor

  • 27.02.2024

A lot of interesting content was added to The Witcher 3 with the release of the Blood and Wine add-on: a huge location made from scratch with its own inimitable flavor and atmosphere, new and well-forgotten old monsters, unfamiliar characters previously encountered in books and, of course, new sets of armor and weapons - witcher, knight and even vampire. Today we will talk about the last two types of combat equipment for our fencing master. Let's help Geralt make a big deal and decorate the main hall of Corvo Bianco with truly unique pieces of armor and blades.

GERALT OF RIVIA/RAVIX OF CHERTOROG SET

Personalized knight's armor, a crossbow, a sword, a saddle and even a shield will go to our hero if he does not refuse Guillaume de Lonfal's request and agrees to take part in the Great Knight's Tournament instead. In other words, to get them we will have to complete an additional quest "Song of a Knight's Heart", and not just anyhow, but with “100% synchronization” (may the haters of the Assassin series forgive me this metaphor). Depending on the name under which the witcher signs up for the tournament, he will receive a set of either Geralt of Rivia, or Ravixa of Chertorog. Both sets are completely identical in their characteristics and differ only in the name and the heraldic symbols applied to them.

1. Personalized armor, supplemented gloves, boots and pants of a Toussaint knight, and name shield with coat of arms the witcher will receive it automatically after visiting the scribe’s tent and completing all the necessary formalities. Whether to perform at the tournament in them or to change into the usual witcher clothes is up to you, but in any case, all the issued elements of tournament equipment will be yours from now on and forever.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons Name shield, unlike armor, is a purely decorative accessory (and after receiving it ends up in the department Backpack For others items), but don’t rush to throw it away. It will look good on the wall of the main hall of Corvo Bianco or in Geralt’s bedroom.

2. Personalized crossbow(attack power +300%) will go to Geralt only if he wins shooting competition. He will have to hit nine targets faster than the enemy.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Getting a crossbow, I tell you, is difficult, but possible. To make your task easier to some extent:

    A) don’t spare three skill points and upgrade to the maximum Lightning Reflexes from the thread Working with a crossbow(block Fencing). This will give you a time slowdown when aiming, which will allow you to win some precious seconds from your opponent;

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    b) spend another one skill point on Stuntman(block Skills). This will save you some more time on reloading the crossbow;

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    V) do not refuse the offer of Baron Palmerin de Lonfal play gwent with him for a place in the tournament bracket. If you win, then during the competition the sun will not shine in your eyes and aiming at the right targets will become somewhat easier.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

3. Personalized knight's saddle for Roach with 90 energy Geralt will get it if he wins horse racing– second tournament competition.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

The Witcher will need to overcome the track in a certain time. The initially allotted time is clearly not enough even to overcome a small part of the route, but it can and should be increased by knocking down with a sword straw dolls and striking with a crossbow targets located along the route.

For knocked down dolls you will be given O a greater increase in time than for well-aimed shots, but try not to neglect either one or the other. Needless to say, a pumped-up crossbow skill Lightning Reflexes will be useful to our hero in this competition.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Both prize saddles are absolutely identical in their characteristics and differ only in the name, the color of the blanket and the coat of arms on the back.

4. Named sword will be granted to our hero only if he not only wins all three tournament competitions - shooting, horse racing and team sword fighting, but also defeats the winner of last year's tournament - the knight Gregoire de Gorgon. The swords of Geralt of Rivia and Ravix of Chertorog are absolutely identical in their characteristics and differ only in the name and the heraldic sign on the hilt.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

In a sword fight you can use potions, food and oils, but only on the condition that they were placed in active slots and applied to the blade in advance, i.e. BEFORE talking with Guillaume about Vivienne’s curse in Geralt’s tent. During a fight (both team and duel), the game will not allow you to get into Inventory. She will not allow you to use the Signs either. Select potions based on your build and playing style, but only oils will do Hanged Man's Poison. Perhaps having one extra skill point is worth unlocking and equipping the skill Gourmand(branch of additional skills), allowing you to restore health within 20 minutes after eating. In this case, do not forget to place some kind of food in at least one of the four active slots (advice from Red_Starreader).

During team battle try not to let yourself be surrounded - a few missed hits and you will lose. Don't focus on one opponent. Your teammates are weaker than the fighters on the opposing team, and if you don’t help them from the very beginning, you’ll quickly find yourself in a one-versus-five situation. Use the entire arena, try to attack from behind those who are busy fighting with one of your partners. Do not try to call the enemy and do not stand in one place for a long time. When Geralt approaches, enemies will automatically switch from other bots to him. Use potions sparingly. Before the fight with Gregoire, you will not have the opportunity to meditate and replenish their supply.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

IN duel With Gregoire, I strongly advise against trying to parry his powerful blows with a sword. It is much more effective to duck under his arm when he begins to swing, and then strike several times in the side and/or from the back. Then move aside, wait for a new attack from the ex-champion and repeat the described maneuver again. Periodically, Gregoire swings his sword with such force that the blade sticks into the ground, and it takes the thug some time to remove it. At such moments, he is especially vulnerable - don’t miss your chance to uncontrollably throw extra boos at him.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

In addition to the tournament trophies, Geralt will also receive winner's laurel wreath. By the way, you can put it on your head if you wish - just place the wreath in one of the slots pocket V Equipment. It's of no use, but it's nice. Still, winning the Big Tournament is not a pound of raisins.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
TESHAM MUTNA SET

This set vampire equipment Geralt will find in the dungeons of the castle Tesham Mutna(southeast of Beauclair), where he will certainly visit in the company of his old friend during the main story quest "Echo". The set includes a full set of armor, a steel sword and a mask.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
Armor
Mask by itself does not provide any bonuses, but is taken into account when calculating the total bonus for the set. Look for it in the department for quest items Backpack.
Blade

So, together with a close friend we go to Tesham Mutna. He will open the entrance to the dungeons for us, and while we go down, he will tell the story of this creepy and mysterious place.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

1. Shell, pants and sword are in a forged chest that stands in in the first hall, which you will get to by going down the stairs from the entrance. On the chest is a scroll with an oath from the previous owner of this set.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

2. Boots and mask will be found in a forged chest in second hall dungeons, upon entering which Geralt will notice strange glyphs on the walls. It is separated from the first hall by a long spiral wooden staircase.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

3. Gloves lie in corridor with cameras, in the far niche, located to the left in the direction of travel, in a small chest. We enter this corridor from the second hall, where the boots and mask were found.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
TOUSSAINT ARMOR (ARMOR OF A KNIGHT FROM THE LAND OF TALES),

SWORDS VITIS AND GESHEFT

Get hold of war souvenirs from Land of a Thousand Tales Geralt will be able to only if, as part of the main quest “The Long Night”, he decides to find Sianna, and not turn to the Hidden One for assistance. There is no other way to get to the magical land of illusions other than during the main story quest "A long time ago...", will not be. In general, don’t miss the moment and have a blast there. But I beg you, be careful and try not to crush Thumbelina.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
Toussaint armor
Blades
1. south of Dolgovlaski towers(i.e. Rapunzel), on the shore of a small lake (or puddle? I don’t know what is better to call this body of water) Geralt and Syanna will stumble upon knight errant corpse who wandered into a fairy tale and stayed here forever. We remove from a dead man armor- armor, pants, boots and gloves. Lying next to him steel sword Vitis– we just pick him up.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Note. According to the developers, the path to the body of the knight should be shown to our heroes by will-o'-the-wisp. Actually, there is a light in the game - it hangs over a puddle, to the left of the path to the tower - and it is quite capable of fulfilling its function. However, in practice it turned out that the chance of accidentally stumbling upon the corpse itself is much higher than the chance of finding a guiding firefly. Here's a case.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
2. Chance to get silver sword Gesheft will appear to Geralt after he defeats Giant from behind the Clouds and, if it is his will, a romantic scene with Syanna. Stepping onto the bridge of the sky-high castle, the witcher will pay attention to will-o'-the-wisp. In front of the castle gates, the light will flicker to the left, over the bridge railing. Follow him.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

One jump and the witcher will end up under the bridge. Now he needs to get into the cave on the other side of the castle moat.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

In the cave you will find a sword stuck into an extinguished fire. That's what it is Gesheft. Light a fire - the hero will kneel and the game will automatically save. After that, you can pick up the blade and smile at the funny Easter egg on “Dark Souls”.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
TOUSSAINT CROSSBOW

Anyone can add the armor set of the Toussaint knight (and not only him) Toussaint crossbow, designed for the hero level 31+. There are two places on the territory of the principality where you can get hold of them: the post of the princely guard in Beauclair and the ruins of Gallion Castle.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons 1. Capital post of the princely guard located in the city's artisan quarter, just south of the San Sebastian road sign. The game will allow you to go looking for him almost at the very beginning of the main quest. "The Beast of Toussaint", after the knight Milton de Peyrac-Peyran, who accompanied the witcher, gets ready for his business and invites him to examine the body of the victim himself in Corvo Bianco.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

2. Ruins of Gallion Castle, a swampy elven ruin in the north of the principality, initially occupied hansa– a large group of bandits, consisting mainly of fighters Level 46. After their lair is completely cleared, peaceful workers will start there and blacksmith. That's where he sells the one we need crossbow. It cost me about 213 CZK.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
SET OF HEN HEIDT

Add another set to your collection vampire armor Geralt can if, as part of the main quest "Long Night" he will firmly declare his decision to seek assistance from Hidden, will complete Oriana's task "Call of blood" and will receive from her magic key. Without this key, it is impossible to get into the cave where the main vampire godfather of Toussaint is holed up and where the armor and sword from Hen Haydt are kept. And if you want to own this complete set until the pig squeals, know: you can do it only as part of the quest "Between Worlds".

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Bonus for simultaneous use of 3 or more set items: Killing an enemy restores hit points by an amount equal to 1% of max. level of health points for each element of the kit. The maximum bonus is 6%.

Armor
Mask by itself does not provide any bonuses, but is taken into account when calculating the total bonus for the set. Look for her in the department Backpack For armor.
Blade

Interesting. The Hen Haydt set is very reminiscent of the armor of Count Dracula from the film Bram Stoker's Dracula. Thanks to Dobbel for discovering this easter egg.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
The entrance to the catacombs of the Hidden One is located south of Beauclair, on the shore of the lake, in close proximity to the Place of Power.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

1. Gloves and steel sword. A long tunnel leading down from the entrance will lead Geralt to a fork. The corridor going forward and to the left is flooded, and an ominous hissing and groaning can be heard from the passage on the right. Since we are interested in gear, we take in more air into our lungs and dive.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

There will be another fork under the water, and again you need to choose the left tunnel.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

As soon as the stone arch above your head gives way to a free water surface, we float up, turn around and notice a chest. Congratulations, the first two items from Hen Haydt have been found. All that remains is to get out of the water and pick them up.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Having obtained the blade and gloves, you can go with peace of mind to meet the Hidden One, if you came here as part of the “Between Worlds” quest. We will look for the remaining items of the set after the witcher is thrown into strange catacombs, not subject to the laws of physics familiar from school.

2. Mask and pants. So, with the light hand of the Hidden Geralt, he was carried into huge cave, Where a stream flows across the ceiling, and the waterfall turned out to be a waterfall due to the unnatural direction of the water flow. On the opposite side of the cave from the miracle waterfall there is an entrance to a tunnel. We need him (in fact, Geralt is also there for the quest).

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

In just a couple of steps there will be a fork. The quest should go straight, but we are looking for armor, so we should go left.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

The narrow tunnel ends in a cave with a box containing mask And trousers. But you will have to fight for the right to grab them. Get ready to fight three protofleders Level 47. Only after finishing with them will Geralt have the opportunity to obtain items of the vampire combat outfit.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons3. Boots and armor our witcher will find it after he tests the physical anomaly with gravity and on foot will climb to the ceiling following a stream flowing upward (it seems to me that this strange stream, changing places up and down, is a reference to Dante’s “Divine Comedy”). In general, after discovering the megascope of the would-be magician, we follow his steps a little, and then watch a short video. When we get back control of the hero, we only have to go a couple of steps to the coveted chest with shoes and armor.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
SILVER SWORD ARONDITE

Yes, yes, we are talking about the very sword that Geralt once already received from the hands of the Lady of the Lake near the village of Darkwater. Gods, how long ago it was! So much water has passed under the bridge since then. In the whirlpool of events that befell him, the witcher was unable to save his expensive gift, but now he has a chance to regain his unique blade. This will happen as part of the quest "Paths of Destination", which our hero will receive by taking note "Challenge to the Trials of Virtue" from the notice board to main market square Beauclair. Another way to unlock the quest with Arondite is to overhear a conversation between a certain horseman Bors and Percival on the tournament fields (in this case, the note from the notice board in the city will disappear).

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Damage Arondite and is calculated, as in the case of other items, at the moment of its assignment by the witcher. However, the bonus that allows you to improve the sword, increasing its damage, will be present in any case.

1. As will become clear from the note, those who wish to pass the Test must come to the island located in the center Lake Selyavi(northwest of Beauclair Palace).

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

2. In the center of the island you will find an internal small lake, in the middle of it - a tiny island, and on the island - hermit. Talk to him. The elder will tell you that this is an unusual place and that a legendary sword is kept at the bottom of the lake. Only those who have five knightly virtues: valor, generosity, honor, compassion and wisdom.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    If Geralt is still before meeting the hermit did not have time to demonstrate all five virtues, he will send the witcher to stone steles so that he becomes familiar with the essence of each virtue. And then the game will simply offer to wait for the right moment and show your wisdom, generosity, etc. Unfortunately, it is not clearly stated anywhere exactly what needs to be done for this: who needs to be helped with what, who needs help, who needs to be given or told what. Nevertheless, the Internet and my personal experience are able to suggest how to become a virtuous witcher. Without pretending to be an exhaustive list and in the hope that you, dear readers, will help me supplement, I will share recipes for fulfilling the conditions necessary to obtain Arondite (see below).

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    If by the time of the meeting with the hermit Geralt has already managed to demonstrate all five virtues, then the elder will offer the witcher to pass another test - trial by combat. During the fight, try to stay close to the enemy (level 43), so as not to provoke him into special attacks in the form of a whirlwind and tornado. As soon as our hero deprives the grandfather of 2/3 of his health, the battle will end, and Geralt will be recognized as worthy to wield a magic blade. The hermit will plunge into the lake, and instead of him will appear Lady of the Lake and will hand the witcher a sword with the words: don’t lose it again. This will complete the quest.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Now about how to pass the Tests of Virtue.

Generosity
    1. Give me a tip(5 crowns) to the messenger boy, who will deliver a letter from Yennefer/Triss.
    2. Reward financially(up to 500 CZK) shoe shine boy as part of the main quest "Lair of the Beast".
    3. Buy for money a ribbon from the girl with matches as part of the main task "A long time ago... "(500 CZK).
    4. Redeem the artist’s own portrait as part of the quest "Portrait painter"(1000 CZK).
    5. Refuse to accept payment potatoes from the hermit Pinastri for fulfilling the witcher's order "What the Horses Talk About".
Honor
    1. While completing the quest "People's Hero", return stolen statue genitals museum worker, rather than leaving them to the thief for a fee.
    2. When completing an additional quest "Eternal peace"(taken from the notice board in the main market square of Beauclair), inform the customer that the noise in the cemetery was caused by family quarrel.
    3. During the additional quest "Song of a Knight's Heart" accept the challenge Prince Ansi of Rivia and Lyria and take part in a horse duel. In this case, the outcome of the competition does NOT matter.
Valor
    1. Necessary win the Grand Tournament as part of a side quest "Song of a Knight's Heart"(see above)

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons .

    4. Overcome Dettlaff as part of the main task "Tesham Mutna".

    5. Agree to fulfill the witcher's order “If you don’t want my death...” And don't let your knight partner die in a fight with a hog. (You can take the order either from the girl who stands near the Nilfgaardian embassy in Beauclair, or from the errant knight Francois, who has become a camp northwest of the Beauclair Palace (see marker on the map).)

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    6. Doing a side quest "About a Knight and a Fair Lady", force(namely force, not persuade) the witch to lift the curse. She, naturally, just won’t want to do anything and will try to get rid of you. You will have to fight with her and her level 40 panther. Immediately after the end of the fight, the game will count your hero’s courage, i.e. valor. (The quest is taken either from the notice board at the Castel Ravello winery (look for a note from the lumberjack Jacob), or directly from Jacob himself (see the custom mark on the map).)

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons Cow pats Supplement “Blood and Wine”. Guide to finding unique sets of NON-witcher armor and weapons
    3. Doing a side quest "Beauclair Safari"(taken from the notice board in the main market square of Beauclair), do not let the customer get hurt. After the end of the safari, ask the customer’s security guards about his life, then accept the count’s invitation to visit an exhibition of his works and once there do not miss the opportunity to inquire the state of affairs of his daughter.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    4. As part of the quest "The Hunger Games " let the disenchanted Marlene stay in Corvo Bianco as a cook.
    5. When completing a side quest "Balance in Nature" refuse to kill the last silver basilisk(the quest is taken either from the notice board or when inspecting the site of the monster attack in the town of Merchant Factory).

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons Supplement “Blood and Wine”. Guide to finding unique sets of NON-witcher armor and weapons Supplement “Blood and Wine”. Guide to finding unique sets of NON-witcher armor and weapons
    4. When completing a side quest "Brotherly Love" get the distiller part from the hot spring, and later, when Hugo asks Geralt to protect him from his own brothers, answer that no one will die today. (The quest will start automatically when Geralt approaches the cave located southwest of Lake Selyavi.)

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons


Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons
    5. Doing a side quest "About a Knight and a Fair Lady", be able to disenchant girl. To do this you need either humbly ask lift the witch's curse, kneeling before her, and then give her a lock of your hair (this passage option will become available only if Geralt reads book with fairy tales, which the quest giver will give him), or figure out how to lift the curse himself (this option will only be possible if Geralt knows exactly who the remains from the cave under the witch’s hut belong to). In the second case, the game will credit your hero with wisdom after completing the quest.

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

Addition "Blood and Wine". Guide to finding unique sets of NON-witcher armor and weapons

If you are interested in get Arondite as soon as possible after getting to Toussaint, try using the advice of derMitay. Look for them in the comments under this post.

Well, our witcher got into trouble. It’s not a shame to wear such unique armor and weapons, even to display them in the main hall of Corvo Bianco. It may not be witcher equipment, but it is also worth a lot. And now that Geralt has his own home, he can afford to become a collector - lead the measured life of a winemaker, admire memorabilia and remember past adventures. By the way, how complete is your witcher’s weapons and armor collection? If suddenly some items from witcher and non-witcher sets have eluded you, we are ready to help you find them. Adrian_CH.

The main occupation of witchers is killing monsters. A careful approach to the choice of weapons and armor helps preserve life and health, and avoid injuries and injuries in deadly battles. In total, one incomplete and three complete sets of items from different Witcher Schools are available in The Witcher 3: Wild Hunt: Snakes- only steel and silver swords, Kota- weapons and light armor, Griffin- weapons and medium armor, Bear- weapons and heavy armor. The downloadable add-ons “Witcher Antiquities: Equipment of the School of the Wolf” and “Blood and Wine” add two more sets of medium armor to the game and. The armor differs from each other in appearance, requirements for Geralt's level of development, characteristics, speed of energy and adrenaline recovery in battle. All basic unique sets of weapons and armor, except for the Snake School, have three levels of improvement, available in the Blood and Wine add-on. At each subsequent level of improvement, the developments of the previous levels are used: at the beginning, gunsmiths and armorers create a standard kit according to the drawings, then an improved and excellent one, and at the very end a master kit. It is impossible to immediately forge the best and most powerful set. You should choose sets based on Geralt’s skills and playing style, and not relying only on the characteristics of things. The Cat School kit is ideal for a fast fighting style, and the Bear School kit for a strong fighting style.

To make weapons and armor, you need and, which can be found in monster nests, bought from merchants, or received as a reward during the completion of main and side quests. If there is a shortage of materials, you can disassemble any items from your inventory into their component parts with the help of blacksmiths, and then use the resulting components in your work. Not every artisan will be able to create the best things: beginners and apprentices are limited to the first two levels of improvements, and only masters have access to all levels. There are only two blacksmiths with masterful skills in The Witcher 3: Wild Hunt: elf Hattori(gunsmith) - makes dumplings in his own shop on the market square in Novigrad, having closed the forge due to unfair competition, and dwarf Fergus(armourer) - works, shedding sweat, for the Bloody Baron in the Vronitsa castle in the central part of Velen. After completing the personal quests "Swords and Dumplings" and "Armor Master", they will be ready to get to work and make better things. Great master Lazarus Lafargue, working in the city forge of Beauclair in the Kingdom of Toussaint, is capable of making any armor and swords, including grandmaster ones, but he is only available in the Blood and Wine add-on. Quests to find unique sets appear in the journal after finding clues - signs, diaries, notes or pieces of armor, as well as after using treasure maps. After purchasing them from blacksmiths and merchants, markers appear on the global map indicating the locations of caches.

Improved, Excellent, and Master versions of blueprints are stored separately from regular blueprints and also require searching. All found drawings are automatically added to the “Craft” tab ([O] key) in the inventory and are available for use in dialogue with blacksmiths. Constant problems when collecting blueprints will be caused by high-level enemies guarding chests with goods. If Geralt's level of development and the damage dealt are low, you should start pumping and upgrading things, which will allow you to win.

Location of blueprints for making weapons and armor of the School of the Viper in The Witcher 3: Wild Hunt:

The drawings are collected during the quest “Witcher Antiquities: Snake School Equipment.”
  • Blueprint: Snake School Steel Sword: in a chest in the bandit camp in the burned village southeast of the White Garden, where Geralt and Vesemir come in search of Yennefer at the beginning of the game. You can get to the camp via a fallen brick tower behind the hill.
    • Required ingredients: leather straps - 1, iron ingot - 1, emerald dust - 1, poison - 1.
    • Characteristics: damage 49-61, +15% modifier of chance to cause poisoning, +5% extra. experience for a fatal blow to a person.
  • Design: Silver Sword of the Snake School: on the body of the witcher Kolgrim in the crypt in the cemetery in the northern part of the White Garden. The door to the crypt is broken by the Aard sign.
    • Required ingredients: leather straps - 1, silver ingot - 2, emerald dust - 1, poison - 1.
    • Characteristics: damage 112-138, +10% Aard's power, +10% chance modifier to cause poisoning, +20% extra. experience for a fatal blow to a monster.

Location of blueprints for making weapons and armor of the School of the Viper from the Hearts of Stone add-on in The Witcher 3:

The drawings are collected as you progress through the main story of the Hearts of Stone add-on. The equipment has nothing in common with the incomplete basic set from the original game and does not require upgrades.
  • Blueprint: Snake School Armor
    • Characteristics: armor - 235, +30% resistance to piercing and slashing blows, +40% resistance to damage from monsters and elements, +50% resistance to poisons.
  • Blueprint: Snake School Gloves(required level - 39): sold by Countess Mignol on the second floor of the Borsodi auction house in Oxenfurt in the story mission “Open Sesame!”
    • Characteristics: armor - 85, +5% resistance to damage from monsters, elements, piercing and slashing, +10% resistance to poisons.
  • Blueprint: Snake School Pants(required level - 39): sold by Countess Mignol on the second floor of the Borsodi auction house in Oxenfurt in the story mission “Open Sesame!”
    • Required ingredients: canvas - 3, reinforced leather - 3, leather straps - 4, wire - 4, draconian skin - 1.
    • Characteristics: armor - 89, +10% resistance to damage from monsters, elements, piercing and slashing, +30% resistance to poisons.
  • Blueprint: Viper School Boots(required level - 39): sold by Countess Mignol on the second floor of the Borsodi auction house in Oxenfurt in the story mission “Open Sesame!”
    • Required ingredients: canvas - 2, reinforced leather - 2, leather straps - 3, wire - 2, draconian skin - 1.
    • Characteristics: armor - 89, +5% resistance to damage from monsters, elements, piercing and slashing, +10% resistance to poisons.
  • Blueprint: Snake School Poisoned Steel Sword(required level - 39): in a chest in the last room of the Borsodi underground treasury, on the left side of the exit, in the story mission “Open Sesame!”
    • Required ingredients: leather scraps - 2, dark steel ingot - 2, monster brain - 1, emerald dust - 2.
    • Characteristics: damage - 328-400, +5% extra. experience for a fatal blow to a person, +10% chance of a critical hit, +15% chance of causing poisoning, +25% Aard's power, +75% extra. critical hit damage.
  • Poisoned Silver Sword of the Snake School(required level - 39): extracted from a stone on a platform flooded with red light while solving the riddle of Gunther O'Dim, Mr. Mirror, in the other world in the story mission "". To get to the place, you need to stick to the main road from the starting position all the time and the left side of the location: first we run along the wooden bridge across the abyss, then under the stone bridge and turn left to the huge black ghost. The option with the riddle and rescue of Olgerd von Everek appears only if the additional one was completed before the last meeting on the “Moon”. Shani's task to visit Professor Shezlock at the Oxenfurt Academy.
    • Characteristics: damage - 463-565, +10% chance of a critical hit, +15% chance of causing poisoning, +20% extra. experience for a fatal blow to a monster, +25% Aard's power, +75% extra. critical hit damage.

Location of blueprints for making weapons and medium armor of the Griffin School in The Witcher 3:


The drawings are collected during the quest “Witcher Antiquities: Gryphon School Equipment.” To start the task, we visit the Last Bastion, standing on the river on the border of the lands of Temeria (Velen) and Redania (Novigrad and Oxenfurt), climb to the very top to the harpy nest, in the next room we pick up a Letter to the Brother-in-Law and a drawing from the soldier’s body, from the chest we take the Witcher’s Testimony Georg, after reading which two new markers will appear on the map: “Dragon Slayer Grotto”, located west of Reardon Manor in the eastern part of Velen, and Lonely Rock, located northwest of the village of Heather in the western part of Velen. We move to the Dragon Slayer's Grotto, explore all the rooms in the dungeon, reaching a dead end, break the stones on the way with the Aard Sign, in the main hall we kill the level 11 ekimm, from the chest we take the armor drawings and the Witcher George's Diary, at the exit from the cave we use the Eye of Nehalena, obtained for completing Keira Metz's quests starting with "Witch Hunt" to dispel the illusion. We head to the Lonely Rock, dive into the water, find an underwater cave next to, from the cave we get inside the tower, go upstairs, where we kill a level 14 wyvern, take the Artisan's Notes and the last drawing from the boxes.
  • Regular set of the Griffin School in The Witcher 3: Wild Hunt:

    1. Blueprint: Griffin School Steel Sword(required level - 11): on the body of a soldier in the side room, behind the harpy nest, on the roof of the Last Bastion; border of the lands of Temeria and Redania.
      • Required ingredients: leather scraps - 1, steel ingot - 2, monster brain - 1, monster eye - 1.
      • Characteristics: damage 87-107, +5% power of Signs and additional. experience for a fatal blow to a person.
    2. Design: Silver Sword of the Griffin School(required level - 11): in a box in the tower - guarded by a level 14 wyvern - on the Lonely Rock; northwestern part of the lands of Temeria. The entrance to the tower is underwater next to the Place of Power.
      • Required ingredients: leather scraps - 1, silver ingot - 3, fifth essence - 1, monster brain - 1.
      • Characteristics: damage 162-198, +5% power of Signs, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Griffin School Armor
      • Required ingredients: shirt - 1, reinforced leather - 2, meteorite silver plate - 1, leather straps - 5, monster eye - 2.
      • Characteristics: armor - 75, +5% power of Signs, resistance to piercing and impact damage, +10% resistance to slashing, +15% resistance to damage from monsters.
    4. Blueprint: Griffin School Gloves(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragonslayer's Grotto to the west of Reardon Manor; eastern part of the lands of Temeria.
      • Required ingredients: leather scraps - 4, meteorite ore - 1, leather straps - 2, trash - 2, crushed monster flesh - 4.
      • Stats: +5% sign power and elemental resistance, +1% resistance to piercing blows, +2% resistance to slashing blows and damage from monsters.
    5. Blueprint: Griffin School Pants(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragonslayer's Grotto to the west of Reardon Manor; eastern part of the lands of Temeria.
      • Required ingredients: silk - 2, skin - 1, meteorite ore - 1, leather scraps - 4, monster blood - 1.
      • Characteristics: armor - 25, +5% power of Signs and resistance to slashing blows, +2% resistance to piercing blows, +5% resistance to slashing blows, +7% resistance to damage from monsters, +17% resistance to elements.
    6. Blueprint: Griffin School Boots(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragonslayer's Grotto to the west of Reardon Manor; eastern part of the lands of Temeria.
      • Required ingredients: strengthened leather - 1, meteorite ore - 1, dredge - 3, leather scraps - 4, monster essence - 1.
      • Characteristics: armor - 25, +5% power of Signs, +1% resistance to piercing blows and impact damage, +2% resistance to slashing blows and damage from monsters.
  • Improved Griffin School set in The Witcher 3: Wild Hunt:

    1. Blueprint: Improved Griffin School Steel Sword(required level - 18): in a chest behind a dilapidated tower in the bandit camp on the peninsula northwest of the village of Fangs; western part of the lands of Temeria.
      • Required ingredients: Griffin School steel sword - 1, leather scraps - 1, dark steel ingot - 2, crushed monster flesh - 1, monster claw - 1.
      • Characteristics: damage 138-168, +10% power of Signs, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: Improved Griffin School Silver Sword(required level - 18): in a chest in the nekker cave east of the Fork in the Road; southeastern part of the lands of Temeria.
      • Required ingredients: Griffin School silver sword - 1, leather straps - 2, meteorite silver ingot - 2, monster egg - 1, monster tongue - 1.
      • Characteristics: damage 225-275, +10% power of Signs, +20% extra. experience for killing a monster
    3. Blueprint: Improved Griffin School Armor(required level - 18): in the chest behind the back of the singing rock troll in the White Eagle Fort west of the Oxenfurt port; southeastern part of the lands of Redania.
      • Required ingredients: Griffin School armor - 1, reinforced leather - 3, meteorite silver plate - 1, canvas - 4, monster feather - 5.
      • Characteristics: armor - 110, +10% power of Signs, +8% resistance to piercing blows and impact damage, +14% resistance to slashing blows, +20% resistance to damage from monsters.
    4. Blueprint: Improved Griffin School Gloves(required level - 18): in a chest in a cave, the entrance to which is cleared of stones with the Aard Sign, in the cemetery of the New Burial Ground; southern part of the lands of Temeria.
      • Required ingredients: Griffin School gloves - 1, leather scraps - 4, meteorite ore - 1, leather straps - 2, trash - 2, crushed monster flesh - 4.
      • Characteristics: armor - 35, +5% power of Signs, +2% resistance to piercing blows, +3% resistance to slashing blows and damage from monsters, +6% resistance to elements.
    5. Blueprint: Improved Griffin School Pants(required level - 18): in a chest in a destroyed tower on the Ashes east of the castle of the Bloody Baron Vronitsa; the northern part of the lands of Temeria (quest “Order: Screaming”, which is taken from the notice board in the castle).
      • Required ingredients: Griffin School pants - 1, silk - 2, skin - 1, meteorite ore - 1, leather scraps - 4, monster blood - 1.
      • Characteristics: armor - 39, +5% power of Signs, +3% resistance to piercing blows, +6% resistance to slashing blows, +7% resistance to damage from monsters, +19% resistance to elements.
    6. Blueprint: Improved Griffin School Boots(required level - 18): in a chest among the ruins - under the protection of a level 10 forktail - next to the Nilfgaardian border camp northwest of the “At the Crossroads” tavern; border of the lands of Temeria and Redania.
      • Required ingredients: Griffin School boots - 1, strengthened leather - 1, meteorite ore - 1, dredge - 3, leather scraps - 4, monster essence - 1.
      • Characteristics: armor - 39, +5% power of Signs, +2% resistance to piercing blows and impact damage, +3% resistance to slashing blows and damage from monsters.
  • Great set of the Griffin School in The Witcher 3: Wild Hunt:

    1. Blueprint: Excellent Griffin School Steel Sword(required level - 26): in a chest behind the altar on a cliff in the northwestern part of the island of An Skellig, north of the main island of Ard Skellig.
      • Required ingredients: improved steel sword of the Griffin School - 1, leather scraps - 1, dark steel ingot - 3, monster blood - 1, monster feather - 1.
      • Characteristics: damage 188-230, +15% power of Signs, +25% extra. critical hit damage, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: Excellent Silver Sword of the Griffin School(required level - 26): in a chest in the last chamber of the cave northwest of the Elverum lighthouse on the southern coast of the main island of Ard Skellig.
      • Required ingredients: improved silver sword of the Griffin School - 1, leather scraps - 2, dimerite ingot - 1, monster blood - 1, crushed monster flesh - 1.
      • Characteristics: damage 297-363, +15% power of Signs, +25% extra. damage on a critical hit, +10% chance modifier to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Excellent armor of the Griffin School
      • Required ingredients: improved armor of the Griffin School - 1, draconian skin - 3, dimerite plate - 2, monster skin - 1, monster heart - 2.
      • Characteristics: armor - 150, +15% power of Signs, +12% resistance to piercing blows and impact damage, +18% resistance to slashing blows, +25% resistance to damage from monsters.
    4. Blueprint: Excellent Griffin School Gloves(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Feet on the northeastern coast of the main island of Ard Skellig.
      • Required ingredients: improved signets of the Griffin School - 1, skin - 1, meteorite silver plate - 1, lace - 2, monster tongue - 2.
      • Characteristics: armor - 51, +3% resistance to piercing blows, +4% resistance to slashing blows and damage from monsters, +8% resistance to elements.
    5. Blueprint: Excellent Griffin School Pants(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Feet on the northeastern coast of the main island of Ard Skellig.
      • Required ingredients: improved Griffin School pants - 1, silk - 2, leather straps - 1, meteorite silver ingot - 1, monster egg - 1.
      • Characteristics: armor - 55, +10% power of Signs, +4% resistance to piercing blows, +7% resistance to slashing blows, +10% resistance to damage from monsters, +23% resistance to elements.
    6. Blueprint: Excellent Griffin School Boots(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Feet on the northeastern coast of the main island of Ard Skellig.
      • Required ingredients: improved Griffin School boots - 1, strengthened leather - 2, meteorite silver ingot - 1, lace - 2, monster claw - 2.
      • Characteristics: armor - 55, +10% power of Signs, +3% resistance to piercing blows and impact damage, +4% resistance to slashing blows and damage from monsters.
  • Griffin School Master Kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Griffin School Master Steel Sword(required level - 34): in a chest in a destroyed house among the ruins of the village of Boxholm in the central part of the main island of Ard Skellig.
      • Required ingredients: excellent steel sword of the Griffin School - 1, leather scraps - 2, dimerite ingot - 2, monster egg - 1, siren vocal cords - 1.
      • Characteristics: damage 253-309, +20% power of Signs, +15% extra. critical hit damage, +5% critical hit chance and extra. experience for a fatal blow to a person.
    2. Design: Griffin School Master Silver Sword(required level - 34): in a chest in a dilapidated tower on the shore of the lake, opposite the breeding ground for monsters, east of the village of Fornhala in the southern part of the main island of Ard Skellig.
      • Required ingredients: excellent silver sword of the Griffin School - 1, leather scraps - 2, dimerite ingot - 2, monster feather - 1, monster heart - 1.
      • Characteristics: damage 369-451, +20% power of signs, +25% extra. damage on a critical hit, +5% critical hit chance, +10% chance modifier to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Griffin School Master Armor
      • Required ingredients: excellent armor of the Griffin School - 1, draconian skin - 2, dimerite plate - 3, fifth essence - 1, monster brain - 1.
      • Characteristics: armor - 190, +20% power of Signs, +17% resistance to piercing blows, +16% resistance to impact damage, +22% resistance to slashing blows, +30% resistance to damage from monsters.
    4. Blueprint: Griffin School master gloves(required level - 34): in a chest on the second tier of the level 30 Cyclops' lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up along stone slabs from the outside of the protected area.
      • Required ingredients: excellent Griffin School gloves - 1, skin - 1, meteorite silver plate - 1, lace - 2, monster tongue - 2.
      • Characteristics: armor - 67, +10% power of Signs, +4% resistance to piercing blows, +5% resistance to slashing blows and damage from monsters, +10% resistance to elements.
    5. Blueprint: Griffin School Master Pants(required level - 34): in a chest on the second tier of the level 30 Cyclops' lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up along stone slabs from the outside of the protected area.
      • Required ingredients: excellent Griffin School pants - 1, silk - 2, leather straps - 1, meteorite silver ingot - 1, monster egg - 1.
      • Characteristics: armor - 71, +10% power of Signs, +5% resistance to piercing blows, +8% resistance to slashing blows, +10% resistance to damage from monsters, +30% resistance to elements.
    6. Blueprint: Griffin School Master Boots(required level - 34): in a chest on the second tier of the level 30 Cyclops' lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up along stone slabs from the outside of the protected area.
      • Required ingredients: excellent Griffin School boots - 1, reinforced leather - 2, meteorite silver ingot - 1, lace - 2, monster claw - 2.
      • Characteristics: armor - 71, +4% resistance to piercing blows and impact damage, +5% resistance to slashing blows and damage from monsters.

Location of blueprints for making weapons and light armor of the Kota School in The Witcher 3:


The drawings are collected during the quest “Witcher Antiquities: Cat School Equipment.” To start the task, we visit the island with the basilisk southwest of the Lighthouse near the western walls of Novigrad. On the sandy shore near the skeleton we find the “Flight Magazine”. In the hold of the stranded ship, from the chest we take out “Notes of a Sorcerer” and a crossbow. When you select the task “Witcher Antiquities: Cat School Equipment” in the journal, two new markers will appear on the map - the Dungeons under the Temple Island in the northern part of Novigrad and the Ruins of Est Tayar in the wilderness, at the very edge of the map, southeast of Novigrad. At the entrance to the Dungeons under Temple Island, we use the Eye of Nehalena, obtained for completing Keira Metz’s quests, starting with “Witch Hunt,” to dispel the illusion. The central hall is guarded by a level 16 golem, at the end of the southern tunnel we find the book “Account for the Golem”, in the northern we find a piece of paper with “Notes of a Scientist” and “Strange Recipe”, solve the puzzle by turning all the statues to face the center of the hall using the levers on the columns, after killing the drowned people with a crossbow at the bottom of the pool, we select the key to the laboratory, which is located in the central hall. In the laboratory, we deal with Kiyan the Mad, level 17, and take the Moon Blade, the Laboratory Journal and the drawings of the Cat School armor. We go to Est Tayyar, go down into the ruins, knock out the wall next to the staircase of stones with the Aard sign, and from the body we pick up the book “Notes of Professor Sigismund Gloger”, which, after reading, will point to the ruins of the Drahim castle in the middle between the Gates of Glory of Novigrad and the Border Post. We get to the castle, embroider the door with Aard, go down the stairs, take the latest drawings and Prince Adrien's Diary from the chests.
  • Regular Cat School kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Cat School Crossbow(required level - 29): in a chest in the hold of a half-sunken ship that ran aground on the island behind the lighthouse southwest of Novigrad; eastern part of the lands of Redania.
      • Required ingredients: reinforced wood - 2, monster bone - 1, monster hair - 1, wax - 1, dark iron ore - 1.
      • Characteristics: +10 armor penetration, +225% attack power, +1% adrenaline gain, +2% critical hit chance, +15% extra. experience for a fatal blow to a monster.
    2. Blueprint: Cat School steel sword(required level - 17): in a chest in the basement of Drahim Castle between Novigrad and the Border Post; the central part of the Redanian lands.
      • Required ingredients: leather straps - 1, iron ingot - 4, ruby ​​dust - 1, monster saliva - 1.
      • Characteristics: damage 138-168, +5% modifier of chance to cause bleeding and additional. experience for a fatal blow to a person.
    3. Design: silver sword of the Cat School(required level - 17): on the remains of a person in a secret room in the ruins of Est Tayar in the wilderness, closer to the edge of the map, southeast of Novigrad; eastern part of the lands of Redania.
      • Required ingredients: leather straps - 2, silver ingot - 2, ruby ​​dust - 1, monster's eye - 1.
      • Characteristics: damage 216-264, +12% Aard's power, +5% chance modifier to cause bleeding, +20% extra. experience for a fatal blow to a monster.
    4. Blueprint: Cat School armor
      • Required ingredients: shirt - 1, reinforced leather - 2, dark steel plate - 2, reinforced wood - 2, crushed monster flesh - 1.
      • Characteristics: armor - 105, +5% attack power, resistance to damage from monsters, piercing and slashing, +20% elemental resistance.
    5. Design: Cat School gloves(required level - 17): on the body of Kiyan the Mad in the dungeon under Temple Island in the area of ​​​​the Palace of Electors in Novigrad; northern part of the lands of Redania.
      • Required ingredients: hide - 2, dark iron ore - 1, nails - 2, reinforced wood - 1, monster tooth - 2.
      • Characteristics: armor - 33, +5% attack power and elemental resistance, +1% resistance to damage from monsters, piercing and slashing.
    6. Blueprint: Cat School Pants(required level - 17): on the body of Kiyan the Mad in the dungeon under Temple Island in the area of ​​​​the Palace of Electors in Novigrad; northern part of the lands of Redania.
      • Required ingredients: silk - 2, hide - 1, reinforced wood - 1, leather scraps - 4, monster brain - 1.
      • Characteristics: armor - 37, +5% attack power, +1% resistance to piercing blows, +3% resistance to slashing blows and damage from monsters, +10% resistance to elements.
    7. Blueprint: Cat School Boots(required level - 17): on the body of Kiyan the Mad in the dungeon under Temple Island in the area of ​​​​the Palace of Electors in Novigrad; northern part of the lands of Redania.
      • Required ingredients: fortified leather - 2, dark iron ore - 1, leather straps - 2, fortified wood - 1, monster's eye - 2.
      • Characteristics: armor - 37, +5% attack power, +1% resistance to piercing blows, +2% resistance to slashing blows and damage from monsters, +5% resistance to elements.
  • Improved Cat School kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Cat School Improved Steel Sword(required level - 23): in a chest in a cave, up to the wall with a sealed passage, southwest of the village of Toderas; eastern part of the lands of Temeria.
      • Required ingredients: Cat School steel sword - 1, leather straps - 2, dark steel ingot - 2, ruby ​​dust - 1, monster claw - 1.
      • Characteristics: damage 174-212, +10% modifier of chance to cause bleeding, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: Improved Cat School Silver Sword(required level - 23): in a chest on the third floor of the house, opposite the moneylender's office, at the South and Oxenfurt gates of Novigrad; the central part of the Redanian lands. You can climb into the house via a ladder in the courtyard.
      • Required ingredients: silver sword of the Cat School - 1, leather scraps - 1, meteorite silver ingot - 2, ruby ​​dust - 1, monster hair - 1.
      • Characteristics: damage 270-330, +14% Aard's power, +10% chance modifier to cause bleeding, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Improved Cat School Armor(required level - 23): in a chest on the second floor of the Ruined Aeramas Manor east of Oxenfurt; southeastern part of the lands of Redania.
      • Required ingredients: Cat School armor - 1, reinforced leather - 4, dark steel plate - 2, moon shards - 2, monster blood - 2.
      • Characteristics: armor - 135, +10% attack power, +6% resistance to piercing blows, +8% resistance to slashing blows and damage from monsters, +30% resistance to elements.
    4. Blueprint: Improved Cat School Gloves(required level - 23): in a chest at the end of the cave in the Old Hogs Quarry west of Oxenfurt; northern part of the lands of Temeria.
      • Required ingredients: Cat School gloves - 1, skin - 2, dark iron ore - 1, nails - 2, reinforced wood - 1, monster tooth - 2.
      • Characteristics: armor - 45, +5% attack power and elemental resistance, +2% resistance to damage from monsters, piercing and slashing.
    5. Blueprint: Improved Cat School Pants(required level - 23): in a chest in a secret room in the sewer under the blacksmith's house east of the Western Gate of Oxenfurt; southeastern part of the lands of Redania. The entrance to the sewer is in the floor opposite the locked door in the basement of the house, the secret door is opened by a lever on the wall in the first room of the sewer.
      • Required ingredients: Cat School pants - 1, silk - 2, skin - 1, reinforced wood - 1, leather scraps - 4, monster brain - 1.
      • Characteristics: armor - 49, +5% attack power, +2% resistance to piercing blows, +4% resistance to slashing blows and damage from monsters, +10% resistance to elements.
    6. Blueprint: Improved Cat School Boots(required level - 23): in the chest at the entrance to the cave east of the village of Toderas; eastern part of the lands of Temeria.
      • Required ingredients: Cat School boots - 1, reinforced leather - 2, dark iron ore - 1, leather straps - 2, reinforced wood - 1, monster's eye - 2.
      • Characteristics: armor - 49, +5% attack power, +2% resistance to piercing blows, +3% resistance to slashing blows and damage from monsters, +5% resistance to elements.
  • Great kit from the School of the Cat in The Witcher 3: Wild Hunt:

    1. Blueprint: excellent steel sword of the Cat School(required level - 29): in a chest in a half-flooded cave - guarded by a level 19 golem - behind Novigrad; northern part of the lands of Redania.
      • Required ingredients: improved steel sword of the Cat School - 1, leather scraps - 1, dark steel ingot - 3, ruby ​​- 1, monster tooth - 1.
      • Stats: damage 217-265, +5% critical strike chance, +10% chance to cause bleeding modifier, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: excellent silver sword of the Cat School(required level - 29): in a chest in a secret niche behind the stalactites that are broken by the Aard Sign, in a cave northwest of the Border Post; southwestern part of the lands of Redania.
      • Required ingredients: improved Cat School sword - 1, leather scraps - 1, dimerite ingot - 1, ruby ​​- 1, monster heart - 1.
      • Stats: damage 324-396, +14% Aard's power, +5% critical hit chance and chance modifier to cut off a limb, +10% chance modifier to cause bleeding, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: excellent Cat School armor
      • Required ingredients: improved Cat School armor - 1, draconian skin - 2, dimerite plate - 2, mercury solution - 3, monster hair - 4.
      • Characteristics: armor - 165, +15% attack power, +8% resistance to piercing blows, +11% resistance to slashing blows and damage from monsters, +35% resistance to elements.
    4. Blueprint: Excellent Cat School Gloves(required level - 29): in a chest among the ruins - under the protection of a level 27 earth elemental - on an island southwest of the Dragonslayer's Grotto; eastern part of the lands of Temeria.
      • Required ingredients: improved Cat School gloves - 1, strengthened leather - 1, dark steel ingot - 1, leather straps - 4, monster claw - 4.
      • Characteristics: armor - 57, +10% attack power, +3% resistance to damage from monsters, piercing and slashing, +5% elemental resistance.
    5. Blueprint: Great Cat School Pants(required level - 29): in a chest among the ruins - under the protection of a level 27 earth elemental - on an island southwest of the Dragonslayer's Grotto; eastern part of the lands of Temeria.
      • Required ingredients: improved Cat School pants - 1, silk - 2, dark steel ingot - 1, reinforced wood - 2, monster heart - 1.
      • Characteristics: armor - 61, +10% attack power, +3% resistance to piercing blows, +5% resistance to slashing blows and damage from monsters, +15% resistance to elements.
    6. Blueprint: Excellent Cat School Boots(required level - 29): in a chest among the ruins - under the protection of a level 27 earth elemental - on an island southwest of the Dragonslayer's Grotto; eastern part of the lands of Temeria.
      • Required ingredients: improved boots of the School of the Cat - 1, strengthened leather - 2, dark steel ingot - 1, leather straps - 2, monster bone - 1.
      • Characteristics: armor - 61, +10% attack power, +3% resistance to piercing blows, +4% resistance to slashing blows and damage from monsters, +5% resistance to elements.
  • Cat School Master Kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Cat School Master Steel Sword(required level - 34): in a chest in a small side room on the stairs leading from the hall with ghosts of level 29 to the roof, in the old fortress of Kaer Gelen in the central part of the main island of Skellige.
      • Required ingredients: excellent steel sword of the Cat School - 1, leather scraps - 2, dimerite ingot - 2, flawless ruby ​​- 1, monster bone - 1.
      • Stats: damage 253-309, +10% critical strike chance, +15% chance to cause bleeding modifier, +5% extra. experience for a fatal blow to a person.
    2. Design: master silver sword of the Cat School(required level - 34): in a chest at the end of a cave with a breeding ground for monsters on a hill east of the village of Harviken on the Faroe Islands, southeast of the main island of Ard Skellig.
      • Required ingredients: excellent silver sword of the School of the Cat - 1, skin - 2, dimerite ingot - 2, flawless ruby ​​- 1, crushed monster flesh - 1.
      • Stats: damage 369-451, +15% Aard's power, +10% critical strike chance, +15% chance to cause bleeding modifier, +10% chance to sever limb modifier, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Cat School master armor
      • Required ingredients: excellent Cat School armor - 1, draconian skin - 3, dimerite plate - 2, monster tongue - 2, monster skin - 1.
      • Characteristics: armor - 190, +20% attack power, +10% resistance to piercing blows, +15% resistance to slashing blows and damage from monsters, +45% resistance to elements.
    4. Blueprint: Cat School master gloves(required level - 34): in a chest in a cave with statues on the southern coast of Faroe Island, southeast of the main island of Ard Skellig.
      • Required ingredients: excellent Cat School gloves - 1, reinforced leather - 1, dark steel ingot - 1, leather straps - 4, monster claw - 4.
      • Characteristics: armor - 67, +10% attack power, +4% resistance to damage from monsters, piercing and slashing, +5% elemental resistance.
    5. Blueprint: Cat School master pants(required level - 34): in a chest in a cave with statues on the southern coast of Faroe Island, southeast of the main island of Ard Skellig.
      • Required ingredients: excellent Cat School pants - 1, silk - 2, dark steel ingot - 1, reinforced wood - 2, monster heart - 1.
      • Characteristics: armor - 71, +10% attack power, +4% resistance to piercing blows, +6% resistance to slashing blows and damage from monsters, +15% resistance to elements.
    6. Blueprint: Cat School Master Boots(required level - 34): in a chest in a cave with statues on the southern coast of Faroe Island, southeast of the main island of Ard Skellig.
      • Required ingredients: excellent boots of the School of the Cat - 1, reinforced leather - 2, dark steel ingot - 1, leather straps - 2, monster bone - 1.
      • Characteristics: armor - 71, +10% attack power, +4% resistance to piercing blows, +5% resistance to elements, slashing blows and damage from monsters.

Location of blueprints for making weapons and heavy armor of the Bear School in The Witcher 3:


The drawings are collected during the quest “Witcher Antiquities: Equipment of the Bear School.” To start the quest, explore the abandoned fort on the hill at Ingvar's Fang north of Uriall's Landing on the island of An Skellig, located north of the main island of Ard Skellig. We move to the island using fast travel or by boat. We run along the path to the boulders blocking the road, climb the stones on the right onto the hill, return to the path, jump over the first landslide, climb the hill, and from there back to the path (you can also use the detour along the shore). From the main locked room inside the fort we turn left, go down the spiral staircase to the cells, pull the lever on the wall, jump into the gap in the floor in one of the cells, through the dungeons we get to the main hall, at the entrance we break the stones with the Aard Sign, from the chest nearby with the chair we take away the drawings of the armor of the School of the Bear, the Song of the Witcher Gerda and the Book of the Court Chronicler, after reading which two new markers will appear on the map - the Ethnir Fortress in the northern part of the main island of Ard Skellig and the Cave of the Sirens on the island of Spikeroog, to the west of the main island. We deal with the gargoyles and the level 30 ice elemental in the Etnir fortress, in the side room from the remains of a person we select a drawing, a Hound leaf for the witcher Gerd and a Letter from the knight Halimir, from which we learn about the location of the Ruins of an Inn on the southern coast of the main island of Ard Skellig. We clear the basements in the ruins of the inn from ghosts, and take the drawing and the innkeeper’s note from the chest in the back room. We get on the boat at the pier, using a quick passage we get to the island of Spikeroog. We go to the cave on the southwestern coast, behind the old watchtower. We clear the path from the drowners, we reach the hall with the idol of Melusine, the mad and formidable mistress of the depths, we turn into the passage with water on the left side of the idol, at the end of the balcony we find the remains of a man with a drawing and a Letter to Ingeborg Kalebsdottir.
  • Regular set of the Bear School in The Witcher 3: Wild Hunt:

    1. Blueprint: Bear School Crossbow(required level - 29): on human remains in a cave on the southwest coast of the island of Spikeroog, northwest of the main island of Ard Skellig. In the same cave lives a unique siren from the task “Order: The Missing Groom”, which can be taken from the notice board in the village of Svorlag.
      • Required ingredients: reinforced wood - 2, monster bone - 1, monster hair - 2, resin - 1, dark iron ore - 1.
      • Characteristics: +210% attack power, +1% adrenaline gain, +2% extra. critical hit damage, +5% critical strike chance, +15% extra. experience for a fatal blow to a monster.
    2. Blueprint: Bear School Steel Sword(required level - 20): in a chest in the basement of the Tavern Ruins on the southern coast of the main island of Ard Skellig.
      • Required ingredients: leather straps - 2, steel ingot - 2, monster essence - 1, monster tongue - 1.
      • Characteristics: damage 145-177, +5% adrenaline gain and extra. experience for a fatal blow to a person.
    3. Design: Bear School Silver Sword(required level - 20): on the remains of a person in the mountain fortress of Ethnir on the northern coast of the main island of Ard Skellig.
      • Required ingredients: leather straps - 1, silver ingot - 3, monster brain - 1, crushed monster flesh - 1.
      • Characteristics: damage 243-297, +5% adrenaline gain and critical hit chance, +10% chance modifier to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    4. Blueprint: Bear School Armor
      • Required ingredients: shirt - 1, reinforced leather - 2, dark steel plate - 1, canvas - 4, monster bone - 1.
      • Characteristics: armor - 120, +5% adrenaline gain, +5% resistance to piercing blows and impact damage, +15% resistance to slashing blows, +20% resistance to damage from monsters.
    5. Blueprint: Bear School Gloves(required level - 20): in a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of the island of An Skellig, north of the main island of Ard Skellig.
      • Required ingredients: skin - 2, meteorite iron ore - 1, silver - 3, leather straps - 2, monster tongue - 2.
      • Characteristics: armor - 39, +5% adrenaline gain, +2% resistance to elements, damage from monsters, piercing and slashing.
    6. Blueprint: Bear School Pants(required level - 20): in a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of the island of An Skellig, north of the main island of Ard Skellig.
      • Required ingredients: silk - 2, skin - 1, silver - 5, leather scraps - 2, monster liver - 1.
      • Characteristics: armor - 43, +5% adrenaline gain, +2% resistance to piercing blows, +7% resistance to slashing blows, +10% resistance to damage from monsters, +5% resistance to elements.
    7. Blueprint: Bear School Boots(required level - 20): in a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of the island of An Skellig, north of the main island of Ard Skellig.
      • Required ingredients: strengthened leather - 2, dark iron ore - 1, lace - 2, skin scrap - 1, monster blood - 1.
      • Characteristics: armor - 43, +5% adrenaline gain, +2% resistance to damage from monsters, impact damage, piercing and slashing.
  • Improved Bear School Set in The Witcher 3: Wild Hunt:

    1. Blueprint: Bear School Improved Steel Sword(required level - 25): in a chest in the corner tower opposite the entrance to the ruins of the Kaer Almhuld fortress, west of the main island of Ard Skellig.
      • Required ingredients: Bear School steel sword - 1, leather scraps - 2, dark steel ingot - 2, monster hair - 1, monster bone - 1.
      • Characteristics: damage 188-230, +10% adrenaline gain, +20% extra. critical hit damage, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: Improved Silver Sword of the Bear School(required level - 25): in a chest at the end of the cave with level 21 alghouls in an abandoned fort northeast of Kaer Gelena, on the main island of Ard Skellig.
      • Required ingredients: silver sword of the Bear School - 1, leather scraps - 2, meteorite silver ingot - 2, nigredo - 1, monster saliva - 1.
      • Characteristics: damage 288-352, +10% adrenaline gain, +25% extra. damage on a critical hit, +8% critical hit chance, +12% chance modifier to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Improved Bear School Armor(required level - 25): in a chest in the last hall of the grotto - under the protection of three level 26 brothers - on the southeastern coast of the main island of Ard Skellig.
      • Required ingredients: Bear School armor - 1, reinforced skin - 3, meteorite silver plate - 1, cord - 5, monster hair - 5.
      • Stats: armor - 145, +10% adrenaline gain, resistance to piercing and impact damage, +20% resistance to slashing, +30% resistance to damage from monsters.
    4. Blueprint: Improved Bear School Gloves(required level - 25): in a chest in a dilapidated watchtower on the road northeast of the village of Rogni, in the northern part of the main island of Ard Skellig.
      • Required ingredients: Bear School gloves - 1, skin - 2, dark iron ore - 1, silver - 3, leather straps - 2, monster tongue - 2.
      • Characteristics: armor - 49, +5% adrenaline gain, +3% resistance to elements, damage from monsters, piercing and slashing.
    5. Blueprint: Improved Bear School Pants(required level - 25): in a chest in a cave on a small island with level 26 fogs northeast of the island of Undvik, west of the main island of Ard Skellig.
      • Required ingredients: Bear School pants - 1, silk - 2, skin - 1, silver - 5, leather scraps - 2, monster liver - 1.
      • Characteristics: armor - 53, +5% adrenaline gain, +3% resistance to piercing blows, +8% resistance to slashing blows, +10% resistance to damage from monsters and elements.
    6. Blueprint: Improved Bear School Boots(required level - 25): in a chest in a cave with three fart trolls under the mountainside, next to the Place of Power, north of Port Holmstein in the southwestern part of the main island of Ard Skellig.
      • Required ingredients: Bear School boots - 1, strengthened leather - 2, dark iron ore - 1, lace - 2, skin scrap - 1, monster blood - 1.
      • Characteristics: armor - 53, +5% adrenaline gain, +3% resistance to damage from monsters, impact damage, piercing and slashing.
  • Great Bear School kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Great Steel Sword of the Bear School(required level - 30): in a chest among the Ruins of the Knight's Tower - under the protection of a level 25 earth elemental - east of the Shelter on Crooked-Ear Marshes; southeastern part of the lands of Temeria.
      • Required ingredients: improved steel sword of the Bear School - 1, leather scraps - 1, dimerite ingot - 1, monster blood - 1, monster claw - 1.
      • Characteristics: damage 224-274, +15% adrenaline gain, +50% extra. critical hit damage, +5% extra. experience for a fatal blow to a person.
    2. Blueprint: Excellent Silver Sword of the Bear School(required level - 30): in a chest in one of the tunnels in the lair of a fog sealed by an illusion, southwest of the Shelter on the Crooked Ear Swamp; southeastern part of the lands of Temeria. To dispel the illusion, you need the Eye of Nehalena, obtained by completing Keira Metz's quests, which begin with “Witch Hunt.” The peat collector is sent to the fogman in the task “Order: Monster from the Swamps”, located near the wooden canopy north of the lair.
      • Required ingredients: improved silver sword of the Bear School - 1, leather scraps - 2, dimerite ingot - 1, albedo - 1, monster hair - 1.
      • Characteristics: +15% adrenaline gain, +50% extra. damage on a critical hit, +10% critical hit chance, +13% chance modifier to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Excellent Bear School Armor
      • Required ingredients: improved armor of the Bear School - 1, draconid skin - 3, dimerite plate - 2, monster essence - 1, monster skin - 1.
      • Stats: armor - 170, +15% adrenaline gain, resistance to piercing and impact damage, +25% resistance to slashing, +35% resistance to damage from monsters.
    4. Blueprint: Excellent Bear School Gloves(required level - 30): in a chest in the first branch of the cave, to the hall with the cauldron, northwest of the Hanged Tree; northern part of the lands of Temeria.
      • Required ingredients: improved gloves of the Bear School - 1, leather scraps - 6, dark steel ingot - 1, meteorite ore - 1, monster tooth - 4.
      • Characteristics: armor - 59, +10% adrenaline gain, +4% resistance to elements, damage from monsters, piercing and slashing.
    5. Blueprint: Great Bear School Pants(required level - 30): in a chest in the first branch of the cave, to the hall with the cauldron, northwest of the Hanged Tree; northern part of the lands of Temeria.
      • Required ingredients: improved Bear School pants - 1, silk - 2, strengthened leather - 1, dark steel ingot - 1, monster brain - 1.
      • Characteristics: armor - 63, +10% adrenaline gain, +4% resistance to piercing blows, +9% resistance to slashing blows, +15% resistance to damage from monsters and elements.
    6. Blueprint: Great Bear School Boots(required level - 30): in a chest in the first branch of the cave, to the hall with the cauldron, northwest of the Hanged Tree; northern part of the lands of Temeria.
      • Required ingredients: improved boots of the Bear School - 1, strengthened leather - 1, dark steel plate - 1, leather scraps - 2, monster claw - 2.
      • Characteristics: armor - 63, +10% adrenaline gain, +4% resistance to damage from monsters, impact damage, piercing and slashing.
  • Bear School Master Kit in The Witcher 3: Wild Hunt:

    1. Blueprint: Bear School Master Steel Sword(required level - 34): in a chest in a cave with a bear near the Vorozhei hut northwest of the village of Bolshiye Suchya; the eastern part of the lands of Temeria (the story mission “Family Matters”, which is given by the Bloody Baron in the Vronitsa castle).
      • Required ingredients: excellent steel sword of the Bear School - 1, leather scraps - 2, dimerite ingot - 2, monster saliva - 1, monster tooth - 1.
      • Characteristics: damage 254-310, +20% adrenaline gain, +75% extra. critical hit damage, +5% extra. experience for a fatal blow to a person.
    2. Design: Bear School Master Silver Sword(required level - 34): in a chest on the island with the drowners' lair northeast of Olena's Grove; southern part of the lands of Temeria.
      • Required ingredients: excellent silver sword of the Bear School - 1, leather scraps - 2, dimerite ingot - 2, rebis - 1, monster essence - 1.
      • Characteristics: damage 373-457, +20% adrenaline gain, +75% extra. damage on a critical hit, +14% modifier of the chance to cut off a limb, +20% extra. experience for a fatal blow to a monster.
    3. Blueprint: Bear School Master Armor
      • Required ingredients: excellent armor of the Bear School - 1, draconid skin - 1, dimerite plate - 3, optima mater - 1, monster shell - 1.
      • Stats: armor - 190, +20% adrenaline gain, +25% resistance to piercing blows and impact damage, +30% resistance to ripple blows, +45% resistance to damage from monsters.
    4. Blueprint: Bear School Master Gloves(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on the Crooked Ear Marsh; southern part of the lands of Temeria.
      • Required ingredients: excellent Bear School gloves - 1, leather scraps - 4, dark steel ingot - 1, meteorite ore - 1, monster tooth - 4.
      • Characteristics: armor - 67, +10% adrenaline gain, +5% resistance to elements, damage from monsters, piercing and slashing.
    5. Blueprint: Bear School Master Pants(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on the Crooked Ear Marsh; southern part of the lands of Temeria.
      • Required ingredients: excellent Bear School pants - 1, silk - 2, strengthened leather - 1, dark steel ingot - 1, monster brain - 1.
      • Characteristics: armor - 71, +10% adrenaline gain, +5% resistance to piercing blows, +10% resistance to slashing blows, +15% resistance to damage from monsters, +20% resistance to elements.
    6. Blueprint: Bear School Master Boots(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on the Crooked Ear Marsh; southern part of the lands of Temeria.
      • Required ingredients: excellent boots of the Bear School - 1, reinforced leather - 1, dark steel plate - 1, leather scraps - 2, monster claw - 2.
      • Characteristics: armor - 71, +10% adrenaline gain, +5% resistance to damage from monsters, impact damage, piercing and slashing.

Introduction

With the addition “Blood and Wine,” the level of opponents has noticeably increased; in contrast, the developers added new sets of witcher armor and swords to the game - grandmaster (aka great/grandmaster). The characteristics of these sets are described on the pages dedicated to each Witcher School separately. This page also provides a guide to searching and discovering all grandmaster sets (all of them are located in Toussaint).

How to find a Grandmaster blacksmith

First of all, you need to find the blacksmith Lafargue, who is located next to the Nilfgaardian embassy in Beauclair. After talking with him, you will learn about the lost witcher drawings of armor and swords of the highest level. The same blacksmith will tell you about the armor of the Manticore School.

After talking with him, you can start looking for the first drawings. After your return, Lafargue will teach you the craft of forging armor and swords according to grandmaster drawings for a symbolic sum.

════Equipment of the Kota school════

The Cat School equipment is high-class equipment, designed to protect against the elements and increase the damage of blades and the Aard Sign.

Basic equipment can be found in Velen and Novigrad, while master level equipment can be found in Skellige.

Steel swords

Location of steel swords

Cat School Steel Sword
The steel sword lies in Drahim Castle, which is south-southeast of Novigrad. Knock down the door with Aard and go down the stairs. The sword diagram is in the corner of the basement.

Improved Steel Sword of the Cat School
The diagram for the improved steel sword is in a chest in the cave. You need to reach the stairs, go up a little and turn around - the chest will be in front of you.

Silver swords

Crossbow

Armor

Characteristics

════Snake school equipment════

The equipment of the School of the Snake was added later than the sets of all other Schools, and therefore has some significant differences in the method of searching for patterns and characteristics. There is only one gradation for each of the elements of “snake” weapons and armor instead of the usual four, but the set is designed for a character as much as level 40. Be careful: if you miss the moment at which you can get any of the elements of the set, you will never get it in the current game.

In the original game there were two drawings for very weak swords of the Snake School of the 2nd level, the new ones are called “Poisoned steel sword of the Snake School” and “Poisoned silver sword of the Snake School” and are not related to the old ones.

Steel sword

Silver sword

Armor

Characteristics

════Equipment of the "Wolf" school════

Wolf School equipment was added in the Hearts of Stone add-on. The armor falls into the medium armor category.

The total bonuses cover a wide range of characteristics and make this set very versatile for a wide variety of classes.

═══Gryphon school equipment═══

In the first versions of the game, the equipment of the Griffin School belonged to the “second tier” equipment and was designed for the early stage of the game; Now, later versions of the equipment of all Schools have become adjusted to each other in terms of characteristics, so you can wear the Griffin set throughout the entire game.

The equipment is perfect for magicians, since each element of weapon and armor gives bonuses to the power of the Signs. The list of weapons of the Griffin School does not include a crossbow.

Steel swords

Improved Griffin School Steel Sword
In the southwest of Vronitsa Castle in a bandit camp. Go up the small stairs - the sword diagram will be in the chest.

Griffin School Master Steel Sword
In the village of Boxholm on the main island of Skellige.

Silver swords

Armor

Characteristics

═══Bear School Equipment═══

Equipment from the School of the Bear gives the wearer bonuses associated primarily with the accelerated receipt of adrenaline. The armor of this set is of the heavy type.

The entire basic set is located on the island of Skellige, and the guidelines in the description of the article are given mainly in relation to Kaer Trold - the capital of the island conglomerate.

Steel swords

Silver swords

Sets of specialized witcher armor are the most powerful artifacts in the game. It’s not easy to get them, but one way or another Geralt will discover the corresponding drawings scattered throughout the world.

Witcher School Equipment

The vanilla version of Witcher 3: Wild Hunt contains three sets of such armor and weapons, belonging to the following schools:

  • Kota School- light armor that provides protection from elemental damage. They also increase the power of attacks. The basic set requires level 17.
  • Griffon School- medium armor, increases the strength of signs. Basic set - level 11.
  • Bear School- heavy armor, increases the speed of adrenaline gain. The basic set requires level 20.

All schools provide additional protection against monster damage. There are also blueprints for making crossbows for the Cat and Bear schools.

Sets of other Schools can be obtained by installing add-ons to the original version of the game.

For example, the Hearts of Stone DLC adds some equipment to the game Snake Schools(requires level 40 to use). And a separate free add-on: “Treasure Hunt: Items” Wolf School"(Wolf School Gear), adds drawings of the corresponding school to the game. Wolf equipment can be used from level 14.

In the powerful DLC Blood & Wine you can find equipment Manticore schools, it requires level 40.

The armor of the "vanilla" and Wolf Schools can be upgraded in stages, moving from normal to "improved", then to "excellent" and finally becoming "masterful". Grandmaster level is added to the Blood and Wine DLC.

Each level of improvement requires an armorer/blacksmith of sufficient qualification. Creating workshop armor will require finding real masters in their field. But first they will ask you to complete tasks.

Characteristics of items and spoilers - where to look for drawings, I have hidden them inside articles on individual schools. If you want to find them yourself, don't follow the links :).

Rare and unique equipment

The “weak point” of the equipment of witcher schools, created according to blueprints, is that it is of a fixed level. The game contains common, rare, magical equipment and relics, which can be found in chests or knocked out of opponents. The required level for these items may vary, and the characteristics of the artifacts will depend on this.

Here's an example of a Small Club with required levels of 28 and 20.

High level weapons

The game is designed in such a way that by the final events of the main quest you will be able to wear masterpiece armor and weapons from any witcher school (one of the Schools from the game without DLC), i.e. reach level 34.

After completing the entire game, I only gained experience up to level 35. But in the game you can find recipes for creating items designed for a much higher character level. Considering that experience is given mainly for completing quests, reaching the required level seems like an impossible task.

Here are some of the drawings:

Long claw, steel sword, level 37.

Foreman, silver sword, level 37.


Harpy, silver sword, level 37.


Mountain tooth, silver sword, level 37


Gnomish Gwyhir, steel sword, level 42


Banshee, steel weapon, level 44


Dwarven blade, steel sword, level 45.


Blade from Tir Tahair, steel weapon, level 46.


I reached level 38-39 by completing the Stone Hearts DLC. At the same time, level 45-46 seems completely out of reach without installing add-ons that allow you to complete new tasks.

The gameplay includes many aspects, and finding good ammunition is one of them. This article will help you figure out which armor is best to choose in The Witcher 3.

Since witcher armor is considered the most useful, their location and craftsmen who can improve them will be presented below.

One of the good armor in The Witcher 3 is considered to be the armor of the Kota school. You should start your search from Novigrad, or more precisely, from the northwestern side of the city. From there you can see a barely noticeable path leading into the cave. It is hidden by illusion, so it is worth getting Keira's gift. After the illusion is dispelled, you must fight a level 16 golem.

Next, sticking to the right side, you need to use the Aard sign and, having reached the end, pick up the receipt for the golem. You should return along the left tunnel, where the main character will find a riddle in the form of statues around the site. The witcher's task is to turn the stone sculptures towards the platform, after which it will move apart, revealing the water. After this, you need to dive into the water and prepare a crossbow, as you will have to fight off the drowned people. When the enemy is finished, you can go down to the very bottom, where the key lies, and pick it up. Then you need to return to the main hall and open the locked door with the key. Behind her will be a disfigured witcher, after fighting him, you can pick up the armor.

The crossbow of this school can be found on the island, which is located opposite the western shore of Velen. Having discovered a ship on the island, you need to examine it, and then pick up a drawing of a crossbow and notes on the location of the rest of the set.

To find the silver sword, you need to go east of Novigrad, where the ruins are located. Opposite them there is a temple, in the center of which there is a staircase leading to the dungeon. Having stumbled upon an obstacle, you need to use the Aard sign and pick up the drawing of the sword.

As for the steel sword, the search takes place in Drahim Castle, where, after breaking the wall, you need to go down the stairs and pick up the desired drawing.

This was the basic set of good cat armor in The Witcher 3.

In Velen there is a Hanged Tree, from which you need to proceed north to the nearest ruins. At the top there will be a harpy nest and a hidden passage - this is where the drawing of the steel sword is located.

The search for a drawing of a silver sword begins from the lighthouse, which is located in the northwest of Velen. Next, you need to swim to the place of power indicating the correct passage. Having dived, you can swim up to the lighthouse territory. On its outer side there will be a wheel that activates a bridge, where you can fight the monster and pick up the drawing of the sword.

The remaining pieces of good armor in The Witcher 3 from the Griffin school are located in the Dragon Hunter's Grotto. The journey to the indicated place begins from Donvarren, from where the player must go to a cave inhabited by ghosts. Having gone to the very end of the tunnel, the main character uses Aard and, with the help of the witcher’s instincts, finds a chest with the necessary drawings.

The bear set will help you figure out which armor is the best in The Witcher 3, since it is the heaviest and highest level. To start searching for him, you need to get to the story mission “Destination: Skellige”.

In the south of the starting island there are ruins where the drawing of the steel sword of the Bear School is located. To pick it up, the player will have to fight sirens and ghosts.

Drawings for a silver sword can be found in the north of the same island where ice elementals with gargoyles live. Having overcome them, you need to go to the door that is on the right side, and behind it is a drawing.

There is a cave to the south of the main island's fast crossing. There at the end of the tunnel there is a drawing of a crossbow.

The armor and remaining parts are located in the Fort, on the territory of the village, which is located on the northeastern island. To the left of the fort there are stones along which you can reach the fortress. Inside it, you need to turn left and follow the stairs, where you will have to activate the lever. After this, a fight with a ghost will be available, and after it you can proceed to the passage that is in one of the chambers. When the player reaches a fork, he will need to turn right, after which the blueprints can be found.

Following the canon, many players are looking for the Wolf school set. When it comes to the question of which witcher armor is best in The Witcher 3, many are inclined to believe that the canonical armor will come in handy.

To begin with, you should purchase maps with tags to find equipment. The first cards will be from the gunsmith Hattori, which gives the task “Swords and Dumplings” in Novigrad. The next card will be from a blacksmith working in the village of Lindenvale. Another clue is sold from the gunsmith in Novigrad, and from the gunsmith in Kaer Trolde you can get the penultimate element. On Skellie, in Caer Muir, there is a blacksmith who owns the last card.

The only disadvantage of obtaining this armor is that the entire set is located on the territory of Kaer Morhen. That is, you can get to this location only in two ways - according to the plot and using console movement.

This armor appeared only with the latest story addition. The best armor in The Witcher 3: Blood and Wine is the grandmaster equipment of the Manticore school. The search will help you implement the tips of the blacksmith in Toussaint.

To begin with, you should know that the level of this armor is 40, so it’s worth leveling up before you start playing through the add-on and searching for the armor.

The Manticore Steel Sword is in the ruins near the destroyed tower. To get it, you will need to climb the walls and move towards the tower itself. After this, you need to jump to the floor and look around with your witcher senses activated.

The armor breastplate of this school will be located at the end of the indicated cave. On the wall with notes there is Mertin's prayer - this is what the blacksmith will need to create the bib.

The blacksmith gives the next mark to search for pants from the Manticore school, which are located in the indicated temple. Having broken through the wall opposite the entrance, you can see a box on the table in which the diagrams lie.

The search for the silver sword begins in a cave with poisonous fumes. Having reached them, the player sees rubble, which is successfully eliminated by Aard, and then a drawing can be found in the box next to the corpse.

The blacksmith's last clue concerns the bracers that lie under the bridge, at the bottom of the reservoir. The diagram is in the bag.

Possible nuances

Sometimes, to find a particular piece of equipment, you may need a plot item or opening a location that is currently inaccessible. To do this, you should carefully study the clues or go through part of the plot.

As for blacksmiths, they are able to improve equipment only according to their skill level. Which armor is the best in The Witcher 3 is up to the players to decide, because each type of armor has its own properties and features.