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Witcher 3 Remastered · Guide

The new skill tree: every change, old vs new

The Witcher 3 Remastered came out on September 29, 2026 as a free upgrade, and the character screen is one of its biggest changes. We recorded the original 2015 skill panel before the update and the same screens in the remaster, then went through every tooltip. Here is what changed, what got stronger, what got weaker, and the full remastered skill list.

Watch side by sideThe short versionBiggest changesBranch screenshotsEvery skillWhat it means

Watch: every branch, side by side

A DeepPurps website exclusive. All four branches, original on the left and remastered on the right, with the key changes called out. About 2.5 minutes.

The short version

Original (2015)Remastered
LayoutA grid: 5 columns per branch, in rowsA branching tree of connected skills
UnlockingDeeper rows open after a set number of points in that branch (the locks show 6, 12 and 18)A skill opens once you own the skills that lead to it
RanksVaried: many skills had 3 levels, some 2, some only 1Every skill has 3 ranks
Skill effectsOriginal valuesRebalanced: some buffs, some nerfs, new skills and a few renames
Existing savesn/aYour skill points are refunded when you load an old save

The biggest changes

Every row below comes from the in-game tooltips in our own footage of both versions (rank 1 values).

SkillOriginal (2015)Remastered
Combat
Muscle Memory+10% Fast Attack damageAfter a dodge or roll, your next Fast Attack deals +30% damageChanged
Strength Training+10% Strong Attack damageFast Attacks raise the next Strong Attack's damage by 15%Changed
Three StrikesNot in the originalThe third Fast or Strong Attack has a 20% chance to power up the next one of the same typeNew
Deadly PrecisionEach Adrenaline point adds 1% instant-kill chance (max once every 15s)Any attack can set up an instant-kill Strong Attack; immune enemies give 0.1 Adrenaline insteadChanged
Sunder ArmorReduces enemy damage resistance by 10%Strong Attacks sunder Armor, reducing damage resistance by 10% (stacks once)Changed
Arrow DeflectionDeflect arrows while parryingA perfectly timed parry fires arrows back, with a 15% instant-kill chanceBuff
UndyingAt 0 Vitality, Adrenaline is spent to restore Vitality. It already had a 30-second cooldown, but the tooltip never said so10% Vitality per Adrenaline point. The 30-second cooldown is now written in the tooltipSame
Flood of Anger3 Adrenaline casts a Sign at max level, +100% Sign intensitySame idea, but +50% Sign intensityNerf
WhirlSpinning attack; holding it drains Stamina and AdrenalineUnchanged in the tooltipSame
Signs
Melt ArmorIgni permanently weakens Armor, up to 25% (scales with Sign intensity)Armor reduction scales with skill rank, plus +10% Burn chanceChanged
Sustained Glyphs+5s duration; 7 alternate-mode charges, 1 trap+5s duration and +10% area; +2 alternate charges and +1 trapBuff
Exploding ShieldQuen pushes enemies back when it breaksSame, push-back grows with rankSame
DelusionTarget can't close in while you cast Axii; better Axii in dialogueUnchangedSame
Alchemy
Acquired ToleranceEach known level 1 formula: +0.5 max ToxicityEach learned recipe: +1 max ToxicityBuff
FrenzyToxicity above 0: time slows before an enemy counterattackNeeds Toxicity above 1; time slows by 5%Changed
Adaptation+33% mutagen decoction durationRenamed Adaptability, same +33%Renamed
General
Rage ManagementCast Signs with Adrenaline when Stamina is too lowRenamed Anger Management; costs 2 Adrenaline per cast when Stamina is emptyRenamed
Adrenaline Burst+5% Adrenaline generation; Signs generate Adrenaline+2% per rank (3 ranks); Signs still generate AdrenalineChanged
Cat School TechniquesPer light armor piece: +25% crit damage, +5% Fast Attack damage (1 level)Per piece: +8% crit damage, +2% Fast Attack damage, per rank (3 ranks)Changed
Wolf, Manticore, Viper School TechniquesNot skills in the original treeNew school-technique skills alongside Cat, Bear and GriffinNew
Sun and StarsDay: +10 Vitality/s out of combat. Night: +1 Stamina/s in combatUnchangedSame

Correction (thanks to a viewer): Undying always had a 30-second cooldown. The remaster just lists it in the tooltip now. On Death March it saves you once per fight at best, so don't build around it.

Branch by branch: screenshots

Combat

Original Combat skill panel
Original (2015)
Remastered Combat skill tree
Remastered

Strength Training shows the change best. In the original it simply raised strong attack damage by 10% per level. In the remaster it rewards mixing attacks: fast attacks increase the damage of your next strong attack by 15%. The branch now splits into paths instead of stacking rows.

Signs

Original Signs skill panel
Original (2015)
Remastered Signs skill tree
Remastered

The old Signs grid had one column per Sign (Aard, Igni, Yrden, Quen, Axii). The remastered tree keeps the five Signs across the top and branches down from them, and some upgrades are new: Exploding Shield now pushes enemies back when your Quen shield breaks.

Alchemy

Original Alchemy skill panel
Original (2015)
Remastered Alchemy skill tree
Remastered

Alchemy follows the same pattern. Pyrotechnics, for example, now makes all bombs (even ones that normally do no damage) deal 50 extra damage, and also raises potion duration and bomb damage.

General

Original General skill panel
Original (2015)
Remastered General skill tree
Remastered

The General branch used to be a loose grid of single-level perks like Survival Instinct (+15% Vitality). In the remaster it is a proper tree too, and every skill now has 3 ranks. We also spotted witcher school technique skills, such as Manticore School Techniques, in this branch.

Every remastered skill

The full remastered trees, skill by skill, as the tooltips read at rank 1. Tap a branch to open it.

Combat (16 skills)
SkillWhat rank 1 does
Muscle MemoryAfter a successful dodge or roll, your next Fast Attack deals 30% more damage.
Strength TrainingFast Attacks raise the next Strong Attack's damage by 15%.
Three StrikesThe third Fast or Strong Attack has a 20% chance to make the next attack stronger, if it is the same type.
Razor FocusGain 1 Adrenaline point when combat starts. +10% Adrenaline from weapon strikes.
Crushing BlowA Strong Attack has a 20% chance to raise the damage of the next 2 Strong Attacks by 50%.
Sunder ArmorStrong Attacks sunder enemy Armor: -10% damage resistance, stacks once.
Deadly PrecisionAny attack can make the next Strong Attack an instant kill. Immune enemies give 0.1 Adrenaline instead.
WhirlSpinning attack that hits everyone around you. Holding it drains Stamina and Adrenaline.
Fleet-FootedTake 33% less damage while dodging.
UndyingAt 0 Vitality, spends Adrenaline to restore 10% Vitality per point. Once every 30 seconds.
Arrow DeflectionParry arrows. A perfect parry sends them back, with a 15% instant-kill chance.
ResolveLose 33% less Adrenaline when you take damage.
Cold BloodEvery bolt that hits generates 0.3 Adrenaline.
Lightning ReflexesTime slows an extra 30% while aiming the crossbow. Headshots +250% damage, 5% instant-kill chance.
Anatomical KnowledgeCrossbow damage +10% of your current silver sword damage.
Flood of AngerCasting a Sign spends 3 Adrenaline to cast it at its highest level, +50% Sign intensity.
Signs (19 skills)
SkillWhat rank 1 does
Far-Reaching AardAard range +1 yard.
Aard SweepAlternate mode: Aard hits everyone in a radius (knockdown chance -21%).
Melt ArmorIgni damage also reduces Armor, more with each rank. +10% Burn chance.
FirestreamAlternate mode: a continuous stream of fire.
Sustained GlyphsSign duration +5s, area +10%. +2 alternate-mode charges, +1 standard trap.
Magic TrapAlternate Yrden: a magic discharge that damages and slows enemies in a 14-yard radius.
Supercharged GlyphsEnemies inside Yrden lose 10 Vitality or Essence per second (scales with level and Sign intensity).
Exploding ShieldWhen Quen breaks, it pushes enemies back.
Active ShieldAlternate Quen: hold to block; absorbed damage restores Vitality.
DelusionEnemies can't close in while you cast Axii. Stronger Axii in dialogue.
PuppetmasterA targeted enemy briefly fights for you with +20% damage.
ShockwaveAard damage +1% of your current Vitality.
CatalystAard and Igni intensity +30% against enemies inside Yrden.
DominationAxii hits two targets at once, 50% weaker.
Fortify SignsYrden, Quen and Axii last 20% longer.
Chain ReactionEach Sign raises the next different Sign's intensity by 5% (stacks to 5).
FocusEach Adrenaline point raises Sign intensity by 10%.
SidestepAfter a successful dodge or roll, your next Sign costs 20% less Stamina.
ResonanceAfter a Sign, your next 3 melee hits deal extra damage equal to 10% Sign intensity.
Alchemy (18 skills)
SkillWhat rank 1 does
RefreshmentEach potion dose heals 10% Vitality.
AdaptabilityMutagen decoctions last 33% longer.
PyrotechnicsEvery bomb, even non-damaging ones, deals 50 extra damage.
Protective Coating+5% protection against the monster type your oil targets.
Efficiency+1 bomb in each slot.
Hunter InstinctAt max Adrenaline, +20% crit damage against the oiled enemy type.
Acquired ToleranceEvery learned recipe raises max Toxicity by 1.
Tissue TransmutationDecoctions raise max Vitality by 300 while active.
FrenzyWith Toxicity above 1, time slows 5% when an enemy is about to counterattack.
Endure Pain+10% max Vitality while Toxicity is above the safety threshold.
Poisoned BladesOiled blades have a 5% chance to poison.
Toxic ShockA Strong Attack on a poisoned enemy bursts the poison for 25% of the attack's damage (every 5s).
Debilitating PoisonPoisoned targets deal 5% less damage.
Potent StingPoisoned weapons deal +5% damage (+10% against poison-immune targets).
High ToleranceAt 80%+ Toxicity you take 150% damage, but crit damage rises by 33% of your Toxicity.
Delayed RecoveryAbove 70% Toxicity, each potion extends your active potions by 5 seconds.
Cluster BombsBombs split into 2 fragments that each deal 40% of the damage.
Side Effects33% chance a potion also triggers another random potion, with no extra Toxicity.
General (17 skills)
SkillWhat rank 1 does
Cat School TechniquesPer light armor piece: +8% crit damage, +2% Fast Attack damage.
Wolf School TechniquesPer medium armor piece: +2% weapon damage, +2% Sign intensity.
Bear School TechniquesPer heavy armor piece: +2% max Vitality, +2% Strong Attack damage.
Griffin School TechniquesPer medium armor piece: +2% Sign intensity and extra Stamina regeneration.
Viper School TechniquesPer medium armor piece: +2% max Vitality, +2% poison damage.
Manticore School TechniquesPer medium armor piece: +2% sword damage, +2% bomb damage.
Adrenaline Burst+2% Adrenaline generation, and Signs generate Adrenaline.
Survival Instinct+8% max Vitality.
SynergyMutagen slot bonuses +10%.
Anger ManagementWith Stamina empty, cast Signs using 2 Adrenaline points.
Sun and StarsDay: +10 Vitality/s out of combat. Night: +1 Stamina/s in combat.
Attack Is the Best DefenseSuccessful defensive moves generate Adrenaline.
GourmandFood regenerates Vitality for 5 minutes.
Battle Frenzy+3% crit chance per Adrenaline point.
Strong Back+20 max inventory weight.
Elemental Attunement+3% fire, frost, force, magic and poison damage.
Advanced PyrotechnicsThrown bombs have a 10% chance not to be used up, and you are immune to your own bomb damage.

What it means for you

Values are from the tooltips in our PS5 footage (remaster launch version, rank 1) and can change with patches. A few tooltips we did not capture clearly are left out rather than guessed.

Watch more

▶ What actually changed (Short) ▶ Old vs new (Short) DeepPurps on YouTube

Sources