What's Changed?
The new Skill Trees for Witcher 3 Remastered now are actually organized in a proper 'Tree' system, with some amount of branching paths and skills that require other, pre-requisite skills to be invested in for them to be used.
Additionally, every single Skill Node can now have up to 3 points invested into it. This includes Skill Nodes that were once just 1-point benefits.
The numbers, functionalities and synergies between Skills have also all been rebalanced around the new system.
- Note: If you're loading up your old save game, your Skill Points will have been automatically reset so you can reallocate them within the new system.
Skill Trees
The Skill Trees remain separated in the following categories:
- Combat
- Alchemy
- Signs
- General
Here's how the new system looks:

Combat Skill Tree
The Combat Skill Tree features abilities that improve the direct aspects of combat, such as:
- Adrenaline Points, Sword Light and Heavy Attacks, New Special Attacks, Crossbow, Dodges and an Adrenaline-based Sign boost.

Signs Skill Tree
The Signs Skill Tree features boosts and additional functionalities for all the Signs usable by Geralt, such as:
- Alternate Sign Modes; Sign Intensity, Damage, Duration and Range increases; Adrenaline-based Sign boost and more.

Alchemy Skill Tree
The Alchemy Skill Tree features improvements to the Potion, Decoction, Bomb and Oil systems, such as:
- Potion and Decoction Duration; Maximum Bomb Amount; Increased Maximum Toxicity; Boosts based on current Toxicity level; Boosts when driking any potion; Poison effect for Oiled weapons and more.

General Skill Tree
The General Skill Tree features assorted boosts to most aspects of the buildcrafting and, most notably, the Witcher gear-specific talents that provide additional effects based on which Witcher School Armor + Sword Geralt has equipped.
- Other boosts include: Adrenaline-based Crit Chance; Elemental Damage boost; Sign casting with Adrenaline; Maximum Vitality increase and more.