Consumables
Consumables are what Geralt drinks, eats, throws or coats his blade with: potions, decoctions, oils, bombs, and food and drink. He brews the first four himself through alchemy. A witcher's mutations let him drink potions that would kill a normal person. Food and drink restore Vitality over a few seconds.
How It Works
Alchemy
Geralt brews potions, decoctions, oils and bombs from the alchemy menu, outside combat. Each one needs its formula and its ingredients. Potions are short buffs with several charges. Decoctions are long-lasting buffs brewed from monster mutagens, and each holds one charge. Oils go on a sword and add attack power against one family of enemies. Bombs are thrown, and they deal damage or apply a status effect. Every oil and bomb, and most potions, come in three tiers: base, Enhanced and Superior. Each higher tier is brewed from the tier below it.
Meditation
Brewed potions, decoctions and bombs refill. Meditating with at least one unit of strong alcohol, such as Alcohest, Dwarven Spirit or White Gull, refills every charge. Meditation also clears all Toxicity, decoction Toxicity included. In Remastered, meditation plays out as a timelapse in the world.
Toxicity
Potions and decoctions add Toxicity. Geralt's maximum Toxicity is 100 by default. He can only drink a dose that keeps him within that maximum. A decoction adds 50 Toxicity, and the Basilisk Decoction adds 40.
Potion Toxicity drains away over time. Decoction Toxicity stays until the decoction ends. Above the overdose threshold, Geralt loses Vitality until his Toxicity falls back below it. An overdose shows on his face as dark veins and rings around the eyes, and his Vitality bar turns green.
White Honey clears all Toxicity at once. It also cancels every active potion effect.
Manticore School Gear armour raises maximum Toxicity. In the Alchemy skill tree, Metabolic Control and Acquired Tolerance raise it as well, and Fast Metabolism drains it faster. Blood and Wine's Euphoria mutation turns every point of Toxicity into +0.75% sword damage and Sign intensity.
All Consumable Categories
All Categories
Subcategories
This category has the following 30 subcategories, out of 30 total.
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- Witcher 3
- Witcher 3 - Armor
- Witcher 3 - Beasts
- Witcher 3 - Bolts
- Witcher 3 - Bombs
- Witcher 3 - Boots
- Witcher 3 - Chest Armor
- Witcher 3 - Consumables
- Witcher 3 - Crossbows
- Witcher 3 - Cursed Ones
- Witcher 3 - Decoctions
- Witcher 3 - Draconids
- Witcher 3 - Elementa
- Witcher 3 - Food & Drink
- Witcher 3 - Gloves
- Witcher 3 - Hybrids
- Witcher 3 - Insectoids
- Witcher 3 - Monsters
- Witcher 3 - Necrophages
- Witcher 3 - Ogroids
- Witcher 3 - Oils
- Witcher 3 - Potions
- Witcher 3 - Relicts
- Witcher 3 - Silver Swords
- Witcher 3 - Specters
- Witcher 3 - Steel Swords
- Witcher 3 - Trousers
- Witcher 3 - Vampires
- Witcher 3 - Weapons
- Witcher 3 - Witcher Gear
Pages in category "Consumables"
The following 31 pages are in this category, out of 31 total.
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- Witcher 3:Aard
- Witcher 3:Adrenaline Points
- Witcher 3:Armor Piercing
- Witcher 3:Attack Power
- Witcher 3:Axii
- Witcher 3:Bear School Techniques
- Witcher 3:Cat Eyes
- Witcher 3:Cat School Techniques
- Witcher 3:Combat
- Witcher 3:Combat Skills
- Witcher 3:Critical Hits
- Witcher 3:Damage Types and Effects
- Witcher 3:Experience
- Witcher 3:Griffin School Techniques
- Witcher 3:Gwent
- Witcher 3:Igni
- Witcher 3:Mutagens
- Witcher 3:Mutations
- Witcher 3:Quen
- Witcher 3:Reforge
- Witcher 3:Resistances
- Witcher 3:Sign Intensity
- Witcher 3:Signs
- Witcher 3:Skills
- Witcher 3:Stamina
- Witcher 3:Toxicity
- Witcher 3:Vitality
- Witcher 3:Witcher Senses
- Witcher 3:Yrden
- Template:Witcher3Categories
- Template:Witcher3CategoryTiles