Werewolf Decoction
| Werewolf Decoction | |
|---|---|
| Type | Decoction |
| Tier | Base |
| Effect |
Significantly increases Stamina regeneration during a clear, moonlit night. 50% Stamina regeneration in combat |
| Duration | 1800 s |
| Charges | 1 |
| Toxicity | 50 |
| DLC | Base game |
| Crafting |
Alchemy
|
Werewolf Decoction is a decoction that greatly raises Stamina regeneration on a clear, moonlit night. One brew holds 1 charge, a dose lasts 30 minutes, and it adds 50 Toxicity. It is brewed from the mutagen of a Werewolf.
Signs cost Stamina, and with too little Stamina a Sign cannot be cast, so faster regeneration means more Signs per fight. That makes it a decoction for a Signs build.
Werewolf
The Werewolf is one of the Cursed Ones, a man who takes on beast form because of a curse. After changing back, the man remembers nothing of the beast's deeds. Werewolves are active at night, especially under a full moon. They are found in Velen and Skellige. Cursed Oil and the Igni Sign work well against them, and so do Moon Dust and Devil's Puffball bombs.
How to Get Werewolf Decoction
- Read the book In Beast's Clothing, which the Loan Shark gives as a reward during In Wolf's Clothing, or find the formula as random loot.
- Brew it from the alchemy menu, outside combat, with 1 Dwarven Spirit, 1 Werewolf Mutagen, 1 Beggartick Blossoms and 1 Hop Umbels.
- Meditate with strong alcohol such as Dwarven Spirit, Alcohest or White Gull in the inventory to refill its charge.
Notes
- The Loan Shark gives the book only if Morkvarg is left alive.
All Consumable Categories
All Decoctions
| Name | Image | Tier | Effect | Duration | Charges | Toxicity | Ingredients | DLC |
|---|---|---|---|---|---|---|---|---|
| Alghoul Decoction | Base | Adrenaline Points are generated more quickly than normal until the first successful enemy attack. 50% Adrenaline Point gain | 1800 s | 1 | 50 |
|
Base game | |
| Ancient Leshen Decoction | Base | Each Sign cast increases Stamina regeneration for the remainder of the fight. 2 Stamina regeneration in combat | 1800 s | 1 | 50 |
|
Base game | |
| Arachas Decoction | Base | Reduces damage received based on armor and inventory weight: less weight carried and lighter armor means less damage is taken. | 1800 s | 1 | 50 |
|
Base game | |
| Archgriffin Decoction | Base | If any Stamina is available, strong attacks consume all of it and reduce the struck foe's Vitality by 5% after their normal damage is calculated. | 1800 s | 1 | 50 |
|
Base game | |
| Basilisk Decoction | Base | Applies a buff increasing the intensity of a randomly selected Sign at dusk and dawn. Lasts longer than other mutagen decoctions. | 5760 s | 1 | 40 |
|
Base game | |
| Chort Decoction | Base | Provides complete resistance to the Stagger effect and reduces the Knock-down effect to Stagger. | 1800 s | 1 | 50 |
|
Base game | |
| Cockatrice Decoction | Base | All alchemy creations can be used one additional time. | 1800 s | 1 | 50 |
|
Base game | |
| Doppler Decoction | Base | Increases critical hit damage when attacking from behind. 50% Increased damage | 1800 s | 1 | 50 |
|
Base game | |
| Earth Elemental Decoction | Base | Increases the witcher's resistance to Vitality-depleting critical effects applied during combat. The resistance level rises the longer the critical effect is applied. | 1800 s | 1 | 50 |
|
Base game | |
| Ekhidna Decoction | Base | Performing actions that consume Stamina regenerates Vitality. | 1800 s | 1 | 50 |
|
Base game | |
| Ekimmara Decoction | Base | Damage dealt to foes regenerates Vitality. 10% Vitality drain | 1800 s | 1 | 50 |
|
Base game | |
| Fiend Decoction | Base | Increases the amount of weight the witcher can carry without being overburdened. 20 Maximum inventory weight | 1800 s | 1 | 50 |
|
Base game | |
| Foglet Decoction | Base | Increases Sign Intensity during cloudy weather. 25% Sign intensity | 1800 s | 1 | 50 |
|
Base game | |
| Forktail Decoction | Base | Combining various attacks (strong strikes, fast strikes, Signs) grants a bonus that increases Attack Power for the next attack mounted or Sign Intensity for the next Sign cast. 50% Attack power; 50% Sign intensity | 1800 s | 1 | 50 |
|
Base game | |
| Grave Hag Decoction | Base | Each foe slain accelerates Vitality regeneration for the duration of the battle. 10 Vitality regeneration per enemy killed during combat | 1800 s | 1 | 50 |
|
Base game | |
| Griffin Decoction | Base | Taking damage raises damage resistance (up to an upper limit) for the remainder of the fight. 1% Resistance to slashing, piercing, bludgeoning, monster and elemental damage | 1800 s | 1 | 50 |
|
Base game | |
| Katakan Decoction | Base | Increases critical hit chance. 10% Critical hit chance | 1800 s | 1 | 50 |
|
Base game | |
| Leshen Decoction | Base | A portion of the damage dealt by enemies is reflected back on the attacker. 10 Damage returned; 10% Damage returned | 1800 s | 1 | 50 |
|
Base game | |
| Nekker Warrior Decoction | Base | Mounts never panic. 50% increase to mounted combat damage. 50% Attack power | 1800 s | 1 | 50 |
|
Base game | |
| Nightwraith Decoction | Base | Geralt's maximum Vitality is increased with each foe killed. This increase lasts until he meditates or fast travels. 50 Vitality | 1800 s | 1 | 50 |
|
Base game | |
| Noonwraith Decoction | Base | Significantly limits the duration of Knockdown, Hypnosis, Stun and Blindness. | 1800 s | 1 | 50 |
|
Base game | |
| Reliever's Decoction | Base | Increases damage dealt and decreases damage taken against wraiths. Attacking a specter prevents it from using its abilities and turning immaterial. 10% Attack power versus Specters; 15% Resistance to slashing, piercing, bludgeoning, monster and elemental damage | 1800 s | 1 | 50 |
|
Base game | |
| Succubus Decoction | Base | Attack Power grows over the course of a fight until reaching a maximum threshold. 1% Attack power | 1800 s | 1 | 50 |
|
Base game | |
| Troll Decoction | Base | Regenerates Vitality during and outside of combat. 100 Vitality regeneration; 20 Vitality regeneration per enemy killed during combat | 1800 s | 1 | 50 |
|
Base game | |
| Water Hag Decoction | Base | Damage dealt is increased when Vitality is at its maximum. 50% Increased damage | 1800 s | 1 | 50 |
|
Base game | |
| Werewolf Decoction | Base | Significantly increases Stamina regeneration during a clear, moonlit night. 50% Stamina regeneration in combat | 1800 s | 1 | 50 |
|
Base game | |
| Wraith Decoction | Base | Whenever a single hit drains more than a third of Vitality, a Quen shield is activated which protects against the next attack. | 1800 s | 1 | 50 |
|
Base game | |
| Wyvern Decoction | Base | Each blow landed increases Attack Power until either the fight ends or damage (other than that from Toxicity) is taken. 1% Attack power | 1800 s | 1 | 50 |
|
Base game |