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    Alchemy Combination Guide by seorin

    Version: v1.5 | Updated: 11/13/07 | Printable Version | Search This Guide

    The Witcher Alchemy Combinations Guide
    Written by: Nick "seorin" Emmerich
    Contact: seorin@gmail.com
    Last Updated: 11-13-07
    
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    |                               INTRODUCTION                                 |
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    This is little more than a quick and dirty guide to alchemy combinations in
    The Witcher. Most, perhaps all, of these recipes can be earned in the game
    itself, however the player is encouraged to experiment. If you'd like to try
    it, experimentation can be an amusing diversion for maybe an hour or so.
    That's about when you get tired of making endless failure potions. There are
    1,302 possible combinations - not counting potions using special ingredients -
    and only 47 total items to create. Failure in experimentation is tediously
    frequent.
    
    That's about when you cross your fingers and look to GameFAQs. With any luck,
    this guide is exactly what you're looking for. The data used to create this
    FAQ was pulled out of the dialogues00.bif file from the game's Data directory,
    and should be an accurate representation of exactly the data the game uses. If
    it's not, something probably changed in a patch.
    
    As this information really is just something I pulled out of the game's data
    files, please don't contact me with any questions. I likely don't know the
    answer because I'm not very far in the game at all. I made this guide for my
    own personal use and just decided to put in the minimal extra effort required
    to share it with the rest of you.
    
    Table of Contents:
    
    I've broken this guide down into three sections in addition to the introduction
    you are reading now.
    
    Section 1: Alchemy
    This is simply a loose overview of how Alchemy works in The Witcher included
    for completeness' sake only. The alchemy system is not particularly complex
    and it's explained well enough in the game itself.
    
    Section 2: Quick Reference
    An easily printable list of recipes for all potions, oils, and bombs that can
    be created in the game. Each section is organized by the number of components
    required to create the final product. Non-special ingredients are abbreviated
    by the first two letters of their names. Ae = Aether, Vi = Vitriol, and so on.
    
    Section 3: Full Reference
    A full, alphabetical listing of all potions, oils, and bombs in the game,
    separated by type. This section should contain the exact in-game text you will
    find in your journal for each recipe you pick up.
    
    That's it! I hope you find this guide to be helpful.
    
    Version info:
    1.5 - Fixed and improved the alchemy section. Fixed mistakes on the quick
    reference regarding Argentia and Hanged Man's Venom. Added a note to the full
    description of Hanged Man's Venom with the correct formula. All formulas are
    now verified correct.
    
    
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    |                                  ALCHEMY                                   |
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    As you probably learned in the tutorial itself, alchemy of any kind first
    requires a base. Into that base you will mix between 3 and 5 other items that
    will determine the resulting item. The order of the items does not matter, but
    the quantity does.
    
    There are three types of bases and three quality levels for each. Potions are
    made with alcohol, oils with grease, and bombs with powder. You are allowed
    three slots for a strong base, four slots for a high quality base, and a full
    five slots for a top quality base. Bases of all kinds are cheap and plentiful
    at many vendors throughout the game.
    
    Alchemy ingredients come in a large variety of types, but each ingredient has
    only two qualities you care about. The first is the primary alchemical
    substance it represents, and the second is the secondary substance. In a few
    cases, a potion (never an oil or bomb) will require a special ingredient that
    breaks this rule, but these exceptions are noted clearly below (and in the
    game itself). There are only six primary alchemical substances: Aether,
    Hydragenum, Quebrith, Rebis, Vermilion, and Vitriol. Secondary substances are
    either Albedo, Negredo, or Rubedo.
    
    For the purpose of what kind of item you wish to make, only the primary
    substance matters. Secondary substances can imbue a potion with a secondary
    ability, but only if every single item used in the combination has the same
    secondary substance. What that substance is determines the secondary effect:
    Albedo potions have a lower toxicity, Negredo potions increase damage, and
    Rubedo potions increase health regeneration. These effects come in the form
    of short enchantments, including the Albedo effect (makeing it far more useful
    than the game would have it seem). The duration of the Albedo effect is the
    shortest, however it still lasts for one hour (wherein every potion you consume
    has reduced toxicity - great for preparing for a boss fight).
    
    To create a potion, you must find a place to rest and begin meditation. Then,
    simply click the potion button on the upper right of the meditation screen.
    You'll be presented with a list of recipes you already know and you can click
    on them to auto-create any potion you know how to make. If you wish to
    experiment or simply do things yourself, start by dragging a base to the only
    open slot. Further slots will open up depending on the quality of your base,
    and you simply drag whichever ingredients you wish to combine into those
    slots. When you're finished, click mix on the bottom of the screen and the
    potion is placed in your inventory. Creating any amount of potions adds a
    minimum of 1 hour to your meditation time.
    
    Potions that you do not know the recipe for will be labeled as unknown. You
    can easily identify them by drinking them.
    
    If you wish to create an oil or a bomb instead of a potion you will not only
    need the appropriate skills (they can be found underneath the intelligence
    section of the level up screen), but you will also need to use an appropriate
    base. Recipes vary between different categories of items, and the recipe for
    a perfectly good oil is likely to result in a failed potion.
    
    If you wish to know more about alchemy, try looking through the game manual or
    the in-game tutorials (they can be accessed by looking at your journal).
    
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    |                              QUICK REFERENCE                               |
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    --POTIONS--
    
    Bindweed: 1 Ae, 1 Qu, 1 Ve
    Cat: 1 Re, 2 Qu
    Kiss: 1 Ve, 2 Vi
    Perfume: 1 Vi, 1 Ae, 1 Qu
    Tawny Owl: 1 Vi, 2 Ae
    White Gull: 2 Vi, 1 Re
    White Honey: 1 Vi, 1 Re, 1 Ae
    Willow: 1 Qu, 2 Ae
    Wives' Tears: 1 Re, 1 Qu, 1 Ae
    
    Blizzard: 2 Vi, 2 Re
    Golden Oriole: 2 Ae, 2 Vi
    Maribor Forest: 2 Re, 1 Ae, 1 Qu
    Swallow: 1 Vi, 1 Ae, 2 Re
    White Raffard's Decoction: 1 Vi, 1 Re, 2 Hy
    
    Black Blood: 3 Vi, 1 Re, 1 Ae
    De Vries' Extract: 1 Re, 1 Ae, 1 Hy, 2 Qu
    Fisstech: 1 Ve, 1 Qu, 3 Hy
    Full Moon: 2 Ve, 2 Hy, 1 Qu
    Petri's Philter: 1 Qu, 1 Hy, 1 Ve, 2 Re
    Shrike: 1 Re, 1 Hy, 1 Qu, 2 Ve
    Thunderbolt: 1 Vi, 1 Hy, 1 Re, 2 Ve
    Wolverine: 1 Qu, 1 Hy, 1 Ve, 2 Ae
    Wolf: 2 Vi, 2 Hy, 1 Ve
    
    Dagon Sap: 1 Re, 1 Ae, 1 Hy, 1 Ve, Dagon Secretions
    Frightener's Vision: 1 Vi, 1 Qu, 1 Re, Frightener's Eye
    Golem's Pith: 1 Vi, 1 Qu, 1 Hy, 1 Ae, Golem's Obsidian Heart
    Hellhound's Soul: 1 Vi, 2 Re, Trace of the Beyond
    Kikimore's Ire: 1 Vi, 1 Qu, 1 Hy, 1 Ve, Nerve of Kikimore Queen
    Koshchey's Core: 1 Ae, 2 Hy, Koshchey's Heart
    Potion for Triss: 1 Re, 1 Vi, Frightener's Claw
    Striga's Urge: 1 Vi, 1 Ae, 1 Hy, Striga's Heart
    Werewolf's Wrath: 1 Ae, 1 Qu, 1 Hy, 1 Ve, Werewolf Fur
    Zeugl Vigor: 1 Re, 2 Ae, Zeugl Venom
    
    --OILS--
    
    Necrophage Oil: 2 Vi, 1 Ae
    Specter Oil: 1 Vi, 1 Ae, 1 Re
    
    Insectoid Oil: 1 Re, 1 Qu, 1 Ae, 1 Ve
    Ornithosaur Oil: 1 Vi, 1 Qu, 1 Re, 1 Hy
    
    Argentia: 2 Qu, 2 Hy, 1 Re
    Brown Oil: 1 Re, 1 Ae, 1 Qu, 2 Ve
    Crinfrid Oil: 1 Vi, 1 Ae, 1 Hy, 2 Ve
    Hanged Man's Venom: 1 Vi, 1 Ae, 1 Re, 1 Hy, 1 Ve
    Vampire Oil: 1 Vi, 1 Ve, 1 Hy, 2 Qu
    
    --BOMBS--
    
    King and Queen: 2 Re, 1 Ae
    
    Devil's Puffball: 1 Re, 1 Hy, 2 Ae
    Samum: 1 Ae, 1 Ve, 2 Re
    Zerrikanian Sun: 1 Qu, 1 Ae, 1 Ve, 1 Hy
    
    Dragon's Dream: 1 Re, 1 Qu, 1 Ve, 2 Hy
    
    
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    |                                  POTIONS                                   |
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    Bindweed
    Effects: this potion increases resistance to acid and acid-based poisons.
    Preparation: Bindweed is made by mixing ingredients providing one measure each
    of aether, quebrith and vermilion; strong alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    Bindweed was created specifically to counter monsters which employ acid as a
    weapon. Witchers also call it 'swamp potion,' because monsters which spit acid
    or have caustic blood are most often found in swamps.
    
    ---
    
    Black Blood
    Effects: turns the imbiber's blood into poison; blood becomes lethal to
    monsters which drink it.
    Preparation: the potion is made by mixing ingredients providing a total of
    three measures of vitriol, and one measure each of rebis and aether; strong,
    top quality alcohol must be used as a base.
    Duration of Effects: long-lasting.
    Toxicity: high.
    
    In the distant past, mages working with witchers developed this potion
    specifically for use in fighting cemetery and crypt dwellers that drink the
    blood or eat the innards of their still living victims. Witchers use Black
    Blood unwillingly because the potion only works when a monster begins to feast
    on their body. Their transmuted blood proves to be a deadly drink.
    
    ---
    
    Blizzard
    Effects: Blizzard is one of the most powerful witchers' potions; it improves
    reflexes and reaction time, allowing a witcher to better parry and evade
    attacks.
    Preparation: the potion is made by mixing ingredients providing two measures
    each of vitriol and rebis; strong, high quality alcohol must be used as a
    base.
    Duration of effects: brief.
    Toxicity: medium.
    
    Witchers usually drink the Blizzard potion immediately before combat. The
    potion is also favored in especially dangerous situations.
    
    ---
    
    Cat
    Effects: this potion grants vision in total darkness.
    Preparation: the potion is made by mixing ingredients providing a total of one
    measure of rebis and two measures of quebrith; strong alcohol must be used as
    a base.
    Duration of effects: long-lasting.
    Toxicity: low.
    
    Cat is said to have been the first potion created specifically for witchers.
    The concoction allows witchers to pursue monsters into their lairs, including
    dark caves, ruins and crypts, because it augments vision to pick up additional
    wavelengths of light. To prevent blinding, the imbiber's pupils automatically
    narrow when in bright light. This is possibly the potion most commonly used by
    witchers.
    
    ---
    
    Dagon Sap
    Effects: when imbibed this mutagenic potion provides access to a special
    Strength attribute enhancement; the upgrade increases damage inflicted on
    opponents when the witcher is wounded.
    Preparation: the potion is made by mixing Dagon secretions with ingredients
    providing one measure each of rebis, aether, hydragenum and vermilion; a
    strong, high-quality alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    The mages of old created the formula for this mutagenic potion which should,
    in theory, greatly strengthen a witcher physically. Their notes indicate that
    the secretions of the mythical being named Dagon are required to produce the
    potion.
    
    ---
    
    De Vries' Extract
    Effects: this potion makes concealed creatures visible.
    Preparation: De Vries' Extract is made by mixing ingredients providing one
    measure each of rebis, aether and hydragenum, and two measures of quebrith;
    strong, top quality alcohol must be used as a base.
    Duration of effects: brief.
    Toxicity: medium.
    
    The talented sorceress Tissaia de Vries is credited with discovering this
    powerful potion, which won her considerable renown. The potion improves the
    imbiber's vision and allows opponents to be detected even through walls.
    
    ---
    
    Fisstech
    Effects: Fisstech has no beneficial effects; on the contrary, the narcotic
    causes its user to feel stunned and lose consciousness.
    Preparation: the drug is made by mixing ingredients providing one measure each
    of vermilion and quebrith, and three measures of hydragenum; strong, top
    quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: none.
    
    Fisstech is a popular narcotic among affluent youth and members of Temeria's
    underworld. Powerful crime organizations jealously guard the secrets of its
    production. Although the laws of the kingdom forbid the drug's sale, fisstech
    is a source of huge profits for the bosses of the criminal underworld.
    
    ---
    
    Frightener's Vision
    Effects: when imbibed this mutagenic potion adds one Bronze Talent, which can
    be used to acquire enhancements.
    Preparation: the potion is made by mixing a frightener's eye with ingredients
    providing one measure each of vitriol, quebrith and rebis; strong, high
    quality alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    The sorcerers who pioneered the witcher mutations discovered that mixing rare
    and powerful ingredients with more common substances resulted in potions that
    strengthened witchers' mutations. This potion, made with a frightener's eye,
    transforms and fortifies a witcher's body when consumed.
    
    ---
    
    Full Moon
    Effects: this potion significantly increases maximum Vitality.
    Preparation: Full Moon is made by mixing ingredients providing two measures
    each of vermilion and hydragenum, and one measure of quebrith; strong, top
    quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: high.
    
    Full Moon is an all-purpose potion. Witchers imbibe it before combat when they
    are not certain what kind of opponent awaits them. The downside to Full Moon is
    its high toxicity.
    
    ---
    
    Golden Oriole
    Effects: Golden Oriole renders a witcher's body immune to poison and
    neutralizes the effects of poisons already present in his bloodstream.
    Preparation: the potion is made by mixing ingredients providing two measures
    each of aether and vitriol; strong, high quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    Before fighting a venomous creature like the basilisk, a witcher drinks Golden
    Oriole to release enzymes that increase his resistance to toxins. The truly
    cautious prepare a second dose in case an opponents' poison somehow overcomes
    this resistance.
    
    ---
    
    Golem's Pith
    Effects: when imbibed this mutagenic potion provides access to a special
    enhancement of the Intelligence attribute; this upgrade augments the intensity
    of a witchers' Signs, but only during moonrises.
    Preparation: the potion is made by mixing a golem's obsidian heart with
    ingredients providing one measure each of vitriol, quebrith, hydragenum and
    aether; a strong, top-quality alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    Golems are usually described as unthinking constructs and have effectively
    become synonymous with insentience. Yet only the most powerful mages know how
    much effort is required to cast a spell on a golem's stone heart, to force the
    creature to follow even the simplest commands. Renegade mages somehow learned
    to draw on the complex magic contained in a golem's obsidian heart to produce
    a powerful, mutagenic potion that affects witchers' brains.
    
    ---
    
    Hellhound's Soul
    Effects: when imbibed this mutagenic potion adds one Silver Talent, which can
    be used to acquire enhancements.
    Preparation: the potion is made by mixing a Trace of the Beyond with
    ingredients providing one measure of vitriol and two of measures of rebis; a
    base consisting of strong, high quality alcohol is also required.
    Duration of effects: immediate.
    Toxicity: none.
    
    Witchers are capable of extracting components even from the carcasses of
    unique creatures. This potion formula requires the iridescent mark of the
    mythical Hellhound, known also as the Beast. The resulting beverage causes
    further mutation in the witcher's body.
    
    ---
    
    Kikimore's Ire
    Effects: when imbibed this mutagenic potion provides access to a special
    enhancement of the Stamina attribute; this upgrade allows a witcher to consume
    raw monster parts, restoring lost Vitality, but also raising his level of body
    Toxicity.
    Preparation: the potion is made by mixing the nerve of a kikimore queen with
    ingredients providing one measure each of vitriol, quebrith, hydragenum and
    vermilion; a base consisting of a strong, high-quality alcohol is also
    required.
    Duration of effects: immediate.
    Toxicity: none.
    
    Kikimore queens' unique nervous systems inspired renegade mages to develop this
    strong mutagenic potion. The potion causes changes in the ventral cavity and
    also prompts production of mutated digestive enzymes. Broad use of the potion
    was curtailed due to the scarcity of its core ingredient.
    
    ---
    
    Kiss
    Effects: Kiss increases resistance to bleeding and stanches any current
    bleeding.
    Preparation: the potion is made by mixing ingredients providing a measure of
    vermilion and two measures of vitriol; strong alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    This potion affects witchers' mutated bodies by forcing their blood to congeal
    almost instantaneously. It is often consumed before taking on monsters known
    to inflict hemorrhaging wounds.
    
    ---
    
    Koshchey's Core
    Effects: when imbibed this mutagenic potion adds one Gold Talent, which can be
    used to acquire enhancements.
    Preparation: the potion is made by mixing a koshchey's heart with ingredients
    providing one measure of aether and two measures of hydragenum; strong, high
    quality alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    By using the heart of a koshchey - a legendary alchemical component - a
    witcher can create a powerful potion which deepens the process of mutation
    begun during the Trial of the Grasses.
    
    ---
    
    Maribor Forest
    Effects: this potion significantly increases maximum Endurance; it is
    predominantly used by witchers trained in the use of Signs.
    Preparation: the potion is made by mixing ingredients providing two measures
    of rebis and one measure each of aether and quebrith; strong, high quality
    alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    According to an old tale, this potion was first made by dryads from the forest
    of Brokilon. The formula was obtained by the druids of Maribor Forest, who
    then passed it on to their brethren in other corners of the world. The formula
    also reached Kaer Morhen, where the practical-minded witchers began producing
    the potion using ingredients obtained from monster carcasses.
    
    ---
    
    Perfume
    Effects: Perfume has a beautiful aroma and is a gift that almost any lady will
    appreciate; it can often serve as a welcome replacement for other gifts.
    Preparation: Perfume is made by mixing ingredients providing one measure each 
    of vitriol, aether and quebrith; strong alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: low.
    
    Legend has it that perfume was created by an alchemist for his wife. The woman
    accused the scholar of devoting too much time and energy to his work without
    generating any practical results. He responded by creating a formula for
    producing perfume from almost any ingredients.
    
    ---
    
    Petri's Philter
    Effects: Petri's Philter increases the intensity of all the witcher Signs.
    Preparation: the potion is made by mixing ingredients providing one measure
    each of quebrith, hydragenum and vermilion, and two measures of rebis;
    concentrated, high quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: very high.
    
    Throughout his life, the mage Petri sought a way to strengthen his magical
    powers. He failed in this endeavor, but several interesting potions came about
    through his attempts. One of these, known as Petri's Philter, is useful to
    witchers with magical skills. Witchers who prefer hand-to-hand combat rarely
    use Petri's Philter, however, especially since it is highly toxic and thus
    renders the use of any other potions impossible.
    
    ---
    
    Potion for Triss
    Effects: this potion is intended for Triss and has no other use.
    Preparation: the potion is made by mixing a frightener's claw with ingredients
    providing a total of one measure each of rebis and vitriol.
    Duration of effects: immediate.
    Toxicity: none.
    
    According to Lambert's instructions, the potion for the unconscious sorceress
    Triss can be made of celandine, a frightener's claw and a sewant mushroom,
    though Calcium Equum can replace the latter ingredient. Once gathered, these
    components should be mixed with White Gull.
    
    ---
    
    Shrike
    Effects: inflicts pain on assailants during combat.
    Preparation: the potion is made by mixing ingredients providing one measure
    each of rebis, hydragenum and quebrith, and two measures of vermilion; strong,
    top quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: high.
    
    Shrike - the potion of revenge - mutates the blood itself. Whosoever spills a
    drop of Shrike-laced blood will earn a measure of pain in return.
    
    ---
    
    Striga's Urge
    Effects: when imbibed this mutagenic potion adds one Bronze Talent and one
    Silver Talent, which can be used to acquire enhancements.
    Preparation: the potion is made by mixing a striga's heart with ingredients
    providing one measure each of vitriol, aether and hydragenum; strong, high
    quality alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    The mixture of a striga's heart with common ingredients results in a mutagenic
    potion which, when consumed, strengthens a witcher's abilities, making him
    even more deadly.
    
    ---
    
    Swallow
    Effects: Swallow accelerates the regeneration of Vitality.
    Preparation: the potion is made from ingredients providing one measure each of
    vitriol and aether, and two measures of rebis; a strong, high quality alcohol
    must be used as a base.
    Duration of effects: brief.
    Toxicity: medium.
    
    There is no bird more beautiful than the swallow, the harbinger of spring.
    Even the dark mages who developed the formula for witchers' potions
    appreciated the charm of this bird, lending its name to the potion that
    accelerates regeneration of a mutated organism.
    
    ---
    
    Tawny Owl
    Effects: Tawny Owl significantly increases Endurance regeneration; it is
    particularly valued by witchers who often use Signs in combat.
    Preparation: the potion is made from ingredients providing one measure of
    vitriol and two measures of aether; strong alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    In preparation for an all-night vigil at the side of a cursed man, or before a
    battle which is certain to be prolonged, a witcher mixes a dose of Tawny Owl
    potion to boost his endurance.
    
    ---
    
    Thunderbolt
    Effects: greatly increases damage inflicted on opponents, but makes dodging
    and parrying impossible.
    Preparation: the potion is made by mixing ingredients providing one measure
    each of vitriol, hydragenum and rebis, and two measures of vermilion; strong,
    top quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: high.
    
    Witchers take this potion before fighting strong, heavily armored opponents.
    Imbibing Thunderbolt causes witchers to enter into a battle trance. While in
    this state, witchers attack more efficiently and cause greater damage, while
    at the same time neglecting their own defense and becoming an easier target.
    
    ---
    
    Werewolf's Wrath
    Effects: when imbibed this mutagenic potion provides access to a special
    enhancement of the Dexterity attribute; this upgrade awakens a witcher's
    predatory instincts and increases his fighting abilities after dark.
    Preparation: the potion is made by mixing werewolf fur with ingredients
    providing one measure each of aether, quebrith, hydragenum and vermilion; a
    base of strong, high-quality alcohol is also required.
    Duration of effects: immediate.
    Toxicity: none.
    
    It was determined ages ago that a potion containing the fur of a werewolf
    could strengthen a witcher's mutations and augment his predatory instincts.
    Opponents of this potion's use argued that it made witchers similar to
    monsters. As a result, use of Werewolf's Wrath was restricted, though few
    objected since acquiring the beasts' fur is risky business.
    
    ---
    
    White Gull
    Effects: White Gull is a hallucinogenic beverage, but it can also be used to
    create other potions; it serves as a base for complex potions, accommodating
    up to five other ingredients.
    Preparation: the potion is created by mixing ingredients providing two
    measures of vitriol and one measure of rebis; strong alcohol must be used as a
    base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    White Gull is a mild hallucinogen which provides pleasure during the long
    nights witchers spend at their fortresses, waiting out the winter. The
    witchers make this potion using secret saprophytes grown in the dungeons of
    Kaer Morhen, but it can also be made from commonly available ingredients.
    
    ---
    
    White Honey
    Effects: Reduces Toxicity to zero and cancels the effects of other potions.
    Preparation: the potion is made from ingredients providing one measure each of
    vitriol, rebis and aether; strong alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: none.
    
    White Honey strongly stimulates the production of purifying enzymes in
    witchers' mutated bodies. Thus, it frees their bodies of the effects of
    toxicity, though it simultaneously nullifies the beneficial effects of any
    potions previously consumed. White Honey does not alleviate the effects of
    common venoms and poisons.
    
    ---
    
    White Raffard's Decoction
    Effects: White Raffard's Decoction immediately restores a majority of lost
    Vitality.
    Preparation: this potion is made by mixing ingredients providing one measure
    of vitriol, one measure of rebis and two measures of hydragenum in total;
    high-quality strong alcohol must be used as a base.
    Duration of effects: immediate.
    Toxicity: high.
    
    White Raffard, a famous mage of times long past, developed a healing potion
    for the human warriors who conquered the new world for their race ages ago.
    Witchers have found new, more efficient ways to produce White Raffard's
    Decoction, using ingredients obtained from monsters. Classic witcher training
    suggests that the Swallow potion be consumed simultaneously, for White
    Raffard's Decoction is highly toxic.
    
    ---
    
    Willow
    Effects: this potion grants immunity to the stun and knockdown effects.
    Preparation: Willow is made by mixing ingredients providing one measure of
    quebrith and two of aether; strong alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: high.
    
    Willow augments a witcher's physical coordination and resistance to damage. It
    should be taken before a fight during which the witcher risks being knocked
    down or stunned.
    
    ---
    Wives' Tears
    Effects: this potion immediately removes drunkenness, restoring sobriety
    without causing a hangover.
    Preparation: Wives' Tears are made from ingredients providing one measure each
    of rebis, quebrith and aether; strong, high quality alcohol must be used as a
    base.
    Duration of effects: immediate.
    Toxicity: low.
    
    Village witches sell this brew to women whose husbands patronize local inns
    too frequently. Witches, lacking mastery of the arcane secrets of alchemy,
    usually know only one method of creating Wives' Tears.
    
    ---
    
    Wolf
    Effects: Wolf improves focus and coordination, thereby increasing the chances
    of inflicting critical damage.
    Preparation: the potion is made by mixing ingredients providing two measures
    each of vitriol and hydragenum, and one measure of vermilion; strong, top
    quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: medium.
    
    Wolf is widely used by witchers employing the Group Style. The potion improves
    its imbiber's precision, meaning that the witcher's slashing blade finds its
    opponents' soft spots all the more readily.
    
    ---
    
    Wolverine
    Effects: Wolverine increases damage inflicted when a witcher's Vitality falls
    below half.
    Preparation: the potion is made by mixing ingredients providing one measure
    each of quebrith, hydragenum and vermilion, and two measures of aether;
    strong, top quality alcohol must be used as a base.
    Duration of effects: long-lasting.
    Toxicity: high.
    
    It is not by accident that the witchers have named this potion after an animal
    known for its fierce and aggressive nature. Wolverine unleashes the entire
    potential of mutation, turning the witcher into a dervish of destruction.
    Witchers use this potion when they are certain that Signs will not help them
    in combat.
    
    ---
    
    Zeugl Vigor
    Effects: when imbibed this mutagenic potion adds one Silver Talent and one
    Gold Talent, which can be used to acquire enhancements.
    Preparation: this potion is made by mixing zeugl venom with ingredients
    providing one measure of rebis and two measures of aether; a base consisting
    of strong, high quality alcohol is also required.
    Duration of effects: immediate.
    Toxicity: none.
    
    One of the strongest mutagenic potions is made from the venom of the zeugl, a
    mammoth beast which inhabits sewers and trash dumps.
    
    
    ------------------------------------------------------------------------------
    |                                    OILS                                    |
    ------------------------------------------------------------------------------
    
    
    Argentia
    Effects: witchers coat their silver blades with Argentia, which increases the
    effectiveness of silver, but weakens steel blades.
    Preparation: the oil is made by mixing ingredients providing two measures each
    of quebrith and hydragenum, and one measure of rebis; top-quality grease must
    be used as a base.
    Duration of effects: long-lasting.
    
    Silver brings ruin to all beasts, but even a brave knight bearing a silver
    blade may not have the strength to defeat the most dreadful monsters. There is
    a way, though, to awaken the spirit of a silver sword - by using the moon oil
    known as Argentia.
    
    ---
    
    Brown Oil
    Effects:Brown Oil accelerates bleeding; creatures lacking a circulatory system
    are immune to its effects.
    Preparation: the oil is made by mixing ingredients providing a total of one
    measure each of rebis, aether and quebrith, and two measures of vermilion;
    top-quality grease must be used as base.
    Duration of effects: long-lasting.
    
    Curse your enemy bearing the name of Coram Agh Ter, the Lionhead Spider, and
    dip your blade in oil. An enemy wounded with the dagger will bleed to death
    even from a slight wound.
    
    ---
    
    Crinfrid Oil
    Effects: a blade coated with this substance causes crippling pain to a wounded
    creature; creatures which do not feel pain are immune to its effects.
    Preparation: the oil is made by mixing ingredients providing one measure each
    of vitriol, aether and hydragenum, and two measures of vermilion; top-quality
    grease must be used as a base.
    Duration of effects: long-lasting.
    
    The formula for this substance comes from the city of Crinfrid, where it is
    widely employed by dark characters of all kinds.
    
    ---
    
    Hanged Man's Venom
    Effects:this blade coating poisons wounded opponents, yet it is ineffective
    against monsters whose physiology differs greatly from that of humans.
    Preparation*: Hanged Man's Venom is made from ingredients providing one measure
    each of vitriol, aether, rebis and hydragenum; top-quality grease must be used
    as a base.
    Duration of effects: long-lasting.
    
    In preparation for an assignment, an assassin applies Hanged Man's Venom to
    his blade. He grinds the ingredients with a mortar and pestle until he gets a
    thick paste, and then lightly coats the tools of his trade while taking care
    to keep the substance from touching his skin. Then comes the hard part, but
    even a hastily aimed slash can be fatal if Hanged Man's Venom slips into the
    wound.
    
    * The formula given for this recipe is incorrect. It actually requires a fifth
    ingredient, Vermilion (hence the requirement for top quality grease).
    
    ---
    
    Insectoid Oil
    Effects: a blade coated with this substance inflicts increased damage on all
    insectoid creatures.
    Preparation: this oil is made by mixing ingredients providing a total of one
    measure each of rebis, quebrith, aether and vermilion; high-quality grease
    must be used as a base.
    Duration of effects: long-lasting.
    
    Huge viys, kikimores and other insectoids suffer greater damage from weapons
    coated in this poison invented by witchers. Witchers also use Insectoid Oil to
    rid their fortresses of bugs and parasites.
    
    ---
    
    Necrophage Oil
    Effects: a blade coated with this substance inflicts increased damage on
    necrophages.
    Preparation: the oil is made by mixing ingredients providing two measures of
    vitriol and one measure of aether; grease must be used as a base.
    Duration of effects: long-lasting.
    
    Necrophages are accustomed to poisonous vapors. Yet even the most rancid
    ghouls and graveirs cannot withstand the poison wounds inflicted by a blade
    coated with Necrophage Oil.
    
    ---
    
    Ornithosaur Oil
    Effects: a blade coated with this substance inflicts increased damage on
    ornithosaurs.
    Preparation: the oil is made by mixing ingredients providing one measure each
    of vitriol, quebrith, rebis and hydragenum; high-quality grease must be used
    as a base.
    Duration of effects: long-lasting.
    
    This oil, sometimes called Basilisk Bane, contains a poison that is deadly to
    all reptiles. Even the basilisk, which possesses its own venom and is
    resistant to poisons, cannot withstand a blade coated with this substance.
    
    ---
    
    Specter Oil
    Effects: a blade coated with this substance causes increased damage to
    specters.
    Preparation: the oil is made by mixing ingredients providing one measure each
    of vitriol, aether and rebis; grease must be used as a base.
    Duration of effects: long-lasting.
    
    There is a mysterious boundary between the worlds of the dead and the living,
    one which is easier to cross for restless specters than for humans. To injure
    a spectral opponent, first anoint a blade with this oil. Only then will the
    weapon truly part the curtain dividing the worlds, thereby damaging the
    specter.
    
    ---
    
    Vampire Oil
    Effects: a blade coated with this substance causes increased damage to all
    types of vampires.
    Preparation: the oil is made by mixing ingredients providing one measure each
    of vitriol, vermilion and hydragenum, and two measures of quebrith; high-
    quality grease must be used as a base.
    Duration of effects: long-lasting.
    
    Whosoever seeks to destroy a vampire, to banish it from this world forever,
    should prepare St. Gregory's Oil, called Vampire Oil by witchers. No fleder or
    bruxa can withstand it.
    
    
    ------------------------------------------------------------------------------
    |                                   BOMBS                                    |
    ------------------------------------------------------------------------------
    
    
    Devil's Puffball
    Effects: upon detonation, this bomb sprays a cloud of poison, affecting nearby
    enemies; those resistant to poison might not be harmed.
    Preparation: a Devil's Puffball is made by mixing ingredients providing one 
    measure each of rebis and hydragenum, and two measures of aether; high quality
    black powder must be used as a base.
    Duration of effects: varies depending on opponent attributes.
    
    The formula for this bomb was developed by Zerrikanian alchemists and migrated
    to the Northern Kingdoms thanks to traveling merchants.
    
    ---
    
    Dragon's Dream
    Effects: this bomb releases a cloud of flammable gas which causes a
    destructive explosion when ignited.
    Preparation: a Dragon's Dream bomb is made by mixing ingredients providing one
    measure each of rebis, quebrith and vermilion, and two measures of hydragenum;
    top quality black powder must be used as a base.
    Duration of effects: varies depending on opponent attributes.
    
    The Zerrikanians worship dragons, so it is no surprise this mixture, which
    releases a cloud of flammable gas, is named after the fearsome beasts.
    Whosoever detonates a Dragon's Dream is sure to conjure the spirit of the
    creature itself.
    
    ---
    
    King and Queen
    Effects: upon detonation, this bomb magically evokes fear in the hearts of
    opponents.
    Preparation: a King and Queen bomb is made by mixing ingredients providing two
    measures of rebis and one measure of aether; high quality powder must be used
    as a base.
    Duration of effects: varies depending on opponent attributes.
    
    Zerrikanian wizards have mastered the dangerous art of crafting explosives.
    King and Queen is an example of their handiwork - such a simple-looking item
    and yet it is enough to send enemies scrambling, panic in their eyes.
    
    ---
    
    Samum
    Effects: upon detonation, this bomb stuns any creatures within range, provided
    they are not immune to this effect.
    Preparation: a Samum is made by mixing ingredients providing one measure each
    of aether and vermilion, and two measures of rebis; high quality black powder
    must be used as a base.
    Duration of effects: varies depending on opponent attributes.
    
    Zerrikanian wizards have learned to harness the energy of hot desert storms
    and bind it into an arcane mixture. When detonated, the Samum releases this
    energy and stuns opponents with the ferocity of desert winds.
    
    ---
    
    Zerrikanian Sun
    Effects: upon detonation, this bomb releases a flash of light, blinding all
    nearby opponents.
    Preparation: a Zerrikanian Sun is made by mixing ingredients providing one
    measure each of quebrith, aether, vermilion and hydragenum; high quality black
    powder must be used as a base.
    Duration of effects: varies depending on opponent attributes.
    
    Assassins from the sect known as the Zerrikanian Sun use this flash bomb to
    cover their escape after they eliminate a target. Sentries and guards blinded
    by the flash are more likely to attack each other than their opponent. The
    sect trains its assassins to close their eyes instinctively at the moment of
    detonation; witchers need not do this as their mutated pupils automatically
    narrow in response to the explosion.