Witcher
God-Level WitcherBiodata
| Feature | Details |
|---|---|
| Name | Witcher (猎魔人) |
| Alias(es) | Mutant; monster hunter |
| Species/Race | Mutated human |
| Affiliation | Witcher schools; Witcher Brotherhood |
| Occupation/Role | Contract hunter of monsters and other dangerous creatures |
| Status | Active, though Witcher numbers and several schools have declined sharply |
| First Appearance | Chapter 11 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Witcher Lv. 3 | 71 | The profession is unlocked after slaying five magical creatures and learning Meditation, basic Alchemy, and monster knowledge from a Witcher. |
| Novice Witcher / Witcher Lv. 5 | 117 | Achieved after surviving the first Trial of the Grasses; unlocks Witcher Senses and the Trial of the Grass passive. |
| Witcher Lv. 6 | 180 | A level increase raises the profession’s primary attribute, Willpower, and grants a Skill Point and Attribute Point. |
| Intermediate Witcher / Witcher Lv. 8 | 388 | Achieved through a second Trial of the Grasses using a different school’s decoction. Health and Magic each gain an additional 80 maximum points, while physical attributes rise dramatically. |
| Witcher Lv. 10 | 445 | Unlocks the passive skill Greed, allowing recovery of Health and Magic through low-level souls. |
| Witcher Lv. 13 | 563 | A third Trial of the Grasses raises the user’s attributes further; Strength and Agility reach Tier 2. Advancement beyond this stage requires additional school decoctions, powerful monster hunts, and large mutagen inducers. |
History
Witchers originated from magical mutation research conducted when monsters ravaged the world. The first Trial of the Grasses at Rissberg Castle subjected thirty-eight children to experimental mutagens; only five survived the ninety-day ordeal: Madoc, Elan, Eiga, Ivar, and Anahad. 398 579
After the Northern Brotherhood of Sorcerers ended the experiment, Alzure and Cosimo brought the survivors to Moglaj Castle on Mount Kaedwen. There, the five mutants were trained in combat, alchemy, and other disciplines, became known as Witchers, and formed the first Witcher Conclave. A decade later, the first generation left the mountain to hunt monsters and protect civilians. 580
Witcher schools later developed distinct combat traditions and identities. The School of the Viper, founded by Ivar Evil Eye, suffered especially heavily after Ivar disappeared and public hostility toward Witchers intensified; for twenty years, no new Viper apprentice survived the Trial of the Grasses. 12 494
Roy later advocated forming a Witcher Brotherhood to unite the scattered schools, share formulas and blueprints, train apprentices, and prevent Witcher extinction. 184 377 545
Appearance
A Witcher’s mutations commonly produce a hardened physique, distinctive vertical pupils, and physical features that make their profession recognizable. Their appearance varies according to the Trial’s effects and the individual’s bloodline. 117 176 388
- Cat-like, vertical pupils; often amber, dark gold, or otherwise unusual in color. 11 117 388
- Enhanced musculature, reflexes, and endurance following the Trial of the Grasses. 11 117
- Leather armor marked by battle damage and dried blood is common practical attire. 11
- School medallions identify a Witcher’s affiliation; the Viper medallion depicts a coiled serpent. 11 131
- Mutations can leave lasting physical side effects, including baldness, altered pigmentation, or reduced facial expression. 176
Abilities & Skills
Trial of the Grasses
Witchers undergo hormone catalysis, viral infection, and mutagen induction through the Trial of the Grasses. Survivors gain superhuman physical ability at the cost of extreme pain, a high mortality rate, and reproductive isolation from ordinary humans. 11 117 579
- Greatly enhances speed, Strength, reaction time, coordination, vitality, and regeneration. 11
- Creates a powerful immune system resistant to most diseases and toxins lethal to ordinary people. 11 117
- Improves dark-adapted vision. 117
- Further Trials using other schools’ decoctions can produce additional mutations and major attribute growth. 388 563
Witcher Senses
Witcher Senses combine enhanced sight, hearing, smell, and intuition to reconstruct hidden information from traces in the environment. 11 22
- Track old blood, monster odor, perfumes, sounds, footprints, and other minute clues. 22
- Interpret sensory evidence as visible trails, sound patterns, or other reconstructed signals. 22
- Support investigation, monster hunting, and battlefield awareness. 22 370
Witcher Signs
Witchers use simple combat spells known as Signs. Their potency depends on Spirit and Sign proficiency. 11 135
- Aard — A telekinetic blast capable of knocking enemies back, breaking defenses, or activating mechanisms. 343 443
- Igni — A fire-based Sign used against enemies, including ranged attackers. 181
- Axii — Influences a target’s behavior; Roy uses it to calm an agitated horse. 460
- Quen — Creates a protective magical shield around the caster. 174 443
- Yrden — One of the five standard Signs taught to Witchers. 135
Meditation
Meditation regulates body and mind through deep concentration, accelerating recovery of injuries, Magic, and stamina while gradually improving coordination and affinity with Chaos Energy. 11
- Higher proficiency can rapidly restore a portion of Health and Magic and heal minor injuries. 194
- It is a foundational requirement for unlocking the Witcher profession. 71
Alchemy
Witcher Alchemy encompasses the creation and use of combat preparations tailored to monsters and dangerous environments. 11
- Produces sword oils, potions, decoctions, poisons, and magical bombs. 11
- Witchers can withstand potion toxicity far better than ordinary humans. 11 75
- School of the Viper practices emphasize close-quarters combat supplemented by alchemical tools. 75
Martial Training
Witchers receive professional instruction in swordsmanship and monster knowledge from childhood or apprenticeship. 11
- Training emphasizes footwork, observation, dodging, and adapting to the attack patterns of different monsters. 111
- The School of the Viper preserves a dual-sword style designed for monsters and other powerful opponents. 11
- The School of the Cat is noted for exceptional agility and close-combat swordsmanship. 75
Equipment
- School medallion — Identifies the wearer’s school and can react to magical or monstrous disturbances. 11 140
- Steel and silver swords — Core melee weapons; Viper Witchers are trained in dual-sword techniques. 11
- Potion belt and leather pouches — Carry prepared potions and alchemical supplies. 11
- Throwing knives — Worn on thigh armor by the Viper Witchers encountered in Kaye Village. 11
- Crossbows — Used by some Witchers for ranged hunting, ambushes, and silent eliminations. 61 370
Schools and Organizations
- School of the Viper — Founded by Ivar Evil Eye; specializes in dual-sword combat, close-quarters fighting, and alchemy. Its historic stronghold was Gwyntd in the Tir Tochair mountains. 12 75 494
- School of the Wolf — Geralt of Rivia belongs to this school; its Witchers trained at Kaer Morhen. 176 345
- School of the Cat — Known for extreme agility and swordsmanship; some members possess elven blood. 75 241
- School of the Griffin — Preserves distinctive armor, weapon blueprints, and secret arts; Keldar is identified as its Grandmaster. 220 397
- School of the Bear — Represented among the first-generation Witchers by Anahad. 466
- Witcher Brotherhood — A cross-school organization founded to preserve Witcher knowledge, recruit and train new members, share formulas and blueprints, and secure the profession’s future. 377 545 632
Trivia
- Witchers are frequently feared, distrusted, or treated as socially inferior despite their role in killing dangerous monsters. 171 632
- The original Trial of the Grasses had an exceptionally high mortality rate: only five of thirty-eight children survived. 579
- Witcher schools traditionally form unusually deep bonds between mentors and apprentices, described as transcending life, death, and time. 345