Arwen
The Witcher: Grinding Experience as a School of the Wolf WitcherContents
- 1Biodata
- 2Power Progression
- 3Background / History
- 3.1Transmigration
- 3.2Thyssen Heritage
- 3.3Ennoblement and White Wolf Fief
- 3.4Morgraig and Magical Study
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Experience System
- 6.2Dual Souls
- 6.3Swordsmanship and Blade Perception
- 6.4Herbal Alchemy
- 6.5Witcher Signs
- 6.6Meditation and Elemental Magic
- 6.7Underwater Breathing
- 6.8Illusory Mist Invisibility
- 6.9Giant Bloodline
- 6.10Additional Mutagen Talents
- 6.11Archery
- 6.12Investigation and Technical Knowledge
- 7Equipment / Weapons / Items
- 8Relationships
- 9Story Role / Major Arcs
Contents
- 1Biodata
- 2Power Progression
- 3Background / History
- 3.1Transmigration
- 3.2Thyssen Heritage
- 3.3Ennoblement and White Wolf Fief
- 3.4Morgraig and Magical Study
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Experience System
- 6.2Dual Souls
- 6.3Swordsmanship and Blade Perception
- 6.4Herbal Alchemy
- 6.5Witcher Signs
- 6.6Meditation and Elemental Magic
- 6.7Underwater Breathing
- 6.8Illusory Mist Invisibility
- 6.9Giant Bloodline
- 6.10Additional Mutagen Talents
- 6.11Archery
- 6.12Investigation and Technical Knowledge
- 7Equipment / Weapons / Items
- 8Relationships
- 9Story Role / Major Arcs
Biodata
| Feature | Details |
|---|---|
| Name | Arwen (阿尔温); recorded by his system as Arwin Thyssen 1 46 |
| Alias(es) | Raven, his traveling name; Drowner Slayer, an epithet used by Horton; the Valiant, a title bestowed by King Miodrag 19 49 110 |
| Species/Race | Human altered by witcher mutations and monster mutagens 1 6 41 |
| Gender | Male |
| Age | 14 at the beginning; 16 when undertaking the Trial of the Mountains; one month short of 17 during the encounter near Shaerrawedd; subsequently spends six years studying magic with Ida Emean 1 31 131 159 |
| Birthday | Beltane 131 |
| Affiliation | School of the Wolf; Kaer Morhen; Thyssen royal family by birth; Kaedwen’s nobility as lord of White Wolf Fief 1 46 110 115 |
| Occupation/Role | Witcher, mage, alchemist, royal knight of Kaedwen, and baron of White Wolf Fief; formerly a witcher apprentice and Lady Viris’s temporary alchemy assistant; displaced second prince of Kovir 9 44 46 110 115 159 185 |
| Status | Alive; has killed Edi and seated himself in the lord’s chair during the night of blades and torches 198 |
| First Appearance | Chapter 1, “Witcher Apprentice Arwen” 1 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Witcher apprentice; Apprentice Swordsmanship Lv1 | 1 | Begins with 99/100 swordsmanship experience and the purple talent Dual Souls. His body has already survived the Trial of the Grasses. |
| Apprentice Swordsmanship — Max | 3 | Killing his first drowner fills the 100-point experience bar and unlocks Blade Perception. |
| White Drowner Mutagen installed | 6 | Gains Underwater Breathing and a small physical-speed increase; retains 25% unused drowner mutagen. |
| Herbal Alchemy Lv1 | 7 | The system recognizes his inherited knowledge and unlocks the skill at 85/100 experience. |
| Herbal Alchemy Lv2 | 8 | Herb preparation raises the skill to Lv2, unlocking Alchemy Perception. The next experience requirement is 1,000. |
| School of the Wolf Witcher Swordsmanship Lv1 | 10 11 | Learns the style from Geralt; earns his first experience point after approximately three hours of instruction. |
| Basic Meditation learned | 16 17 | Receives Viris’s meditation method, but initially cannot gain experience because of his poor elemental sensitivity. |
| Drowned Dead Mutagen installed | 23 | Gains the yellow talent Low-Level Water Element Affinity, allowing him to perceive water elements. |
| First-circle Healing Spell unlocked | 25 | Meets the mental-power threshold for magic and successfully treats his injured ankle using water elements. |
| Five fundamental Signs — Lv1 | 27 | After nearly four months, has learned Quen, Aard, Igni, Axii, and Yrden; Quen is his most practiced Sign. |
| School of the Wolf Witcher Swordsmanship Lv2 | 28 | Revealed at 9/1000 experience after a breakthrough one week earlier; unlocks the green talent Whirling Blade. |
| Green Drowner Mutagen | 30 | By 1230, possesses upgraded drowner mutagens. Green Underwater Breathing supports 30 minutes underwater at depths up to 250 meters. |
| Quen Sign Lv2 | 35 | Confirmed as his only Lv2 Sign. No talent is awarded: all five Signs must reach Lv2 first. |
| Green Foglet Mutagen installed | 39 | Synthesizes 100% Foglet mutagen and gains Illusory Mist Invisibility, plus a small speed increase. |
| Purple Cyclops Mutagen installed | 41 | Killing Old Spearhead yields a complete boss mutagen, unlocking Giant Bloodline and greatly increasing his strength. |
| Trial of the Mountains passed; full witcher | 42 44 45 | Completes the final trial and receives his witcher medallion. |
| Meditation Afterglow acquired | 44 | Gains a green talent improving mental-energy recovery during meditation and spell power afterward. |
| Water Guiding Spell demonstrated | 44 | Uses a spell from Tissaia’s elemental spellbook to fill his bathtub. |
| Aard Sign Lv2 | 57 | Killing the Baron of White River raises Aard to Lv2 at 0/1000. Igni, Axii, and Yrden remain below the shared talent threshold. |
| Gluttonous Digestion acquired | 59 60 | Follows the synthesis of ghoul mutagen; improves stamina recovery from food and extends Tawny Owl’s effective duration from approximately one hour to 1.3 hours. |
| School of the Wolf Witcher Swordsmanship Lv3 | 83 | Unlocks yellow Whirling Blade, extending the sequence to four strikes. The next experience requirement is 10,000. |
| Hellhound Mutagen installed | 91 | Gains increased mental power and Eerie Green Flames after killing the Hellhound with Holt. |
| School of the Cat Witcher Swordsmanship Lv1 | 94 | Holt’s instruction unlocks the skill at 15/100 experience, adding deceptive attacks and feints to his repertoire. |
| Royal Wyvern body-tempering treatment | 95 | Uses the salve with Dual Souls and Giant Bloodline to overcome the wyvern’s resentment and substantially strengthen his body. His slit pupils become fully yellow. |
| Draconid Scale demonstrated | 108 | Earthen-yellow scales appear beneath his broken Quen shield and absorb much of a dracolizard golem’s claw strike. |
| Igni and Axii Signs Lv2 | 109 | The dracolizard golem battle raises Igni to Lv2 at 15/1000 and Axii to Lv2 at 3/1000. Yrden remains Lv1 at 89/100. |
| Elven Archery Lv2 | 130 | Gains white Bullseye at a Hundred Paces after training with Elena. |
| Magic Surge demonstrated | 131 | Triggers a protective shield that blocks an incoming elven arrow. |
| Ice Crystal Spike and Light Spell demonstrated | 134 | Earns experience in both spells during the search for abducted children; uses Light Spell to illuminate a mage’s workshop. |
| Yellow Kikimore Mutagen installed | 141 | Synthesizes accumulated Kikimore Warrior mutagen and replaces the green mutagen. Giant Limb Armor Break improves to yellow, reducing a struck target’s physical defense by 15% for ten minutes after a charged heavy attack. |
| Six years of magical and alchemical development | 159 | Under Ida Emean’s instruction, acquires a broad spell repertoire and alchemical mastery sufficient to be considered a grandmaster in Rissberg. Learns to combine spells with Signs and magically disguise witcher features. |
| Magic Suppression Domain demonstrated | 176 | Activates the domain against Raffard’s Vengeance after resisting its gravitational pull. |
| Starfall Greatsword completed | 189 | His reforged greatsword becomes a flawless, gravity-controlled weapon with 150% increased armor-piercing damage and 150% increased magic-breaking effect. |
Background / History
Transmigration
Arwen was originally a modern person familiar with all three Witcher games. One evening, while playing The Witcher 3 at home, he transmigrated into a fourteen-year-old apprentice at Kaer Morhen. He inherited the original Arwen’s memories and a body already altered by the Trial of the Grasses; the original owner had died during the ordeal 1 18.
The story opens in 1228, roughly a month after his arrival. Faced with further potentially fatal trials, Arwen prioritizes earning experience over the apprentices’ usual distractions 1.
Thyssen Heritage
Before leaving Kaer Morhen, Arwen confronts his inherited identity as Arwin Thyssen, a fallen prince connected to the former ruling family of Kovir and Poviss. His memories include a palace burning during an attack, his mother’s killing, and the overthrow of his family’s lands 46.
Vesemir returns his royal signet ring and warns that King Laird of Poviss and King Idi of Kovir have been hunting surviving members of the family. Although reminded that a witcher belongs to no faction, Arwen accepts the original owner’s hatred and the blood debts attached to his identity 46.
Ivar later identifies him as King Baldwin’s son, Istredd’s younger brother, and the second prince of Kovir. His childhood history reveals that he was abandoned in a farmhouse yard when he was nearly six, amid efforts to avoid competing royal claimants. A peasant woman rescued him from the snow, sold his valuable clothing, and sheltered him for three months 185.
The woman’s husband, Balin, subsequently returned with Vesemir. Having saved Balin from ghouls, Vesemir had invoked the Law of Surprise; Arwen was the unexpected child awaiting the soldier at home. Arwen thus became Vesemir’s Child of Surprise, left Kovir with him, and entered witcher training. Vesemir later told him that his mother had died in the royal capital 185.
Francesca eventually asks Arwen to ascend Kovir’s throne. Later, when he kills Edi, an obsession rooted deep in his soul dissipates; he then sits in the lord’s chair. The scene establishes the fulfillment of a deeply held blood debt without explicitly recording a coronation 190 198.
Ennoblement and White Wolf Fief
After the dracolizard golem incident in Ard Carraigh, King Miodrag grants Arwen the position of royal knight of Kaedwen, the rank of baron, and the title the Valiant. The chief justice challenges the grant with accusations based on Monstrum, or a Description of the Witcher, but Miodrag orders an investigation into the official’s correspondence with Ban Ard 110.
The settlement that follows recognizes the School of the Wolf while requiring its witchers to spend ten years opening Kaedwen’s frontier through monster hunting and related work, with royal payment for completed tasks. Arwen accepts and chooses Kaer Morhen in the Blue Mountains as his barony. He registers it as White Wolf Fief, adopts a wolf’s head as his coat of arms, and brings the witchers news of Atamont’s conviction, the banning of Monstrum, and the restoration of their reputation 115.
Morgraig and Magical Study
Spatial turbulence separates Arwen and Ida Emean from their companions and leaves them in the Kestrel Mountains. With portals and magical communication disrupted, they travel through monster-infested ruins to Morgraig, the former headquarters of the Order of Witchers. Alzur’s Stone Circle reacts to the magic within the castle 150.
At this stage, Arwen is enduring an evil god’s blood-depleting curse. Giant Bloodline keeps replenishing his blood, allowing him to retain approximately eighty percent of his combat power, though drawn-out battles remain dangerous 151.
His subsequent development includes six years of magical instruction from Ida. By his departure, he possesses extensive spell knowledge, advanced alchemy, and the ability to alter his outward appearance. He also learns to decipher Primordial Runes from her during his time in Morgraig 159 170.
Appearance
- Hair and face: Black hair and a high nose with sharply defined features. Initially has unusually pale skin; after the Morgraig period, his features are more mature and composed 1 50 159.
- Eyes: Initially gray, catlike slit pupils produced by witcher mutations. Following the Royal Wyvern body-tempering treatment, they become fully yellow 1 9 95.
- Magical disguise: Can replace his characteristic pallor with a healthy wheat-colored complexion and disguise his slit pupils as round, obsidian-black eyes. His gaze can still provoke unease despite the disguise 159.
- Build: Slender at fourteen; described as tall upon reaching White River Town 1 49.
- Travel clothing: A hooded black cloak over a silver-studded leather jacket, with a greatsword carried diagonally across his back; later also wears wizard’s robes 49 170.
- Distinguishing accessory: A wolf’s-head witcher medallion; Captain Martin uses it to identify him after soldiers mistake him for a vampire 49.
Personality
Arwen is persistent and strongly motivated by measurable progress. He continues training when only one experience point remains before a breakthrough, seeks additional instruction from Viris, and treats sparring as both cooperation and an opportunity to improve. Recognizing that Geralt and Aiken grasp swordsmanship faster than he does, he resolves to compensate through sustained work 1 9 18 19.
His caution does not prevent him from risking himself for companions. He saves Horton from a drowner, considers an underwater escape before confronting a Foglet, and draws Old Spearhead away to protect Aiken. He also takes promises seriously, keeping Viris’s meditation method secret and honoring his commitments to her 3 19 24 33 37.
He is pragmatic rather than concerned with looking heroic: his fighting style relies on rolling, shields, and opportunistic attacks, and he negotiates payment after rescuing Theodore Reed. Beneath that practicality, he can react with intense anger—particularly when a Foglet exploits Blyde’s appearance and when he recalls his family’s destruction 28 34 46 48.
He adopts the Wolf School principle of remaining neutral without abandoning innocents. After killing the Baron of White River, he gives a dying elf girl a carefully limited dose of Swallow despite its toxicity to non-witchers. Rather than attack the fortified domain, he arranges for evidence of the baron’s affair to reach the baroness and leaves 57.
His loyalty can override political caution. After learning that Viscount Jennings ordered his death and the destruction of the Temple of Melitele, he sets out for Jennings’s camp despite Nenneke’s warning that killing a viscount would leave no turning back. Conversely, he is capable of restraint against opponents who need not die, subduing an elven patrol near Shaerrawedd without seriously injuring its members 80 131.
He remains open to unconventional methods and new disciplines. He accepts Holt’s criticism of his swordsmanship, learns archery from Elena, studies magic under Ida, and applies modern knowledge of steam pressure to dwarven inventions 94 130 159 192.
Abilities & Skills
Experience System
Arwen’s system tracks skills, experience, talents, and collected monster mutagens 1 3.
- Practice, instruction, combat, and practical alchemy can all award experience 8 9 11 18.
- Skill breakthroughs can unlock talents, though their requirements differ: apprentice swordsmanship caps at Lv1, while the five Signs share a collective talent requirement 3 35.
- Monster-mutagen fragments can be synthesized into installable mutagens. Upgrading the white drowner mutagen requires ten complete drowner mutagens 6 39.
- Installed mutagens can be replaced by upgraded versions. During the Kikimore Queen battle, synthesis replaces his green Kikimore mutagen with a yellow one 141.
- School of the Wolf Witcher Swordsmanship has a maximum level of Lv5; Arwen is still Lv3 during the vampire battle at Morgraig 154.
Dual Souls
A purple talent associated with his transmigration, granting greatly increased mental power and photographic memory 1.
- Lets him recall inherited alchemy lessons and retain Geralt’s demonstrated sword movements 7 10.
- Supports intense combat observation, making attacks appear to slow under extreme concentration 3 5.
- Promises dual casting once his mental power reaches a sufficient level; the provided chapters do not show him using it 1.
- Helps him preserve his reason against the Royal Wyvern salve’s violent resentment during body tempering 95.
- Enhances his hearing sufficiently to distinguish every movement within fifty meters during the Bloodthorn Ghoul King expedition 126.
Swordsmanship and Blade Perception
Arwen practices the School of the Wolf’s footwork-centered sword style, which uses dodging and waist rotation to drive attacks 10.
- Blade Perception — white: Touching a sword reveals its dimensions, weight, balance, flaws, and suitable use, allowing rapid adjustment to unfamiliar weapons 3 5.
- Whirling Blade — green: In a three-strike sequence, the first strike is unchanged; the second gains 5% speed and strength, and the third gains 10% 28.
- Whirling Blade — yellow: Unlocked at Wolf School Swordsmanship Lv3. The first strike is unchanged; the second gains 10% speed and strength, the third gains 15%, and the fourth gains 20% 83.
- His preferred tactics combine evasive rolls, Quen protection, and counterattacks rather than direct contests of strength 28.
- During their apprentice-period duel, Geralt still substantially exceeds him in both speed and strength 28.
- School of the Cat Witcher Swordsmanship: Learns diagonal cuts, spinning attacks, and deceptive feints from Holt, unlocking Lv1. Holt presents these techniques as particularly effective against humans, complementing the Wolf School’s monster-fighting footwork 94.
- As his strength develops, he can combine Whirling Blade with a heavy greatsword to overpower and decapitate Bernjof’s golem 97.
- Blade Perception does not work on axes; after obtaining Glenn’s runic axe, he must consult a specialist about its precise attributes 70.
Herbal Alchemy
Arwen can identify and process herbs, prepare monster ingredients, and brew potions 7 8.
- Alchemy Perception — white: Detects energy fluctuations between alchemical materials, helping him judge preparation and reactions 8.
- Brews a satisfactory Swallow potion on his first attempt in fifteen minutes, although Viris finds a remaining strand of drowner-brain fascia 8 9.
- Uses the talent to sort herbs and recognize the magical energy within moonlight grass 15 29.
- Acquires an ancient Body-Tempering Alchemy formula from the Baron of White River. Its salve requires a suitable monster heart and other ingredients, strengthens the body through skin application, and risks turning weak-willed users into bloodthirsty monsters 57.
- Successfully undergoes treatment with Royal Wyvern salve. Dual Souls resists the creature’s resentment while Giant Bloodline absorbs the salve’s energy, producing a major physical improvement 95.
- Develops bomb-making skills while working with Lorik, producing Northern Wind, venom bombs, and Dancing Stars 134 136.
- After six years of development, judges his alchemical mastery sufficient to be considered a grandmaster in Rissberg and even to establish a school 159.
- Supplies Aiken with an improved second-mutation formula for delivery to Vesemir 164.
Witcher Signs
| Sign | Documented use or proficiency |
|---|---|
| Quen | His specialty; forms a protective shield that he repeatedly renews during combat 27 28. Later combines it with fire magic to make the shield explode when broken, though he stops using that variation after learning Alzur’s Shield 159. |
| Aard | Knocks down monsters, disperses mist, opens a gap in rubble, and provides recoil for retreating from Old Spearhead 30 35 36 40. Reaches Lv2 after the Baron of White River fight; later combines it with Ice Crystal Spike to create Piercing Cold Aard 57 159 189. |
| Igni | Projects fire; used to burn a water hag’s face 30. Reaches Lv2 after the dracolizard golem battle and later burns a Giant Thorny Devil Tree to charcoal in a single casting 109 151. |
| Axii | Learned at Lv1, with 10/100 experience recorded 27. Later uses a Sign to force Baron Marcus to reveal information; Axii reaches Lv2 after the dracolizard golem battle 80 109. |
| Yrden | Learned at Lv1; discreetly forms the Sign after a viscount insults him 27 50. Slows the Bloodthorn Ghoul King and Kikimore Queen during combat 126 141. |
Meditation and Elemental Magic
Despite witcher mutations severely reducing elemental sensitivity, Arwen gains access to true magic through the Drowned Dead mutagen and Viris’s instruction 16 23 25.
- Low-Level Water Element Affinity — yellow: Enables perception of water elements during meditation 23.
- Healing Spell: A first-circle water-element spell used on his ankle and later on Aiken’s injuries 25 42. Also uses it while treating Holt after the palace battle 110.
- Water Guiding Spell: Moves water for practical use, including filling a bathtub 44.
- Meditation Afterglow — green: Increases mental-energy recovery during meditation by 10%; afterward, grants 5% greater spell power for two hours 44.
- Magic Surge: Triggers a protective shield that blocks an arrow during his confrontation with the elves near Shaerrawedd 131.
- Ice Crystal Spike and Light Spell: Uses offensive ice magic and magical illumination during the search for abducted children 134.
- Expanded spell repertoire: By the end of his six years of study with Ida, knows Flight, Wind Blade, Alzur’s Thunder, and Alzur’s Shield, in addition to Ice Crystal Spike and other spells 159.
- Spell–Sign combinations: Combines Ice Crystal Spike with Aard to produce a freezing variation and fire magic with Quen to create an explosive shield 159.
- Appearance alteration: Can change his skin’s apparent coloration and disguise his pupils 159.
- Primordial Runes: Learns to decipher them from Ida at Morgraig 170.
- Magic Suppression Domain: Activates this ability while fighting Raffard’s Vengeance beneath the Davor Bottomless Pit 176.
- Telepathic communication: Sends a mental summons to Keltullis after completing Starfall 189.
Underwater Breathing
The drowner mutagen alters his cheek muscles without producing visible gills 6.
- The green version filters oxygen from water and permits underwater activity for 30 minutes, at depths up to 250 meters 30.
- Gives him an escape route and a way to fight or collect monsters beneath the water 33 39.
- Does not solve poor underwater visibility: even with Cat, he struggles to track the Drowned Dead in murky water 22.
Illusory Mist Invisibility
A green Foglet-mutagen talent that changes his skin so its pores produce concealing mist 39.
- Requires concentration and remaining motionless to blend into the surroundings 39.
- Used to prepare an ambush against the wounded Old Spearhead; Arwen breaks concealment when he attacks 39 40.
Giant Bloodline
A purple talent obtained from Old Spearhead’s cyclops mutagen 41.
- Mutates and strengthens muscles and bones, allowing strength, defense, and stamina to surpass human limits through training 41.
- Allows him to carry his heavy greatsword without greatly hampering his movement 46.
- Provides enough strength to set an overturned wagon weighing more than a thousand jin upright 48.
- Lets him block a werewolf’s attack and overpower the unusually strong Baron of White River in a direct contest 54 56.
- By sixteen, he estimates his strength as roughly comparable to the game-era Geralt’s stated strength of more than ten ordinary people, while recognizing that his body has not finished developing 60.
- Helps him survive the fall with the Royal Wyvern and absorb the energy of its body-tempering salve 66 95.
- Enables him to wrench the Bloodthorn Ghoul King off balance using a silver chain and later kill a mutant slyzard with one punch 126 151.
- Replenishes blood rapidly enough to resist an evil god’s blood-depleting curse. While cursed, he can still exert approximately eighty percent of his combat power but must avoid prolonged fighting 151.
Additional Mutagen Talents
| Talent | Documented effects |
|---|---|
| Gluttonous Digestion | Improves stamina recovery from food and extends Tawny Owl’s duration from about one hour to 1.3 hours 60. |
| Draconid Scale | Produces earthen-yellow scales that absorb much of a dracolizard golem’s claw attack after Quen breaks 108. |
| Eerie Green Flames | Acquired by installing the Hellhound Mutagen; installation also increases mental power 91. |
| Giant Limb Armor Break — yellow | Mutates the bones in his arms. A charged heavy strike temporarily reduces the target’s physical defense by 15% for ten minutes 141. |
Archery
Initially, Arwen has scarcely used a bow and cannot meet Vaughn’s challenge to hit a snow hare at a hundred meters. Later, Elena teaches him elven archery, and he reaches Lv2 after approximately two months of training 63 130.
- Bullseye at a Hundred Paces — white: Once he is familiar with his bow and arrows, and without interference from outside forces, his accuracy within a hundred paces increases by 50% against stationary or moving targets 130.
Investigation and Technical Knowledge
- Identifies the magical buckler involved in Damian’s curse by connecting his medallion’s reaction with the magical objects in the baron’s room 55.
- Detects inconsistencies in the apparent Cat School witcher’s behavior, including an abnormally fast blood flow, conveniently timed injuries, and implausible monster reactions 156.
- Applies modern technical ideas to dwarven machinery, demonstrates steam pressure, and recruits Barnabas Beckenbauer to assist with his flying-machine project 190 192.
Equipment / Weapons / Items
- Wolf School silver sword — Wins an earlier sword in a drowner-hunting competition with twenty-seven drowner ears; later selects the least-flawed silver sword available before departing Kaer Morhen 30 45. His departure-era sword is eventually ruined by the dracolizard golem’s lesser dragon flames 120.
- Meteoric-iron Wolf School greatsword — A broad, double-fullered weapon with an octagonal guard and hide-wrapped hilt; resonates with his Giant Bloodline 45. Later identified as originally forged by Bernjof and reforged into Starfall 189.
- Starfall Greatsword — The completed reforging of his Wolf School greatsword, jointly crafted by Arwen, dwarves, and elves. Coated in mithril, engraved with elven sage inscriptions, and inlaid with six top-grade starfall-class meteorites and a star core. Flawless, with a total length of 56 inches and a 38-inch blade; its weight is adjustable through gravity magic. Increases armor-piercing damage and magic-breaking effect by 150% each 189.
- Tor Zireael — A flawless silver sword forged by an ancient elven grandmaster, with a meteoric-steel core, mithril edge, defensive charms on the guard, and sharpness runes along the blade. Measures 42½ inches overall, weighs 37 ounces, and deals 30% more damage to creatures vulnerable to silver 109. Later damaged; Ida advises seeking master dwarven smiths in Mahakam for repairs 150.
- Wolf’s-head medallion — Marks his completed witcher training and identifies his school 45 49.
- Dagger — Used to extract valuable kobold teeth 48.
- Silver chain — Used to bind and bring down the Hellhound and Bloodthorn Ghoul King. A chain used against the dracolizard golem is melted by its flame beam 91 109 126.
- Potions and necrophage oil — Uses Cat, Tawny Owl, and Swallow during his trials; his sword oil washes away during the river fight 19 21 22.
- Additional potions and oils — Uses cursed oil against Damian’s werewolf form, Golden Oriole during the wyvern expedition, Blizzard before attacking Jennings’s camp, Thunderbolt and insectoid oil against Kikimores, and Black Blood against vampires 54 65 81 133 154.
- Bombs — Receives a Grapeshot Bomb from Mia; later manufactures Northern Wind, venom bombs, and Dancing Stars 65 136.
- Rotthorn Toxin — Applied to his sword against the Kikimore Queen and the vampires at Morgraig; corrodes the Queen’s wound 141 154.
- Moonlight grass — Gift from Viris; supplies magic that helps stabilize a failing Quen during his fight with Old Spearhead, and slowly replenishes its magic afterward 29 37 45.
- Tissaia’s card and elemental spellbook — Receives an Aretuza card bearing Tissaia de Vries’s name, followed by Common Low-Level Magic of the Four Elements 29 44.
- Thyssen royal signet ring — Bears a silver arm on a red background; returned by Vesemir before his departure 46.
- Body-Tempering Alchemy formula — Ancient parchment taken from the Baron of White River, describing a body-strengthening salve and warning of its psychological dangers 57.
- Kramer family knight’s sword — Looted from the Baron of White River; a royal-blacksmith-made weapon with seven forging impurities. Arwen considers it too light for himself and suitable for sale after removing its family crest 57.
- Runic two-handed axe — Taken from Glenn; contains meteoric iron and an elven rune meaning “starfall.” Arwen later presents it to an elven elder for weapon forging 70 135.
- Spatial ring — Stores large objects, including the recovered dracolizard golem, his ruined silver sword, and the runic axe 120 135.
- Alzur’s Stone Circle — Reacts to the magic inside Morgraig when Arwen and Ida reach the ruined fortress 150.
- Mare — His traveling mount after leaving Kaer Morhen; later described as black 46 48 131.
Relationships
- Vesemir — Swordmaster, mentor, and protector. Oversees his trials, helps equip him, safeguards his royal ring, and warns him about enemies of the Thyssen family 1 42 45 46. Arwen is also his Child of Surprise, obtained after Vesemir saved Balin from ghouls. Arwen later sends him an improved second-mutation formula through Aiken 164 185.
- Geralt — Swordsmanship teacher and sparring opponent. Supplies the silver sword for Arwen’s first group hunt and later teaches him the Wolf School style; concedes their later duel because he broke his promise not to use Signs 5 10 29. Reunites with Arwen near the besieged Temple of Melitele and briefs him on the army’s demands 94.
- Lady Viris / Tissaia de Vries — Alchemy and magic mentor. Employs him as a temporary assistant, treats his injuries, teaches meditation and healing, and leaves him her former room and an elemental spellbook 9 15 17 25 29 44.
- Paul — His closest fellow apprentice at the beginning. Encourages him, supplies a wooden sword for his duel, and later becomes a fellow witcher 1 18 45.
- Aiken — Competitive rival repeatedly defeated in sparring. Arwen recognizes his talent, restrains him during the Foglet incident, and later risks his life to save him 18 27 33 37. Later entrusts him with an improved second-mutation formula for Vesemir 164.
- Horton — Fellow apprentice whom Arwen saves from a drowner; responds with gratitude and affection 3 6.
- Blyde — Fellow apprentice whose likeness a Foglet exploits. Arwen kills the impersonator, and the group later pays tribute to Blyde with its head 34 44.
- Eskel — Fellow Wolf School witcher who reunites with him before the final trial and brings him and the wounded Aiken back to the Circle of Elements 31 42.
- Raven — His avian hunting and traveling companion. Warns him of approaching monsters and feeds on the remains; inspires Arwen’s traveling alias 30 47 49.
- Theodore Reed — Timber merchant rescued from kobolds. Pays Arwen and trades local information for help transporting his wagon 48. Later brings Arwen his horse and delivers evidence of the baron’s affair to the baroness 57.
- Captain Martin — Recognizes Arwen as a witcher, stops the guards from attacking him, and brings him to Baron Leo Kramer 49 50. Warns Theodore when the baron takes soldiers after Arwen 57.
- Baron Leo Kramer — Initially his prospective employer in White River Town. After Arwen resolves Damian’s curse, the baron murders Damian and attempts to eliminate the witcher. Arwen kills his guards and then the baron 50 55 56 57.
- Toriel and Galar — Elven siblings. Arwen saves the dying Toriel with Swallow after the White River confrontation; she later recognizes him near Shaerrawedd. Galar apologizes for the patrol’s hostility and offers the caravan shelter and supplies 57 131.
- Mia — Sister of the Temple of Melitele and companion on the wyvern expedition. Arwen saves her from abductors, and she treats his wounds; they share a quiet night beside the royal wyvern’s corpse. They later travel together with Nenneke’s caravan, and she confides that her injuries have left her unable to bear children 64 69 131.
- Nenneke — Former humanities teacher at Kaer Morhen and trusted temple ally. Explains Holt’s history, warns Arwen of the political consequences of killing Jennings, and nevertheless gives him Blizzard before the attack. Later travels south with him and the temple caravan 7 75 80 131.
- Holt — Senior Wolf School witcher and later swordsmanship instructor. Fights the Hellhound alongside Arwen, teaches him Cat School techniques, and is treated by Arwen after the palace incident 91 94 110.
- King Miodrag — Ennobles Arwen as a royal knight and baron. Later recognizes his chosen fief at Kaer Morhen and establishes the paid ten-year frontier-service arrangement for the Wolf School 110 115.
- Elena — Combat partner against the Bloodthorn Ghoul King and later his archery teacher. Praises his unusually rapid progress after two months of training 126 130.
- Freyja — Magical ally during the Kikimore Queen battle. Restrains the Queen with vines and holds the surrounding army behind a magical barrier while Arwen delivers the killing attacks 141.
- Ida Emean — Long-term magical mentor and traveling companion. Travels with him to Morgraig, examines his curse, and teaches him magic over six years, including Primordial Runes. Later brings him to Dol Blathanna 150 151 159 170 190.
- Virona — Young companion closely associated with Arwen and Ida during the Morgraig period. Arwen treats her affectionately, and Francesca later praises her magical progress 159 190.
- Ivar — Caravan employer who offers mithril for an escort to Ellander. Later recognizes Arwen as Baldwin’s second son and Istredd’s younger brother 164 185.
- Zoltan — Dwarven friend who drinks and plays Gwent with him, calls him a brother, and directs him toward Mahakam’s guards 172.
- Garin Fox — Welcomes Arwen to the Fox Clan settlement while he awaits permission to meet Mahakam’s High Elder 172.
- Brouver — Dwarven ally who accompanies him beneath the Davor Bottomless Pit and escapes at Arwen’s urging when Raffard’s Vengeance hatches. Later gives him a frost bear cub 176 192.
- Keltullis — Red dragon who answers his telepathic summons, calls him “Master,” and serves as an aerial mount. Arwen later returns her to Morgraig and promises to stay with her when she lays her eggs 189 192.
- Francesca Findabair — Receives him in Dol Blathanna and asks him to ascend Kovir’s throne 190.
- Barnabas Beckenbauer — Recruited by Arwen to assist with his inventions and flying-machine project 190.
- Zerika — Seeks Arwen’s protection from Earl Hereford’s unwanted advances and asks him to escort her back to Targo; he agrees 192.
Story Role / Major Arcs
- First monster kills: Saves Horton, kills a drowner with a training sword, then kills four more using Geralt’s silver sword. These encounters provide his first swordsmanship talent and monster mutagen 3 5 6.
- Kaer Morhen training: Studies under Geralt and Viris, clears the Comb’s three-pendulum test, and establishes himself as Aiken’s rival through apprentice duels 8 10 12 13 18.
- Trial of Dreams: Survives a coordinated drowner pack, pursues its Drowned Dead leader underwater, and kills it with Viris’s warning helping him locate the creature 19 20 21 22 24.
- Trial of the Mountains: Leads his companions through Foglet territory and Old Spearhead’s cave. After drawing the cyclops away, exploits its battle with an Ancient Foglet, blinds it in an ambush, and finishes it off 33 35 37 39 40 41 42.
- Departure from Kaer Morhen: Receives his own room, selects his twin swords, reclaims his royal ring, and leaves ahead of the other newly qualified witchers 44 45 46.
- White River Town: Travels as Raven, rescues Theodore Reed, and reaches a settlement suffering nighttime killings. After being mistaken for a vampire, gains an audience with Baron Leo Kramer to discuss the monster contract 48 49 50. Resolves Damian’s werewolf curse, only for the baron to murder Damian and ambush him. Arwen kills the baron and his guards, obtains the body-tempering formula, aids Toriel, and leaves with Theodore’s assistance 54 55 56 57.
- Royal wyvern expedition: Joins Mia, Glenn, Vaughn, and Draco on a hunt initially advertised as a basilisk job. Helps bring down the royal wyvern, survives the subsequent attackers, and rescues Mia from an elf abductor. The expedition supplies the royal wyvern material later used for body tempering 64 65 66 69 95.
- Defense of the Temple of Melitele: Learns that Jennings ordered his death and the temple’s destruction, kills Baron Marcus, and attacks Jennings’s camp with Nenneke’s support. The fighting raises his Wolf School swordsmanship to Lv3. Later returns with Holt to find the temple surrounded by the Marquis of Upper March’s knights 80 81 83 94.
- Hellhound hunt and Holt’s instruction: Defeats the Hellhound alongside Holt, gains Eerie Green Flames, and subsequently learns deceptive Cat School swordsmanship from the older witcher 91 94.
- Atamont and the witcher golems: Undergoes Royal Wyvern body tempering before confronting Atamont’s forces. Destroys Bernjof’s golem and rejects Atamont’s offer of magical advancement and reversal of his witcher mutations; fellow witchers arrive as reinforcements 95 96 97 98.
- Ard Carraigh and ennoblement: Battles the dracolizard golem, uses Tor Zireael, and receives a barony from Miodrag. The resulting political settlement restores the Wolf School’s reputation, bans Monstrum, and makes Kaer Morhen his White Wolf Fief 108 109 110 115.
- Bloodthorn Ghoul King and archery training: Fights alongside Elena in a ghoul hatchery, decapitates its newly hatched king, and later spends a peaceful period developing his archery under her instruction 126 130.
- Shaerrawedd and the abducted children: Subdues an elven patrol, reunites with Toriel, and gains the elves’ hospitality. Investigates the missing children with elven assistance and Lorik, develops his bomb-making, and fights the Kikimore Queen alongside Freyja 131 132 133 134 135 136 141.
- Morgraig: Reaches the ruined witcher headquarters with Ida after spatial turbulence separates their party. While enduring a blood-depleting curse, fights experimental monsters and vampires and exposes inconsistencies in the apparent Cat School witcher’s behavior. His later departure follows six years of extensive magical development under Ida 150 151 154 156 159.
- Caravan escort and Mahakam journey: Accepts Ivar’s escort commission for mithril, sends Vesemir an improved second-mutation formula, and later travels to Mahakam seeking a silver sword. Joins the Fox Clan’s defense against a monster tide 164 172.
- Raffard’s Vengeance and Starfall: Descends beneath the Davor Bottomless Pit with Brouver, confronts the newly hatched Raffard’s Vengeance, and activates Magic Suppression Domain. Later completes the reforging of his greatsword into Starfall and joins the dwarves against the remaining monsters 176 189 190.
- Dol Blathanna and return to the royal question: Visits Francesca with Ida and is asked to ascend Kovir’s throne. Afterwards, leaves Mahakam with a frost bear cub, returns to Ellander, and agrees to escort Zerika to Targo 190 192.
- The night of blades and torches: Kills Edi, feels a longstanding obsession dissipate, and seats himself in the lord’s chair while Stregobor recognizes the possibility that he is Raven of the School of the Wolf 198.