The best armor in the Witcher 3. Blood and Wine Supplement. Guide to finding unique sets of non-witch armor and weapons. Workshop armor, bracers, boots and pants of the Bear School

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In the game The Witcher 3: Wild Hunt, special witch equipment is of great help in passing the game, which gives the wearer bonuses to attack power or defensive abilities.

Most of the sets have five levels of improvement, to the last of which the general indicators of weapons and armor of different schools are compared with each other. Armor can be light, medium, or heavy. The difference is that the light one speeds up energy recovery, while the heavy one slows it down.

The first part of each of the items of equipment can be found, correctly, by chance. For all the following parts, the player receives tips from the notes found along with the drawings.

You can read more about the Grandmaster Packs added with the Blood and Wine DLC.

SchoolNameArmor typePeculiarities
Average+ Set has no gradation
+ Blades give a bonus to Aard's might
+ Blades give a big bonus to critical strike power
+ Armor gives a big bonus to poison resistance
+ Armor protects well against all types of damage

- There is a chance of missing out on some of the equipment
- Required minimum level too high (40)
- Armor only gives protective bonuses
- Armor has no bonuses for wearing a whole set
- Armor does not correspond to grandmaster characteristics
Average+ Minimum entry threshold (11)
+ Bonus for wearing a whole set gives a nice defensive bonus
+ Bonus for wearing a whole set greatly increases the power of Signs
+ Blades give bonuses to the power of all Signs at once
+ Blades give bonus to critical strike
+ Armor gives a nice bonus to the power of all Signs

- Weak bonuses for blade attacks
Average+ Gives universal bonuses
+ Bonus for wearing a whole set allows you to apply multiple oils at once
+ Bonus for wearing a whole set allows you to use bombs effectively

- Armor bonuses are not so significant
Light+ Armor greatly increases attack power
+ Bonus for wearing a whole set increases attack with a special fighting style
+ Armor gives a big bonus to elemental resistance
+ Light armor (accelerates energy recovery)

- Armor does not protect well against normal damage
- Mediocre blades
Heavy+ Blades increase the production of adrenaline
+ The bonus for wearing a whole set greatly enhances the Quen Sign
+ Blades give a big bonus to critical strike power
+ Armor gives a bonus to the production of adrenaline
+ Armor protects well against monsters

- Set with a high threshold of entry (20)
- Armor does not protect well against the elements
- Heavy armor (slows down energy recovery)
Average+ Set has no gradation
+ Blades have a powerful armor penetration rate
+ Armor Increases Critical Strike Power
+ Armor increases the threshold of intoxication
+ Bonus for wearing a whole set boosts bombs
+ Bonus for wearing a whole set increases the number of alchemical items

- Set with a high threshold of entry (41)
- There is no resistance to impact damage

What is the bottom line?

The Cat School armor gives a unique bonus to attack power and is loved by many players for this. The armor of the Bear School is also popular, since it has the most impressive appearance and provides excellent protective bonuses (as well as a bonus to the adrenaline rush).

In one of the new patches, most of the witcher sets received new unique bonuses that are activated when a player puts on a full set of armor of one school. This innovation greatly influenced the strength of the witch's equipment in general.

"Cat" became even more effective on swordsmen, "bear" set received a huge bonus to Quen and became even more dense in terms of defense, "Griffin" began to give an impressive bonus for magicians and a serious bonus to defense. The Wolf, being a universal set by default, received the same universal bonuses. "Snake" did not receive any bonuses at all, so it immediately became superfluous at this celebration of life. But the new set - "Manticore" - is entirely intended for alchemists: there are bonuses to bombs, and to alchemical items in general. At the same time, the armor also increases the power of the critical strike, in general showing the same offensive efficiency as the "Cat".

Everyone knows that the Witcher Geralt comes from the Wolf School. But as our survey shows, most gamers say that their favorite weapons and armor in The Witcher 3 are equipment. Cat schools.

Frankly, I myself have played almost the entire third part, mainly with this set of different levels. I liked this equipment the most. The Cat School set is best suited for playing the lightning-fast Geralt-killer, such a thunderstorm of knights, anti-magicians and robbers.

The main feature of the Cat School weapons and armor is speed and dexterity in sword fighting, high critical damage, bleeding, experience bonus for killing people. All this can and should be seasoned Elixir of Thunder and you will have a lot of happiness and dismemberment.

Cat School equipment in action

I also advise you to get the legendary and deadly Cat School equipment sword Teigr... I use it on video. The sword can be obtained by completing the witch's order "The Beast from Dobrov", which will flow into the quest "Games of cats and wolves." There you will meet the witcher of this mysterious school.

Do not forget to install this free DLC to receive the task.

Teigr is rightly considered one of the best steel swords in the game, he ran with him somewhere up to level 30. Well, do not forget about the gorgeous Cat School crossbow, with which even the Ophirian crossbow from the "Hearts of Stone" expansion cannot be compared. I personally went through with the witcher-cats crossbow all this wonderful DLC.

What to refuel

As a result, in a sword fight of the School of the Cat, we get an explosive mixture of bleeding and poisoning. A very vigorous mix, including against monsters. We beat, for example, a cyclops, we move to a safe distance, we dodge. We wait until the poisoning and bleeding removes the HP from the monster, then repeat.

The main occupation of witchers is the killing of monsters. A careful approach to the choice of weapons and armor helps to preserve life and health, to avoid injury and mutilation in mortal fights. In total in "The Witcher 3: Wild Hunt" one incomplete and three complete sets of things from different Witcher Schools are available: Snakes- only steel and silver swords, Cat- weapons and light armor, Griffin- weapons and medium armor, Bear- weapons and heavy armor. The downloadable add-ons "Witcher Antiquities: Wolf School Equipment" and "Blood and Wine" add two more sets of medium armor to the game and. Armor differs from each other in appearance, requirements for the level of development of Geralt, characteristics, speed of energy and adrenaline recovery in battle. All basic unique sets of weapons and armor, except for the Snake School, have three levels of improvement, available in the Blood and Wine add-on. At each subsequent level of improvement, the developments of the previous levels are used: at the beginning, a standard set is created for gunsmiths and armors according to the drawings, then an improved and excellent one, and at the very end a workshop. It is impossible to forge the best and most powerful set at once. The choice of kits should be based on Geralt's skills and the style of passing the game, and not relying only on the characteristics of things. For a fast fighting style, the Cat School set is ideal, for a power one - the Bear School set.

For the manufacture of weapons and armor, and are required, which can be found in the nests of monsters, bought from merchants or received as a reward during the passage of the main and side quests. In case of a shortage of materials, you can disassemble any items from the inventory with the help of blacksmiths, and then use the resulting components in work. Not every artisan will undertake the creation of the best things: beginners and apprentices are limited to the first two levels of improvement, and only craftsmen have access to all levels. There are only two blacksmiths with masterful skills in The Witcher 3: Wild Hunt: elf Hattori(gunsmith) - sculpts dumplings in his own shop on the marketplace in Novigrad, having closed the forge due to unfair competition, and dwarf Fergus(armored man) - works, shedding sweat, at the Bloody Baron in the castle of Vronitsa in the central part of Velen. After completing the personal tasks "Swords and Dumplings" and "Master Armor" they will be ready to get to work and do the best things. Great master Lazarus Lafargue, who works in the city forge of Bockler in the Kingdom of Toussaint, is capable of making any armor and swords, including the grandmaster, but he is only available in the Blood and Wine add-on. Quests for finding unique sets appear in the journal after finding clues - signs, diaries, notes or pieces of armor, as well as after using treasure maps. After buying them from blacksmiths and merchants, markers appear on the global map indicating the locations of the caches.

Improved, Great, and Master blueprints are kept separate from regular blueprints and also need to be searched. All found blueprints are automatically added to the "Craft" tab (key [O]) in the inventory and are available for use in a dialogue with blacksmiths. Constant problems when collecting blueprints will be caused by high-level opponents guarding chests with good. If Geralt's level of development and the damage done are low, you should start pumping and updating things, which will allow you to win.

The location of the blueprints for the manufacture of weapons and armor of the School of the Snake in The Witcher 3: Wild Hunt:

Drawings are collected during the passage of the quest "Witcher Antiquities: Equipment of the Snake School".
  • Plans: Snake School Steel Sword: in a chest in a bandit camp in a burned-down village southeast of the White Garden, where Geralt and Vesemir arrive at the beginning of the game in search of Yennefer. You can get to the camp by the fallen brick tower behind the hill.
    • Required Ingredients: Leather Straps - 1, Iron Ingot - 1, Emerald Dust - 1, Poison - 1.
    • Stats: damage 49-61, + 15% chance modifier to cause poisoning, + 5% extra. experience for a fatal blow to a person.
  • Plans: Serpent School Silver Sword: on the body of the witcher Kolgrim in the crypt in the cemetery in the northern part of the White Garden. The door to the crypt is broken with the sign of Aard.
    • Required Ingredients: Leather Straps - 1, Silver Ingot - 2, Emerald Dust - 1, Poison - 1.
    • Stats: damage 112-138, + 10% power of Aard, + 10% chance modifier to cause poisoning, + 20% extra. experience for the fatal blow to the monster.

Location of blueprints for making weapons and armor of the School of the Snake from the "Hearts of Stone" expansion in "The Witcher 3":

Blueprints are collected during the passage of the main storyline of the "Hearts of Stone" expansion. The gear has nothing to do with the incomplete base set from the original game and does without improvements.
  • Plans: Snake School Armor
    • Characteristics: armor - 235, + 30% resistance to piercing and cutting blows, + 40% resistance to damage from monsters and elements, + 50% resistance to poison.
  • Plans: Snake School Gloves(required level - 39): on sale from Countess Mignol on the second floor of the Borsodi Auction House in Oxenfurt in the story mission "Open Sesame!"
    • Characteristics: armor - 85, + 5% resistance to damage from monsters, elements, piercing and slashing blows, + 10% resistance to poison.
  • Plans: Snake School Pants(required level - 39): on sale from Countess Mignol on the second floor of the Borsodi Auction House in Oxenfurt in the story mission "Open Sesame!"
    • Required Ingredients: Canvas - 3, Hardened Leather - 3, Leather Straps - 4, Wire - 4, Draconid Hide - 1.
    • Characteristics: armor - 89, + 10% resistance to damage from monsters, elements, piercing and slashing blows, + 30% resistance to poison.
  • Plans: Boots of the Serpent School(required level - 39): on sale from Countess Mignol on the second floor of the Borsodi Auction House in Oxenfurt in the story mission "Open Sesame!"
    • Required Ingredients: Canvas - 2, Fortified Leather - 2, Leather Straps - 3, Wire - 2, Draconid Hide - 1.
    • Characteristics: armor - 89, + 5% resistance to damage from monsters, elements, piercing and slashing blows, + 10% resistance to poison.
  • Plans: Snake School Poisoned Steel Sword(required level - 39): in the chest in the last hall of the underground treasury of Borsodi, on the left side of the exit, in the story mission "Sesame, open up!"
    • Required Ingredients: Leather Scraps - 2, Dark Steel Ingot - 2, Monster Brain - 1, Emerald Dust - 2.
    • Characteristics: damage - 328-400, + 5% extra. experience for a fatal blow to a person, + 10% chance of a critical hit, + 15% chance to cause poisoning, + 25% power of Aard, + 75% extra. damage on a critical hit.
  • Poisoned Silver Sword of the Serpent School(required level - 39): taken from a stone on a platform filled with red light during solving the riddle of Gunther O "Dima, Lord Mirror, in the other world in the story mission" ". To get to the place, you need to adhere to the main road from the starting position and the left side of the location: first we run along the wooden bridge across the abyss, then under the stone bridge and turn left towards the huge black ghost. Shani's assignment to visit Professor Shezlock at the Ochsenfurt Academy.
    • Characteristics: damage - 463-565, + 10% chance of critical hit, + 15% chance to cause poisoning, + 20% extra. experience for a fatal blow to a monster, + 25% Aard's power, + 75% extra. damage on a critical hit.

Location of blueprints for making weapons and medium armor of the Griffin School in The Witcher 3:


Drawings are collected during the passage of the quest "Witcher Antiquities: Equipment of the Griffin School". To start the task, we visit the Last Bastion, standing on the river on the border of the lands of Temeria (Velen) and Redania (Novigrad and Oxenfurt), go up to the very top to the harpy nest, in the next room we pick up the Letter to the brother-in-law and the drawing from the soldier's body, we take the Witcher's Testimony from the chest Georg, after reading which two new markers will appear on the map: "Dragon Slayer's Grotto", located to the west of Reardon Estate in the eastern part of Velen, and Lonely Rock, located northwest of the village of Vereskovka in the western part of Velen. We move to the Grotto of the Dragon Slayer, explore all the rooms in the dungeon, reaching a dead end, break the stones on the way with the Aard Sign, in the main hall we kill the level 11 Ekimma, from the chest we take the blueprints of armor and the Diary of the Witcher George, at the exit from the cave we use the Eye of Nehalena, obtained for completing the tasks of Keira Metz, starting with "Witch Hunt", to dispel the illusion. We head to the Lonely Rock, dive into the water, find an underwater cave next to, from the cave we get inside the tower, go upstairs, where we kill a level 14 wyvern, take the Craftsman's Notes and the last drawing from the boxes.
  • The usual Griffin School set in The Witcher 3: Wild Hunt:

    1. Plans: Steel Sword of the Griffin School(required level - 11): on the body of a soldier in the side room, behind the harpy nest, on the roof of the Last Bastion; border of the lands of Temeria and Redania.
      • Required Ingredients: Leather Scraps - 1, Steel Ingot - 2, Monster Brain - 1, Monster Eye - 1.
      • Characteristics: damage 87-107, + 5% power of Signs and additional. experience for a fatal blow to a person.
    2. Plans: Griffin School Silver Sword(required level - 11): in a box in the tower - guarded by a level 14 wyvern - on the Lonely Rock; northwestern part of the lands of Temeria. The entrance to the tower is located under water next to the Place of Power.
      • Required Ingredients: Leather Scraps - 1, Silver Bar - 3, Fifth Essence - 1, Monster Brain - 1.
      • Stats: damage 162-198, + 5% power of Signs, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Griffin School Armor
      • Required Ingredients: Shirt - 1, Fortified Leather - 2, Meteorite Silver Plate - 1, Leather Straps - 5, Monster Eye - 2.
      • Characteristics: armor - 75, + 5% power of Signs, resistance to piercing and impact damage, + 10% resistance to slashing blows, + 15% resistance to damage from monsters.
    4. Plans: Griffin School Gloves(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragon Slayer's Grotto west of Reardon Manor; the eastern part of the lands of Temeria.
      • Required Ingredients: Leather Scraps - 4, Meteorite Ore - 1, Leather Straps - 2, Dratva - 2, Crushed Monster Flesh - 4.
      • Stats: + 5% sign power and resistance to elements, + 1% resistance to piercing, + 2% resistance to slashing and damage from monsters.
    5. Plans: Griffin School Pants(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragon Slayer's Grotto west of Reardon Manor; the eastern part of the lands of Temeria.
      • Required ingredients: Silk - 2, Hide - 1, Meteorite Ore - 1, Leather Scraps - 4, Monster Blood - 1.
      • Characteristics: armor - 25, + 5% power of Signs and resistance to slashing blows, + 2% resistance to piercing blows, + 5% resistance to slashing blows, + 7% resistance to damage from monsters, + 17% resistance to elements.
    6. Plans: Boots of the Griffin School(required level - 11): in a chest in the main hall - guarded by a level 11 ekimma - in the Dragon Slayer's Grotto west of Reardon Manor; the eastern part of the lands of Temeria.
      • Required Ingredients: Fortified Leather - 1, Meteorite Ore - 1, Dratva - 3, Leather Scraps - 4, Monster Essence - 1.
      • Characteristics: armor - 25, + 5% power of Signs, + 1% resistance to piercing blows and impact damage, + 2% resistance to slashing blows and damage from monsters.
  • The Witcher 3: Wild Hunt Griffin School Improved Bundle:

    1. Plans: Improved Steel Sword of the Griffin School(required level - 18): in a chest behind a dilapidated tower in a bandit camp on the peninsula northwest of the village of Fangs; the western part of the lands of Temeria.
      • Required Ingredients: Griffin School Steel Sword - 1, Leather Scraps - 1, Dark Steel Ingot - 2, Crushed Monster Flesh - 1, Monster Claw - 1.
      • Stats: damage 138-168, + 10% power of Signs, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Improved Griffin School Silver Sword(required level - 18): in the chest in the cave of the nakers to the east of the Fork; southeastern part of the lands of Temeria.
      • Required Ingredients: Griffin School Silver Sword - 1, Leather Straps - 2, Meteoric Silver Ingot - 2, Monster Egg - 1, Monster Tongue - 1.
      • Stats: damage 225-275, + 10% power of Signs, + 20% extra. experience for the killing blow to the monster
    3. Plans: Improved Griffin School Armor(required level - 18): in a chest behind a singing rock troll in Fort White Eagle west of Oxenfurt port; southeastern part of the lands of Redania.
      • Required Ingredients: Griffin School Armor - 1, Fortified Leather - 3, Meteoric Silver Plate - 1, Canvas - 4, Monster Feather - 5.
      • Characteristics: armor - 110, + 10% power of Signs, + 8% resistance to piercing and impact damage, + 14% resistance to slashing blows, + 20% resistance to damage from monsters.
    4. Plans: Improved Griffin School Gloves(required level - 18): in a chest in a cave, the entrance to which is cleared of stones by the Aard Sign, in the cemetery of the New Burial Ground; the southern part of the lands of Temeria.
      • Required Ingredients: Griffin School Gloves - 1, Leather Scraps - 4, Meteorite Ore - 1, Leather Straps - 2, Dratva - 2, Crushed Monster Flesh - 4.
      • Characteristics: armor - 35, + 5% power of Signs, + 2% resistance to piercing blows, + 3% resistance to slashing blows and damage from monsters, + 6% resistance to elements.
    5. Plans: Improved Griffin School Pants(required level - 18): in a chest in a destroyed tower in the Ashes to the east of the castle of the Bloody Baron Vronitsa; northern part of the lands of Temeria (task "Order: screaming", which is taken from the bulletin board in the castle).
      • Required ingredients: Pants of the Griffin School - 1, Silk - 2, Skin - 1, Meteorite Ore - 1, Leather Scraps - 4, Monster Blood - 1.
      • Characteristics: armor - 39, + 5% power of Signs, + 3% resistance to piercing blows, + 6% resistance to cutting blows, + 7% resistance to damage from monsters, + 19% resistance to elements.
    6. Plans: Improved Griffin School Boots(required level - 18): in a chest among the ruins - under the protection of a level 10 pitchfork - next to the Nilfgaard border camp northwest of the "At the Crossroads" tavern; border of the lands of Temeria and Redania.
      • Required Ingredients: Boots of the Griffin School - 1, Fortified Leather - 1, Meteorite Ore - 1, Dratva - 3, Leather Scraps - 4, Monster Essence - 1.
      • Characteristics: armor - 39, + 5% power of Signs, + 2% resistance to piercing and impact damage, + 3% resistance to slashing and damage from monsters.
  • Great set of the Griffin School in The Witcher 3: Wild Hunt:

    1. Plans: Griffin School Superior Steel Sword(Required level - 26): In a chest behind the altar on the cliff in the northwestern part of the island of An Skellig, north of the main island of Ard Skellig.
      • Required ingredients: Improved Steel Sword of the Griffin School - 1, Leather Scraps - 1, Dark Steel Ingot - 3, Monster Blood - 1, Monster Feather - 1.
      • Stats: damage 188-230, + 15% power of Signs, + 25% extra. damage on critical hit, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Great Griffin School Silver Sword(required level - 26): in a chest in the last hall of the cave northwest of Elverum lighthouses on the southern coast of the main island of Ard Skellig.
      • Required ingredients: Improved Griffin School Silver Sword - 1, Leather Scraps - 2, Dimerite Ingot - 1, Monster Blood - 1, Pounded Monster Flesh - 1.
      • Stats: damage 297-363, + 15% power of Signs, + 25% extra. damage on a critical hit, + 10% chance modifier to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Great Griffin School Armor
      • Required Ingredients: Improved Griffin School Armor - 1, Draconid Hide - 3, Two-Dimensional Plate - 2, Monster Hide - 1, Monster Heart - 2.
      • Characteristics: armor - 150, + 15% power of Signs, + 12% resistance to piercing and impact damage, + 18% resistance to slashing blows, + 25% resistance to damage from monsters.
    4. Plans: Superior Griffin School Gloves(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Foot on the northeastern coast of the main island of Ard Skellig.
      • Required Ingredients: Improved Signs of the Griffin School - 1, Hide - 1, Meteorite Silver Plate - 1, Lace - 2, Monster Tongue - 2.
      • Characteristics: armor - 51, + 3% resistance to piercing blows, + 4% resistance to slashing blows and damage from monsters, + 8% resistance to elements.
    5. Plans: Excellent Griffin School Pants(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Foot on the northeastern coast of the main island of Ard Skellig.
      • Required Ingredients: Improved Pants of the Griffin School - 1, Silk - 2, Leather Straps - 1, Meteorite Silver Ingot - 1, Monster Egg - 1.
      • Characteristics: armor - 55, + 10% power of Signs, + 4% resistance to piercing blows, + 7% resistance to slashing blows, + 10% resistance to damage from monsters, + 23% resistance to elements.
    6. Plans: Superior Boots of the Griffin School(required level - 26): in a chest in a broken boat in the bandit camp at the Giant's Foot on the northeastern coast of the main island of Ard Skellig.
      • Required Ingredients: Improved Boots of the Griffin School - 1, Fortified Leather - 2, Meteorite Silver Bar - 1, Lace - 2, Monster Claw - 2.
      • Characteristics: armor - 55, + 10% power of Signs, + 3% resistance to piercing blows and impact damage, + 4% resistance to slashing blows and damage from monsters.
  • The Witcher 3: Wild Hunt Griffin School Master Kit:

    1. Plans: Griffin School Master Steel Sword(required level - 34): in a chest in a ruined house among the ruins of the village of Boxholm in the central part of the main island of Ard Skellig.
      • Required ingredients: Great Steel Sword of the Griffin School - 1, Leather Scraps - 2, Dimerite Ingot - 2, Monster Egg - 1, Siren Vocal Cords - 1.
      • Stats: damage 253-309, + 20% power of Signs, + 15% extra. damage on critical hit, + 5% critical hit chance and additional. experience for a fatal blow to a person.
    2. Plans: Masterful Griffin School Silver Sword(Required level - 34): In a chest in a dilapidated tower on the shore of the lake, opposite the breeding ground of monsters, east of the village of Fornhala in the southern part of the main island of Ard Skellig.
      • Required ingredients: Great Griffin School Silver Sword - 1, Leather Scraps - 2, Dimerite Ingot - 2, Monster Feather - 1, Monster Heart - 1.
      • Stats: damage 369-451, + 20% sign power, + 25% extra. damage on a critical strike, + 5% chance of a critical strike, + 10% modifier of the chance to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Griffin School Master Armor
      • Required Ingredients: Griffin School Superior Armor - 1, Draconid Skin - 2, Two-Dimensional Plate - 3, Fifth Essence - 1, Monster Brain - 1.
      • Characteristics: armor - 190, + 20% power of Signs, + 17% resistance to piercing blows, + 16% resistance to impact damage, + 22% resistance to slashing blows, + 30% resistance to damage from monsters.
    4. Plans: Griffin School Master Gloves(required level - 34): in a chest on the second tier of a level 30 cyclops lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up the stone slabs from the outside of the protected area.
      • Required Ingredients: Great Griffin School Gloves - 1, Hide - 1, Meteorite Silver Plate - 1, Lace - 2, Monster Tongue - 2.
      • Characteristics: armor - 67, + 10% power of Signs, + 4% resistance to piercing blows, + 5% resistance to slashing blows and damage from monsters, + 10% resistance to elements.
    5. Plans: Griffin School Masterpants(required level - 34): in a chest on the second tier of a level 30 cyclops lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up the stone slabs from the outside of the protected area.
      • Required Ingredients: Great Pants of the Griffin School - 1, Silk - 2, Leather Straps - 1, Meteoric Silver Ingot - 1, Monster Egg - 1.
      • Characteristics: armor - 71, + 10% power of Signs, + 5% resistance to piercing blows, + 8% resistance to cutting blows, + 10% resistance to damage from monsters, + 30% resistance to elements.
    6. Plans: Workshop Boots of the Griffin School(required level - 34): in a chest on the second tier of a level 30 cyclops lair on the east coast of the main island of Ard Skellig, between the Whale Graveyard and the village of Redgill. You can climb up the stone slabs from the outside of the protected area.
      • Required Ingredients: Great Boots of the Griffin School - 1, Fortified Leather - 2, Meteorite Silver Bar - 1, Lace - 2, Monster Claw - 2.
      • Stats: armor - 71, + 4% resistance to piercing and impact damage, + 5% resistance to slashing and damage from monsters.

Location of blueprints for making weapons and light armor of the Cat School in The Witcher 3:


Drawings are collected during the passage of the quest "Witcher Antiquities: Equipment of the Cat School". To start the task, we visit the islet with a basilisk to the south-west of the Lighthouse near the western walls of Novigrad. On the sandy shore near the skeleton we find the "Log book". In the hold of the grounded ship from the chest we get the "Notes of the sorcerer" and the crossbow. When you select the quest "Witcher Antiquities: Equipment of the Cat School" in the journal, two new markers will appear on the map - the Dungeons under the Temple Island in the northern part of Novigrad and the Ruins of Est Tayyar in the wilderness, at the very edge of the map, southeast of Novigrad. At the entrance to the Dungeons under the Temple Island, use the Eye of Nehalena, obtained for completing Keira Metz's quests starting with "Witch Hunt", to dispel the illusion. The central hall is guarded by a level 16 golem, at the end of the southern tunnel we find the book "Account for the golem", in the northern one we find a sheet with "Notes of a scientist" and "Strange recipe", solve the puzzle by turning all the statues to face the center of the hall with the help of levers on the columns, after killing the drowned with a crossbow at the bottom of the pool, we select the key to the laboratory, which is located in the central hall. In the laboratory, we deal with Kiyan the Mad 17 level and take away the Moonblade, the Laboratory Journal and the drawings of the Cat School armor. We leave for Est Tayyar, go down into the ruins, knock out the wall with the sign of Aard next to the stairs from the stones, pick up the book "Notes of Professor Sigismund Gloger" from the body, which after reading it will point to the ruins of the Drachim castle in the middle between the Gate of Glory of Novigrad and the Border Post. We get to the castle, embroider the door with Aard, go down the stairs, take the last drawings and the Diary of Prince Adrien from the chests.
  • The Witcher 3: Wild Hunt Cat School regular set:

    1. Plans: Cat School Crossbow(required level - 29): in a chest in the hold of a half-sunken ship that has run aground near the island behind the lighthouse southwest of Novigrad; the eastern part of the lands of Redania.
      • Required Ingredients: Fortified Wood - 2, Monster Bone - 1, Monster Hair - 1, Wax - 1, Dark Iron Ore - 1.
      • Characteristics: +10 armor penetration, + 225% attack power, + 1% adrenaline gain, + 2% critical hit chance, + 15% extra. experience for the fatal blow to the monster.
    2. Plans: Cat School Steel Sword(required level - 17): in a chest in the basement of the Drahim castle between Novigrad and the Border post; central part of the lands of Redania.
      • Required Ingredients: Leather Straps - 1, Iron Ingot - 4, Ruby Dust - 1, Monster Saliva - 1.
      • Stats: damage 138-168, + 5% chance modifier to cause bleeding and additional. experience for a fatal blow to a person.
    3. Plans: Cat School Silver Sword(required level - 17): on the remains of a man in a secret room in the ruins of Est Tayyar in the wilderness, closer to the edge of the map, southeast of Novigrad; the eastern part of the lands of Redania.
      • Required Ingredients: Leather Straps - 2, Silver Bar - 2, Ruby Dust - 1, Monster Eye - 1.
      • Stats: damage 216-264, + 12% power of Aard, + 5% modifier of the chance to cause bleeding, + 20% extra. experience for the fatal blow to the monster.
    4. Plans: Cat School Armor
      • Required Ingredients: Shirt - 1, Fortified Leather - 2, Dark Steel Plate - 2, Fortified Wood - 2, Crushed Monster Flesh - 1.
      • Characteristics: armor - 105, + 5% attack power, resistance to damage from monsters, piercing and slashing blows, + 20% resistance to elements.
    5. Plans: Cat School Gloves(required level - 17): on the body of Kiyan the Mad in the dungeon under the Temple Island in the area of ​​the Electoral Palace in Novigrad; northern part of the lands of Redania.
      • Required Ingredients: Hide - 2, Dark Iron Ore - 1, Nails - 2, Fortified Wood - 1, Monster Tooth - 2.
      • Characteristics: armor - 33, + 5% attack power and resistance to elements, + 1% resistance to damage from monsters, piercing and slashing blows.
    6. Plans: Cat School Pants(required level - 17): on the body of Kiyan the Mad in the dungeon under the Temple Island in the area of ​​the Electoral Palace in Novigrad; northern part of the lands of Redania.
      • Required Ingredients: Silk - 2, Hide - 1, Fortified Wood - 1, Leather Scraps - 4, Monster Brain - 1.
      • Characteristics: armor - 37, + 5% attack power, + 1% resistance to piercing blows, + 3% resistance to slashing blows and damage from monsters, + 10% resistance to elements.
    7. Plans: Cat School Boots(required level - 17): on the body of Kiyan the Mad in the dungeon under the Temple Island in the area of ​​the Electoral Palace in Novigrad; northern part of the lands of Redania.
      • Required Ingredients: Fortified Leather - 2, Dark Iron Ore - 1, Leather Straps - 2, Fortified Wood - 1, Monster Eye - 2.
      • Characteristics: armor - 37, + 5% attack power, + 1% resistance to piercing blows, + 2% resistance to slashing blows and damage from monsters, + 5% resistance to elements.
  • The Witcher 3: Wild Hunt Cat School Improved Bundle:

    1. Plans: Improved Cat School Steel Sword(required level - 23): in a chest in a cave, up to a wall with a sealed passage, southwest of Toderas village; the eastern part of the lands of Temeria.
      • Required Ingredients: Cat School Steel Sword - 1, Leather Straps - 2, Dark Steel Ingot - 2, Ruby Dust - 1, Beast Claw - 1.
      • Stats: damage 174-212, + 10% chance modifier to cause bleeding, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Improved Cat School Silver Sword(required level - 23): in a chest on the third floor of the house, opposite the moneylender's office, at the South and Oxenfurt gates of Novigrad; central part of the lands of Redania. You can go up to the house using a ladder in the courtyard.
      • Required ingredients: Cat School Silver Sword - 1, Leather Scraps - 1, Meteoric Silver Bar - 2, Ruby Dust - 1, Monster Hair - 1.
      • Stats: damage 270-330, + 14% power of Aard, + 10% modifier of the chance to cause bleeding, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Improved Cat School Armor(required level - 23): in a chest on the second floor of the Ruined Aeramas estate to the east of Ochsenfurt; southeastern part of the lands of Redania.
      • Required Ingredients: Cat School Armor - 1, Fortified Leather - 4, Dark Steel Plate - 2, Lunar Shards - 2, Monster Blood - 2.
      • Characteristics: armor - 135, + 10% attack power, + 6% resistance to piercing blows, + 8% resistance to slashing blows and damage from monsters, + 30% resistance to elements.
    4. Plans: Improved Cat School Gloves(required level - 23): in the chest at the end of the cave in the Quarry Old bastards west of Ochsenfurt; northern part of the lands of Temeria.
      • Required Ingredients: Cat School Gloves - 1, Hide - 2, Dark Iron Ore - 1, Nails - 2, Fortified Wood - 1, Monster Tooth - 2.
      • Characteristics: armor - 45, + 5% attack power and resistance to elements, + 2% resistance to damage from monsters, piercing and slashing blows.
    5. Plans: Improved Cat School Pants(required level - 23): in a chest in a secret room in the sewer under the blacksmith's house to the east of the West Gate of Ochsenfurt; southeastern part of the lands of Redania. The entrance to the sewer is in the floor opposite the locked door in the basement of the house, the secret door is opened with a lever on the wall in the first sewerage hall.
      • Required Ingredients: Cat School Pants - 1, Silk - 2, Skin - 1, Fortified Wood - 1, Leather Scraps - 4, Monster Brain - 1.
      • Stats: armor - 49, + 5% attack power, + 2% resistance to piercing blows, + 4% resistance to slashing blows and damage from monsters, + 10% resistance to elements.
    6. Plans: Improved Boots of the Cat School(required level - 23): in the chest at the entrance to the cave to the east of the village of Toderas; the eastern part of the lands of Temeria.
      • Required Ingredients: Cat School Boots - 1, Fortified Leather - 2, Dark Iron Ore - 1, Leather Straps - 2, Fortified Wood - 1, Monster Eye - 2.
      • Characteristics: armor - 49, + 5% attack power, + 2% resistance to piercing blows, + 3% resistance to slashing blows and damage from monsters, + 5% resistance to elements.
  • Great kit of the School of the Cat in The Witcher 3: Wild Hunt:

    1. Plans: Cat School Superior Steel Sword(required level - 29): in a chest in a half-flooded cave - guarded by a level 19 golem - behind Novigrad; northern part of the lands of Redania.
      • Required Ingredients: Cat School Improved Steel Sword - 1, Leather Scraps - 1, Dark Steel Ingot - 3, Ruby - 1, Monster Tooth - 1.
      • Stats: damage 217-265, + 5% critical strike chance, + 10% modifier to cause bleeding, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Excellent Cat School Silver Sword(required level - 29): in a chest in a secret niche behind stalactites, which are broken by the Aard Sign, in a cave northwest of the Border Post; southwestern part of the lands of Redania.
      • Required ingredients: Improved Sword of the Cat School - 1, Leather Scraps - 1, Dimerite Ingot - 1, Ruby - 1, Monster Heart - 1.
      • Stats: damage 324-396, + 14% power of Aard, + 5% chance of critical strike and modifier of the chance to chop off a limb, + 10% modifier of the chance to cause bleeding, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Excellent Cat School Armor
      • Required Ingredients: Improved Cat School Armor - 1, Dragonkin Skin - 2, Two-Dimensional Plate - 2, Mercury Solution - 3, Monster Hair - 4.
      • Characteristics: armor - 165, + 15% attack power, + 8% resistance to piercing blows, + 11% resistance to slashing blows and damage from monsters, + 35% resistance to elements.
    4. Plans: Excellent Cat School Gloves(required level - 29): in a chest among the ruins - under the protection of an earth elemental of level 27 - on an island southwest of the Dragon Slayer's Grotto; the eastern part of the lands of Temeria.
      • Required Ingredients: Improved Cat School Gloves - 1, Fortified Leather - 1, Dark Steel Bar - 1, Leather Straps - 4, Monster Claw - 4.
      • Characteristics: armor - 57, + 10% attack power, + 3% resistance to damage from monsters, piercing and slashing blows, + 5% resistance to elements.
    5. Plans: Excellent Cat School Pants(required level - 29): in a chest among the ruins - under the protection of an earth elemental of level 27 - on an island southwest of the Dragon Slayer's Grotto; the eastern part of the lands of Temeria.
      • Required Ingredients: Improved Pants of the Cat School - 1, Silk - 2, Dark Steel Bar - 1, Fortified Wood - 2, Heart of the Monster - 1.
      • Characteristics: armor - 61, + 10% attack power, + 3% resistance to piercing blows, + 5% resistance to slashing blows and damage from monsters, + 15% resistance to elements.
    6. Plans: Superior Cat School Boots(required level - 29): in a chest among the ruins - under the protection of an earth elemental of level 27 - on an island southwest of the Dragon Slayer's Grotto; the eastern part of the lands of Temeria.
      • Required Ingredients: Improved Boots of the Cat School - 1, Fortified Leather - 2, Dark Steel Bar - 1, Leather Straps - 2, Monster Bone - 1.
      • Characteristics: armor - 61, + 10% attack power, + 3% resistance to piercing blows, + 4% resistance to slashing blows and damage from monsters, + 5% resistance to elements.
  • The Witcher 3: Wild Hunt Cat School Master Kit:

    1. Plans: Cat School Master Steel Sword(required level - 34): in a chest in a small side room on the stairs leading from the hall with level 29 ghosts to the roof, in the old fortress Kaer Gelen in the central part of the main island of Skellige.
      • Required Ingredients: Cat School Excellent Steel Sword - 1, Leather Scraps - 2, Dimerite Ingot - 2, Flawless Ruby - 1, Monster Bone - 1.
      • Stats: damage 253-309, + 10% critical strike chance, + 15% chance modifier to cause bleeding, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Cat School Master's Silver Sword(required level - 34): in a chest at the end of a cave with a breeding ground of monsters on a hill east of the village of Harviken on the island of the Faroe Islands, southeast of the main island of Ard Skellig.
      • Required Ingredients: Cat School Great Silver Sword - 1, Hide - 2, Dimerite Ingot - 2, Flawless Ruby - 1, Crushed Monster Flesh - 1.
      • Characteristics: damage 369-451, + 15% power of Aard, + 10% chance of a critical strike, + 15% modifier of the chance to cause bleeding, + 10% modifier of the chance to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Cat School Master Armor
      • Required Ingredients: Cat School Excellent Armor - 1, Draconid Hide - 3, Two-Dimensional Plate - 2, Monster Tongue - 2, Monster Hide - 1.
      • Characteristics: armor - 190, + 20% attack power, + 10% resistance to piercing blows, + 15% resistance to slashing blows and damage from monsters, + 45% resistance to elements.
    4. Plans: Cat School Master Gloves(required level - 34): in a chest in a cave with statues on the southern coast of the Faroe Island, southeast of the main island of Ard Skellig.
      • Required Ingredients: Excellent Cat School Gloves - 1, Fortified Leather - 1, Dark Steel Bar - 1, Leather Straps - 4, Monster Claw - 4.
      • Characteristics: armor - 67, + 10% attack power, + 4% resistance to damage from monsters, piercing and slashing blows, + 5% resistance to elements.
    5. Plans: Workshop Cat School Pants(required level - 34): in a chest in a cave with statues on the southern coast of the Faroe Island, southeast of the main island of Ard Skellig.
      • Required Ingredients: Excellent Cat School Pants - 1, Silk - 2, Dark Steel Ingot - 1, Fortified Wood - 2, Monster Heart - 1.
      • Stats: armor - 71, + 10% attack power, + 4% resistance to piercing blows, + 6% resistance to slashing blows and damage from monsters, + 15% resistance to elements.
    6. Plans: Workshop Cat School Boots(required level - 34): in a chest in a cave with statues on the southern coast of the Faroe Island, southeast of the main island of Ard Skellig.
      • Required Ingredients: Cat School Superior Boots - 1, Fortified Leather - 2, Dark Steel Bar - 1, Leather Straps - 2, Beast Bone - 1.
      • Characteristics: armor - 71, + 10% attack power, + 4% resistance to piercing blows, + 5% resistance to elements, slashing blows and damage from monsters.

Location of blueprints for making weapons and heavy armor of the Bear School in The Witcher 3:


Drawings are collected during the passage of the quest "Witcher Antiquities: Equipment of the Bear School". To start the quest, explore the abandoned fort on the hill at the Fang of Ingvar to the north of Uriall's Landing on the island of An Skellig, north of the main island of Ard Skellig. We move to the island using a quick crossing or by boat. We run along the path to the boulders blocking the road, climb the stones on the right to the hill, return to the path, jump over the first landslide, climb the hill, and from there back onto the path (you can also use the detour along the coast). From the main locked room inside the fort we turn to the left, go down the spiral staircase to the chambers, pull the lever on the wall, jump into the gap in the floor in one of the chambers, go through the dungeons to the main hall, break the stones at the entrance with the Aard Sign, from the chest nearby with a chair, we take the drawings of the Bear School armor, the Song of the Witcher Gerda and the Book of the Court Chronicler, after reading which two new markers will appear on the map - the Fortress of Etnir in the northern part of the main island of Ard Skellig and the Siren's Cave on the island of Spikeroog, west of the main island. We deal with gargoyles and an ice elemental of 30 level in the Etnir fortress, in the side room from the remains of a person we select a drawing, a Hound leaf for the witcher Gerd and a Letter from the knight Halimir, from which we learn about the location of the Ruins of the tavern on the southern coast of the main island of Ard Skellig. We clean the cellars in the ruins of the inn from ghosts, from the chest in the back room we take the drawing and the note of the innkeeper. We sit down in a boat at the pier, with the help of a quick passage we get to the island of Spikeroog. We leave for the cave on the southwest coast, behind the old watchtower. We clear the way from the drowned people, we reach the hall with the idol of Melusine, the mad and formidable mistress of the depths, we turn into a passage with water on the left side of the idol, at the end of the balcony we find the remains of a man with a drawing and a Letter to Ingeborg Kalebsdottir.
  • The Witcher 3: Wild Hunt Bear School regular set:

    1. Plans: Bear School Crossbow(Required level - 29): On human remains in a cave on the southwestern coast of Spikeroog Island, northwest of the main island of Ard Skellig. In the same cave lives a unique siren from the task "Order: The Lost Bridegroom", which can be found on the bulletin board in the village of Svorlag.
      • Required Ingredients: Fortified Wood - 2, Monster Bone - 1, Monster Hair - 2, Resin - 1, Dark Iron Ore - 1.
      • Characteristics: + 210% attack power, + 1% adrenaline gain, + 2% extra. damage on critical hit, + 5% critical hit chance, + 15% extra. experience for the fatal blow to the monster.
    2. Plans: Bear School Steel Sword(required level - 20): in a chest in the basement of the Inn Ruins on the southern coast of the main island of Ard Skellig.
      • Required Ingredients: Leather Straps - 2, Steel Ingot - 2, Essence of the Monster - 1, Tongue of the Monster - 1.
      • Stats: damage 145-177, + 5% adrenaline gain and additional. experience for a fatal blow to a person.
    3. Plans: Bear School Silver Sword(required level - 20): on the remains of a person in the mountain fortress Etnir on the northern coast of the main island of Ard Skellig.
      • Required Ingredients: Leather Straps - 1, Silver Bar - 3, Monster Brain - 1, Pounded Monster Flesh - 1.
      • Characteristics: damage 243-297, + 5% adrenaline gain and critical hit chance, + 10% modifier of the chance to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    4. Plans: Bear School Armor
      • Required Ingredients: Shirt - 1, Fortified Leather - 2, Dark Steel Plate - 1, Canvas - 4, Beast Bone - 1.
      • Stats: armor - 120, + 5% adrenaline gain, + 5% resistance to piercing and impact damage, + 15% resistance to slashing attacks, + 20% resistance to damage from monsters.
    5. Plans: Bear School Gloves(Required level - 20): In a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of An Skellig Island, north of the main island of Ard Skellig.
      • Required Ingredients: Hide - 2, Meteorite Iron Ore - 1, Silver - 3, Leather Straps - 2, Beast Tongue - 2.
      • Characteristics: armor - 39, + 5% adrenaline gain, + 2% resistance to elements, damage from monsters, piercing and slashing blows.
    6. Plans: Bear School Pants(Required level - 20): In a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of An Skellig Island, north of the main island of Ard Skellig.
      • Required Ingredients: Silk - 2, Hide - 1, Silver - 5, Leather Scraps - 2, Monster Liver - 1.
      • Characteristics: armor - 43, + 5% adrenaline gain, + 2% resistance to piercing blows, + 7% resistance to cutting blows, + 10% resistance to damage from monsters, + 5% resistance to elements.
    7. Plans: Bear School Boots(Required level - 20): In a chest in the main hall of the abandoned fort at Ingvar's Fang in the northern part of An Skellig Island, north of the main island of Ard Skellig.
      • Required Ingredients: Fortified Leather - 2, Dark Iron Ore - 1, Lace - 2, Scrap of Hide - 1, Monster's Blood - 1.
      • Characteristics: armor - 43, + 5% adrenaline gain, + 2% resistance to damage from monsters, impact damage, piercing and slashing blows.
  • The Witcher 3: Wild Hunt Bear School Improved Bundle:

    1. Plans: Improved Bear School Steel Sword(required level - 25): in a chest in the corner tower opposite the entrance to the ruins of the Kaer Almhuld fortress, west of the main island of Ard Skellig.
      • Required Ingredients: Bear School Steel Sword - 1, Leather Scraps - 2, Dark Steel Ingot - 2, Monster Hair - 1, Monster Bone - 1.
      • Stats: damage 188-230, + 10% adrenaline gain, + 20% extra. damage on critical hit, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Improved Bear School Silver Sword(required level - 25): in a chest at the end of a cave with algul level 21 in an abandoned fort northeast of Kaer Gelen, on the main island of Ard Skellig.
      • Required ingredients: Bear School Silver Sword - 1, Leather Scraps - 2, Meteorite Silver Bar - 2, Nigredo - 1, Monster Saliva - 1.
      • Stats: damage 288-352, + 10% adrenaline gain, + 25% extra. damage on a critical strike, + 8% chance of a critical strike, + 12% modifier of the chance to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Improved Bear School Armor(required level - 25): in a chest in the last hall of the grotto - under the protection of three brothers of level 26 - on the southeast coast of the main island of Ard Skellig.
      • Required Ingredients: School of the Bear Armor - 1, Fortified Leather - 3, Meteoric Silver Plate - 1, Lace - 5, Beast Hair - 5.
      • Characteristics: armor - 145, + 10% adrenaline gain, resistance to piercing and impact damage, + 20% resistance to slashing blows, + 30% resistance to damage from monsters.
    4. Plans: Improved Bear School Gloves(Required level - 25): In a chest in a dilapidated watchtower on the road northeast of the village of Rogny, in the northern part of the main island of Ard Skellig.
      • Required Ingredients: Bear School Gloves - 1, Hide - 2, Dark Iron Ore - 1, Silver - 3, Leather Straps - 2, Beast Tongue - 2.
      • Characteristics: armor - 49, + 5% adrenaline gain, + 3% resistance to elements, damage from monsters, piercing and slashing blows.
    5. Plans: Improved Bear School Pants(required level - 25): in a chest in a cave on a small island with level 26 fogs northeast of Undvik Island, west of the main island of Ard Skellig.
      • Required Ingredients: Bear School Pants - 1, Silk - 2, Skin - 1, Silver - 5, Leather Scraps - 2, Monster Liver - 1.
      • Characteristics: armor - 53, + 5% adrenaline gain, + 3% resistance to piercing blows, + 8% resistance to cutting blows, + 10% resistance to damage from monsters and elements.
    6. Plans: Improved Bear School Boots(required level - 25): in a chest in a cave with three fart trolls under a mountainside, near the Place of Power, north of Port Holmstein in the southwestern part of the main island of Ard Skellig.
      • Required Ingredients: Boots of the Bear School - 1, Fortified Leather - 2, Dark Iron Ore - 1, Lace - 2, Scrapped Hide - 1, Monster Blood - 1.
      • Characteristics: armor - 53, + 5% adrenaline gain, + 3% resistance to damage from monsters, impact damage, piercing and slashing blows.
  • Great set of the School of the Bear in The Witcher 3: Wild Hunt:

    1. Plans: Great Steel Bear School Sword(required level - 30): in a chest among the Ruins of a Knight's Tower - protected by a level 25 earth elemental - to the east of the Shelter on Crooked-Eagle Marshes; southeastern part of the lands of Temeria.
      • Required ingredients: Improved Steel Sword of the Bear School - 1, Leather Scraps - 1, Dimerite Ingot - 1, Monster Blood - 1, Monster Claw - 1.
      • Stats: damage 224-274, + 15% adrenaline gain, + 50% extra. damage on critical hit, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Great Bear School Silver Sword(required level - 30): in a chest in one of the tunnels in the lair of the misty, sealed by illusion, southwest of the Shelter on Crooked Mire; southeastern part of the lands of Temeria. To dispel the illusion, you need the Eye of Nehalena, obtained for completing Keira Metz's quests, which begin with "Witch Hunt". The peat collector is sent to the fogger in the task "Order: the monster from the swamps", located at the wooden shed to the north of the lair.
      • Required ingredients: Improved School of the Bear Silver Sword - 1, Skin Scraps - 2, Dimerite Ingot - 1, Albedo - 1, Monster Hair - 1.
      • Stats: + 15% adrenaline gain, + 50% extra. damage on a critical strike, + 10% chance of a critical strike, + 13% modifier of the chance to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Great Bear School Armor
      • Required Ingredients: Improved School of the Bear Armor - 1, Draconid Hide - 3, Two-Dimensional Plate - 2, Monster Essence - 1, Monster Hide - 1.
      • Characteristics: armor - 170, + 15% adrenaline gain, resistance to piercing blows and impact damage, + 25% resistance to slashing blows, + 35% resistance to damage from monsters.
    4. Plans: Great Bear School Gloves(required level - 30): in the chest in the first branch of the cave, to the room with the cauldron, northwest of the Gallows Tree; northern part of the lands of Temeria.
      • Required ingredients: Improved School of the Bear Gloves - 1, Leather Scraps - 6, Dark Steel Ingot - 1, Meteorite Ore - 1, Monster Tooth - 4.
      • Characteristics: armor - 59, + 10% adrenaline gain, + 4% resistance to elements, damage from monsters, piercing and slashing blows.
    5. Plans: Excellent Bear School Pants(required level - 30): in the chest in the first branch of the cave, to the room with the cauldron, northwest of the Gallows Tree; northern part of the lands of Temeria.
      • Required Ingredients: Improved Bear School Pants - 1, Silk - 2, Fortified Leather - 1, Dark Steel Bar - 1, Monster Brain - 1.
      • Characteristics: armor - 63, + 10% adrenaline gain, + 4% resistance to piercing blows, + 9% resistance to slashing blows, + 15% resistance to damage from monsters and elements.
    6. Plans: Superior Boots of the Bear School(required level - 30): in the chest in the first branch of the cave, to the room with the cauldron, northwest of the Gallows Tree; northern part of the lands of Temeria.
      • Required Ingredients: Improved School of the Bear Boots - 1, Fortified Leather - 1, Dark Steel Plate - 1, Leather Scraps - 2, Beast Claw - 2.
      • Characteristics: armor - 63, + 10% adrenaline gain, + 4% resistance to damage from monsters, impact damage, piercing and slashing blows.
  • The Witcher 3: Wild Hunt Bear School Master Kit:

    1. Plans: Bear School Master Steel Sword(required level - 34): in a chest in a cave with a bear near Vorozhey's hut to the north-west of the village of Bolshie Bough; the eastern part of the lands of Temeria (story task "Family Matters", which is given by the Bloody Baron in the castle of Vronitsa).
      • Required Ingredients: Great Steel Bear School Sword - 1, Leather Scraps - 2, Dimerite Ingot - 2, Monster Saliva - 1, Monster Tooth - 1.
      • Stats: damage 254-310, + 20% adrenaline gain, + 75% extra. damage on critical hit, + 5% extra. experience for a fatal blow to a person.
    2. Plans: Bear School Master's Silver Sword(required level - 34): in a chest on an islet with a drowning den to the north-east of Olena Grove; the southern part of the lands of Temeria.
      • Required ingredients: Great Bear School Silver Sword - 1, Leather Scraps - 2, Dimerite Ingot - 2, Rebis - 1, Monster Essence - 1.
      • Stats: damage 373-457, + 20% adrenaline gain, + 75% extra. damage on a critical hit, + 14% chance modifier to chop off a limb, + 20% extra. experience for the fatal blow to the monster.
    3. Plans: Master School of the Bear Armor
      • Required Ingredients: Great Bear School Armor - 1, Dragonkin Hide - 1, Two-Dimensional Plate - 3, optima mater - 1, Monster Shell - 1.
      • Stats: armor - 190, + 20% adrenaline gain, + 25% resistance to piercing and impact damage, + 30% resistance to rippling blows, + 45% resistance to damage from monsters.
    4. Plans: Workshop Bear School Gloves(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on Crooked-Eagle Marshes; the southern part of the lands of Temeria.
      • Required Ingredients: Great Bear School Gloves - 1, Leather Scraps - 4, Dark Steel Ingot - 1, Meteorite Ore - 1, Monster Tooth - 4.
      • Characteristics: armor - 67, + 10% adrenaline gain, + 5% resistance to elements, damage from monsters, piercing and slashing blows.
    5. Plans: Workshop Bear School Pants(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on Crooked-Eagle Marshes; the southern part of the lands of Temeria.
      • Required Ingredients: Great Pants of the Bear School - 1, Silk - 2, Fortified Leather - 1, Dark Steel Ingot - 1, Monster Brain - 1.
      • Stats: armor - 71, + 10% adrenaline gain, + 5% resistance to piercing blows, + 10% resistance to slashing blows, + 15% resistance to damage from monsters, + 20% resistance to elements.
    6. Plans: Workshop Bear School Boots(required level - 34): in a chest in the Ruined Bastion - under the protection of a level 29 cyclops - south of the Shelter on Crooked-Eagle Marshes; the southern part of the lands of Temeria.
      • Required Ingredients: Superior School of the Bear Boots - 1, Fortified Leather - 1, Dark Steel Plate - 1, Leather Scraps - 2, Beast Claw - 2.
      • Characteristics: armor - 71, + 10% adrenaline gain, + 5% resistance to damage from monsters, impact damage, piercing and slashing blows.

There are only three set schools of witchers in the game. School of the Griffin, Cat and Bear. There is also the Snake school, but this school does not have armor, only swords. You can activate the task to search for armor and weapons of a particular school by chance or on purpose. If you want specifically, then gunsmiths sell notes about these schools. Read them and go to your place. But if you want to save precious money and still find sets, then read this guide.

The spoilers will contain maps of the places where the blueprints of a particular set are located.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Velen will have the grave of the witcher from the griffin school. Ride to his grave. There will be many ghosts and poisonous areas. Blow them up with Igni and quickly run to the end of the hall, ignoring the ghosts. Use Aard to clear the blockage and fight Ekimma.

Search all chests. As a result, you will receive blueprints for armor, pants, boots and gloves of the Griffin school. Read the diary and get the following tips. If you have Nehalema's eye (obtained through the story), then you can dispel the illusion of the boulder and get out of here.

Now you need to search the baronet's castle and the ruins of the fortress near the lonely rock.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

There will be a raised bridge near the fortress. So we go to the cliff and slowly descend to the water. There will also be a place of power. Use it and again go into the water, dive and you will find a cave in which you can swim to the castle. There will be many drowners in the water, so use the crossbow to deal with them. Go up the cliffs and stairs to the fortress. There will be many chests with blueprints and other useful items inside, so take a close look at everything. The chest with the drawing of the silver sword we need will be next to the bridge. Climb the stairs and take away everything from there. Lower the bridge and get out of here.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

We go to the baronet's castle. There will be endriags and harpies in the castle. There will also be a harpy nest here. Clear the castle and destroy the nest. After that, inspect every nook and cranny so as not to lose anything of value. Go through the door and there you will find the skeleton of George and the last drawing of the Griffin school, namely the drawing of the steel sword.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

You can buy a part of the tip from the blacksmith in Vronnitsy and go explore the Temple Island (see on the map). To do this, download to Novigrad. Jump to the end of the mark and you will understand that you need to look for a cave. Get off the horse and go down the steps, and then jump off the cliff and along the path you will reach the cave. In the cave, use Nehalema's eye to dispel the illusion. There will be a golem inside. Kill him and move on. The center door will be closed.

Go to the left passage and you will find yourself in a room with a riddle. You need to position the statues so that they are facing each other (centered). If you do everything correctly, then a passage with water will open. Now go to the right passage, destroy the barrier with the help of Aard and go further. At the end of the passage, kill the ghost and take the "Golem bill" from there.

Now go to the left passage and jump into the water. There will be three drowned men, kill them with a crossbow. Swim to the very bottom, where you will find a skeleton with a key to the laboratory. Return to the door, open it and fight with the maddened witcher. From his corpse, you will remove the blueprints for the armor, pants, boots and gloves of the Kota school. Read his diary for further clues.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Now we need to search the wreck of the destroyed ship "Flying Deer". Get on the nearest tiller and sail to the ship. Climb aboard the ship and go into the hold. There will be a chest with a drawing of a crossbow and notes of the sorcerer. Read them.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Now we need to visit the ruins of Est Tayyar. Your road to the ruins will pass through Ochsenfurt. There will be no enemies in the ruins. Break the barrier with Aard and take the drawing of the silver sword and the next notes from the skeleton. Read them.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

The last point will be Drahim Castle. On the spot, break the door with the help of or Aard and go inside. Use the stairs to get down to the lowest level of the castle. There will be a chest with blueprints for a steel sword and more notes.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

A hint for this quest can be purchased from the gunsmith in Ochsenfurt. You will have to look for this set on Skellig. First of all, we need to search the ruins of the castle of the Tirshah clan. The passage to the fort will be blocked, but it doesn't matter. Climb the rocks nearby and jump off the other side. You will be near the entrance to the fort. In the fort you will find yourself in front of a grate. Go left and go down to the prisons. There, kill the ghost and pull the lever, and then kill the ghosts that appear. There is no way to go back. Search the cameras. One of them will be empty. Jump there, kill the ghosts and go upstairs. As a result, you will find yourself in the throne room. Take from there the notes and blueprints for the armor, pants, boots and gloves of the Bear's school. Don't forget to read the poem. Kill the ghosts, pull the lever and get out of here. From the work, we immediately get two leads: the cave of the sirens and the Etnir fortress.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

We move to the ruins of the Etnir fortress. There will be gargoyles and an ice elemental near the fortress. The Igni sign works well on the elemental, and you should already know the tactics with gargoyles by this time. After the massacre of the monsters, go into the open passage and take the blueprints of the silver sword along with the letters. From the letter we learn about another location of the drawing: the ruins of the inn.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

There will be sirens and ghosts at the site of the burned inn. Kill them and go to the entrance to the tavern. Break the chips with the help of Aard and go inside, examine the inn. Inside there will be notes and a drawing of a steel sword.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

The last point will be the cave of the sirens (far left of the map). It's very far to go there. It is better to take a boat, and then, using a quick passage, moor to a village near the cave, and get there by horse. There will be a lot of drowned people in the cave. You pass almost to the end of the cave and enter the left tunnel. Climb the ledges and you will stumble upon a skeleton that will have a note and a drawing of a crossbow.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

In order for you to make all these set armor and their improved versions, which you collected according to this guide or yourself, you will need a master armorer. Go to Vronitsa Castle in Velen (Baron's Castle) and talk to the blacksmith about the masterwork. He and his partner will tell you that he needs excellent quality tools. We need to sail on Skellig, or rather to a separate island called Undvik (left side of the map, center). It will take a long time to sail to it, so take a boat and, with the help of a quick trip, disembark at the pier, and ride to the goal with the help of a horse. Once on the spot, go into the house, and then go to the right cave. Because the cave on the left leads to a different mission. There will be a level 26 rock troll inside. Hit him hard on the back and remember to use the Igni sign. Pick up the tools from the chest and right from this place you can take a quick trip to Velen.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Ionna will tell the whole truth. In fact, she is the master blacksmith, not Fergus. She decides to prove that she is the best blacksmith and will forge the best armor for you. But for this you need acid, and then an archigryphon appeared just nearby. Once in place, follow the footsteps with your intuition. You will find yourself on the hill, where you will fight the monster. Hit him with quick hits and dodge. Sometimes you can turn up the heat with the Igni sign and remember to protect yourself with the Quen sign. Remove the acidic gland from his corpse and ride to John. As a result, the general will come and arrange a check of this armor. Agree to help John and dress him. Wait and wait. They will shoot at you from a crossbow, but the bolt will simply fly off, but the second test subject was not as lucky as you. Witcher 3. Guide to finding equipment for witcher schools and a master of blacksmithing

In order for you to make all these swords and crossbows that you collected according to this guide or yourself, you will need a master swordsman. Go to Novigrad and talk to the blacksmith near the port. He will give a tip to the master - the swordsman, who has already retired and sculpts dumplings. Visit him in the workshop and talk to him. The elf will talk about his problems and ask him to go to a meeting with the Beggar King to discuss supplies. Alone he is afraid, but with the witcher it is somehow easier at heart. As a reward, he promises to forge a good sword and help in the creation of items in the future.

Come to the pier at midnight and talk to Hattori. Then follow him. He will lead to the man of the king named Tin. He will offer 50% of the income, say that is a lot. Then he will offer 35%. Anyway, tell me it's a lot. Then he will turn around and leave and you will have time to decide. Say "No, so no." He will turn around and agree.

It's time to celebrate, but no. Tesak's men will attack you. Fight them off and run after the bandit. He will open the door. Break the barrels and move on. You will find yourself in the port and everything will be quiet. Talk to the bandit and confirm the terms of the deal. While you were talking, Hattori got scared and ran away. Run after him to his shop. Knock on the door and talk to him. He refuses to do anything without protection and asks to go talk to Sukrus - his former bodyguard, to whom he did not pay the bonus. We go to the square and see how he beats the merchant, after which he will rush at us. Wash his sides. After the fight, he will call you a tavern for a conversation. Offer him a job, and he will ask for a favor. You can either take the money from his son-in-law, the merchant, or you can deliver all the goods. Go to the port and convince the merchant with the help of the Axiy sign to give Sukrus the money. Now you can return to him and tell the good news, and after that return to Hattori and please him.

To start making swords, he will ask you to steal raw materials from Ernest van Hoorn. Approach Sukrus and tell about this task. He will tell us to come to the Golden Sturgeon tavern at midnight. He will tell us what to do. Go to the guard and meet there a merchant (if you have charmed him), who will complain about you. You can also enchant the guard or say hello from Yarpen Zigrin and give him 200 coins. After that, go inside and, with the help of your instinct, find the necessary boxes and mark them with chalk so that the Sukrus guys can take them away.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Go out into the air and see Ernest there along with the merchant who has already snitched on you. But before the fight, he will correct himself and you can, together with him, Sukrus and his guys, break Ernest's squad, and then completely forget about him. Go to Hattori and talk about the reward. He will tell us to go in for the sword in a couple of days. The blacksmith will give you a "Scrap Sword" and thank you for your help. Now he can make master weapons and everything else.

The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths


The Witcher 3. Guide to finding equipment for witcher schools and blacksmiths

Since the level of enemies in the "Blood and Wine" add-on turned out to be considerable, equipment is also needed, which will make it possible to effectively deal with them. However, you should not immediately rush into your chest and go through all your previously found things carefully, since in the Toussaint region you will find completely new equipment - the equipment of the Grand Master, or the Grandmaster. In this guide, you will learn not only where you can find all the Grandmaster equipment, but also find out where the Grandmaster Blacksmith is!

Where to find a grandmaster blacksmith?

The blacksmith can be found in the shop of the town "Bockler", near the sign that points towards the Nilfgaardian embassy. You just need to walk a little to the east, after which you will soon notice the icon of armor and a sword on it. As soon as you find it, you can safely talk to the shopkeeper, who will tell the witcher that he dreams of becoming a grandmaster. So you will receive the task: "Master, master, master, master!".

If, during the dialogue with the blacksmith, talk about the missing witchers, then he will tell Geralt about the treasure hunt, during which it will be possible to get the armor of the grandmaster. The same goes for the new Manticore School equipment.

After that, you will have to complete the task of finding treasures and return back to the blacksmith. Thus, the ability to create grandmaster equipment, which includes armor and weapons, will appear. The price will not be too high and in general there will be five types of equipment for the grandmaster. All are described below.

Where and how to find all parts of the Bear School Grandmaster armor

Grandmaster of the Bear School Silver Sword, Grandmaster of the School of Bear Breastplate, Grandmaster of the School of Bear Bracers

Above is a screenshot, and here is a description. Based on the screenshot and description, you will certainly find pieces of equipment for the Bear School. So, in the marked place there are ruins of a building of red color - search this building from the back side. There will be a large pile of stones near the canopy - use the Aard Sign on these stones. After the stones are knocked down, a passage to the cave will open. The cave will be small, so when you find it, you can find all three blueprints for this armor set.

Grandmaster Bear School Steel Sword, Grandmaster Bear School Pants, Grandmaster Bear School Boots

In the screenshot above, you need to find a cave. Inside the cave, it turns out that the cave has more than one tunnel. Nobody bothers you to explore the cave along and across, or immediately move to the above place. In any case, the last three blueprints will be found.

Where and how to find all parts of the Wolf School Grandmaster armor


Grandmaster Wolf School Breastplate, Grandmaster Wolf School Boots, Grandmaster Wolf School Pants

This is the last possible improvement for the Wolf School armor set, and it is easy to find, and even easier with a guide. The fact is that absolutely the entire set of armor is in the same ruins, but which will have to be searched completely and thoroughly. Before starting the search for the six pieces of new armor, near the entrance to the ruins (which are shown in the screenshot above), find a purple ruby. What for? This ruby ​​will be needed in order to remove the barrier of the same color. To find the ruby, activate the witcher's instinct. Use your witcher instinct to find a wall with a crack and break it with the Aard Sign. As soon as the witcher gets into the ruins through the cave, turn to the left. In the first room there will be a chest on the floor, where you will find the aforementioned first three parts of the Wolf School Grandmaster armor set.

Wolf School Grandmaster Bracers, Wolf School Grandmaster Steel Sword, Wolf School Grandmaster Pants

After you have taken the first three pieces of the mentioned new Wolf School armor set, unfold and return to the room from which you came here. It is necessary to move forward from that place until a slightly damaged landslide. In the same place there will be a corpse, having searched which it will be possible to find the last three pieces of the Grandmaster armor of the "Wolf School".

Where and how to find all parts of the Cat School Grandmaster armor


Grandmaster Cat School Chestpiece

In fact, finding the Grandmaster equipment of the Cat School is a little more difficult, because parts of this armor are scattered around the map. Anyway. You can find the first part of the kit in the screenshot above. This place will turn out to be not the usual ruins, or the caves are a manor. You can get inside from the right side, after having climbed over the boards over the wall. There are likely to be a couple of enemies inside, but nothing complicated. Go inside the house, where the front door will be painted white. Inside, activate the witcher's instinct and examine the painting, which depicts a bearded man in an elegant hat. There will be a cache behind the painting, and in the cache there is a long-awaited drawing. Let's go further.


Grandmaster Cat School Pants, Grandmaster Cat School Boots

These blueprints are located in the ruins in the swamp, which are located not far from the estate (see the screenshot above). Upon arrival, climb the steps and look around - you need to find a blazing fire from logs. Near these flaming logs (which resemble a signal fire) is a chest containing the aforementioned two blueprints.


Grandmaster Cat School Bracers, Grandmaster Cat School Silver Sword, Grandmaster Cat School Steel Sword

Above is again a screenshot of these three blueprints for the new Cat School armor. As you already understood - these three drawings are located not far from the manor, where the bib drawing was previously found. Upon arrival, find the cave at the indicated location. The cave will not be that big. Inside, activate the witch's instinct, because you need to find something like a bag in one of the small dead ends of the cave (mushrooms will still grow nearby). The last three blueprints will be inside the bag.

Where and how to find all parts of the Grandmaster armor of the "Griffin School"


Griffin School Grandmaster Steel Sword, Griffin School Grandmaster Boots, Griffin School Grandmaster Bracers

The first three drawings can be found in the eastern part of "Tussent", in the destroyed, almost to the very foundation, fort. It is better to go to the fort through the central road, because if you go, for example, into the fort from the west, you will face the Boss. All three schemes are in the chest, which in turn is located under the stairs. The staircase will, of course, not look like a staircase at all, so be guided by the stone steps that lead higher - if it is more convenient for you. In any case, there is a witch's instinct, so be careful.


Griffin School Grandmaster Silver Sword, Griffin School Grandmaster Chestpiece, Griffin School Grandmaster Pants

The last three blueprints can be found in the castle next door (northwest of the previous place). Now be careful: it is better to enter the castle from the central entrance. Once inside, you will have to turn to the left in any case - at this moment you need to clearly go forward, right up to the wall. The wall is actually an illusion, dispelling which you can find a secret corridor leading down. Below you will need to find a mini-room with a table and a variety of jars, because there will be a crystal that must be taken. Immediately after that, go to the center, where there is a passage forward on the map, but the door is not open. There is a lever on the side, so you can find it by activating the witcher's instinct. When the secret door (wall) opens, go forward. Search the chest, activate the portal using the Aard Sign and the previously found crystal. Thanks to the portal, you will find yourself on the other side, where you have to defeat the Golem. And right after this monster it will be possible to go further, where there will be different kinds of furniture. Now take a close look at everything here, because the last three drawings are located exactly in this place!

Where and how to find all parts of the Grandmaster armor of the "School of Manticore"


Grandmaster Steel Sword of the Manticore School

The ruins are marked on the skin shot above, where you can find the first item from the Manticore School set. The first thing in this quest is the steel sword. In these ruins there is one dilapidated tower, from which wooden beams will protrude and on which you can see an iron mesh, reminiscent of broken doors in the old days. So, you can get to the top of this ruined tower only along the walls. Climb some wall and just go inside. When you find yourself in the tower, activate the witcher's instinct and inspect the walls, because one of the stones of this wall is a cache. Inside the cache, you can find a blueprint for a sword.

Grandmaster Manticore School Armor

The next place is the ruins, which in appearance may seem like a cave. In any case, take a look at the screenshot above and head to this exact location. Upon arrival, you need to find a way inside a small hill. Inside, just move to the very end, right up to the dead end. When you find yourself in the round hall, examine the walls - various kinds of pieces of paper are hanging on one of the walls. One of these pieces of paper will be the Manticore School armor drawing.

Grandmaster Manticore School Pants, Grandmaster Manticore School Boots

The next place noted above is the ruins resembling an ancient library. There will be guards at the entrance, but they will not bother you. The path inside will be completely linear, the only thing worth knowing: a wall with a crack needs to be broken with the Aard Sign, and inside you have to fight a shadow. Otherwise, everything is simple: at the very end of this place, you carefully examine each casket. Soon, in this way, you will find two more drawings.

Grandmaster Silver Sword of the Manticore School

This blueprint is a little more difficult to find. To begin with, you should know that the search will have to be carried out in the next cave. You can get inside the cave only from the side of the river. Inside, the cave will be huge. In any case, to begin with, go forward along the linear path, but when you find yourself at a fork, go left. Now you need to move forward to the extent that you come across a blockage, which can only be destroyed with the help of the Aard Sign. Immediately after that, go inside to the very end and near the stranger you can find a drawing of the silver sword of the "School of Manticore".

Manticore School Grandmaster Bracers

The most easily obtainable item from a full set of armor. Go to the place indicated in the screenshot above and jump from the pier into the water. Swim to the very center of this small lake and dive. At the very bottom, activate the witcher's instinct and, thus, you can find the last drawing.

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