The Witcher 3: What are the alternate signs and how to use them

Many The Witcher players may not be familiar with alternate signs, but they are worth paying attention to.

In CD Projekt Red's The Witcher games, witches like Geralt of Rivia use both their swordsmanship and the Witcher's marks to hit targets in their mission. In essence, the Witcher's Signs serve as a tactical "shorthand" of the magic in their World, allowing witches to cast spells faster and in the heat of battle. In The Witcher 3, Geralt has access to all five marks as they appeared in the games. Fortunately, Geralt can find several ways to use these Marks to make his hunt as effective as possible.

However, players may remember that they can actually access alternate Marks. During the game, holding down the Marksmanship button allows them to access an "alternate" form of the Marksmanship abilities. However, how can players use these alternate Marks more effectively? More importantly, can these alternate marks serve them better than their original counterparts?

Updated June 13, 2021, by Mark Hospodar: Hardcore fans of the Witcher franchise are in luck this summer. Starting July 9, CD Projekt Red and Netflix are teaming up for an event sure to make fans of the series smile. The celebration, dubbed "The WitcherCon," will feature both the game developers and the team that created the TV series. As with any event of this nature, important announcements regarding the franchise as a whole are expected. In the meantime, fans can probably come to their senses by revisiting The Witcher 3 again.

Unlocking alternate sign modes

Newcomers who find the concept of Alternate Marks strange should think of them as enhanced versions of the traditional Five Marks. In turn, these Alternate Marks have something "extra" to offer when it comes to pushing (Aard), burning (Igni), capturing (Irdden), or manipulating (Axii) enemies, as well as defending (Irdden).

However, players can only unlock Alternate Signs after spending six ability points to improve any sign. Of course, players who want their Alternative Signs to work more effectively should invest in the Sign from which their Alternative comes. In this way, players maximize the benefits of their Alternate Marks without sacrificing their overall combat potential.

We recommend to read other guides on popular games tattoo-mall.ru. We will tell you about the secrets and tricks that can be used in games to their advantage. And also about useful and interesting stories in video games.

Witch Mark Igni

Sign of Igni - based on the element of fire, creates a hot wave of flame or controlled flow of fire. As you can easily guess, it has a wide range of uses - from killing enemies, to torture, to making fires.

- Sign of Igni. Burn! Feel the rope? Burn it, mother...

- Blind? - I'm gonna burn you, Ian!

He obeyed, feeling the sting of his fingers folded into the Sign of Igni over his bound ankles. Jennifair turned away, clenched her teeth against the collar of her caftan, holding back a groan. The little dragonfly, squawking, poked her side with its wings.

- Ian!

- Burn it! - she howled.

The bond gave way the moment the disgusting, suffocating stench of burning skin became unbearable. Dorregaray made a strange sound and, unconscious, hung from the ropes by the cart wheel.

- Sword of Destiny

To perform the sign of Igni, the witch must fold his fingers as follows.

All spin-offs of the Spider-Man universe!

Using Alternate Sign Modes

Interestingly, unlocking the Alternate Mark does not make it immediately usable. In fact, Alternate Badge replaces an Active skill so that players can use it in combat. For example, Firestream (Igni) can only be used after they place it in the active skill. This is because alternate marks have special triggers, unlike the regular Witcher mark.

To use alternate marks, players need to press and hold the "Mark" button on their controller. They have to wait a bit, depending on their particular chosen Sign, and Geralt is "energized" to use the Sign.

Variants and meaning of the tattoo witch

The main character of the works about the Witcher is Geralt of Rivia. He is also a hunter of monsters. All hunters are subjected to various mutations since childhood, which gain an unprecedented strength, endurance, rapid response, etc. Thanks to these superhuman qualities and witches can resist werewolves and monsters.

If the witches tattoo depicts the main character Geralt himself, then such a tattoo can be considered the embodiment of strength and self-confidence. A person with such a tattoo certainly has leadership qualities, because he associates himself directly with this character.

Another variant of the tattoo is the witch's medallion tattoo. The graphic image of a grinning wolf or werewolf became the logo of the computer games about the Witcher. It was loved not only by gamers, but also by book lovers. As a tattoo has meanings of strength, aggression, the ability to stand up for themselves and their loved ones. Such a tattoo is considered a male tattoo. On a woman's body tattoo signs from the witch doctor can be seen quite rarely.

As for the computer game, after the lapse of a certain number of levels on the body of the character appear different tattoos. In particular, the tattoo of a naked female warrior on the neck. Although rare, but fans of the game still do and these tattoos on his body.

Tattoos on the cycle of Sapkovsky can be made in the horror genre, contain images of monsters and scenes of carnage on them.

Tattoo witch doctor with the image of the main character and other characters is usually done in full color. But the emblem in the form of a werewolf is usually monochrome.

Timeline, situational, specific

Despite the potential of most Alternate Marks on the battlefield, it is important for players to remember that their caveat when casting spells and their effects mean that they work best in certain circumstances. This means that players who plan to integrate Alternate Marks into their rotations need to consider both the timing of their spells and their specific effects.

For example, players who use Aard may rely on an Aard Swing (Aard) to unleash a devastating area attack. Meanwhile, players can turn a short line of Igni into a flamethrower with Fire Stream. Aard Sweep is not very powerful, but players love it for its quick knockdowns. Likewise, Flame Stream deals huge damage due to its longer utterance time and constant stamina depletion.

Heliotrope Witch Mark

The Heliotrope sign is perhaps the strongest of the signs, being the highest bar of magical powers of witches. This sign affects the instinctive and subconscious part of the mind of monsters and animals, disorienting them, causing hallucinations, sometimes even subduing the witch's will, such a counterpart to the Axius sign, but much more powerful!

Bouncing back, he still managed to cross his hands into the Heliotrope Sign. The charms cushioned the impact of his back against the fence a bit, but his eyes went black and the remaining air was ripped from his lungs with a groan.

- Last Wish.

Aard Sweep.

Fans love the reliable Aard for its simplicity. At its core, this telekinetic blast can knock down and stun enemies. However, it can punch through damaged structures, detonate barricades, and even extinguish fire. In turn, Witches like to use Aard to disarm enemies for a quick execution. Interestingly, his alternative sign, Aard Sweep, takes this to a new level.

While Aard emits a direct telekinetic force, Aard Sweep unfolds a "sweep" spanning all 360 degrees. In turn, enemies around (and sometimes below) Geralt are thrown off at a distance. The Aard Sweep becomes an excellent weapon against multiple enemies. Moreover, its low cost and quick charge time allow Geralt to spam Aard Sweep to get out of an ambush.

Aard Sweep Enhancements

Aard Sweep can become even more destructive on the battlefield. Additional enhancements are available for this alternate mark if the player chooses to invest in them. Level 1 decreases the chance of knockdown by 21%, which increases the chance of enemies falling down after a hit with Aard Sweep. Stamina regeneration is also increased by +0.5 /s during combat.

At 2 level the chance of knockdown is reduced by 17% and gives a stamina regeneration gain of + 1 / s. Finally, level 3 sets stamina regeneration to + 1.5 / s as long as Geralt is in combat. No additional buffs are given to the knockdown chance at level 3.

AARD: Sweeping Aard.

In alternate mode, the Aard Mark strikes all enemies within a certain radius (depends on the power of the mark). The first level decreases knockback chance by 21%, the second - by 17%, and the third level allows you to use "Sweeping Aard" without any penalty to knockback chance.


Alternate Aard Sign Mode

The visual effect clearly demonstrates the difference with the standard mode: now the shockwave does not spread in a certain direction, but rather over the entire radius, forming a shock sphere around Geralt. This mode comes in handy in battles against crowds when you are surrounded on all sides.

Puppet (Axii)

Witcher marks don't always require combat to be useful. Axii, for example, allows Witches to deceive and enchant their targets with a little telepathy. In combat, Axii releases a mental wave that "triggers" the targets, causing them to fight along with the caster. In the game, this effect lasts for a while or until the caster attacks them. Interestingly, while it is effective with humans, it also works against other low-level monsters. Moreover, Geralt can use Axii in conversation. However, his Alternate Sign, Puppet, serves as one of the most creative uses of Signs in the game.

With Puppet, Geralt can "turn" a member of the pack into an ally. However, instead of not attacking Heralt, Puppet essentially attacks his mates. This ability can be your savior, especially if players know they are facing high-level opponents. Why face them fresh when an ally can overpower them?

Puppet Upgrades.

Turning enemies into friends isn't all that the Puppet Mark has to offer. These additional upgrades can make your newfound allies even more dangerous. Level 1 Increases the damage dealt by allies by an additional 20%. Level 2. Sets this modifier by 40%. Level 3. allows these confused allies to deal a whopping 60% additional damage to Heralt's opponents. As with Aard Sweep enhancements, each subsequent Puppet enhancement grants a + 0.5 / s, + 1 / s, and + 1.5 / s stamina regeneration gain at each level.

SIR: Magic and Signs or how to become a Witcher in life?

INTRODUCTION
What can be called a fantasy world and what does it take to comprehend a true fairy tale? And it is magic, something incomprehensible, which makes of ordinary things something amazing. Turning good into evil and vice versa. Transforming the whole world into something amazing. Magic constantly surprises and makes you astonished, frightened, and feel the potential of this power. Of course, if it's real magic and not some kind of fake.

"Evidence can be fabricated, actions and their motives can be interpreted. But nothing will change the existing facts."

- Tissaya De Vries

And in the world of the great Witcher, there is magic that pervades this world, from the juxtaposition of spheres bursting into our land and for such a people as humans. But magic has primarily belonged to the elves since time immemorial, an ancient people who came from another world and showed us that magic is the art of creating beautiful soap bubbles and majestic architecture. As time went by, magic became better and better mastered. And one girl with a unique bloodline reached majestic levels of magic and comprehended its chaotic form. And one white-haired heiress, screaming from the uncontrollable power passing into her, nearly destroyed everything around her. But the power of magic also has a scientific approach. And, like one old magician has created a large number of progressive things that have been used for the benefit of humanity or individuals. For example, a potion not to age, unfortunately, this potion will not bring back his youth, but it will prevent him from getting even older.

And as Yennifer said:

Magic is Chaos, Art, and Science. It is a curse, a blessing, and a progress. It all depends on who uses magic, how, and for what purpose. And magic is everywhere. All around us. It's easily accessible. It is enough to stretch out your hand. It's in the air, in the water, in the earth, in the fire."

Well, Gwynblade, do the spell:

Okay, we need something easier.

And the Witcher, like Geralt, possesses magical abilities as well, albeit negligible ones. If you compare them to great wizards like Tissaya or Vilgefortz. I do not speak of Istokov. And yet they have witch marks - a special kind of elemental, usually martial magic; an instant magical action produced by the witch's willpower and requiring no long concentration, verbal or material components. Usually a movement of the hand and a specific position of the fingers is sufficient to create a "Sign", less often a touch is required. "Signs" are especially effective in combat, as they take little time to create. And let's check if it's possible to produce a piece of the power of magic from Sapkowski's world, at least at the level of witch marks. As it happens, there is a bit of science in this mysterious thing and perhaps even in real life you can master the power of the Witcher's magic. But still, as in cooking, the most important thing here is time.

- How's that, the most important ingredient time? - The right amount of time will give the gingerbread the right consistency... It will be perfectly crispy on the outside and deliciously soft on the inside. - But still, how long does it take? - You won't find that in any recipe. You have to give in to your senses, trust them. You have to feel it, smell it, taste it... Time is the key...

- Günter Odim

MEDITATION AND MEDALLIONS

But it is worth considering before this some other enhancements in witches, besides elixirs and mutagens, which hone their magical potential: Meditation and Medallions.

Meditation is Geralt's resting process and a way to pass the time quickly. It is hardly mentioned in the books, but in the game it is an important aspect of gameplay. In real life, meditation has a different purpose, it is aimed at concentration and unloading the brain. The main point is to focus on the sound or the breath and constantly think only about it. Gradually clearing his head of the last nerves after the fight in the sewers with Rigger.

And a little bit about the Witcher's medallions, given to them after training in Caer Morhen.

In fact, it is known only about the two main purpose of the medallion:

Warns of danger by vibration. It is a symbol of belonging to the Order of witches and his particular school (shop).

Also, another medallion from one witch could still protect the owner of the illusions, as well as increase magical abilities.

Well, a dreamcatcher medallion can be ordered at any store, "a la Copperfield or Houdini," or even Chris Angel. But what about the vibration in case of danger and here only anti-virus programs come to mind, which either vibrate or shout, showing that you have a "trojan" that has already eaten almost all the RAM. Or think of the security systems of today. But vibrating metal with Spider-Man ability is too much. And yes, if you want vibrating silver, there are stores for those over 18. And more often than not, these items are less like a locket and more like something oblong like a stick.

But let's take apart each sign for realism in real life and try to become witches with the power of magic.

SIGN OF AARD.

The Sign of Aard (orig. Znak Aard, from Elder Speech ard - top, upper, highest) is a witch's sign, the simplest magic based on the element of air. Aard is a charge of telekinetic energy that can stun, disarm, knock down or throw opponents away from the witch, as well as destroy obstacles. Aard, like other marks, requires only minimal magical ability, concentration of will, and a specific gesture.

It is similar to the fus ro da from Skyrim, only here we use telekinetic energy or air rather than the power of our voice. But since we are not X-men, we have no telekinetic abilities. But what if you take advantage of the power of the shockwave, which near the epicenter exceeds the speed of sound, but, unfortunately, to direct its power clearly in the direction of the enemy is problematic, and if you play with explosions in the open palm, it is a bad idea even for such a warrior as White Wolf. Although in theory it is possible to create a directional mini-bomb, but I have not been able to find such experiments.

But what if we try to find some kind of cannon that shoots air. There is even a hand cannon called a vortex gun. It fires rings of gas out of the nozzle at up to 150 km/h. Without dispersing, they can fly up to 50 meters at 100 km/h. The intense rotation creates a low-movement area inside the ring, similar to the "eye" of a hurricane. It can hold tear gas or electrically-charged air, which will be kept safe until it collides with the target.

Also the velocity of these weapons is enough to knock a person down, as the wind gusts in Khanty-Mansiysk show, but still at the moment it all looks less than spectacular and cannot create a large enough mass of air.

"The Witcher folded his fingers with the Sign of Aard and sent as much energy as he could concentrate into his head. The energy turned into a dazzling beam in the glow that enveloped his head and struck the target. It thundered so loudly that Geralt's ears rang and the willows rumbled with the blast. The monster roared deafeningly, swelled even more, but let go of the poet, surged upward, spun, and flew to the surface of the water, waving its paws."
- "The Last Wish."

THE SIGN OF IGNEY.

Igni (orig. Znak Igni) is a witch's sign, a simple magic based on the element of fire. This sign creates a wave or jet of flame pouring directly from witch's fingers. To use Igni, as well as other marks, a minimum of magical ability, concentration of will, and a special gesture is enough. It has a wide range of uses, from torture and use in combat to stoking fires.

Here we come to the most realistic sign and it is Igni, as it is essentially a flamethrower or a lighter. Although even without these gadgets, fire masters can create fire the old grandfatherly way. But back to flamethrowers. Of course, Elon Musk can't help us here with his giant lighter. But the guys from the Drivetanks channel experimented with different flamethrowers such as the XM42 and the M9, the first has a more portable version and pierces the jet to about 5 meters, but the second monster with two gallons of burning substance behind it strikes as much as 10-20 meters. But it all depends on the balance between power and compactness to create the most authentic flamethrower for a white wolf, like Alan, who created a hand flamethrower that doesn't even interfere with a fist fight with it in hand.

"-Geralt! - Jennifair suddenly shouted, tucking her bound feet and sharply shoving them under the witch's twisted backward bound arms.
- The sign of Igni. Burn! You feel the rope? Burn it, mother...

- Blind? - Gerald gasped. - I'm going to burn you, Ian!

He obeyed, feeling the sting of his fingers folded into the Sign of Igni over his bound ankles. Jennifair turned away, clenched her teeth on the collar of her caftan, holding back a groan."

- "The Limit of the Possible."

THE SIGN OF AXIUS

The sign of Axius is based on the element of water. This sign allows you to gain temporary control over the mind of an opponent, or even several. The Axius Sign is useful in both dialogue and combat. It has quite a powerful psychotropic suggestive effect. It works on virtually all creatures, except those with a strong will. It allows one to easily persuade an interlocutor and to attract an opponent to one's side - with a temporary effect.

And this is where hypnosis immediately comes to mind, but not ordinary, but conversational hypnosis. Just like the Witcher said a phrase and waved and changed a person's mind.

Is it really that easy? Can you get someone to change their point of view just by saying the opposite of what they said by waving their hand? Not likely, unless, of course, your interlocutor is primitive to the extreme. But that doesn't mean that conversational hypnosis doesn't work and doesn't sometimes resemble the very techniques of the Witcher.

In fact, conversational hypnosis is a series of planned steps used to manipulate a person's opinion. If successful, at the end of the conversation, the opinion of the interlocutor will be as close as possible to what you want.

The idea of conversational hypnosis was first introduced by psychotherapist Milton Erickson. Erikson was convinced that hypnotic trance does not occur in a person by itself, but must be induced by something or someone. In addition, Erikson realized that such trances occur several times a day, every day. For example, when you focus on a computer screen for a long time, wait for a bus, or block out the world around you with a newspaper, holding it 15 centimeters away from your face.(Haha, I wish I was reading newspapers in 2k19 now.)

Erickson thought conversational hypnosis could be used to break the resistance of the most uncooperative person. Instead of conflict, he suggested establishing rapport with that person by using indirect suggestion and confusion to fall into a trance.

But, unfortunately, this is not a quick way as in the game. It is a gradual agreement with everything the person tells you, later introducing them into confusion, and then their psyche will be most ready to receive new information and here we have suggestion. In words it is simple, but in practice it requires a great deal of experience in oratory, hypnosis, or mentalism.
"The horse jerked its head, roared wildly, and danced on the trail, hoofing up clouds of dried leaves. Heralt grasped Carpenter's neck with his left hand, folded his right hand into the Sign of Axius, and guided it over the horse's head, whispering incantations." - "The Last Wish."

THE SIGN OF SOMN.

A sign that causes any living thing to instantly fall asleep. Alive, but not animated. It is worth noting that the strength of the effect of the sign is directly proportional to the distance to the head of the creature affected by the sign, meaning that the closer to the target's head the stronger and longer the effect will be. The sign is not mentioned in the series of games, as it only appeared in the book "Season of Thunderstorms".

1. and the first is sleepy points:

- When you press them, you can relax as much as possible, which will allow you to get rid of the signs of insomnia:

- A point that is one centimeter from the outer corner of the eye. In order to put a person to sleep as quickly as possible, it should be massaged with the index and middle fingers;

- The area between the eyebrows. To activate it, it should be pressed several times with the index finger;

- The point at the width of the finger from the nostrils is massaged with circular movements;

For relaxation to come as quickly as possible, it is necessary to press the points above the eyeballs with two fists, then lower the eyelids and try to "see" your own feet with the inner eye.

But it is problematic to instantly put one to sleep with this method.

2. hypnosis theory

An effective method of putting a person to sleep quickly is hypnosis. People who are skilled in hypnosis are able to influence others, to compel them to perform certain actions (including putting them to sleep) and even thoughts, as well as to engage in self-hypnosis.

It is likely that it began to develop back in the era of primitive people, when rituals and ritual actions played a very important role in the life of tribes, where shamans were their heads.

Today, you can learn how to instantly put a person to sleep with the help of hypnosis, as it has become incredibly popular and widespread.

And it can be used both for good purposes and to subjugate the will and mind of the masses of people. For example, hypnosis can be used to safely heal the demon-possessed and possessed, including influencing a person who is severely intoxicated.

Hypnotic sleep is a type of sleep that can be induced by the hypnotist, while maintaining full contact with the human object of influence. That is why the effect on the human consciousness is quite strong.

A master who knows how to hypnotize knows exactly how to put a person to sleep for an hour. Hypnosis can also be used to calm a person who is psycho-emotionally agitated.

3. medical preparations

Despite the fact that today there are a large number of known drugs that can be used to put a person to sleep instantly, they should be used only by qualified specialists in special dosages. If the dosages are not observed, the effect can be fatal.

One such potent drug is chloroform, which is 3-4 times stronger than ether in its narcotic effect and as toxic. This drug is a colorless liquid with a pleasant odor. Its vapors do not irritate the respiratory tract, but the liquid has an irritating effect on the mucous membranes and skin.

When a person is put to sleep with chloroform there is strong salivation. Anesthesia is administered fairly quickly and with little or no arousal. At this point there is good muscle relaxation and anesthesia.

- We'll part here," he interrupted her gently. - You have the road to your destination in front of you. Before me is a completely different path. The story goes on, the story never ends. As for the Signs... There is one you do not know. It's called the Somn. Look at my hand. - The season of thunder.

THE SIGN OF KWEN AND HELIOTROPE.

The sign of Kwen is based on the earth element. It creates a magical barrier that prevents damage to the witch, and with proper development, can also deal damage to the attacker.

"I don't know what you're talking about..." Heralt, tasting the iron taste of blood in his mouth, threw his hand forward with his fingers spread in the shape of the Sign of Kwen, and shouted out a spell. The hissing hissed, and he turned sharply..."

The Heliotrope Sign is a witch's sign, the simplest magic available to witches. The strongest sign witches are capable of. This sign is the highest level of magical powers of witches. It has the strongest effect on the instinctive and subconscious part of the mind of monsters and animals, disorienting them, causing hallucinations, sometimes even subduing the witch's will, like the Axia sign, but more intensely. Here we can draw parallels with the hypnosis we discussed earlier, or consider another feature of Heliotrope, as a protective mechanism in cars in the event of a collision, i.e. airbags. But teaming up with Kwen, something more progressive could be considered.

The idea of protective force fields is very popular in science fiction - similar systems have been shown in Star Wars, for example. Boeing, known not only for aircraft, but also for military developments, took out a patent for a technology that translates the sci-fi concept into reality.

The patent is called "System for shock wave attenuation using electromagnetic arc". The force field can protect both static and moving objects - tanks, planes, ships, cars. Special sensors detect an explosion and quickly activate the protective field - it is created by microwave radiation, electricity and laser pulses.

It is not possible to use the plasma force field for a long time. The fact is that the protective system heats and ionizes the air very quickly, which poses a danger to the people under its protection. Nevertheless, when activated for a few moments, the force field is able to act as a kind of "airbag".

And despite the fact that we are now talking about almost fantastic things, such a thing has already existed in nature for a long time - a shield, which surrounds our planet and protects it from cosmic radiation and solar wind. And it arises thanks to the energy of the Earth's magnetosphere. If we talk about something more down-to-earth, people have already learned how to create local areas of high-frequency plasma. In order to create it, they resort to the help of radars with a special shape, and then the resulting areas are used as a reflector of radio signals. This is the method by which the over-the-horizon radar stations of long-range detection systems work.

But unfortunately, making a safe version for humans in the near future is problematic.

Bouncing back, he still managed to cross his hands into the Heliotrope Sign. The charms cushioned the impact of his back against the fence a bit, but his eyes went black and the rest of the air was ripped from his lungs with a groan. - A speck of truth.

THE SIGN OF IRDEN

The Znak Yrden is a witch's mark, the simplest magic available to witches. Based on the fifth element, the essence of magic. Yrden creates a field of powerful magical attraction, paralyzing and immobilizing the target. It is a very powerful Mark, but the greater the mass of the creature's body, the faster it breaks from the Mark.With proper training, the Yrden Mark is also capable of causing paralyzing pain and even blinding the creature trapped. The Russian translation of the book has a misspelling in the name of the sign of Irden - "Irgen. It has a completely different effect, a kind of magical lock.

He only slid the lid back on when he heard the ghoul roar again from above. He lay down on his back next to the mummified remains of Adda, scribbling the Sign of Irgen on the slab inside. - Last Wish.

In principle, the lock function isn't hard to use, you just have to go to the marketplace. You can blind your opponent with a surprise flash. But you could paralyze them with an electric shock. What if you could make a person run?!

The pain-ray weapon, created by the American firm Raytheon, is part of its Directed Energy Solutions program. The device is able to make the enemy quickly retreat without causing him any harm. On the back of the device there is a transmitter, which emits a focused beam, the frequency of which is tuned to a certain frequency of irritation of human nerve endings. The "pain beam" is capable of striking more than half a kilometer. But it also has a large size, although there are portable concepts though they resemble a kind of "under" rifle.

But still in the game Irden in essence is a trap - a technical device for killing or catching the victim. The victim may be a human or an animal. When creating (setting) a trap take into account the manners, lifestyle and habits of the victim.

The trap is a combination of two types of traps: a trap for a person and a trap for an animal:

Trap (Turk. kapkan) - a device for catching animals, consisting of one or more springs, arcs (pincers), capturing the neck or paw of the animal and a plate that actuates the trap when pressed.

Military traps:

- Anti-personnel mine - designed to disable enemy personnel. - Tank trap - barricade; made like wolf pits, only without stakes. - IR traps - designed to counter missiles.

But when it comes to traps, the Vietnam War comes to mind here.

The famous Punji trap - many were set on forest trails, near American bases, and being camouflaged under a thin layer of grass, leaves, soil or water, was difficult to detect. The size of the trap was calculated precisely to fit the foot in the boot. The stakes were always smeared with feces, dead bodies, and other bad substances. Getting your foot in such a trap, having the stakes pierce the sole and wound you almost certainly caused blood poisoning. Often had a more complicated design.

The Bamboo trap was installed in the doors of rural houses. As soon as the door was opened, a small log with sharp stakes would fly out of the doorway. Often traps were set so that the blow would hit the head, which, if successfully triggered, would result in severe wounds, often with a fatal outcome.

Sometimes such traps, but in the form of a large log with stakes and a tugging mechanism, were set on jungle trails.

In dense thickets, the log was replaced by a spherical structure. It should be noted that the Vietnamese often made stakes not of metal, but of bamboo, a very hard material from which knives are made in Southeast Asia.

The Whip Trap was often set on trails in the jungle. It involved bending a trunk of bamboo with long stakes at the ends and connecting it to a stretching wire through a block. If one hit a wire or a fishing line (the Vietnamese often used it), the released bamboo trunk with the stakes would strike with all its might in the area from the knees to the belly of the person who hit it. Naturally, all traps were carefully camouflaged.

The big Punji is an enlarged version of the Punji. This trap caused much more serious wounds - here the leg was pierced up to the thigh, including the groin area, often with irreversible injuries to the area of the "main male organ. The stakes were also smeared with something bad.

One of the scariest big Punji was the one with the rotating lid. The lid was attached to a bamboo trunk and rotated freely, always returning to a strictly horizontal position. Both sides of the lid were covered with grass, leaves. Having stepped on the lid-platform, the victim would fall into a deep hole (3 meters or more) with stakes, the lid was rotated 180 degrees and the trap was ready again for the next victim.

Bucket Trap - A bucket with stakes, and often with large fishing hooks, was dug into the ground, camouflaged. The whole horror of this trap was that the stakes were fastened firmly in the bucket at a downward angle, and when caught in such a trap it was impossible to pull the leg out - when one tried to pull it out of the bucket the stakes only dug deeper into the leg. Therefore, it was necessary to dig out the bucket and evacuate the unfortunate person, with the bucket on his leg, to the hospital with the MEDEVAC.

Side Closing Trap - two boards with stakes were fastened together with elastic rubber, stretched, and thin bamboo sticks were inserted between them. If a person fell into such a trap by breaking the sticks, the flaps would slam shut just at the level of the victim's stomach. Additional stakes could also be dug into the bottom of the pit.

Spike Board (snake board) trap - these traps were usually set in shallow ponds, swamps, puddles, etc. It was necessary to step on the pressure plate - and the other end of the board with stakes with force beat upwards and in the direction of the stepped. Successful triggering often resulted in death. An example of such a trap being set is from Southern Hospitality.

CONCLUSION

So a few more years of scientific progress and the Witcher warrior is all about gadgets: with a vortex gun, mini flamethrower, magnetic shield, ray weapons with chloroform and mastery of mentalism and hypnosis, and of course traps. With all these techniques as a skilled artist will show us a fire show. He'll furnish the forest with a large number of traps and use his whirling cannon and ray gun to create havoc in the enemy ranks. And like a true scientist in psychology and physics will reach the heights of hypnosis and the magnetic shields of the future. Showing, as one great magician did, that magic should never be underestimated, for it is powerful and not to be confused with tricks. For the true Witcher is like a Swiss Knife who at the right moment must use that very power for good or for lesser evil.

The sky should not be confused with the stars reflected at night in the surface of the pond. - Wilgeforz

magic, medallion

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Fire Flow (Igni).

Igni, who needs an explosive twist in a reliable Sign, will appreciate Igni. In essence, Igni allows Witches to produce a pyrokinetic explosion. This blast can now set surfaces and enemies on fire, as well as launch fire from the correct surface. In the game, Geralt can use Igni to hunt prey, burn dangerous liquid gases and bees, or inflict periodic damage on various enemies. Interestingly, his Alternate Mark, Flame Stream, turns Igni into a flamethrower.

Essentially, the Flame Stream releases a continuous stream of flame from Geralt's fingers. When used against overwhelming opponents, Firestorm can quickly reduce their health. However, some opponents can disrupt Firestream by "crushing" it despite DOT.

Firestream Updates

Level 1 version of Firestream allows Geralt to emit a continuous stream of deadly flames. However, this comes at the expense of the player's stamina. Level 2 Helps reduce the stamina cost of Firestream by 25%. Level 3 Reduces stamina cost by another 50%. Each additional level gives corresponding buffs of + 0.5 / s, + 1 / s and + 1.5 / s to stamina regeneration.

Igni


Igni

This mark is a kind of "fireball" that deals damage to the enemy in the form of sparks, as well as with some probability can set him on fire. If you boost Igni, the sparks turn into a real flamethrower.

Melted Armor


Melted Armor.

Damage from Igni also reduces the target's defense from 15% to 75% respectively. This skill is not particularly useful for both the mage and the swordsman who wields the River of Wrath. Five seconds of reduced armor won't give you much of an advantage, so feel free to discard this skill.

Flame Stream


Flame Stream.

Changes the action of the mark into a full-fledged stream of fire. The damage of the upgraded Igni is so huge that no other sign compares to it in terms of damage.

Fire Stream won't take much health right away, but it will set your opponent on fire, which will take five percent of his HP off every second. Keep in mind that enemies that significantly outrank you in level are immune to burning. Not only that, but undead and some bosses are invulnerable to it at all times.

Pyromaniac


Pyromaniac

Passive ability that increases the chance to set enemies on fire from twenty to one hundred percent.

Not a particularly valuable skill, since the previous alternate Igni is already good at imposing the burning effect. And if you add a Gryphon set to it and increase this chance, then the relevance of this skill is reduced to zero at all.

Active Shield (Kwen)

Witches use Marks not only for attacking, but also for defense. For example, using Kwen creates a protective field around the Witcher that can withstand most basic attacks. By its very nature, Kwen can usually withstand several attacks from opponents of the same level before breaking. However, an improved Kwen with light armor gives him quick regeneration, which Geralt can use several times. In turn, Kwen becomes an excellent tool, especially against higher-level enemies, most of whom prove resistant to other Marks. Kwen's alternate Mark, the Active Shield, gives Kwen an element of mobility.

Essentially, Geralt can move using his active shield until it breaks or his stamina is depleted. Unfortunately, Active Shield does not allow Geralt to attack. However, Active Shield returns HP to Geralt while enemies are attacking him, making it a great tool against aggressive opponents.

Active Shield Enhancements

Level 1. of this Alternate Mark gives Geralt the ability to maintain an Active Shield. However, Level 2 improvement decreases the stamina consumption by 50%, allowing Geralt to keep the shield active for a longer period of time. С Level 3 Stamina loss is completely eliminated. However, stamina depleted by blocked attacks always remains unchanged. Geralt cannot remain untouchable forever! As always, each level gives an additional buff to stamina regeneration as long as the player is in combat.

Kwen


Kwen

A great skill that puts a magical shield on you. Improved Kwen will even regenerate your HP when you take damage.

Blast Shield


Explosive Shield.

A common skill that turns a standard shield into a time bomb. When enemies knock it down, there will be an explosion that will damage them and stun them.

You should only take it if you have nowhere else to spend your points. Little damage, but the ability to knock out low-level enemies quickly.

Active Shield


Active Shield

Changes the standard action of the mark, after which Kwen starts working for as long as you have stamina. Not only that, but each enemy hit will regenerate your HP.

"Active Shield" is an incredibly valuable skill for a witch. It is the only ability that will allow you to regenerate your health as well as block any damage attacks.

Quen's Discharge


Kwen's Discharge.

Returns between five and twenty-five percent damage to your opponents. It's a useful skill if you play on the highest difficulty level, because the enemies there will take about a third of their own health just by attacking your shield.

Against bosses it works poorly, as they deal medium damage but have a huge HP reserve.

Magic Trap (Irdden)

Witches like Geralt prefer to trap enemies first and then kill them - like a hunter stalking his prey. Fortunately, the Witcher's Mark of Yrden does just that. Essentially, Yrden allows Geralt to set a trap that can immobilize enemies. When upgraded, Yrden can impose various status ailments or even increase Heralt's damage to affected enemies.

Unlike Irden, Magic Trap not only grabs enemies but also does damage by hitting them - effectively stunning them. Unfortunately, despite its effectiveness, it needs some elements to work. For example, Geralt needs to place the trap carefully, as it has a long cast time. Moreover, Geralt needs to keep enemies in a certain area to trigger the trap. Thus, players may want to fight powerful NPCs in a small area to drive them into the Magic Trap.

Magic Trap Upgrades

Level 1 Magic Trap deals damage and slows enemies within 10 yards. Level 2 Increases this effect to a 12-yard radius and increases the damage dealt to enemies by 25%. Finally, level 3 expands this to a 14-yard radius and deals 50% more damage to enemies caught in the trap. It is also worth noting that any projectiles caught in the trap are instantly destroyed. The same rules regarding stamina regeneration apply here.

Irden


Irden .

This sign is used by witches as a trap. The Irden operates over a small radius, slowing or stunting anyone within its range.

Power of Glyphs


Glyph Force.

Extends the duration of a mark by five to ten seconds. This enhancement may seem weak at first, as it actually will be.

But in the future, when you increase the strength of the glyphs by one hundred percent, it will start to show a completely different side. The trap will last about a minute on a large enough area, allowing you to playfully take out slow enemies.

Magic Trap


Magic Trap

Changes the action of the mark from slowing down to dealing pure damage with a weaker slowing down. This mode will help you in battles against particularly thick enemies and bosses.

If the enemy is in range of the mark, it will take damage, will be slowed down a little, and also will not be able to make weak attacks - Irdden will simply block them. Incredibly valuable skill to use against Imlerich.

Charged glyphs


Charged Glyphs

Enemies take 10-60 damage when in the area of the mark. Spending on this skill is worth it only if you have extra points.

Experimentation is a must.

Given that some of the alternate sigils seem to be reliable tools in Geralt's arsenal, it makes sense to try them all at once. Unfortunately, players can only invest a few skill points at a time, which means they can't take full advantage of all the alternate sigils at once. Fortunately, the game offers players a way to reset skill points to ensure optimal distribution when players are done experimenting.

Essentially, players need to visit Yolar, an herbalist in the Skellig Islands, to get a convenient reset option. Players can reset their skill points with the Purification Potion, which costs 1,000 crowns. If possible, players should save their game first before drinking the potion so they can experiment with abilities as often as they want.

Witcher's Sign of Aard

The Aard Mark is based on the element of air and is rightfully considered one of the most relevant and necessary for witches. It is a charge of telekinetic energy that can stun, disarm, knock down or throw opponents away from the witch in different directions, as well as destroy obstacles. Aard is the most commonly used sign and has saved every witch's life more than once.

- The sign of the Aard? Were you trying to surprise me? With the same sign, tripled concentration, willpower, and a spell, I can hurl logs out of a fireplace so high they'll look like stars to you.

- You can," he agreed. - But Ciri can't. She can't make the sign of Aard. She can't make any sign. She's tried it a hundred times, and... nothing. And you know very well that our Signs require a minimum of ability. It turns out that Ciri doesn't even have them. She's a perfectly normal child. She has no sign of magical abilities, she's a typical anti-talent. And you're trying to scare us with your tales of the Source, trying to scare us...

- Blood of the elves.

Best in Special Situations.

In fact, despite the effectiveness of most Alternate Marks, players may realize that their continued use may become more difficult, especially in more difficult battles. In fact, players may realize that other Alternate Marks become more "useful" while others become extremely situational. For example, Aard Sweep (Aard) and Firestream (Igni) work against multiple enemies, and when fought at close range, Geralt does a lot.

Meanwhile, Puppet (Axii) suddenly becomes an occasion for distraction. Also, Active Shield (Quen) works more effectively in emergency situations. Finally, Magic Trap (Yrden) probably works best against a single target.

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