About The Game

The Witcher 3: Wild Hunt is the third and final installment in the series of games developed by CD Projekt RED featuring the witcher Geralt of Rivia. The game was originally scheduled for release in late 2014, then pushed back to 24 February 2015, and finally released on 19 May 2015. During the first two weeks since release it had sold more than 4 million copies worldwide,more than doubling the total sales of its predecessor,The Witcher 2: Assassins of Kings.

Unlike the previous games, The Witcher 3 is set in a multi-region open world, featuring over 100 hours of content. Several early articles mentioned that the developers planned to have an open world similar to that of Skyrim, but 20% larger. The developers were quick to point out that while there was much to appreciate in Bethesda's open world concept, they were also making an effort not to repeat what they perceived as the flaws in-game. As with earlier games, the consequences of Geralt's actions will impact how the narrative progresses. The game has been built using the new REDengine 3 and was designed with player feedback from fans of previous Witcher games in mind.

The story

The world is in chaos. The air is thick with tension and the smoke of burnt villages. The fearsome Empire of Nilfgaard has struck again, ravaging the helpless Northern Kingdoms. The once mighty who tried to use Geralt for their own gain are now gone. In these uncertain times, no one can say what fortune holds in store, who will bring peace to the world and who will cause it only misery. But a force darker and deadlier emerges. The petty men and women commanding tin-plated armies fail to understand that their conflict is child's play compared to the Wild Hunt, the otherworldly threat which now looms. These ghastly spectral riders have for ages plagued humankind, bringing misery to the world. This time the Wild Hunt seeks one person in particular: the one individual Destiny itself bestowed upon Geralt, the one soul Geralt considers kin.

The World of The Witcher

Explore the many kingdoms and cities in the world of The Witcher. Familiarize yourself with the Geography facing The White Wolf as he continues his quest to destroy the Wild Hunt. Use the maps developed by our community to help navigate the open world environment.


The Witcher 3: Wild Hunt is a massive endeavor for players to take on, and like the previous games in the series, there are several monsters to hunt and slay. As you travel through the war-ravaged land of the Northern Realm, you’re bound to come across these foul beasts. This guide will teach you everything you need to know to take on these foul beasts, making sure Geralt lives to fight another day.

A griffin

The Griffin

Aye, half-eagle, half tomcat, just like on the lord's crest. 'Cept this 'un was carryin' me dead cow 'stead of a scepter. – Griffin attack witness, name unknown

Griffins were once only found high in the mountains, where they would hunt marmots and wild goats. When humans encroached on their lands, however, griffins soon discovered a new source of much more plentiful and easier-caught prey: cows, sheep and shepherds. Though still wary of main roads and towns (where folk with the means to hire a witcher are like to dwell), these half-eagle, half-wildcat creatures have gone from rarities to oft-encountered pests known throughout the Northern Realms. Especially hated are the subspecies known as royal griffins and archgriffins.

A werewolf

The Werewolf

"Wolves aren't as bad as they're made out to be. Werewolves, though – they're every bit as bad and worse" – Elsa Vilge, archer

Werewolves are creatures with both men and wolves inside them. When in beastly form, they take the worst traits of each: the wolf's drive to kill and hunger for raw flesh and the man's cruel and calculating intelligence. A werewolf's condition comes about through a curse, and the transformations happen outside his conscious control. When he reverts to human form, he has no memory of his deeds – otherwise he would surely go mad and take his own life.

The Basilisk

"In memory of the noble knight Roderick, slain during a valiant struggle against a basilisk. Let's hope the beast choked on his bones" – Gravestone inscription, Vizima cemetery.

Contrary to popular belief, basilisks cannot turn anything to stone with their gaze. That is small comfort, however, given that their acid, venom, claws and teeth provide them many other ways to kill. Basilisks love dark, damp places such as cellars, caves and city sewers. They hunt by day, waiting patiently in hiding for their prey to come, then jump out in a flash to unleash a deadly attack. When preparing to fight such a creature one should drink Golden Oriole, which will provide resistance to its venom, and also prepare Dancing Star or shrapnel bombs, which work particularly well against basilisks.

A fiend

The Fiend

"I regret to inform Your Grace that Your Grace's son fell while hunting a fiend. He died on the spot, along with his squire, his guide, the beaters, his peasant entourage and his hounds" – Kavin Jell, manager of the Villepin Estate near Vizima

Fiends are walking mountains of muscle capped with horned, tooth-filled heads. Like their rarer cousins, bumbakvetches, they live in thick forests, swamps and bogs. When possible they avoid humans, but when not possible, they kill them, and without much difficulty. Their size alone makes fiends and bumbakvetches extremely dangerous – one blow from their powerful paws can kill a knight along with it's fully armored mount. Their enormous heft also makes them invulnerable to Aard: even witchers specializing in the power of Signs could not move one even an inch.

an ekimmara

The Ekimmara

"Bah, ain't nothing to fear. Ekimmaras, why, they ain't nothing more than overgrown bats" – Anonymous city guardsman's last words

Like other vampires, ekimmaras are not, despite what village gossips might say, undead humans. They are instead post-Conjunction monsters who have no particular feelings about garlic, holy water or religious symbols. Unlike their portrayals in ballads and legends, they look nothing like handsome, pale aristocrats with charming eastern accents, though, like katakans and nekurats, they do bear a strong resemblance to overgrown bats. They also do not suck blood from the necks of virgins with a delicate, kiss-like bite – they tear them to shreds using long, sharp claws and then slurp the splattered blood off the ground.

a leshen

The Leshen

"We never hunt in these woods. Never. Even if it means the whole village starves" – Mulliver, ealdorman of Hoshberg in lower Aedirn

Leshens dwell in dense, primeval woods. Fiercely territorial creatures, they hunt with stealth and cunning as their only companions. They use their inborn magic to control the plants and animals within their territory – and so, when stalking them, half the battle is merely getting near enough to strike. Leshens old enough to earn the appellation "ancient" wield advanced skills and tactics that make them particularly dangerous.