← Build Planner

How to use the planner

Set your points, spend them in the trees, equip skills, add mutagens and mutations, then share the link.

PointsSkillsSlotsMutagensMutationsGlossaryPlayer StatsImportSharingOfflineControls

1. Set your points

The planner starts as an empty build at level 1, with one open slot and no skill points to spend. Enter your own Level and any Bonus points (from Places of Power and similar sources). Both boxes sit in the top bar (left of the screen tabs), so they are on every screen, and also at the top of the Mutations screen. Each level after the first gives one skill point, so the total is (level − 1) + bonus points. Points available is what's left after skills and mutations, and turns red if you've spent more than you have. Reset build clears your skills and mutations but keeps your level and bonus points.

2. Spend points in the skill trees

Pick a tree with the tabs: Combat, Signs, Alchemy or General. A skill can be taken once the skills it connects to above it have points, exactly like in the game. Most skills have 3 levels, shown by the small diamonds.

3. Equip skills into slots

Only skills in slots are active in the game. The 12 slots unlock as your total skill points grow (at 0, 2, 4, 6, 8, 10, 12, 15, 18, 22, 26 and 30 points). Locked slots show a padlock; click one for a reminder of what it needs and where to add the points.

4. Add mutagens

Open the Mutagens tab and drag a mutagen onto one of the four diamond sockets (or select it and click the socket). Sockets unlock at 2, 9, 16 and 28 skill points. The bar at the top shows your total bonus, for example "+ Vitality +50". Each socket's bonus is the mutagen's number times one plus the skills in its group of three slots that have the mutagen's colour (red Combat, blue Signs, green Alchemy), as the game's Character screen shows it; the Synergy skill then adds 10% of that per level. Each socket is shown on its own line. Drag a mutagen off its socket to remove it. Besides the nine regular mutagens, the tab lists 27 special monster mutagens (three colours, nine of each); each gives the same bonus as the Lesser mutagen of its colour.

5. Research mutations

Open the mutation screen with the Mutations button, or by clicking the round emblem in the centre of the slot panel.

Researching mutations unlocks up to four extra mutation slots (after 2, 4, 8 and 12 mutations). They sit either side of the centre emblem and only accept skills matching the colours of your active mutation: red for Combat, blue for Signs, green for Alchemy. General skills can't go there. The header of the mutation screen shows how many mutagens of each colour your research needs.

6. The Inventory screen: equipment, consumables and oils

The bar at the top switches screens, like the game's: Glossary, Inventory, Quests and Character (Alchemy, World Map and Meditation are greyed out: they are in-game features; click one to see why. The World Map panel links to witcher3map.com, a free fan-made interactive map). Use the tabs, the ◀ ▶ arrows, or on a phone swipe left or right. Level, Bonus points, the NG / NG+ switch (First playthrough or New Game Plus) and Copy link stay in the bar on both screens. The switch changes every number that differs between the two modes at once: skill descriptions, items, set pieces and bomb damage. On the Inventory screen the boxes in the middle hold the weapons (steel sword, silver sword, bolts, crossbow), the Consumables (four slots for potions and decoctions), the Bombs (two slots) and the mask; the armor is on the right (chest armor, gloves, trousers, boots), with your active sets and each item's numbers under it. The stash on the left is empty for now: it will fill when you can import a save. Click any slot and the stash is replaced by a panel with every item that fits that slot: one card per tier, a family together from Basic to Grandmaster (potions: Normal, Enhanced, Superior). Filter by set, tier, or Potions / Decoctions, search by name (a tier word works too: "enhanced griffin"), click a card to see exactly that item, then Equip. The card you wear is selected when the panel opens. For a set item, Equip set equips every piece of that set at the same tier (the nearest tier where one is missing, and it tells you). Potion slots take potions, decoctions and food and drink; the Bomb slot only bombs; the Pocket slot Torch and Candle lantern (the game's Pocket items). Oils are not slots: open a sword's panel and choose one in its Oil row (one oil per sword; the steel sword only offers oils that work on steel). Like the game, a piece of gear above your Level (bonus points do not count) shows its level in red and cannot be equipped; Equip set then equips only the pieces your level allows. If you lower Level afterwards, the gear stays but is marked Level too low. Right-click a slot, press Delete on it, or use its × to unequip. Set cards show the 3 and 6 piece bonuses lighting up (pieces count only if the game counts them). The numbers shown are the game's base values (toxicity, duration, charges, effect, damage), not totals; an Affected by line names the equipped skills and the active mutation that change an item (for example Adaptability for decoctions). Numbers, names, required levels and set bonuses come from the game's own data. Sockets: every sword and armor piece shows small discs in the top-left corner of its slot, one for each socket the item has in the mode you chose (a Griffin sword has 1 in the first playthrough and 3 in New Game Plus): a filled orange disc is a rune, a filled blue disc a glyph, a hollow one is empty. Click a disc, or the disc row on the item's card, to pick a rune (swords) or a glyph (armor): search, the Lesser / Normal / Greater / Other tabs, Remove to empty the socket. The card says Sockets 1 of 3 and shows each bonus as a green line; Player Stats adds them with the rune or glyph in brackets. If you swap an item or switch between NG and NG+ and the new item has fewer sockets, the first ones stay, the rest are removed and the message says which. Your gear, runes and glyphs, consumables, oils and the open screen are part of the link.

7. The Glossary

The Glossary tab, first in the bar, copies the game's Glossary: Bestiary, Tutorial, Characters and Books (Crafting is an in-game feature). Pick an entry in the list on the left (click a group heading such as Beasts, or a tutorial category such as HUD, to fold or unfold it, or use Collapse all / Expand all); its picture is in the middle and its full text on the right. Everything is shown: every entry and every stage of an entry, in the game's order, with no spoiler hiding. The Bestiary lists each monster's Susceptibility: click an oil, bomb or potion to open it in your Inventory (a potion or bomb opens its slot panel with the card selected, an oil opens the Oil row of the sword it fits); signs are shown as plain labels. Search looks in names and text, ignoring case and accents; ALL TABS searches every section at once and groups the results, and clicking one opens it with the match highlighted. On a phone tap an entry to open it full screen and use Back to return to the list. The Glossary text and pictures belong to CD PROJEKT S.A.; they are only part of the website, not of the offline copy, which says so.

7b. Player Stats

The Player stats button (a bar-chart icon in the top bar, or the C key) opens the game's statistics screen for your build over the tab you are on: nine tabs with a detail list each. Use the Up and Down arrow keys or tap a tab; Esc or Close goes back to the same tab. Each number is worked out the way the game does, from your level, skills, mutagens, gear and mode. A value the planner cannot work out exactly (for example when a mutation is active, or an item has random values) shows — instead of a guess, and an item that gives a stat within a range shows min–max. After you import a save, the total play time and the effects that were active in it (a whetstone, a Place of Power) are shown too.

8. Import a save

Click Import save in the top bar (on the website; the offline copy cannot create or import builds) and drop a Witcher 3 remaster PC save (Documents\The Witcher 3\gamesaves\ManualSave_….sav; drop its .json too to see the game build and any mods). The file is read in your browser and never leaves your computer. You see what was found (level, learned skills and equipped slots, skill mutagens, gear, potions and bombs, and the stash) before anything changes, can untick sections, and your build is replaced only when you press Apply to planner. Items the planner does not plan (an unknown or quest item) are listed and skipped. Not read yet: active mutation, oils on swords and New Game Plus: set those by hand. Runes and glyphs socketed in your worn swords and armor are read too: the review has a Sockets in your save section (only when the save has any) that lists each one; one the planner does not know, of the wrong kind, or without room in the chosen NG / NG+ mode is named and left out.

8. Quests

The Quests tab (between Inventory and Character, or the Q key) lists the game's quests and tracks your progress. Pick a region (each shows how much of it is done), then a view; the tab opens in the List and remembers your choice in this browser. List orders quests by level, with type chips, Hide done and a search across every region. Level band uses the full width and puts every quest that is not done on a line from the lowest to the highest level of the region, in rows by type (Main, Secondary, Contracts, Treasure hunts, Gwent, Races, Fistfights); each type has its own colour and shape (listed under the band), and a dot is outlined when the quest is not started and filled when it is active; hover or focus a dot for its name, type and status, click it to open the quest in a drawer on the right (× or Esc closes it). The line is always on the scale, even above your quests. Show done (above the band, off by default, remembered in this browser) adds the quests you have done as faint dots with a check. A white line marks your level and the hatched zone on the left is where a quest now gives only 5% of its XP (10 or more levels under yours, the game's own rule; only the Hearts of Stone main-quest rewards (q601 to q605) scale XP by level instead, and the tooltip shows their percentage). Next up suggests four quests: the ones you have active (with their current objective), then ones that still give full XP, closest to your level. Click any quest for its objectives, journal text and My progress buttons. The journal text avoids spoilers: with a save imported it shows only the entries your save has shown, and with none it stays hidden until you press Show full journal (spoilers). The buttons (Not started, Active, Done, Failed) set your own mark. Levels come from the game's files; a quest without one shows — ("not computed yet"). The Timeline view lays the quests out by story: columns for Prologue, Act I, Isle of Mists, Battle of Kaer Morhen, Act III and Epilogue, a row per region, and lanes for Hearts of Stone and Blood and Wine. Three tabs next to the view buttons pick the scope: Base game (the default), Hearts of Stone and Blood and Wine (each one lane, one column per quest level; the choice is remembered in this browser). The bars are the points of no return, numbered like the Points of no return key above the chart (a grey number is a point your save is past; in Blood and Wine the outlined one is the real cutoff). A column is as wide as its fullest cell, a cell shows two lines of quests, and +N opens the rest in place. Quests that fail at the next point you have not passed are grouped first in their cell, under an orange fails at N bracket (N is the number of that point), and the gold You are here line is where your save stands. Quests the game's graphs do not place are listed under the chart in two sections, grouped by region like the rows above: No story gate found (open; they open when you reach the place, meet the person or find the item, and the game files show no story point for them) and Not computed yet (collapsed; the game files have a story gate for these that we can't read yet). With an imported save, the ones among them that can be missed sit instead in a Missable, story point unknown strip under the chart, with the same orange fails at N brackets (dashed grey once the point is passed); the game files do not say where in the story they open, so nothing is guessed. With a save, a Missable panel lists the open quests that fail before the next point of no return, and Next up puts them first. A quest's drawer says what it opens after and what it fails at ("Not missable as far as computed" when nothing was found), and its story point ("no story gate found" or "— not computed yet" when the files give none). Can fail by a choice: a small cream ring at the bottom right of a quest's marker (and a "by choice" tag in the List) means that a choice you make in a conversation can fail the whole quest; the drawer says so and links to the other quest when the choice is made there. It is separate from the story points of no return: these quests are not in the Missable panel or Next up. Only the cases the game's quest graphs show clearly are marked, so a quest without the ring is not guaranteed safe. All of it comes from the game's quest graphs.

Where the progress comes from. Import save reads the quest journal of your save (quests and their objectives); a quest not in the journal is "not started". Your own marks override the save. When you import a save over progress you already have, the dialog shows what each choice would leave: Use save, keep my hand-ticks (the default), Replace everything with save or Cancel. Progress is kept in this browser only, never in the link and never sent anywhere. The Saved in this browser button (top bar, on this tab) exports your progress as a .json file, loads one back, or resets it. If your browser blocks storage it says Not saved in this browser: your marks work until you close the page, so export them first. For a hand-curated order with tips, see the Witcher 3 Optimal Quest Order Guide by ChrisRi.

9. Share your build

Everything is saved in the page address as you go. Use Copy link (in the top bar, on every screen, also with the slot panel open) to share it; the link opens on the same screen you copied it from, or bookmark the page to keep it. Links open exactly the same build, including level, points, slots, mutagens, mutations, equipment, runes and glyphs, consumables, oils and the screen you had open. A link only contains your build's numbers, and the planner checks every link it opens and ignores anything that is not a valid build.

10. Use it offline (Windows PC)

A free offline copy is available on the GitHub Releases page. Extract the zip, then double-click index.html: it opens in your browser and works without internet. The offline version can open shared links (paste one into the "Open a shared link" box) but does not create them; to share a build, use the website. The offline copy uses simple placeholder artwork instead of the game's art.

Controls at a glance

ActionMouseTouchKeyboard
Select skillClickTapTab then Enter
Add skill pointClick selected skillTap selected skillEnter on selected
Remove skill pointRight-click"Remove point" buttonDelete
Equip skillDrag onto slotSelect, then tap slot"Equip" button
Research mutationClickTap twiceEnter
Activate / deactivate mutationClick a researched mutationTap twiceEnter
Undo mutation researchRight-click"Undo research" buttonDelete
Open QuestsQuests tabQuests tabQ
Close mutation screen✕ or click outside✕Esc

Found something confusing? Tell me on GitHub.