How To Use Pocket Slot Witcher 3

This inventory is quite different from most RPG orientated games. Because it does not allow you to store any weapons, armor or other overly large random items. Instead, it revolves around the fact that you carry a satchel in which you can merely place smaller odds and ends like potion ingredients, food, drinks, books, scrolls, etc... and also just a limited number of these items, though that limit is reasonably large. The inventory is divided up in general sections each consisting of small compartments, or slots in which a single item can be stored.

  • 5Geralt's body

Your inventory has two pocket slots, and the quick-access menu has 1/2 listed under the item, but I cannot switch between the pockets. If I equip the bell in the QA menu but the torch is in the first pocket slot, R1 just brings up the torch. I was able to use pocket items no problem but then I equipped throwing knives in one of the pocket slots (before I had the knife throwing skill) and now I can't use bombs, knives (despite now having the skill) or traps and the lower-left overlay still shows the knives.

General[edit edit source]

To access items, open the inventory by left-clicking on the satchel icon, or by pressing the I-key.

Tip: Drag and drop potions into quickslots to create shortcuts on the main screen providing quicker access to potions.

Trophy hook[edit edit source]

The hook or trophy slot, where Geralt can keep one trophy head at a time. Nothing else can be kept there.
Note
If you happen to have a trophy head on you when you upgrade to Raven's armor, that trophy head will fall to the floor and must be retrieved before proceeding.

Quest items pocket[edit edit source]

The quest items inventory pocket is the part of your Inventory screen which contains a side-scrolling list of all items with the special status of 'quest item' during gameplay. You can neither add nor remove items items to or from this section of your inventory, other than to click on an item to give it to another game character for the purposes of a quest. This seemingly small section actually contains an unlimited number of slots.

Satchel and alchemy sack[edit edit source]

This is all the stuff that Geralt carries. Since the introduction of the Enhanced Edition, the main inventory has been divided into two sections: the satchel and the alchemy sack. The satchel is the main storage compartment in Geralt's inventory. It holds all the items which can be picked up, excluding weapons, alchemical ingredients and quest items. The alchemy sack holds all herbs, minerals and monster parts, except additional goods. Prior to the Enhanced Edition, alchemical ingredients were kept in the satchel and there was no separate alchemy sack. An image of that inventory can be found here.

The satchel is now divided into three sub-compartments (there were four), each has 14 slots, for a total of 42 slots. There is also a sort button to the left now to sort like items. This may or may not be helpful to you depending on how you like the sort. (For the record, I do not). It holds:

  • Bombs, and bomb-making supplies (non-alchemical)
  • so-called 'additional goods', monster parts that can not be used in alchemy,
  • and other miscellaneous items like flint.

The alchemy sack has another three compartments the same size as the satchel, making for a further 42 slots. It also has a sort button and a very handy basic substance identifying button. It holds:

  • Skinnable items, more commonly known as monster parts
  • and Special ingredients, unique monster parts, sometimes called mutagens.

The new management system for the alchemical ingredients is a vast improvement over the previous inventory panel. Depending on your habits, it could take a bit of getting used to, but it works very well and greatly simplifies finding the ingredients you need. Overall, compared to the original inventory, there are now an additional 28 slots for general inventory, a 50% improvement.

Individual items may or may not stack. For example, rings do not stack, but necklaces and ingredients do. The maximum number of items in a stack varies.

  • 50 — Herbs, skinnable items (except non-alchemical skinnable items) and minerals.
  • 10 — Food and drink items, non-alchemical skinnable items.

There are also other reasons why some items will not stack. One example is potions: Potions with a secondary ingredient as dominant substance will not stack with similar potions lacking the dominant substance (simply put, some potions refuse to stack and this is why). In fact, some water will not stack with other water... makes you wonder...

Geralt's body[edit edit source]

Geralt's body functions as the fourth compartment of his inventory. It is where weapons, armor and jewellery are kept or worn. For instance, his swords are strapped to his back, daggers are in a thigh-holster, and so forth.

  • There are two primary sword slots:
    • Steel sword (right sword slot)
    • Silver sword (left sword slot)
  • An Armor slot (over main torso)
  • Short weapon slot (over left boot)
  • Heavy weapon slot (next to right boot), which can also hold a second steel sword
  • Two Ring slots (at the end of each hand)
  • Up to three Quickslots (to the right of his head)
    • for Potions and/or Bombs

Note[edit edit source]

  • The Studded Leather Jacket has only one quickslot, and Raven's armor has three. For most of the game, Geralt uses the Excellent Leather Jacket which has two quickslots (despite the fact that the image shows three). This can cause some small amount of aggravation when switching to Raven's armor, if you fail to empty your quickslot before the trade. It is not catastrophic, just remember to pick up what fell on the floor.
  • Raven's armor provides an extra short weapon slot, see alsoArmor.
Retrieved from 'https://witcher.gamepedia.com/The_Witcher_inventory?oldid=416360'

Beginner’s tips on how to spend your first ability points in the game.

Ability Points are used to boost Geralt's arsenal and skills in The Witcher 3. Knowing which perks to unlock in the early hours of the game can be the difference between feeling like a world-beater and finding yourself constantly dying at the hands of low-level wolves and Drowners. Below is a list of quick tips on how to spend your hard earn points early on in the game.

Don't bother with alchemy

Improving your alchemy doesn't really serve much benefit early on in the game. Considering much of your early focus will be on combat and wanting to improve basic sword and sign skills, trying to upgrade toxicity and bomb-aiming perks doesn't really help. Stick with improving other areas of Geralt's skill set first, then worry about his brewing abilities later.

Try to colour code with Mutagens

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Mutagens, when combined with abilities of the same colour, can provide an extra boost to your perks. The first boss in the game, the Griffin, gives you a green Mutagen, which grants +50 health. Alchemy is the matching perk which would be boosted by this Mutagen, but as stated above, alchemy isn't a priority earlier on in the game, so spend your points elsewhere and just take the minor health bump.

Trying to match your perk layouts with matching Mutagens will help further your setup.

Improving the Axii Sign helps outside of combat, too

Upgrading the Delusion perk under the Axii branch will allow you to sway people's minds during conversations. Some NPCs will require at least level one in this perk in order to have Axii cast on them, should you choose to go full Jedi mind trick on them, so this may make your travels easier, too.

Don't spread yourself too thin

Each ability can have around five or so points sunk into it before it is fully mastered. Try not to spread yourself too thin by putting each new ability point earned into a different perk as you won't really feel a big benefit until you add at least the third point into one skill.

Remember, you can only equip three abilities first

To back up the point above, it's worth remembering that you can only equip three abilities at the start of the game. The next three ability slots are unlocked at levels six, eight and 10 respectively, so again: pick a few perks you want to focus on before branching out once you reach higher levels.

Abilities in the General tab are worth investing in early

Sun and Stars (recover health during the day, stamina at night), Survival Instinct (immediate +500 to health) are two great perks to try and get a hold of early, especially if you're having trouble getting to grips with combat. However, if you prefer to have a quick meditation session after fights, then you can hold off on Sun and Stars until a little later on your journey.

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The Cat, Bear and Griffin School Techniques perks aren't beneficial while you're constantly changing your armour set. Each perk boosts your light, medium and heavy armour respectively, but because you'll be wearing a combination of all three, these perks don't justify taking up a slot.

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You can respec your abilities, eventually

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There is a potion sold by few merchants and NPCs in the game that allows you to reset your allocated Skill Points. The Potion of Clearance is a green bottle in a merchant's list of items. It's worth buying this every time you see it available and keeping hold of it until you have a bunch of ability points and are settled on a play style before re-allocating them. The potion is sold by Keira Metz, and is also available from a merchant in Novigrad. There may be more available in the game, too, but we haven't stumbled across these yet.

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