- 1 Wybierz poziom trudności
- 2 Perspektywa
- 3 Rozwój postaci
- 4 Ekwipunek
- 5 Dziennik
- 6 System Walki
- 7 Alchemia
- 8 Interakcja z postaciami
- 9 Wybory
- 10 Sterowania
- 11 Samouczki
- 12 Differences between localized versions of the game
Wybierz poziom trudności
Poruszanie się w trybie kamery TPP. W trybie kamery TPP poruszasz Geraltem za pomocą klawiszy W, S, A i D. Kamerę obracasz, przemieszczając mysz. Wciśnij klawisz Shift, aby odblokować kursor myszy.
- Wskazówka: możesz zmienić tryb kamery, wciskając klawisze F1 i F2
Poruszanie się w trybie izometrycznej. Kliknij LPM dowolny punkt na ziemi, aby przejść w to miejsce. Zbliż kursor do krawędzi ekranu, aby obrócić kamerę.
- Wskazówka: możesz również obrócić kamerę przytrzymując ŚPM i przesuwając myszkę. Możesz przełączyć tryb działania kamery, wciskając klawisze F3 lub F1
Poniżej zamieszczone zostały zdjęcia przedstawiające wszystkie trzy tryby poruszania (rzut izometryczny może być zarówno umieszczony bliżej lub dalej od Geralta.
Zobacz więcej w osobnym artykule: Rozwój postaci
W przeciwieństwie do większości komputerowych gier RPG, w Wiedźminie gracz nie ma możliwości stworzenia własnej postaci, zamiast tego, zyskuje możliwość kontrolowania Geralta, głównego bohatera cyklu powieści i opowiadań Andrzeja Sapkowskiego. Geralt jednak w trakcie gry zdobywa punkty doświadczenia, którę mogą być rozdysponowane przez gracza wedle jego woli.
As Geralt proceeds about his various zadania, he acquires bronze, silver and ultimately gold talents which can then be allocated to enhance his Attributy, Znaki, stalowe and srebny miecze skills. Attributy:
Zobacz więcej w osobnym artykule: Ekwipunek w grze Wiedźmin
This inventory is quite different from most RPG orientated games. Because it doesn't allow you to store any weapons, armor or other overly large random items. Instead, it revolves around the fact that you carry a sakwa 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 przedmiot can be stored. They are:
- Kieszeń na przedmioty fabularne, where Przedmioty fabularne are kept. This seemingly small section is actually contains an unlimited number of slots.
- Sakwa, where everyday przedmiot are kept. This section is divided into four sub-sections, each has 14 slots, for a total of 42 slots. This may seem like alot, but it fills up fast!
- Torba na składnikik 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.
- Hak na trofeum, where Geralt can keep one głowa Trofea w grze Wiedźmin at a time.
- Geralt, where broń, pancerz, pierścienie i amulety are kept or worn.
Zobacz więcej w osobnym artykule: Dziennik
The in-game journal tracks information from a variety of sources. As Geralt learns about recpety, potwory, postacic, miejsce and so on, new journal entries are added for future reference. Some of these entries contain clues to help devise an effective strategy, for example detailing a monster's strengths and weaknesses.
The quest portion of the journal tracks Geralt's progress as he takes on and progresses through the many quests in game. Quests can be broken into subsections based on which act they occur in, whether they are active or not, and the current phase of multi-part quests can be selected as well. To aid the player there is also an option to track the selected quest, which puts a marker on the in-game map and provides a directional arrow to the next objective in the mini-map.
Zobacz więcej w osobnym artykule: System Walki
Zobacz więcej w osobnym artykule: Broń
Zobacz więcej w osobnym artykule: Pancerz
The combat system in Wiedźmin represents a departure from most RPGs. Players choose one of three style walki. Style szybki allows for faster, less-damaging attacks with a greater chance of hitting faster enemies; styl silny deals more damage in exchange for a slow attack speed, and a lower chance to hit faster enemies; i styl grupowy, which features sweeping attacks best used if the player is surrounded.
Each of these stances has its own unique combat style. Both of Geralt's main swords - the steel and silver ones - have distinctively different combat styles from the rest of weaponry, and serve very distinct purposes: where the steel blade is used to fight humans and other flesh-and-blood beings, the silver one is more effective against supernatural monsters and beasts (against some of which steel may have no effect whatsoever).
Zobacz więcej w osobnym artykule: Alchemia
Alchemia is a major part of gameplay. The player can create potions that increase health or endurance regeneration, allow Geralt to see in the dark, or provide other beneficial effects. The recepty for these eliksiry can be learned through zwoje, or by experimentation. Once the player creates an unknown potion he can choose to drink it, but if the eliksir is a failure it will zatrucie the character. Each time Geralt drinks eliksiry they increase the toxicity level of his body. This can be reduced by drinking a special potion or by meditating at an inn or fireplace.
In addition to potions, the player can also create oleje and petardy, respectively used to augment the damage done by broń, or as broń in combat. Neither can be created until talent points have been allocated into the corresponding skills.
Interakcja z postaciami
Zobacz więcej w osobnym artykule: Interakcja z postaciami
As Geralt explores Wyzima, he meets a huge variety of postacic, many of whom have quite a bit to say. Some of them also offer services or opportunities to explore activities beyond simple dialogue. These options are explored through the use of character interaction icons.
The above icons all appear during dialogue sequences with other game characters. They allow Geralt to interact with the various game characters he meets along his Path.
Zobacz więcej w osobnym artykule: Wybory
An innovative, time delayed decision-consequence system means that the repercussions of players decisions will make themselves apparent up to 10 –15 hours later in the game. This prompts the players to put more critical thinking into making each decision, and circumvents a save-reload approach to decision making. It also allows the game to have a unique approach to replay value, as the consequences resulting from the player's decisions can lead to great difference in the events that take place later, and ultimately a very different gameplay experience than in the prior play-throughs.
The nature of the options faced when playing the game rarely falls into the typical black-and-white morality present in most regular computer RPGs, and the players often find themselves choosing from the lesser of two evils rather than making a clear choice between good and evil, a situation more reflective of real life morality.
In the game, the player will usually use a combination of both the mouse and keyboard commands. Using one or the other exclusively is nearly impossible.
In this game, mouse movement follows generally uses the left-click.
- Left click when the arrow is your icon to move to a particular spot
- Left click and hold to keep running in a particular direction while the cursor is farther from Geralt
- Left click and hold to keep walking in a particular direction while the cursor is on or near Geralt
- Right click to dodge or duck, and when a sign is selected, cast a sign
- Double left click when the arrow is your icon to perform an evasive maneuver
In this game, keyboard movement follows the standard W A S D setup.
- W - Forward
- S - Backwards
- A - Step left in OTS and isometric combat mode, turn left in isometric non-combat mode
- D - Step right in OTS and isometric combat mode, turn right in isometric non-combat mode
Differences between localized versions of the game
- complete nudity for non-human females like driada and naiads, and humanoid monsters like the alps, bruxae and devourers
- breasts and buttocks evident in sex cards (some cards are no different)
- more complex finishing moves (difficult to tell, but possibly)
- bloodier combat scenes and aftermath (patchable)
North American version
- Modified (censored) sex cards—breasts and buttocks are covered where applicable. A few of the cards are no different.
- Modified Morenn's (driada) model skin (covered nudity—breasts covered by longer hairstyle, loincloth added)
- Modified alps, bruxae and devourers—again, no nipples. They are either erased or covered strategically.
- Blood and finishing moves toned down, but since the Edycja Rozszerzona a Blood Revival Patch is available which restores these.
North American users: Restore Edited sex cards, game models, and Blood/Finshing moves here.
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