Connecting a console without using mods:

  1. The first thing you need to do to enter cheat code for Grandmaster armor This is to find on your computer the folder with the Witcher 3 game installed in it, its standard location is here (Steam\steamapps\common\The Witcher 3 Wild Hunt\bin\config\base).
  2. Next we need a file called general.ini. Open the file using Notepad and add the line ""DBGConcoleOn=true"" at the end and save the file.
  3. We go into the game The Witcher 3, load. Press the tilde (~) and enter the codes of interest to us. Have a good game.

Grandmaster armor of the Wolf School

NAME CHARACTERISTICS CHEAT CODES
Wolf School Armor (Medium Armor) Required level 40. Armor 240. Increases adrenaline gain rate by 22%. resistance to piercing attacks increases by 19%. resistance to impact damage increases by 17%. resistance to striking attacks increases by 24%. Increases resistance to monster damage by 31%. There are 3 glyph slots available. additem("Wolf Armor 4")
Wolf School Boots (Medium Armor) Required level 40. Armor 91. Increases your attack power by 11%. resistance to piercing attacks increases by 5%. Resistance to impact damage is increased by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. There are 2 glyph slots available. additem("Wolf Boots 5")
Wolf School Pants (Medium Armor) Required level 40. Armor 91. Increases your attack power by 11%. Increases the power of your signs by 11%. resistance to striking attacks increases by 9%. Increases resistance to monster damage by 11%. resistance to elements increases by 33%. There are 2 glyph slots available. additem("Wolf Pants 5")
Wolf School Gloves (Medium Armor) Required level 40. Armor 87. Increases the power of your signs by 11%. resistance to piercing attacks increases by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. resistance to elements increases by 12%. There are 2 glyph slots available. additem("Wolf Gloves")

Grandmaster Armor of the Bear School

NAME CHARACTERISTICS CHEAT CODES
Bear School Armor (Heavy Armor) Required level 40. Armor 240. Increases adrenaline gain rate by 22%. resistance to piercing attacks increases by 26%. resistance to impact damage is increased by 25%. resistance to striking attacks increases by 32%. Increases resistance to monster damage by 46%. There are 3 glyph slots available. additem("Bear Armor 4")
Bear School Boots (Heavy Armor) Required level 40. Armor 91. Increases the speed of adrenaline gain by 11%. resistance to piercing attacks increases by 6%. Resistance to impact damage is increased by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. There are 2 glyph slots available. additem("Bear Boots 5")
Bear School Pants (Heavy Armor) Required level 40. Armor 91. Increases the speed of adrenaline gain by 11%. resistance to piercing attacks increases by 6%. resistance to striking attacks increases by 11%. Increases resistance to monster damage by 16%. resistance to elements increases by 25%. There are 2 glyph slots available. additem("Bear Pants 5")
Bear School Gloves (Heavy Armor) Required level 40. Armor 87. Increases the speed of adrenaline gain by 11%. resistance to piercing attacks increases by 6%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. resistance to elements increases by 6%. There are 2 glyph slots available. additem("Bear Gloves 5")

Grandmaster armor of the Cat School

NAME CHARACTERISTICS CHEAT CODES
Cat School Armor (Light Armor) Required level 40. Armor 240. Increases your attack power by 22%. resistance to piercing attacks increases by 12%. resistance to striking attacks increases by 17%. Increases resistance to monster damage by 17%. resistance to elements increases by 46% 3 glyph slots available. additem("Lynx Armor 4")
Cat School Boots (Light Armor) Required level 40. Armor 91. Increases your attack power by 11%. resistance to piercing attacks increases by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. resistance to elements increases by 6%. There are 2 glyph slots available. additem("Lynx Boots 5")
Cat School Pants (Light Armor) Required level 40. Armor 91. Increases your attack power by 11%. resistance to piercing attacks increases by 5%. resistance to striking attacks increases by 7%. Increases resistance to monster damage by 7%. resistance to elements increases by 16%. There are 2 glyph slots available. additem("Lynx Pants 5")
Cat School Gloves (Light Armor) Required level 40. Armor 87. Increases your attack power by 11%. resistance to piercing attacks increases by 5%. resistance to striking attacks increases by 5%. Increases resistance to monster damage by 5%. resistance to elements increases by 6%. There are 2 glyph slots available. additem("Lynx Gloves 5")

Armor of the Grandmaster of the Griffin School

NAME CHARACTERISTICS CHEAT CODES
Griffin School Armor (Medium Armor) Required level 40. Armor 240. Increases the power of your signs by 22%. resistance to piercing attacks increases by 19%. Impact damage resistance increases by 17%. Resistance to slashing damage increases by 24%. Increases resistance to monster damage by 31%. There are 3 glyph slots available. additem("Gryphone Armor 4")
Griffin School Boots (Medium Armor) Required level 40. Armor 91. Increases the power of your signs by 11%. resistance to piercing attacks increases by 5%. Impact damage resistance increased by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. There are 2 glyph slots available. additem("Gryphon Boots 5")
Griffin School Pants (Medium Armor) Required level 40. Armor 91. Increases the power of your signs by 11%. resistance to piercing attacks increases by 6%. resistance to striking attacks increases by 9%. Increases resistance to monster damage by 11%. resistance to elements increases by 33%. There are 2 glyph slots available. additem("Gryphon Pants 5")
Griffin School Gloves (Medium Armor) Required level 40. Armor 87. Increases the power of your signs by 11%. resistance to piercing attacks increases by 5%. resistance to striking attacks increases by 6%. Increases resistance to monster damage by 6%. resistance to elements increases by 12%. There are 2 glyph slots available. additem("Gryphon Gloves 5")

Since the level of enemies in the “Blood and Wine” add-on turned out to be considerable, equipment is also needed that will make it possible to effectively fight them. However, you should not immediately rush into your chest and carefully sort through all your previously found things, since in the Toussaint region completely new equipment awaits you - the equipment of the Great Master, or the Grandmaster. In this guide, you will learn not only where you can find all the Grandmaster equipment, but also where the Grandmaster blacksmith is located!

Where can I find a grandmaster blacksmith?

The blacksmith can be found in the shop in the city of Beauclair, near the sign that points towards the Nilfgaardian embassy. You just need to go a little east, after which you will soon notice the icon of armor and a sword on it. As soon as you find it, you can safely talk to the shopkeeper, who will tell the witcher that he dreams of becoming a grandmaster. So you will receive the task: “Master, master, master, master!”

If during the dialogue with the blacksmith you start talking about the missing witchers, then he will tell Geralt about a treasure hunt, during which it will be possible to obtain the grandmaster’s armor. The same applies to the new equipment from the School of Manticore.

After this, you will have to complete the task of finding treasures and return back to the blacksmith. This will give you the ability to create grandmaster equipment, which includes armor and weapons. The price will not be too high and in general there will be five types of grandmaster equipment. All are described below.

Where and how to find all the pieces of the Grandmaster armor of the “Bear School”

Grandmaster Silver Sword of the Bear School, Grandmaster School of the Bear Breastplate, Grandmaster School of the Bear Bracers

Above is a screenshot, and here will be a description. Based on the screenshot and description, you will certainly find parts of the Bear School equipment. So, in the marked place there are the ruins of a red building - search this building from the back side. There will be a large pile of stones near the canopy - use the Aard Sign on these stones. After the stones are knocked down, a passage into the cave will open. The cave will be small, so when you find it, you can find all three blueprints for this armor set.

Grandmaster Steel Sword of the Bear School, Grandmaster Pants of the Bear School, Grandmaster Boots of the Bear School

In the screenshot above you need to find a cave. Inside the cave it turns out that the cave has more than one tunnel. No one is stopping you from exploring the cave inside and out, or immediately moving to the above-mentioned place. In any case, the last three drawings will be found.

Where and how to find all the parts of the Grandmaster armor of the “School of the Wolf”


Grandmaster Wolf School Chestplate, Grandmaster Wolf School Boots, Grandmaster Wolf School Pants

This is the latest possible improvement to the “School of the Wolf” armor set, and it’s easy to find, and even easier with the guide. The fact is that absolutely the entire set of armor is located in the same ruins, but which will have to be searched completely and thoroughly. Before you start searching for six pieces of new armor, near the entrance to the ruins (which are shown in the screenshot above), find a ruby purple. For what? This ruby ​​will be needed in order to remove the barrier of the same color. To find the ruby, activate your Witcher Senses. Using your Witcher Senses, find a wall with a crack and break it using the Aard Sign. As soon as the witcher enters the ruins through the cave, turn into left side. In the first room there will be a chest on the floor, where you will find the above-mentioned first three parts of the kit Grandmaster armor"Wolf School"

Grandmaster Wolf School Bracers, Wolf School Grandmaster Steel Sword, Wolf School Grandmaster Pants

After you've picked up the first three pieces of said new Wolf School armor set, turn around and return to the room you came from. It is necessary to move forward from that place until the slightly damaged collapse. A corpse will also lie in the same place, after searching it you can find the last three pieces of the Grandmaster’s armor of the “School of the Wolf”.

Where and how to find all the pieces of the Grandmaster armor of the “School of the Cat”


Grandmaster Breastplate of the Cat School

In fact, finding the Grandmaster Equipment of the School of the Cat is a little more difficult, because parts of this armor are scattered throughout the map. Anyway. You can find the first part of the kit in the screenshot above. This place will not be the usual ruins, or caves - this is an estate. You can get inside with right side, having previously climbed over the boards over the wall. There will most likely be a couple of enemies inside, but nothing too difficult. Go inside the house where Entrance door will be painted in White color. Inside, activate your Witcher Senses and examine the painting of a bearded man in an elegant hat. Behind the painting there will be a hiding place, and in the hiding place is the long-awaited drawing. Let's move on.


Grandmaster Cat School Pants, Grandmaster Cat School Boots

These drawings are located in ruins in the swamp, which are located not far from the estate (see screenshot above). Upon arrival, go up the steps and look around - you need to find a blazing fire made of logs. Near these flaming logs (which resemble a signal fire) is a chest containing the two aforementioned blueprints.


Grandmaster Bracers of the Cat School, Grandmaster Silver Sword of the Cat School, Grandmaster Steel Sword of the Cat School

Above, again, is a screenshot of where these three drawings of the new “School of the Cat” armor are located. As you already understood, these three drawings are located not far from the estate where the drawing of the bib was previously found. Upon arrival, find the cave at the indicated location. The cave will not be so big. Inside, activate your witch's sense, because you need to find something like a bag in one of the small dead ends of the cave (mushrooms will still grow nearby). Inside the bag will be the last three drawings.

Where and how to find all the pieces of the Grandmaster armor of the “Gryphon School”


Grandmaster Steel Sword of the Griffin School, Grandmaster Boots of the Griffin School, Grandmaster Bracers of the Griffin School

The first three drawings can be found in the eastern part of Toussaint, in a fort destroyed almost to its very foundation. It is better to go to the fort through the central road, because if you enter, for example, the fort from the west, you will face the Boss. All three diagrams are in the chest, which in turn is located under the stairs. The staircase, of course, will not look like a staircase at all, so focus on the stone steps that lead higher - if that is more convenient for you. In any case, there is a witcher's sense, so be careful.


Grandmaster Silver Sword of the Griffin School, Grandmaster Breastplate of the Griffin School, Grandmaster Pants of the Griffin School

The last three drawings can be found in the castle next door (northwestern part from the previous location). Now be careful: it is better to enter the castle from the main entrance. Having entered inside, you will have to turn to the left in any case - at this moment you need to clearly go forward, right up to the wall. The wall is actually an illusion, and by dispelling it you can find a secret corridor leading down. Below you will need to find a mini-room with a table and a variety of jars, because there will be a crystal there that you need to take. Immediately after this, go to the center, where on the map there is a passage forward, but the door is not open. There is a lever on the side, so you can find it by activating your witcher's senses. When the secret door (wall) opens, go forward. Search the chest, activate the portal using the Aard Sign and the previously found crystal. Thanks to the portal, you will find yourself on the other side, where you have to defeat the Golem. And immediately after this monster you can go further, where there will be various types of furniture. Now carefully examine everything here, because the last three drawings are located in this very place!

Where and how to find all parts of the Grandmaster armor of the “School of Manticore”


Grandmaster Steel Sword of Manticore School

The screenshot above shows the ruins where you can find the first item from the “School of Manticore” set. The first thing in this search is a steel sword. In these ruins there is one dilapidated tower, from which wooden beams will protrude and on which you can see an iron mesh, reminiscent of broken doors in the old days. So, you can get to the top of this destroyed tower only along the walls. Climb some wall and just walk inside. When you find yourself in the tower, activate your witcher senses and examine the walls, because one of the stones of this wall is a hiding place. Inside the cache you can find a drawing of a sword.

Grandmaster Armor of the Manticore School

The next place is the ruins, which may look like a cave. In any case, look at the screenshot above and go to this exact place. Upon arrival, you need to find a way inside a small hill. Inside, just move to the very end until you reach a dead end. When you find yourself in a round room, examine the walls - on one of the walls there are various kinds of pieces of paper hanging. One of these pieces of paper will be a drawing of the “School of Manticore” armor.

Grandmaster Pants of the Manticore School, Grandmaster Boots of the Manticore School

The next place noted above is the ruins, reminiscent of an ancient library. There will be guards at the entrance, but they won't bother you. The path inside will be completely linear, the only thing worth knowing is that the wall with the crack needs to be broken using the Aard Sign, and inside you will have to fight the shadow. Otherwise, everything is simple: at the very end of this place, carefully examine each box. Soon, therefore, you will find two more drawings.

Grandmaster Silver Sword of Manticore School

This drawing is a little more difficult to find. To begin with, you should know that the search will have to be carried out in the next cave. You can only get inside the cave from the river. The inside of the cave will be huge. In any case, to start, go forward along the linear path, but when you find yourself at a fork, go left. Now you need to move forward until you come across a blockage, which can only be destroyed with the help of the Aard Sign. Immediately after this, go inside to the very end and near the stranger you can find a blueprint for the silver sword of the “School of Manticore”.

Grandmaster Bracers of the Manticore School

The most easily obtained item from a full set of armor. Go to the place indicated in the screenshot above and jump from the pier into the water. Swim to the very center of this small lake and dive. At the very bottom, activate your witcher's sense and thus you will be able to find the last drawing.

This additional task in Game. It does not affect the storyline.

Receipt

Receipt video

The assignment can be taken from Lafarga during the task, without it they can be not available.

Bonus for 3 things:

If you spend energy on a Sign in standard mode, the next Sign cast within 3 sec. in standard mode, will not consume energy.

Bonus for 6 things:

Yrden trap size increased by 60%. While Geralt is inside the Yrden trap, energy is restored by 5/sec. faster, the power of Signs is increased by 100%, damage taken is reduced by 20%.

Armor, silver sword and pants of the Griffin School

The castle marked on the map has a secret passage in the wall, activated by Keira's lamp. Inside is a golem, three drawings from the kit and many other useful things.

Steel witcher sword, boots and gloves of the Griffin School

Everything is located in a fairly visible place, the only problem is the Donkeys that live nearby. They can be turned into a trophy for a task, but they can also be bypassed.

Characteristics

LEGENDARY GRANDMASTER ARMOR OF THE GRYFFON SCHOOL

390 ARMOR +35 to workshop

+34% Power of Signs +4% to mastery
+26% Pierce Resistance
+20% Impact Damage Resistance
+33% Slash Resistance
+36% Monster Damage Resistance

Weight 6.86
3 cells
Required level 70


LEGENDARY GRANDMASTER GLOVES OF THE GRYFFON SCHOOL

147 ARMOR +14 to workshop
Medium armor. Increases armor level and slows down energy recovery.
+17% Power of Signs +2% to mastery
+7% Slash Resistance
+7% Monster Damage Resistance
+20% Elemental Resistance

Weight 3.01
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY GRANDMASTER BOOTS OF THE GRYFFON SCHOOL

151 ARMOR +14 to workshop
Medium armor. Increases armor level and slows down energy recovery.
+17% Power of Signs +2% to mastery
+7% Pierce Resistance
+7% Impact Damage Resistance
+8% Slash Resistance
+8% Monster Damage Resistance

Weight 2.63
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY GRANDMASTER PANTS OF THE GRYFFON SCHOOL

151 ARMOR +14 to workshop
Medium armor. Increases armor level and slows down energy recovery.
+17% Power of Signs +2% to mastery
+10% Pierce Resistance
+12% Slash Resistance
+14% Monster Damage Resistance
+45% Elemental Resistance

Weight 1.33
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY STEEL GRAND MASTER SWORD OF THE GRYFFON SCHOOL

551-673 DAMAGE +51 to workshop
Steel sword. Needed in battle with people.
+25% Power of Signs

+10% Critical Strike Chance

+5% Add. experience for a fatal blow to a person

Weight 2.36
3 cells
Required level 70


LEGENDARY SILVER GRAND MASTER SWORD OF THE GRYFFON SCHOOL

742-906 DAMAGE +63 to workshop
Silver sword. Needed in battle with monsters.
+25% Power of Signs
+50% Additional damage on crit. impact
+10% Critical Strike Chance
+10% Chance modifier to cut off a limb
+20% Add. experience for killing a monster

Weight 2.23
3 cells
Required level 70
Artisan Requirements - Blacksmith/Grandmaster

For completing the quest, the Witcher will receive experience, just like for any regular task. Transforming one piece of armor from a workshop to a grandmaster can outstrip the cost of completely furnishing a home; the metal for such an improvement is extremely expensive.

Stage 1. Go to the archaeological camp.
The camp is located in the east-southeast part of the map. Having arrived at the place, we inspect the camp using HF. We find the diary of the expedition leader by the fire and read it.

Stage 2. Find the entrance to the dungeon under the ruins.
We move north from the camp, to the ruins of the elven palace of Termes. In the southern ruins, on the right behind the waterfall in the cave, there is a place of power “Quen”.

In the northern ruins, again on the right, near the statue with a panther, there is an entrance to the dungeon, protected by a force barrier. It is turned off by a purple crystal, it is in the bag of the corpse of one of the archaeologists, right next to the statue.

Stage 3. Search the dungeon under the ruins.
Inside we will be greeted by ghosts and barghests. Quen, Yrden and oil against ghosts. Three drawings will be on the corpse of the witcher himself not far from the entrance. The other three are in his bag in the back room of the dungeon.



An interesting detail - the production of grandmaster elements of the Wolf set does not require elements of the previous one master level, while the rest of the schools (excluding Manticore) require master elements.

The quest is completed.

Reward: drawings of the Wolf School grandmaster set and completion of the quest “More than a Master.”

Witcher Antiquities: Grandmaster Armor of the School of the Cat

We receive the quest during the quest "More than a Master"

Stage 1. Go to the house of Bartholomew de Launay and make your way into the estate.
Arriving at the place, we find that the de Launay estate is occupied by robbers and locked. We go around the estate from the south-eastern side, there will be scaffolding there, and we climb through it.

Having killed the robbers, we talk with the caretaker. He knows nothing about the issue that interests us, but in gratitude for saving us he allows us to look around.



After reading the letter, Geralt understands where to continue his search. We head west from the estate to the swamps. Hansa Starling Stragenna set up a base in the ruins of the Gallion Palace. There are a lot of robbers, and even chained dogs, don’t get involved in a bunch, divide and finish off, poison of the hanged man and fire will help you.

Stage 3. Find the entrance to the Stifling Pits.
We head southeast from the swamps. There, in the cave, we deal with the archespores, and in the northern part of the cave there are three remaining drawings in the chest. To create a grandmaster set, you need a master level set from the Cat School.

Stage 1. Go to the ruins of the Bastoy prison.
We go to the slopes of Mount Gorgon, west of Lake Selyavi, to the ruins of the prison. When you arrive at the place, be careful, if you have not been here before, you may come across Bruxa from the microquest "Unknown Place - Hidden Treasure: Prison Experiment." We search the ruins, climb to the top of the destroyed tower (wooden walkways on the left). There, in a hiding place behind a stone in the wall, the first drawing and notes of the prisoner.



After reading the notes, Geralt finds out that Merten, a witcher of the Manticore school, having gone to prison, became friends with the author of the notes, an ardent follower of the teachings of the Prophet Lebeda, and also became infected with it. And after his release, Merten went on a pilgrimage along the paths of the Prophet. Well, our path lies there too. The first stop is the Cave of the Prophet Lebeda.

Stage 2. Go to the cave where Lebeda stayed.
We go to the cave, north of Trastamara's estate (the refuge of the spotted wight from the quest "Echoes"). At the entrance we deal with two panthers and go down into the cave.

The prayers of the suffering are hung along the walls, on the opposite wall with three prayers, one of them is Merten’s prayer, written on the back of the second drawing.

After reading the notes, Geralt finds out where to go next - the next stop is the Sanctuary of the Prophet Lebeda.

Stage 3. Go to the sanctuary of Quinoa.
We head to the north-west of Toussaint. The sanctuary is located northwest across the river from Plegmund's Bridge (where the auction from the Wine Wars quest took place). Entrance from the river bank.



We go in and go through the first hall. We knock out the masonry in the far wall with Aard and find ourselves in the second hall. Here we are waiting for the not very welcoming restless spirit of the Great Beggar, walled up many years ago by angry villagers. We fight with the ghost, Irzhen and oil against ghosts, The spirit will fight with a magic staff, it will stun quite a bit.



To put the spirit to rest, you need to bury the remains of the Great Beggar, lying on the right wall from the entrance (picking up the remains will activate the microquest “Bones of the Great Beggar”). You can bury them in one of the tombs in the first hall.

Having searched the hall using the witcher's senses, we find a chest on a table containing two drawings and the diary of the Great Beggar. After reading the diary, Geralt goes to the Secret Chapel.

Stage 4. Go to the cave with the Secret Chapel.
We head south to Lake Sid Llygad, south of the Palace Gardens. Entrance from the water side.

The cave represents a test. Entering inside we see the appearance of some kind of purple fog that causes visions.

We move into the first hall. There are naked girls there. First test. If you give in to temptation and go to them, it turns out that they are bruxes and you will have to fight with them. Or go around the left tunnel.

Next is the second hall, in which five beggars sit on the floor and beg. Let's serve. This is the second test. If there is no money, there are 50 crowns lying right there on the floor. If you don’t give, then instead of beggars an archispore will appear, and you’ll have to fight.

We go into the third hall. We see a man being attacked by kikimoras. The third test, you need to stand up and defeat the kikimor. If instead of saving you choose the pile of gold on the left, then in addition to the three kikimor workers, a kikimor warrior will also appear.



After reading the notes, Geralt understands where the last point of our journey is - the Lake of Purification.

Stage 5. Go to the Lake of Purification.
Lake of Purification is located east of the Fork at Dunn Tynne. Having approached the pier, we see three robbers dividing the loot. You will have to deal with them, because they will attack as soon as Geralt approaches the pier. Or you can dive into the lake from the other side.



Afterwards, we dive into the lake and, with the help of a witcher’s sense, search the bottom near the pier (well, you can go further, too, there are a lot of all sorts of valuables lying at the bottom).

We find the last drawing, on the back of which Merten recorded the fact of farewell to his old witcher life, and the beginning of a new, righteous life of the righteous teaching of the Prophet Lebeda.

The quest is completed.

Reward: grandmaster set of drawings for the School of Manticore and completion of the quest “More than a Master.”

Witcher Antiquities: Grandmaster Armor of the School of the Bear

We receive the quest while completing the quest "More than a Master"

To the right of the entrance is a chest with three drawings and a letter from the owner of the house.

We read the letter. It turns out that he hired Juno, a witcher from the School of the Bear, to fulfill the order, and the witcher went to the caves north of the village in pursuit of the monster. That's where we're going.

Stage 2. Search the cave complex.


We go down into the caves, to the left of the entrance there is a littered cavern, we clear it with Aard. There is a warning from the witcher Juno.



He went deep into the caves, leaving a sign of his workshop on the walls so that he could then return back along them. Guided by Juno's marks on the walls, we go into the right tunnel from the entrance.

Along the way you will meet scolopendras, we deal with them with a sword and oil against insectoids, having previously caught them in Yrden. At the X-shaped fork we go into the middle passage.



We kill the centipede and in a small cave we find the remains of Juno with the remaining three drawings.

The quest is completed.

Reward: grandmaster set of drawings for the School of the Bear and completion of the quest “More than a Master.”

Witcher Antiquities: Grandmaster Armor of the Griffin School

We receive the quest while completing the quest “More than a Master”.

Stage 1. Search the ruins of Fort Ussar
We go to the eastern part of Toussaint. If you have not been to the ruins of Fort Ussar, then two osklizgs from the quest “Cow Patties” await you there. Using the witcher's senses, we search the fort. Under the destroyed stairs in the chest we find the first three drawings and the report of the fort captain. Let's read them.

Stage 2. Find Moreau's laboratory in Moncran Castle
We go to Moncran Castle north of the fort. Felibert the Four-Fingered Hansa has a base in the castle, but we just need to kill the bandits in the lower courtyard of the castle.

We approach the far wall with wooden scaffolding and discover an illusion masking the entrance to Dr. Moreau's laboratory. We use the Eye of Nihalena (received from Keira Metz in one of the quests of the main game in Velen) and go down to the basements.

Stage 3. Search Moro's laboratory
Using the witcher's instincts, we look around the laboratory. Approximately in the middle of the wall there is a secret door that opens with a switch right next to it.

Behind the door is an inactive portal and a chest in which we find Moro's diary. Let's read. From the diary it is clear that Moreau lured his son, the witcher Jerome, into a trap through the portal.

Stage 4. Infiltrate Jerome's dungeon
We return to the laboratory. In the right room from the secret door, there is a crystal on the table.

We take it and insert it into the portal control panel, activate it with Aard and go into the portal.

In Jerome's dungeon we will be met by a not very friendly golem. Oil against magical creatures and dimerite bombs, as well as volts / pirouettes will help us defeat the golem.

Stage 5 Search Jerome's dungeon
Using our witcher's senses, we look around the dungeon. One drawing will be attached to the bookcase on the right,

the second one is on the table on the left,

and the third one on the round table in the center.

Stage 6. Get out of the dungeon
The portal we went through works in one direction. To get out, you need to remove the illusion on the far wall behind the bookcase.

The quest is completed.

Reward: grandmaster set of drawings of the Griffin School and completion of the quest “More than a Master.”

This is an additional task in the game. It does not affect the storyline.

Receipt

Receipt video

The assignment can be taken from Lafarga during the task, without it they can be not available. Before going on a trip, you should prepare for battles with large groups of people of level 40 (70).

Bonus for 3 things:

Heavy Attack increases the damage of fast attacks for 5 seconds. 10% for each element of the set.

Bonus for 6 things:

Attacks to the back deal 50% more damage and also stun the enemy. Such attacks cost 1 adrenaline point.

Cat School Armor

First you need to go to house of Bartholomew de Launay. The marker will already be on the map. Once there, you need to go to the southwestern corner of the building and jump inside along the wooden structures.

A gang of bandits awaits us inside, after destroying which we can find the key to the main doors of the building and the Drawing: the legendary grandmaster armor of the School of the Cat, which Geralt went after.

Cat School Pants and Boots

Pants and boots are very close in a large camp Antoine "Starling" Straggen. It is not necessary to kill everyone in the camp, just get up and kill the leader, after which all the other fighters will disappear. Below, on the opposite side of the stairs, you can find the drawings themselves.


Steel sword, silver sword and bracers of the Cat School

All three drawings are located not far from the previous ones and are also marked on the map. On the marker there is a cave in which several monsters of level 37 (67) live. In the depths of the cave there are recipes, and at the end of the long path on each side there is a corpse with its own tragic story.


Characteristics

LEGENDARY GRANDMASTER ARMOR OF THE KOTA SCHOOL

390 ARMOR +35 to workshop

+34% Attack power +4% to mastery
+20% Pierce Resistance
+25% Slash Resistance
+25% Monster Damage Resistance
+48% Elemental Resistance

Weight 7.26
3 cells
Required level 70


LEGENDARY GRANDMASTER GLOVES OF THE CAT SCHOOL

147 ARMOR +14 to workshop
Light armor. Increases armor level and speeds up energy recovery.
+17% Attack power +2% to mastery
+7% Slash Resistance
+7% Monster Damage Resistance
+7% Elemental Resistance

Weight 2.66
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY GRANDMASTER BOOTS OF THE CAT SCHOOL

151 ARMOR +14 to workshop
Light armor. Increases armor level and speeds up energy recovery.
+17% Attack power +2% to mastery
+6% Pierce Resistance
+8% Slash Resistance
+8% Monster Damage Resistance
+8% Elemental Resistance

Weight 3.54
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY GRANDMASTER PANTS OF THE KOTA SCHOOL

151 ARMOR +14 to workshop
Light armor. Increases armor level and speeds up energy recovery.
+17% Attack power +2% to mastery
+8% Pierce Resistance
+10% Slash Resistance
+10% Monster Damage Resistance
+17% Elemental Resistance

Weight 2.43
2 cells
Required level 70
Artisan Requirements - Armorer/Grandmaster


LEGENDARY STEEL GRANDMASTER SWORD OF THE CAT SCHOOL

551-673 DAMAGE +56 to workshop
Steel sword. Needed in battle with people.
+20% Aard's Power +20% to workshop
+15% Critical Strike Chance

+10% to workshop
+5% Add. experience for a fatal blow to a person

Weight 2.36
3 cells
Required level 70


LEGENDARY SILVER GRANDMASTER SWORD OF THE CAT SCHOOL

742-906 DAMAGE +70 to workshop
Silver sword. Needed in battle with monsters.
+15% Aard's power -20% to mastery
+15% Critical Strike Chance
+15% Chance to cause bleeding
+10% Chance modifier to cut off a limb
+20% Add. experience for killing a monster

Weight 2.36
3 cells
Required level 70
Artisan Requirements - Blacksmith/Grandmaster

For completing the quest, the Witcher will receive experience, just like for any regular task. Transforming one piece of armor from a workshop to a grandmaster can outstrip the cost of completely furnishing a home; the metal for such an improvement is extremely expensive.