Scattered through The Witcher 3 are the equipment sets of the old witcher schools — Griffin, Cat, Bear, Wolf and more — each found as diagrams on treasure hunts, crafted tier by tier, and built around a distinct fighting style. They have always been the gear worth chasing. What the Remastered adds is the missing piece: Reforge, an appearance-only transmogrification service at the two master craftsmen, Hattori in Novigrad and Yoana at Crow's Perch, which finally separates how your gear performs from how it looks. This guide explains what witcher gear is, how the schools differ, how crafting tiers and set bonuses work at beginner depth — and why Reforge means you never again have to choose between the strong set and the good-looking one. School identities and set-bonus structure below follow long-stable classic documentation; CD PROJEKT RED has not republished a 5.0 gear table, and no invented stat tables appear here.
At a glance
Witcher gear: School-themed equipment sets (armour + steel and silver swords) found as diagrams on treasure-hunt quests, then crafted by smiths
Schools: Griffin, Cat, Bear, Wolf (base game); Viper (Hearts of Stone); Manticore (Blood and Wine); Forgotten Wolf (the 4.0 Netflix crossover quest reward)
Crafting tiers: Basic → Enhanced → Superior → Mastercrafted, with Grandmaster added in Blood and Wine — each tier needs the previous one and a higher-level diagram
Set bonuses: Wearing multiple pieces of a school grants bonuses, deepening at the Grandmaster tier (classic documentation)
Reforge (new in 5.0): Appearance only, stats untouched — offered by Hattori (swordsmith, Novigrad) and Yoana (armourer, Crow's Perch); your look library grows as you acquire gear and diagrams; Blood and Wine dyes carry over
Beginner default: First set, take Griffin or Wolf — available early and forgiving for any playstyle (collection plan recommendation)
1. What witcher gear is — and why it outclasses loot
Most armour you pick up is generic: fine for a few levels, then replaced. Witcher gear is different in kind. Each school set is a matched kit — chest armour, boots, gauntlets, trousers and a pair of swords — designed around one school's way of fighting, with bonuses pointed the same direction. A Cat set is not simply "light armour with better numbers"; everything on it leans into fast attacks, and wearing it commits you, usefully, to a style.
Three properties make the sets the backbone of your equipment for the whole game:
They grow with you. Each set exists in escalating crafting tiers (section 3), so a school you commit to early can be re-crafted stronger all the way into the expansions.
They are level-gated on purpose. Diagrams and tiers carry level requirements, so the sets pace your progression instead of breaking it.
They reward wearing the set. Set bonuses (section
4) only arrive when several pieces of the same school are worn together — mixing random loot leaves that value on the table.
2. Diagrams and treasure hunts: how a set is earned
You never buy a witcher set off a shelf. Each begins as a treasure hunt — a quest (often started from a found note, a map bought from a merchant, or a book) that leads you through ruins, caves and battlefields to guarded caches. Each cache holds a diagram: the crafting recipe for one piece of the set, or for its next tier.
A diagram is not the item. You take it to an armourer (for armour) or a blacksmith (for blades) with the required crafting components, and they forge it — better tiers demand more skilled craftsmen, which is one reason the game's two master craftsmen matter long before Reforge enters the picture. Expect the loop to feel deliberate: hunt a ruin, earn a page, gather the components, visit the smith. The treasure hunts double as some of the best exploration in the game, which is why this collection treats the first set as a mid-White-Orchard-to-Velen project rather than a shopping trip.
3. The schools: pick a fighting style, not a stat sheet
Seven schools exist across the game and its expansions. Their identities below are the classic-documented ones — stable for a decade — described by playstyle, because that is the decision you are actually making.
Griffin (medium armour) — the Sign caster's set. Built around Sign intensity and casting; pairs with a Signs-heavy skill tree. Documented as an early, accessible first set, and the natural home for players who fight with Aard and Igni as much as with steel.
Cat (light armour) — fast attacks and critical hits. Rewards the dodge-and-strike style: light, quick, fragile if you stand still. The swordsman's set for players who already like the Combat tree's fast-attack chain.
Bear (heavy armour) — the tank. Maximum protection and an Adrenaline-fed heavy style; slow, deliberate, very hard to kill. Forgiving for beginners who trade hits, at the price of stamina-hungry play.
Wolf (medium armour) — the balanced set. Geralt's own school: a spread of attack, Signs and Adrenaline support with no extreme. The other documented early recommendation, and the safest first set if you have not settled on a style.
Viper (Hearts of Stone) — the poison specialist. Its swords are findable remarkably early (the frame above is a White Orchard pickup); the full set leans into poison resistance and damage over time.
Manticore (Blood and Wine) — the alchemist's set. Built for potion and bomb play; arrives with the expansion's endgame, alongside the Grandmaster tier.
Forgotten Wolf (4.0 crossover quest) — the Netflix set. Earned from the quest added in the next-gen update, in the style of the series' armour; a collector's piece that is also perfectly usable gear.
4. Crafting tiers and set bonuses
Each set climbs the same ladder: Basic → Enhanced → Superior → Mastercrafted, with Grandmaster added for the classic schools in Blood and Wine. Every tier is a new diagram, a higher level requirement, and a better craftsman — Mastercrafted work is, as the name says, master craftsmen's territory, and Grandmaster crafting in Toussaint is an endgame project with its own questline. A practical warning follows from the ladder: a diagram far above your level is a promise, not an upgrade. Craft the tier your level supports and let the set climb with you.
Set bonuses reward commitment. Under the classic-documented structure, wearing several pieces of one school together activates a bonus tied to that school's style, and the Grandmaster tier deepens it into a stronger, more specific effect — the point at which a set stops being "good stats" and starts defining a build. Exact bonus values are deliberately not tabulated here: they are classic-documentation figures that CD PROJEKT RED has not reissued for 5.0, and the item tooltip in your game is the version that counts.
5. Reforge: the 5.0 headline
Reforge is the Remastered's transmogrification system, and its rules are admirably simple:
It changes a piece of gear's appearance only. Stats, level, set bonuses — everything mechanical stays exactly as the equipped item defines it.
It is offered by the two master craftsmen: Hattori, the swordsmith in Novigrad, for weapons, and Yoana, the armourer at Crow's Perch, for armour — the same pair who handle your Mastercrafted work, so one relationship covers both endgame services.
Your library of available appearances grows as you acquire new gear and diagrams: every set you hunt down is also a wardrobe you unlock.
Dyes carry over. If you dyed a set in Blood and Wine, the colour follows the appearance when you reforge it onto another piece — dye first or reforge first, you do not lose the colour either way.
It cannot turn a weak sword into a strong one; a strong sword can, however, wear another sword's face. The hunt for power still runs through diagrams and tiers; the hunt for style is now free to run alongside it.
6. Why Reforge changes beginner decisions
For eleven years, witcher gear advice contained a quiet compromise: the set that suited your build might not be the set you liked wearing, and players routinely kept weaker, prettier armour for far too long. Reforge deletes that compromise, and three beginner habits change with it:
Wear stats without apology. Find a stronger piece — school or not — and equip it. Its appearance is now a problem with a known address: Hattori or Yoana.
Hunt diagrams as a wardrobe too. Every treasure hunt pays out twice: a craftable item and a permanent appearance. Sets you would never wear mechanically (a Bear player looting Cat diagrams) are still worth the trip.
Choose your school by playstyle alone. Sections 3–4 are now the whole decision: how you fight, not how you look doing it. The fashion layer is solved at the smithy, permanently, for every piece you own.
7. A beginner's first set, in one paragraph
Take Griffin if you are leaning on Signs, Wolf if you are not sure yet: both are documented as early, forgiving first sets, and both climb the full tier ladder. Start their treasure hunts once you reach Velen, craft the tier your level allows, wear the pieces together for the set bonus, and reforge the result into whatever you actually enjoy looking at. The rest of the schools are second-playthrough joys or endgame projects — Viper's early swords aside, none of them should delay your first complete set.
FAQ
Is Reforge purely cosmetic? Yes — appearance only. The equipped item keeps its own stats, level requirement and set bonuses; Reforge changes the face, never the numbers.
Where do I reforge weapons, and where armour? Weapons at Hattori, the master swordsmith in Novigrad; armour at Yoana, the master armourer at Crow's Perch. They are also your Mastercrafted-tier craftsmen, so you will know both well before the endgame.
If I dye a set and then reforge it, do I lose the colour? No. Blood and Wine dyes carry over onto the reforged appearance — the dye follows the look, whichever order you apply them in.
Which school should a first-time player pick? Griffin if your skill tree leans Signs, Wolf if you are undecided. Both are available early, forgiving of mixed playstyles, and upgrade through every tier. Cat and Bear are stronger commitments to a specific style; save them for when you know yours.
Can any blacksmith craft witcher gear? No. Crafting from a diagram requires a craftsman of the right trade and sufficient skill — armourers for armour, swordsmiths for swords — and the Mastercrafted and Grandmaster tiers belong to master craftsmen. Hiring the village smith for a Grandmaster diagram will not work.
Does reforging a piece break its set bonus? No. Set bonuses come from the items you have equipped, and Reforge does not change what an item is — only how it looks. A reforged set is still the set.
Related guides
The Witcher 3 Remastered: What's New and Different vs the Original and Next-Gen Versions
The Witcher 3 Remastered New Skill Tree Explained: Prerequisite Chains and Your First Skill Points
The Witcher 3 Remastered: All 30 Places of Power and the White Orchard Route
The Witcher 3 Remastered Beginner's Guide: Difficulty, Bard's Ballad, Settings and Your First Hours
The Witcher 3 Remastered: Beginner Money Guide — Crowns, Weight Limits and Which Merchants to Use
