1. Signs/spells -
As I go through the spell/sign listings, I'm wondering which (if any) of the additional "spells" under each sign category are NOT related to the spell/sign itself. It appears that *3*, (each in different signs), of the 3rd tier "spell" that is effectively "automatic" and relates NOT to the sign/spell, but rather to certain types of combat:
Aard: Blasting Fist: Strong Silver; (..bladed or fist technique?)
Igni: Burning Blade: Group Silver
Axii: Faze: Fast Silver
Is this correct?
Additionally (and conversely), are all the other "spells" for each sign "add-on's" to that sign when it is cast/(right click)?
Finally, when something states "sign intensity" (under a particular sign), that is ONLY an increase for that sign correct? (..also, under the Quen sign there is the "spell": "Added Intensity" that has different descriptions from the manual vs. the game; I'm assuming it's the game's description and it only adds 25% to the strength of the Quen sign/spell?)
2. (minor spoiler). In the walkthrough here:
The Witcher @ GameBanshee
..it mentions that Vesemir gives you a red meteorite if you go through all of his dialogue (during the gifting of the studded leather and steel sword). I've done this several times and haven't once gotten it. Note: I'd chosen the mage-kill route and had killed all the remaining bandits up stairs (and found the first 2 ingredients for the potion). What do I need to specifically do to get the meteorite?
3. I seem to be getting torches that can be seen through walls - anyway to fix this? (..note that I do have the latest patch.)
4. Possible Beginner level Bronze point expenditure:
1...
2. Strength I, Strength II, Regeneration.
3. Intelligence I, Intelligence II, Herbalism.
4. Stamina I, Stamina II, Endurance Regeneration.
5. Oil Preperation, Absorption, Poison Resistance.
6. Dexterity I, Dexterity II, Repel.
7. Position, Deflect Arrows, Aard II.
8. (Aard spell add-on's): Stun, Disarm, Gust.
9. Strong Steel I, Fast Steel I, Group Steel I. (I see that this is already provided.)
10. Strong Steel II, Fast Steel II, Group Steel II.
11. Hail of Blows I, Crushing Blow I, Half Spin I.
12. Hail of Blows II, Crushing Blow II, Half Spin II.
13. ..are we into chapter II yet?
The reason I held back on the "steels" is that the character already seems to be pretty powerful. I'm also guessing the "Herbalism" and fairly soon after "Oil prep.", are better as early as possible. Poison Resistance, Repel, Position, and Deflect Arrows - all seem like nice (though for some perhaps infrequent) additions to defense early in the game. The Aard seems to be the most used sign, and that's "buffed" pretty early with Aard II, Stun, Disarm, and Gust and Absorption (nominally), but not before pumping Stamina. Anything wrong here?