Mutations Guide | Witcher 3 Blood and Wine
Mutations are part of a new skill system in The Witcher 3: Blood & Wine. They are passive skills that can be unlocked separately from the old skills and abilities.
If some other stuff in the game is giving you headaches, we strongly recommend browsing through our Witcher 3 Blood and Wine Walkthrough & Guides.
The mutations tree is like a web – you’ll need to unlock the lower level ones to get to the better ones. You can only have one active at a time, so you’ll have to chose the one that fits your play style best.
The mutation you begin with, Strengthened Synapses, will improve as you research other ones. As it gets stronger, you’ll unlock additional ability slots. The mutation you choose will act as a lock for skills in those slots. For example, a blue mutation will allow you to equip only magic skills in those slots, while a hybrid of red and green will let you use combat and alchemy skills there.
You’ll need to research them first, and investing in them will unlock new ability slots. This guide will show you how Witcher 3 mutations work, how to research them and unlock new skill slots.
If some other stuff in the game is giving you headaches, we strongly recommend browsing through our Witcher 3 Blood and Wine Walkthrough & Guides.
Blood & Wine Mutations
Mutations are divided into three groups – combat, alchemy and magic, although some are hybrids. When you go into the menu, you’ll see only three available at the beginning. You’ll need to invest skill points and mutagens to research them. They’ll become available once you finish a side quest called Turn and Face the Strange.The mutations tree is like a web – you’ll need to unlock the lower level ones to get to the better ones. You can only have one active at a time, so you’ll have to chose the one that fits your play style best.
The mutation you begin with, Strengthened Synapses, will improve as you research other ones. As it gets stronger, you’ll unlock additional ability slots. The mutation you choose will act as a lock for skills in those slots. For example, a blue mutation will allow you to equip only magic skills in those slots, while a hybrid of red and green will let you use combat and alchemy skills there.
Mutations List
Here’s a list of all mutations in Blood & Wine, along with their research costs.Name/Allowed skills | Description | Cost |
---|---|---|
Strengthened Synapses | Unlocks additional ability slots as you research more mutations. | / |
Magic Sensibilities Sign | Signs can deal critical hits. Sign crit chance and damage scale with intensity. Enemies killed by sign crits explode. | 2 Skill Points 2 Greater Blue Mutagens |
Piercing Cold Sign | Aard freezes enemies. Enemies that are frozen and knocked down at the same time die. | 3 Skill Points 3 Greater Blue Mutagens |
Conductors of Magic Sign & combat | Sign damage increases if you have a magic, unique or witcher sword drawn. | ??? |
Deadly Counter Combat | Swords do +25% damage to enemies immune to counterattacks. If enemy is at less than 25% health, a counterattack triggers a finisher. | 2 Skill Points 2 Greater Red Mutagens |
Bloodbath Combat | Each weapon blow gives +5% attack power until end of combat. Bonus is lost if you take damage. | ??? |
Adrenaline Rush Combat & sign | Increases attack power and sign intensity by 30% for every enemy you face (for 30 seconds). After the buff expires, decreases them by 10% for every enemy, for another 30 seconds. | ??? |
Second Life Combat, signs & alchemy | When you’re at 0 health, you become invulnerable for a short time and regenerate all your health. Can be triggered once every 3 minutes. | ??? |
Toxic Blood Alchemy | When you’re injured, the attacker receives 1.5% of that amount of damage for every point of your Toxicity level. | 2 Skill Points 2 Greater Green Mutagens |
Euphoria Alchemy | Each point of toxicity increases sword damage and sign intensity by 1%. | ??? |
Mutated Skin Combat & alchemy | Each adrenaline point decreases damage received by 15%. | ??? |
Cat Eyes Combat & alchemy | Crossbow damage increases by 116, crit chance by 20%. Bolts pierce, knock down or stun. If enemies are at full health, they lose 30% from bolt shot. | ??? |
Metamorphosis Combat, sign & alchemy | Applying critical effects to opponents activates a random decoction for 2 minutes with no toxicity (up to 3 at a time.) | ??? |
Second life is
7 ability points
2 Greater Green Mutagens
2 Greater Blue Mutagens
Conductors of Magic is
5 Ability Points
2 Greater Red
3 Greater Blue
Cat Eyes is
5 Ability Points
3 Greater Green
2 Greater Red
If the ability point cost for Second Life is right (and applies to Metamorphosis), that means you need 49 ability points to unlock everything
Shame, the mutations are rather mundane. Only Piercing Cold sounds kinda interesting.
is anyone else having the problem of the euphoria mutagen not activating when combat starts?
Workaround I’ve seen online and can confirm (was previously just using decoctions for euphoria) – If you take any potion once, it’ll mean that until euphoria runs out, it will proc every time you start combat (but still won’t show when you’re just running around)
With my alchemy build, I got 300% sign intensity using euphoria,3 decoctions and a bunch of potions.
Jesus! Cat Eyes looks like it’ll really do a lot to make a Crossbow build viable. All of these look wonderful too. Second Life especially for my Death March playthrough.