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Mutations are a character development feature introduced in the Blood and Wine expansion for The Witcher 3: Wild Hunt. It allows the player to develop 12 new skills using mutagens and ability points.

Unlocking Edit

Tw3 mutations panel

Mutations panel

To first unlock mutations, the secondary quest, Turn and Face the Strange, must be completed which will then alter the character panel to include a central circular icon between the active abilities. Click on it to open the mutations panel.

Like Geralt's abilities, to unlock mutations you'll need to use ability points but, unlike abilities, they'll also require greater red, blue, and/or green mutagens. Furthermore, you'll notice they're set up in a 3 tier style. This means you'll have to unlock certain mutations to unlock a connected one. For example, if you want Mutated Skin, you'll need to unlock Toxic Blood and Euphoria first. Likewise, for mutations not directly connected to the 3 central ones (like Cat Eyes) you'll need to unlock the connecting ones (Bloodbath and Euphoria) to access it.

If you wish to reclaim the ability points used here, you can do so with a Potion of Restoration. However, it will not return any mutagens you used.

Usage Edit

While 12 mutations are available, you can only have one active at a time. To do so, after you've researched it, you can then select the one you want to activate and hit enter to make it active. It will then have a solid white border around it, signifying it's active. To deactivate it, simply select it and hit enter again.

It's important to note that mutations are color coded to a particular skill: green for alchemy, blue for magic, and red for combat. This will determine what abilities you can place in the 4 middle slots. There's an additional color, orange, which is a combination of allowed skills as listed below:

  • Mutated Skin and Cat Eyes will let you place combat and alchemy
  • Conductors of Magic and Adrenaline Rush will let you place combat and signs
  • Second Life and Metamorphosis will let you place all three

Strengthened Synapses Edit

This is a unique mutation that will allow the player to unlock additional ability slots on the character panel. It requires a certain number of unlocked mutations before it can be upgraded itself.

  • Unlock 2 mutations to unlock the first slot
  • Unlock 4 mutations to unlock the second slot
  • Unlock 8 mutations to unlock the 3rd slot
  • Unlock 12 mutations to unlock the 4th (and final) slot

Mutations Edit

Icon Name Requirements Slot Type Description
Tw3 mutation 4
Toxic Blood 2 × Ability Points
2 × Greater green mutagens
Alchemy Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 1.5% of damage dealt for every point of your Toxicity level (currently 1.5%, to a maximum of 150%).
Tw3 mutation 10
Euphoria prerequisite: Toxic Blood
3 × Ability Points
3 × Greater green mutagens
Alchemy Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 75%).
Tw3 mutation 5
Mutated Skin prerequisite: Euphoria
5 × Ability Points
3 × Greater green mutagens
2 × Greater red mutagens
Alchemy
Combat
Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%).
Tw3 mutation 9
Cat Eyes prerequisite: Bloodbath and Euphoria

5 × Ability Points
3 × Greater green mutagens
2 × Greater red mutagens

Alchemy
Combat
Crossbow damage is now increased from 107 to 992 (values depend on crossbow used), and crossbow critical hit chance is increased by 50%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 15% of Vitality.
Tw3 mutation 12
Metamorphosis prerequisite: Cat Eyes
7 × Ability Points
3 × Greater green mutagens
2 × Greater red mutagens
2 × Greater blue mutagens
Alchemy
Combat
Signs
Applying critical effects to opponents activates a random decoction for 120s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 3. Witcher Senses help you see better in dark places.
Tw3 mutation 8
Deadly Counter 2 × Ability Points
2 × Greater red mutagens
Combat Sword attacks deal 25% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 25%, a counterattack immediately triggers a finisher.
Tw3 mutation 3
Bloodbath prerequisite: Deadly Counter
3 × Ability Points
3 × Greater red mutagens
Combat Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 5% until combat ends (to a maximum of 250%). The bonus is lost if you take damage (not including damage from Toxicity).
Tw3 mutation 7
Adrenaline Rush prerequisites: Piercing Cold and Bloodbath

5 × Ability Points
3 × Greater blue mutagens
2 × Greater red mutagens

Combat
Signs
At start of combat, sword Attack Power and Sign Intensity increase for 30s by 30% for each foe (after first). So, when fighting 11 foes, the bonus is 300%. Once it wears off, sword Attack Power and Sign Intensity drop by 10% for each participating foe after first (modifier cannot exceed 70%). Duration: 30s.
Tw3 mutation 11
Second Life prerequisites: Adrenaline Rush

7 × Ability Points
2 × Greater blue mutagens
3 × Greater red mutagens
2 × Greater green mutagens

Alchemy
Combat
Signs
When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. The effect can only be triggered once every 180s.
Tw3 mutation 2
Magic Sensibilities 2 × Ability Points
2 × Greater blue mutagens
Signs Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 40% chance to deal an additional 198% damage). Opponents killed by critical hits from Signs explode.
Tw3 mutation 6
Piercing Cold prerequisite: Magic Sensibilities
3 × Ability Points
3 × Greater blue mutagens
Signs When the Aard Sign is cast, it additionally has a 25% chance of freezing opponents. Opponents knocked down and frozen simultaneously die immediately. Opponents who are not frozen are dealt an additional 2972 damage.
Tw3 mutation 1
Conductors of Magic prerequisite: Piercing Cold
5 × Ability Points
3 × Greater blue mutagens
2 × Greater red mutagens
Signs When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.