Mutations Guide | Witcher 3 Blood and Wine

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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.
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.

witcher 3 mutations blood wine 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.) ???




7 thoughts on “Mutations Guide

  1. Andrew

    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.

    Reply
  2. Guy

    With my alchemy build, I got 300% sign intensity using euphoria,3 decoctions and a bunch of potions.

    Reply
    1. James

      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)

      Reply
  3. MaNIH86

    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

    Reply
    1. SuperFlik

      If the ability point cost for Second Life is right (and applies to Metamorphosis), that means you need 49 ability points to unlock everything

      Reply

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