This page contains information on Mutations , the new skill abilities in the Blood and Wine expansion for The Witcher 3 .

These abilities are available to upgrade after completing the side quest Turn and Face the Strange , which takes place early on in the expansion.

How Do Mutations Work?



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Mutations are powerful abilities that can be added to Geralt's skill set in addition to his standard character skills. Each Mutation must be researched, which costs a certain amount of both available Ability Points as well as a specific type of mutagen.

Strengthened Synapses

When a mutation is equipped, the Strengthened Synapses ability allows Geralt to apply one additional ability for every two mutations he has researched.

What type of ability (Combat, Alchemic, or Magic) depends on what the currently selected mutation allows. For example, the Bloodlust mutation only allows additional combat abilities to be equipped, but the Conductors of Magic mutation allows both combat and magic abilities to be added.

Mutation Abilities



There are twelve different Mutations that Geralt can unlock.

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Deadly Counter



Combat Mutation

2 Ability Points

2 Greater Red Mutagens



Sword attacks deal 25% extra damage to monsters and humans immune to counterattacks. All other enemies struck by a successful counterattack receive a finishing kill if their health is at 25% or below.

Bloodbath



Combat Mutation

2 Ability Points

2 Greater Red Mutagens



All fatal blows dealt by swords will dismember the target or trigger a finisher. All successful melee attacks increase Attack Power by 5%, to a maximum of 250%. If you take damage from an enemy, the bonus is lost.

Magic Sensibilities

Sign Mutation

2 Ability Points

2 Greater Blue Mutagens



Signs can deal Critical Hits, and their chance/damage increase with intensity. Enemies killed with a Sign Critical Hit will explode.

Piercing Cold

Sign Mutation

2 Ability Points

2 Greater Blue Mutagens



When casting Aard, it has a 25% chance to freeze its targets. If enemies are knocked down and then frozen, they immediately die. Enemies not killed are dealt substantial bonus damage.

Conductors of Magic

Attack / Sign Mutation

2 Ability Points

2 Greater Red Mutagens



While drawn, Witcher swords (and Unique/Magic blades) increase Sign damage by 50% of their own damage value.

Toxic Blood



Alchemy

2 Ability Points

2 Greater Green Mutagens



If Geralt has a Toxicity level above zero, enemies who successfully do damage in combat receive 1.5% of the damage dealt in return.

Eupohoria

Alchemy

2 Ability Points

2 Greater Green Mutagens



Each point of Toxicity increases sword damage and Sign intensity by .75% (max of +75%).

Mutated Skin

Attack / Alchemy Mutation

2 Ability Points

2 Greater Red Mutagens



Each full Adrenaline Point decreases damage received by 15%, for a maximum bonus of -45% incoming damage.

Attack / Alchemy Mutation

2 Ability Points

2 Greater Red Mutagens



Crossbow damage is increased by 700%, and crossbow critical hit chances are increased by 50%. Bolts now pierce and stun/knock down opponents. Enemies struck with full health automatically lose 15% of their Vitality.

Metamorphosis

Inflicting critical effects on an enemy will activate a random decoction for two minutes with zero added Toxicity. This can stack for up to three decoctions, and Witcher Senses now increase visibility in dark places without the use of potions.

Adrenaline Rush

Attack / Sign Mutation

2 Ability Points

2 Greater Red Mutagens



When entering combat, Attack Power and Sign Intensity are increased for 30 seconds by 30% for each additional enemy you face. For example, when facing 11 enemies at once, your attack value and sign intensity is increased by 300% for 30 seconds.

Alternatively, once the buff expires, Attack Power and Sign Intensity decrease by 10% for every additonal enemy for 30 seconds. This decrease will not exceed 70%).

Second Life