Mutations in The Witcher 3
Mutations come with Blood and Wine. Each costs mutagens and ability points, and most require another one first. Only one can be active at a time. Its color decides which abilities may go into the extra slots.
Strengthened Synapses — Each of Strengthened Synapses' 4 Stages unlocks an additional Ability slot in the Character Panel. Abilities activated in these slots must match the color of the currently active mutation. Research more mutations to advance Strengthened Synapses to the next stage.
The extra slots unlock with 2, 4, 8 and 12 researched mutations.
Red (Combat)Blue (Signs)Green (Alchemy)
Research calculator
Pick the mutations you want to research. Prerequisites are counted automatically; the total shows mutagens and ability points.
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0
0 Ability points 0
Mutations 0
Extra slots 0 / 4
Mutations 12
Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 30% chance to deal an additional 100% damage). Opponents killed by critical hi …
2 2 ability points
Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 3% of damage dealt for every point of your Toxicity level.
2 2 ability points
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 …
2 2 ability points
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 o …
3 3 ability points
Requires: Deadly Counter
When the Aard Sign is cast, it additionally has a 30% chance of freezing enemies. This chance scales with your available Adrenaline Points. Enemies knocked down and frozen simultaneousl …
3 3 ability points
Requires: Magic Sensibilities
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75%.
3 3 ability points
Requires: Toxic Blood

When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.
2
3 5 ability points
Requires: Piercing Cold

Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%).
2
3 5 ability points
Requires: Euphoria

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 Atta …
2
3 5 ability points
Requires: Piercing Cold, Bloodbath

Crossbow damage is increased (by how much depends on the crossbow used), and crossbow critical hit chance is increased by 50%. Crossbow bolts pierce and knock down or stun opponents. Op …
2
3 5 ability points
Requires: Bloodbath, Euphoria


When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% vitality. This effect can only be triggered once every 120s.
3
2
2 7 ability points
Requires: Adrenaline Rush


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 …
2
2
3 7 ability points
Requires: Cat Eyes
Mutations in The Witcher 3
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