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)

Mutations 12

Magic Sensibilities Blue (Signs)

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 …

blue 2 2 ability points

Toxic Blood Green (Alchemy)

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.

green 2 2 ability points

Deadly Counter Red (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 …

red 2 2 ability points

Bloodbath Red (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 o …

red 3 3 ability points

Requires: Deadly Counter

Piercing Cold Blue (Signs)

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 …

blue 3 3 ability points

Requires: Magic Sensibilities

Euphoria Green (Alchemy)

Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75%.

green 3 3 ability points

Requires: Toxic Blood

Conductors of Magic Red (Combat)Blue (Signs)

When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.

red 2blue 3 5 ability points

Requires: Piercing Cold

Mutated Skin Red (Combat)Green (Alchemy)

Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%).

red 2green 3 5 ability points

Requires: Euphoria

Adrenaline Rush Red (Combat)Blue (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 Atta …

red 2blue 3 5 ability points

Requires: Piercing Cold, Bloodbath

Cat Eyes Red (Combat)Green (Alchemy)

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 …

red 2green 3 5 ability points

Requires: Bloodbath, Euphoria

Second Life Red (Combat)Blue (Signs)Green (Alchemy)

When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% vitality. This effect can only be triggered once every 120s.

red 3blue 2green 2 7 ability points

Requires: Adrenaline Rush

Metamorphosis Red (Combat)Blue (Signs)Green (Alchemy)

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 …

red 2blue 2green 3 7 ability points

Requires: Cat Eyes

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