Mutations

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Initial state of the Character mutations panel

Mutations let you gain new capabilities, increasing your advantage over normal men and giving you an added edge in killing monsters. To develop advanced mutations, you must first develop other, more basic ones. Information about this can be found in the mutation's description.

Mutations let you alter the biochemical mechanisms governing Geralt's body. These mutations let Geralt gain new capabilities which normal men could never hope to acquire.

Developing Mutations[edit | edit source]

You can develop several different mutations, but only one of them can be active at a time.

To develop a mutation, select it in the Mutation Panel and use the Research Mutation option. To complete research, you must devote Ability Points and mutagens of the right color. Once you confirm the research, the needed Ability Points and/or mutagens will be spent.

More advanced mutations require you to develop the basic ones first – look for information about this in the mutation's description.

Advanced mutations[edit | edit source]

Advanced mutations, distinguished by their yellow color, require multiple types of mutagens, but allow you to use any Abilities from the Combat, Signs or Alchemy groups.

Strengthened Synapses[edit | edit source]

Strengthened Synapses is a special mutation, that develops automatically as you finish research on other mutations.

This mutation has several levels. Each time it gains a level, an additional Ability slot is unlocked in the Character Panel. The color of Ability which can be placed in a slot must match the color of the active mutation, so if a blue mutation is active, you can only activate a blue Ability, and so on. Yellow mutations are an exception -- when a yellow mutation is activated, you can use any Ability from the Combat, Alchemy or Signs groups.

List of mutations[edit | edit source]

Icon Name Description Unlocked by Prerequisite(s) Group(s)
Adrenaline Rush
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. Strengthened Synapses II
  • Combat
  • Signs
Bloodbath
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). Strengthened Synapses II
  • Combat
Cat Eyes
Crossbow damage is now increased from 138 to 798 (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. Strengthened Synapses II
  • Alchemy
  • Combat
Conductors of Magic
When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt. Strengthened Synapses II
  • Combat
  • Signs
Deadly Counter
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. Strengthened Synapses I
  • Combat
Euphoria
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 112.5%). Strengthened Synapses II
  • Alchemy
Magic Sensibilities
Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 37% chance to deal an additional 167% damage). Opponents killed by critical hits from Signs explode. Strengthened Synapses I
  • Signs
Metamorphosis
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. Strengthened Synapses III
  • Alchemy
  • Combat
  • Signs
Mutated Skin
Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%). Strengthened Synapses II
  • Alchemy
  • Combat
Piercing Cold
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 3270 damage. Strengthened Synapses II
  • Signs
Second Life
When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% vitality. This effect can only be triggered once every 180s. Strengthened Synapses III
  • Alchemy
  • Combat
  • Signs
Toxic Blood
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 225%). Strengthened Synapses I
  • Alchemy