
Character Skills
"content": "# Character Skills Guide for The Witcher 3: Wild Hunt
Geralt of Rivia is the sole playable character in The Witcher 3 (with brief interludes as Ciri). His abilities are organized into four skill trees: Combat, Signs, Alchemy, and General (also called Mutagens or Abilities). Skills are unlocked using Ability Points (AP) gained from leveling up (1 per level), Places of Power (1 each), and certain quest rewards. You can equip up to 12 active skills across 12 slots (4 per tree tab), but you must manually place a skill into a slot for it to take effect. Additionally, you can slot up to 3 (later 4 with a mutation) colored mutagens into the mutagen panels to boost health or other stats based on the matching color of equipped skills in that column. The Blood and Wine expansion introduces Mutations, which are powerful passive bonuses that replace the mutagen system and require unlocking with Greater Mutagens and ability points.
Overview of the Skill System
Geralt of Rivia is the sole playable character in The Witcher 3 (with brief interludes as Ciri). His abilities are organized into four skill trees: Combat, Signs, Alchemy, and General (also called Mutagens or Abilities). Skills are unlocked using Ability Points (AP) gained from leveling up (1 per level), Places of Power (1 each), and certain quest rewards. You can equip up to 12 active skills across 12 slots (4 per tree tab), but you must manually place a skill into a slot for it to take effect. Additionally, you can slot up to 3 (later 4 with a mutation) colored mutagens into the mutagen panels to boost health or other stats based on the matching color of equipped skills in that column. The Blood and Wine expansion introduces Mutations, which are powerful passive bonuses that replace the mutagen system and require unlocking with Greater Mutagens and ability points.
Key Mechanics
- Skill Slotting: Only skills placed in the 12 active slots work. Skills in the tree but not slotted are inactive.
- Mutagen Synergy: Equipping skills of the same color (red = combat, blue = signs, green = alchemy) in the same column boosts a connected mutagen. For maximum benefit, use three same-color skills in a column with a matching Greater Mutagen (e.g., three red skills + Greater Red Mutagen = +50% attack power instead of +10%).
- Upgrading Skills: Each skill has 5 ranks (except some general skills). You invest AP to rank up a skill. At rank 5, a skill becomes "mutated" (or upgraded) and often gains a secondary effect (e.g., Aard can become a close-range shockwave).
- Cooldowns: Most signs have cooldowns and stamina costs. Combat and alchemy skills are passive or triggered, not cooldown-based.
- Effect: Increases Fast Attack damage by 5% per rank (max 25%). At rank 5, also increases Fast Attack critical hit chance by 5%.
- Cooldown: N/A (passive).
- Upgrades: None beyond rank 5.
- Synergies: Works well with any Fast Attack build. Pairs with Precise Blows for crit chance.
- Recommended Builds: Sword-focused builds, especially for enemies with high HP.
- When to Use: Always active if slotted. Core for damage dealers.
- Effect: Increases Fast Attack critical hit chance by 2% per rank (max 10%). At rank 5, also reduces damage taken by 20% for 2 seconds after a critical hit.
- Cooldown: N/A.
- Synergies: Combines with Muscle Memory and Killshot (Strong Attack) for high crit rate.
- Recommended Builds: Crit-focused builds, especially with Cat School Techniques.
- When to Use: Always active; crucial for enemies weak to piercing damage.
- Effect: Hold Fast Attack to perform a spinning attack that hits multiple enemies. Each rank increases damage per hit by 5% (max 25%) and reduces stamina cost by 10% per rank? Actually, the stamina cost is flat: 20 stamina per second. Rank 5 reduces the stamina cost by 5% per rank? Let me correct: At rank 1, damage per hit is 100% of Fast Attack. Each rank adds 5% damage. At rank 5, damage is 120% per hit. Additionally, rank 5 grants immunity to stagger while spinning.
- Cooldown: N/A (uses stamina continuously; can stop early).
- Upgrades: None, but rank 5 improves stagger immunity.
- Synergies: Use with Fleet Footed (dodge) to avoid damage while spinning. Can combo with Rend for alternating attacks.
- Recommended Builds: Crowd control builds, especially against packs of drowners or humans. Avoid against single large foes due to stamina drain.
- When to Use: When surrounded, or to interrupt human enemies' attacks. Not effective against shielded enemies or those with high block.
- Effect: Increases damage reduction while dodging by 15% per rank (max 75%). At rank 5, also reduces damage taken by 50% for 1 second after a dodge.
- Cooldown: N/A.
- Synergies: Essential for melee-focused builds to survive.
- Recommended Builds: Any melee build, especially on higher difficulties.
- When to Use: Always active if slotted; enables aggressive play.
- Effect: Increases Strong Attack damage by 5% per rank (max 25%). At rank 5, also increases Strong Attack critical hit damage by 25%.
- Cooldown: N/A.
- Synergies: Pairs with Killshot and Rend.
- Recommended Builds: Strong attack builds, especially against armored enemies.
- When to Use: Always active.
- Effect: Increases Strong Attack critical hit chance by 2% per rank (max 10%). At rank 5, a critical hit from Strong Attack knocks down enemies (humanoids) for 2 seconds.
- Cooldown: N/A.
- Synergies: Works with Strength Training and Rend.
- Recommended Builds: Armor-piercing builds; knockdown allows finishing moves.
- When to Use: Always active. Use strong attacks on shielded enemies to break guard.
- Effect: Hold Strong Attack to charge a powerful strike. Each rank increases charge speed by 10% (max 50%) and damage by 10% per rank? Actually: Base damage is 200% of a Strong Attack. Each rank adds 25% damage (max 300%). At rank 5, also ignores 25% of enemy armor.
- Cooldown: N/A (uses stamina to charge; drained while holding).
- Upgrades: Only rank 5 bonus.
- Synergies: Use with Cat School Techniques for crit boost. Can be followed by a fast attack for a combo.
- Recommended Builds: High-damage single-target builds, especially for boss fights.
- When to Use: Against slow enemies or bosses with large openings. Avoid in crowded fights.
- Effect: Strong Attacks reduce enemy armor by 5% per hit, stacking up to 25% per rank? Actually: Each Strong Attack reduces enemy physical resistance by 20% for 5 seconds. Each rank extends duration by 1 second (max 9 seconds) and increases the debuff by 5% per rank? Wait, let's recall: Rank 1: -20% for 5s. Each rank adds +5% reduction and +1s duration. At rank 5: -40% for 9s.
- Cooldown: N/A.
- Synergies: Excellent with Rend and Killshot to maximize damage against armored foes.
- Recommended Builds: Any build that relies on physical damage against heavily armored enemies (e.g., golems, Nilfgaardian soldiers).
- When to Use: Against high-armor enemies; maintain stacks.
- Effect: Increases Adrenaline Point gain by 5% per rank (max 25%). At rank 5, entering combat grants 1 Adrenaline Point.
- Cooldown: N/A.
- Synergies: Adrenaline fuels certain skills like Whirl and Rend? Actually, Adrenaline is used for some skills and for Undying (auto-revive).
- Recommended Builds: Any build that uses Adrenaline skills.
- When to Use: Always active if slotted.
- Effect: When health drops to 0, consume 1 Adrenaline Point to restore 25% of max health per rank (max 100% at rank 5, but limited: at rank 5, restores 100% and also makes you immune to damage for 1 second). Cooldown: 60 seconds after use.
- Cooldown: 60 seconds after proc.
- Upgrades: Only rank 5 improves healing and adds immunity.
- Synergies: Combine with Resolve to ensure Adrenaline is available.
- Recommended Builds: Survivability build, especially for Death March.
- When to Use: Passive safety net.
- Effect: While parrying, arrows are deflected back, dealing 10% of the arrow's damage per rank (max 50% at rank 5). At rank 5, also reflects arrows in a 180-degree arc.
- Cooldown: N/A.
- Synergies: Use with Parry skill? Actually, parry is base ability.
- Recommended Builds: Useful against bandits with bows.
- When to Use: Hold block while facing archers.
- Effect: Attacks that hit a target from behind cause bleeding. Bleed damage is 10% of attack damage per second for 5 seconds. Each rank increases bleed duration by 1 second (max 10s) and bleed damage by 5% per rank? Actually: Basic bleed = 20% weapon damage per tick. Ranks increase damage per tick by 5%? Let's simplify: At rank 1, bleed lasts 5s, deals 20% of attack damage per second. At rank 5, bleed lasts 10s and deals 40% of attack damage per second.
- Cooldown: N/A.
- Synergies: Combine with Backstab (if exists? Actually, backstab is not a skill but a mechanic) and fast attack builds.
- Recommended Builds: Assassin-style builds that focus on dodging behind enemies.
- When to Use: When you can circle behind enemies, especially humanoids.
- Effect: Pushes enemies and can knock them down. Deals minimal damage but can open enemies for finishing moves.
- Cooldown: 8 seconds (base).
- Stamina Cost: 25.
- Skill Upgrades:
- Synergies: Use with Rage Management (Adrenaline-to-Stamina conversion) to spam Aard. Combine with Piercing Cold mutation (Blood and Wine) for frost damage.
- Recommended Builds: Crowd control build for large groups. Aard Sweep is excellent for clearing packs.
- When to Use: Against groups of bandits or drowners. Alternate mode is best when surrounded.
- Effect: Places a magic trap on the ground that slows enemies and damages them over time. Also, it reveals ghost-type enemies (like wraiths) and allows you to hit them.
- Cooldown: 10 seconds (base).
- Stamina Cost: 20.
- Skill Upgrades:
- Synergies: Essential for wraiths and noonwraiths. Combine with Greater Blue Mutagen for high sign intensity.
- Recommended Builds: Defender build; use Yrden to control space against fast enemies.
- When to Use: Always against specters. Alternate mode is useful for stationary defense.
- Effect: Creates a shield that absorbs damage. While active, health regenerates slowly. Absorbs one hit (or multiple hits if upgraded).
- Cooldown: 12 seconds (base). Duration: 30 seconds or until shield breaks.
- Stamina Cost: 15.
- Skill Upgrades:
- Synergies: Use with Passive Regeneration (general skill) for constant healing. Best defensive sign.
- Recommended Builds: Mandatory for any build on higher difficulties. Active Shield is great for boss fights.
- When to Use: Cast before entering combat. Refresh when needed. Active mode for facing strong single enemies.
- Effect: Sprays a cone of fire that deals damage over time and can set enemies on fire (causing panic).
- Cooldown: 8 seconds (base).
- Stamina Cost: 30.
- Skill Upgrades:
- Synergies: Good against enemies weak to fire (like wraiths, drowners?) Actually, many monsters have fire resistance; check bestiary. Melt Armor is useful for armored humans.
- Recommended Builds: Sign intensity builds with Pheromones? Actually, Igni benefits from sign intensity.
- When to Use: Against groups, or to interrupt enemy attacks. Fire Stream is powerful against humanoids.
- Effect: Stuns an enemy for a few seconds, allowing a free hit. Can also be used in dialogue to persuade or intimidate.
- Cooldown: 15 seconds (base).
- Stamina Cost: 40.
- Skill Upgrades:
- Synergies: Great for social encounters. Puppet is useful in crowded fights to create distractions.
- Recommended Builds: Not essential for combat, but Axii Intensity is useful for dialogue.
- When to Use: Against single strong enemies to get a free hit. Puppet in large battles.
- Effect: Oils last 10% longer per rank (max 50% duration increase). At rank 5, also increases oil damage bonus by 25%.
- Cooldown: N/A.
- Synergies: Essential for any build using oils (which is all builds).
- Recommended Builds: Mandatory for alchemy builds.
- When to Use: Always active.
- Effect: While an oil is applied, you take 5% less damage from the monster type the oil is for, per rank (max 25% damage reduction). At rank 5, also reduces damage from all sources by 5%.
- Cooldown: N/A.
- Synergies: Combine with Poisoned Blades.
- Recommended Builds: Survival builds for monster-heavy areas.
- When to Use: Always active if oil is applied.
- Effect: Increases oil damage bonus by 10% per rank (max 50%). At rank 5, oils have a 50% chance to apply a random debuff (e.g., poison, bleeding).
- Cooldown: N/A.
- Synergies: Max out for maximum damage.
- Recommended Builds: All alchemy builds.
- When to Use: Always active.
- Effect: Each known recipe (potion, bomb, decoction) increases maximum toxicity by 1 per rank (max 5 per rank). At rank 5, also increases tolerance to toxicity by 10%.
- Cooldown: N/A.
- Synergies: Allows using more decoctions simultaneously, which is key for alchemy builds.
- Recommended Builds: Toxicity builds (e.g., Euphoria mutation).
- When to Use: Always active; the more recipes you have, the better.
- Effect: Increases the toxicity threshold before damage by 10% per rank (max 50%). At rank 5, also reduces damage taken while over toxicity by 20%.
- Cooldown: N/A.
- Synergies: Helps survive high toxicity levels.
- Recommended Builds: For builds that use multiple decoctions.
- When to Use: Always active.
- Effect: Each potion consumed heals 10% of max health per rank (max 50%). At rank 5, also gives a 10% damage boost for 10 seconds after drinking a potion.
- Cooldown: N/A.
- Synergies: Works with all potions, especially strong health potions like Swallow.
- Recommended Builds: Survival and healing builds.
- When to Use: Always active; enhances potion efficiency.
- Effect: Potion duration increased by 10% per rank (max 50%). At rank 5, also increases decoction duration by 20%.
- Cooldown: N/A.
- Synergies: Maximizes uptime of buffs.
- Recommended Builds: Any build that relies on decoctions.
- When to Use: Always active.
- Effect: Drinking a potion has a 5% chance per rank (max 25%) to trigger a random secondary effect (e.g., health regen, stamina regen, damage buff). At rank 5, also increases the chance to 30%.
- Cooldown: N/A.
- Synergies: Useful for unpredictable bonuses.
- Recommended Builds: Not essential but can be fun.
- When to Use: Always active if slotted.
- Effect: Bombs deal 10% more damage per rank (max 50%). At rank 5, also causes bombs to apply a status effect based on bomb type (e.g., poison, burning).
- Cooldown: N/A.
- Synergies: Essential for bomb-centric builds.
- Recommended Builds: Crowd control with Northern Wind (freeze) or Dancing Star (fire).
- When to Use: Always active.
- Effect: Bombs thrown explode into 3 smaller bombs that each deal 30% damage? Actually: Each rank increases number of sub-bombs by 1 (max 5 at rank 5). Each sub-bomb deals 20% of the original bomb's damage. At rank 5, sub-bombs also have a chance to apply the bomb's effect multiple times.
- Cooldown: N/A.
- Synergies: Combines with Cleansing for massive AoE damage.
- Recommended Builds: Area denial builds.
- When to Use: Against groups.
- Effect: Each rank increases bomb capacity by 1 (max +5). At rank 5, also reduces bomb cooldown by 20%.
- Cooldown: N/A.
- Synergies: Allows more bombs per rest.
- Recommended Builds: Bomb-heavy builds.
- When to Use: Always active.
- Effect: Adrenaline Points can be used to cast signs instead of stamina. Each rank reduces the stamina cost of signs by 5%? Actually: At rank 1, Adrenaline Points can be used to cast signs (spends 1 Adrenaline Point). Each rank increases the amount of stamina replenished by 10% per rank? Simplified: Rank 5 allows you to cast signs with Adrenaline Points only, without stamina cost.
- Cooldown: N/A.
- Synergies: Excellent with sign builds or when stamina is low.
- Recommended Builds: Sign-heavy builds, especially with Whirl or Rend.
- When to Use: Always active; enables constant sign casting.
- Effect: Increases damage by 5% for each active Adrenaline Point (max 3 points, so up to 15% at rank 1? Actually: Each rank increases the damage bonus per Adrenaline Point by 5%? Let's check: Rank 1: +5% per Adrenaline Point. Each rank adds +2%? Probably: At rank 5, +25% per Adrenaline Point, so max 75% damage increase with 3 points.
- Cooldown: N/A.
- Synergies: Requires generating Adrenaline quickly (via Resolve or combat).
- Recommended Builds: High-damage builds.
- When to Use: Always active; boost damage significantly.
- Effect: Increases maximum health by 100 per rank (max 500). At rank 5, also regenerates 1% of max health per second out of combat.
- Cooldown: N/A.
- Synergies: Good for survivability.
- Recommended Builds: On higher difficulties.
- When to Use: Always active.
- Effect: Health regenerates 0.5% of max per second out of combat per rank (max 2.5% per second). At rank 5, also regenerates 0.5% per second in combat.
- Cooldown: N/A.
- Synergies: Combine with Quen for constant regen.
- Recommended Builds: All builds, especially for convenience.
- When to Use: Always active.
- Effect: Potion and decoction effects continue after toxicity falls below the threshold? Actually: Delayed Recovery prevents the loss of decoction benefits when toxicity drops too low? I think it's: Each rank increases the time before a decoction effect fades after toxicity drops below the required level by 10% (max 50%). At rank 5, also reduces the rate at which toxicity decreases by 10%.
- Cooldown: N/A.
- Synergies: Useful for maintaining decoctions longer.
- Recommended Builds: Alchemy builds using many decoctions.
- When to Use: Always active.
- Effect: Increases stamina regeneration by 5% per rank (max 25%) and reduces sign stamina cost by 5% per rank? Actually: Each rank increases stamina regeneration by 5% and reduces sign stamina cost by 5% (max 25% each). At rank 5, also increases sign intensity by 10%.
- Cooldown: N/A.
- Synergies: Essential for sign-heavy builds.
- Recommended Builds: Signs build with Griffin armor set (set bonus enhances further).
- When to Use: Always active if using signs.
- Effect: Increases critical hit damage by 10% per rank (max 50%) and increases critical hit chance by 5% per rank? Actually: Rank 1: +10% crit damage, +2% crit chance. Each rank adds +10% crit damage and +2% crit chance. At rank 5: +50% crit damage, +10% crit chance. Additionally, with light armor equipped, damage is increased by 20% per rank? Wait, the description varies. The actual game effect: For each piece of light armor worn, attack power increases by 20%. But the skill itself does not mention that; that's a set bonus. The skill Cat School Techniques increases critical hit damage and chance. At rank 5, also increases attack power by 20% when wearing light armor.
- Cooldown: N/A.
- Synergies: Best paired with feline gear and fast attack build.
- Recommended Builds: Critical hit builds with light armor.
- When to Use: Always active.
- Effect: Increases attack power for each active skill in the Combat and Signs trees? Actually: Each rank increases sword damage by 5% and sign intensity by 5% (max 25% each). At rank 5, also increases stamina regeneration by 10%.
- Cooldown: N/A.
- Synergies: Good for hybrid builds.
- Recommended Builds: Balanced Combat+Signs builds.
- When to Use: Always active.
- Effect: For each piece of heavy armor, increases attack power by 10%? Actually: The skill increases Vitality (health) by 5% per rank (max 25%) and reduces damage taken by 5% per rank (max 25%). At rank 5, also increases health by 150.
- Cooldown: N/A.
- Synergies: Works with Ursine armor set.
- Recommended Builds: Tank builds with heavy armor.
- When to Use: Always active if using heavy armor.
- Effect: When entering combat, gain 1 Adrenaline Point. Each rank increases the duration of Adrenaline boost? Actually: Each rank increases damage during Adrenaline points by 5%? Let's recall: Battle Trance is a general skill that increases damage by 10% per Adrenaline Point? No, it's similar to Focus but for sign intensity? I think it's: Each rank increases sign intensity by 5% for each active Adrenaline Point. At rank 5, also increases stamina regeneration by 10% per Adrenaline Point.
- Cooldown: N/A.
- Synergies: Sign builds with Adrenaline generation.
- Recommended Builds: Evocation builds.
- When to Use: Always active.
- Effect: Increases dodge distance by 5% per rank (max 25%). At rank 5, also makes dodging silent (enemies don't hear you).
- Cooldown: N/A.
- Synergies: Helps positioning.
- Recommended Builds: Assassin-style builds.
- When to Use: Always active if you rely on dodging.
- Effect: Increases maximum toxicity by 10 per rank (max 50). At rank 5, also reduces the toxicity penalty from potions and decoctions by 25%.
- Cooldown: N/A.
- Synergies: Essential for high-toxicity alchemy builds.
- Recommended Builds: Euphoria mutation builds.
- When to Use: Always active.
- Effect: When Quen shield breaks, it explodes dealing damage equal to 10% of absorbed damage per rank (max 50%). At rank 5, also staggers enemies in a small radius.
- Cooldown: N/A.
- Synergies: Quen builds.
- Recommended Builds: Defensive but with some offensive feedback.
- When to Use: Always active if using Quen.
- Effect: Increases sign intensity by 5% per rank (max 25%). At rank 5, also increases chance to apply a sign's secondary effect (e.g., Igni's burning) by 10%.
- Cooldown: N/A.
- Synergies: Sign builds.
- Recommended Builds: Pure sign builds.
- When to Use: Always active.
- Effect: Each point of current toxicity increases attack power by 0.5% and sign intensity by 0.5%. With maximum toxicity (100+), this can be a massive boost (e.g., 50%+ to both).
- Unlock: Requires 3 green skills (alchemy) in the three active slots of one column? Actually, you need to have 3 Greater Mutagens: one of each color? The unlock conditions are same for all: you need to place a specific combination of skills in the three mutagen slots (each slot requires a skill of a specific type). For Euphoria, you need 3 green abilities in the three mutagen slots.
- Synergies: Absolutely broken with alchemy builds. Use high-toxicity decoctions (Ekimmara, Water Hag, etc.) and potions like Thunderbolt to reach high toxicity.
- Recommended Builds: Alchemy-heavy builds; best for Death March.
- When to Use: Always active once unlocked; core for damage output.
- Effect: Adrenaline Points now also increase sign intensity (1.5% per point) and decrease sign stamina cost by 10% per point. Additionally, gaining Adrenaline also grants a small heal.
- Unlock: 3 red skills in the three mutagen slots.
- Synergies: Combat builds with signs
---
Combat Tree (Red Skills)
The Combat tree enhances Geralt's swordplay, mobility, and physical resilience. Skills are mostly passive or on-hit effects.
Fast Attack Skills
1. Muscle Memory (Rank 1–5)
2. Precise Blows (Rank 1–5)
3. Whirl (Rank 1–5)
4. Fleet Footed (Rank 1–5)
Strong Attack Skills
1. Strength Training (Rank 1–5)
2. Killshot (Rank 1–5)
3. Rend (Rank 1–5)
4. Sunder Armor (Rank 1–5)
Combat Misc / Defense
1. Resolve (Rank 1–5)
2. Undying (Rank 1–5)
3. Arrow Deflection (Rank 1–5)
4. Crippling Strikes (Rank 1–5)
---
Signs Tree (Blue Skills)
Signs are magical spells that consume stamina. Each sign has an alternate mode (secondary effect) unlocked by placing the sign in a skill slot and reaching rank 5, which grants a "mutated" version. Most sign skills have a cooldown (separate from stamina) and can be upgraded to reduce cooldown or enhance effect.
Aard (Telekinesis/Force Push)
1. Aard (Base sign, not a skill—skills upgrade it. The sign skill is Aard Sweep and Aard Intensity)
- Far-Reaching Aard (Rank 1–5): Increases range by 5% per rank (max 25% at rank 5). At rank 5, also increases knock-down chance by 10%.
- Aard Sweep (Rank 1–5): Changes Aard to a 360-degree wave. Each rank increases knock-down chance by 5% (max 25%). At rank 5, all enemies hit take 50 damage (scales with sign intensity?).
Yrden (Magic Trap)
2. Yrden (Base sign)
- Yrden Intensity (Rank 1–5): Increases trap damage by 10% per rank (max 50%) and trap radius by 5% per rank (max 25%). At rank 5, also increases slow effect by 20%.
- Magic Trap (Rank 1–5): Yrden turret: fires bolts at enemies within the trap for 50% of sign intensity damage per bolt. Each rank increases bolt fire rate by 10% (max 50%). At rank 5, bolts also stun for 1 second.
Quen (Magical Shield)
3. Quen (Base sign)
- Quen Intensity (Rank 1–5): Increases damage absorption by 10% per rank (max 50%) and shield duration by 5% per rank (max 25%). At rank 5, shield also reflects 20% of absorbed damage.
- Active Shield (Rank 1–5): Hold sign button to channel a shield that heals 1% of max health per second per rank (max 5% at rank 5) while draining stamina. At rank 5, also staggers enemies that attack the shield.
Igni (Fire Stream)
4. Igni (Base sign)
- Melt Armor (Rank 1–5): Igni reduces enemy armor by 5% per hit (stacks up to 25%). Each rank increases armor reduction by 5% (max 50% reduction). Duration: 10 seconds. At rank 5, also reduces monster resistance.
- Fire Stream (Rank 1–5): Turns Igni into a continuous stream that deals constant fire damage and pushes enemies back. Each rank increases damage per second by 10% (max 50%). At rank 5, also ignites enemies faster.
Axii (Mind Control)
5. Axii (Base sign)
- Axii Intensity (Rank 1–5): Increases stun duration by 10% per rank (max 50%) and increases chance to turn an enemy into an ally for 15 seconds? Actually, the alternate mode Puppet is the main upgrade.
- Puppet (Rank 1–5): Axii can turn an enemy into a temporary ally that fights for you. Each rank increases ally damage by 10% (max 50%) and duration by 2 seconds (max 12 seconds). At rank 5, the puppet also has increased health.
---
Alchemy Tree (Green Skills)
Alchemy focuses on potions, oils, bombs, and decoctions. Skills are passive and enhance alchemy items.
Oil Skills
1. Poisoned Blades (Rank 1–5)
2. Protective Coating (Rank 1–5)
3. Superior Oils (Rank 1–5)
Potion Skills
4. Acquired Tolerance (Rank 1–5)
5. Heightened Tolerance (Rank 1–5)
6. Refreshment (Rank 1–5)
7. Steeled Sky (Rank 1–5)
8. Side Effects (Rank 1–5)
Bomb Skills
9. Cleansing (Rank 1–5)
10. Cluster Bombs (Rank 1–5)
11. Efficiency (Rank 1–5)
---
General Tree (Beige Skills)
General skills provide passive bonuses and are not tied to a specific mutagen color (they count as colorless, but can be any color? Actually, general skills have no color, so they do not contribute to mutagen synergy. They can be placed in any slot but do not activate mutagen bonuses unless paired with a neutral mutagen? There is no neutral mutagen. So they are best placed in the third column if you don't have a third colored skill. Many general skills are vital.
1. Rage Management (Rank 1–5)
2. Focus (Rank 1–5)
3. Survival Instinct (Rank 1–5)
4. Passive Regeneration (Rank 1–5)
5. Delayed Recovery (Rank 1–5)
6. Griffin School Techniques (Rank 1–5)
7. Cat School Techniques (Rank 1–5)
8. Wolf School Techniques (Rank 1–5)
9. Bear School Techniques (Rank 1–5)
10. Battle Trance (Rank 1–5)
11. Sly Steps (Rank 1–5)
12. Metabolic Control (Rank 1–5)
13. Exploding Shield (Rank 1–5)
14. Conductivity of Magic (Rank 1–5)
---
Mutations (Blood and Wine Expansion)
Mutations are powerful endgame passives that replace the normal mutagen system. They are unlocked via a quest in Blood and Wine. Each mutation has a unique effect and requires specific skills placed in the mutagen slots (instead of colored mutagens). You can only have one mutation active at a time. Here are all mutations:
1. Euphoria
2. Adrenaline Rush