Two endgame topics share this page, because they share a wallet. Mutations are The Witcher 3's deepest build system: twelve researchable upgrades from Blood and Wine that each bend your character hard in one direction — and, as you research them, quietly unlock up to four extra skill slots. They are bought with the same ability points your build runs on, which is exactly why they belong in the same conversation as the 78 achievements: a shared list with the original game that looks like a single wall until you sort it into what a first run earns naturally, what a New Game+ mop-up collects, and what a high-difficulty completion finishes. This guide explains mutations at the level that is actually documented — including one honest gap where the Remastered is concerned — and then lays out the roadmap.
At a glance
Mutations: 12, from Blood and Wine; unlocked by the side quest Turn and Face the Strange in Toussaint
Research cost: Ability points + greater mutagens per mutation; only one mutation active at a time (switching between researched ones is free)
The slot engine: Researching mutations strengthens the central node Strengthened Synapses, unlocking up to 4 extra skill slots — usable only by skills matching your active mutation's family
Remastered caveat: Mutations are in 5.0, but how the classic mutagen-slot synergy behaves inside the new skill tree is not officially documented — section 4
Achievements: 78 in total, the same list as the original game; progress is shared, nothing about the list changed in 5.0
The 100% plan: A first run, an NG+ mop-up, and a high-difficulty completion — not one perfect playthrough
1. What mutations are, and when to care
Mutations are a second character system stacked on top of your skills, and they arrive late: they belong to Blood and Wine, the expansion this collection recommends playing last. Each mutation is a single powerful passive with a strong theme — the families follow the game's three build colours: Combat (red), Signs (blue) and Alchemy (green), plus hybrid mutations that mix families.
Only one can be active at a time, so a mutation is not a bonus you collect — it is a thesis your build argues. Nothing in the game requires one: you can finish everything, expansions included, without ever opening the research screen. They exist for players who reach the endgame and want their finished Geralt to do one thing exceptionally rather than everything adequately. If you are still in Velen, close this tab mentally and come back in Toussaint.
2. How you unlock them: Turn and Face the Strange
The system is gated behind one named side quest. Once you reach Beauclair, the capital of Toussaint, a messenger delivers a letter — from Yennefer or Triss, depending on your story — that starts Turn and Face the Strange. Completing that quest opens the mutation research panel in your character screen, permanently, for that character.
Two practical notes for planners. First, the unlock is per-character and story-gated by geography: there is no way to touch mutations before Blood and Wine, which is one more reason the expansions guide in this collection puts Toussaint last. Second, unlocking the panel is the cheap part. Using it is where your ability points go to live.
3. How research works: points, greater mutagens, and the extra slots
Researching a mutation costs two things: a chunk of ability points — the same points you earn from levelling and from Places of Power — and greater mutagens, the top tier of the mutagens monsters drop, themselves crafted upward from standard mutagens at the alchemy screen. Research is permanent once bought, and you can hold all twelve eventually; the one-active rule governs what is switched on, not what you own.
The system's real engine is the centre of the web. Every mutation you research strengthens the central node, Strengthened Synapses, and at research milestones it unlocks additional skill slots — up to four. Those bonus slots come with a strict condition: they accept only skills that match your active mutation's family (a hybrid mutation widens the mix it allows). That single rule shapes endgame builds — your mutation choice decides not just its own effect, but which four extra skills you are allowed to run beside it.
Budget honestly: full research of all twelve is one of the longest projects in the game. Ability points are finite per run — levels plus the 30 Places of Power — so a complete mutation tree is priced for very deep play, and for most players it finishes in New Game+ rather than in a first run.
4. The Remastered caveat: what is not documented yet
What is solid, and safe to build on in the Remastered, is everything in sections 2–3: the unlock quest, the twelve mutations and their families, the research costs, the one-active rule, and the Strengthened Synapses slot unlocks. What you should not do is import a classic-era build that depends on precise synergy arithmetic and assume the numbers survived the tree rebuild untouched. Choose mutations by their headline effect — the thing the mutation plainly says it does — and check the live readouts on your own character screen, which always show the values your build is actually producing.
5. The 78 achievements: the shape of the list
The Remastered shares its achievement list with the original game — 78 achievements, progress carried, and no additions or removals announced for 5.0. Sorted by what they ask of you, they fall into four groups:
Story and quests — progression achievements that arrive as the main story and expansions unfold, plus a subset tied to specific quests and choices
Combat feats and difficulty — skill-based combat challenges, and completion achievements for the higher difficulty tiers
Collections — the full Gwent card set, top-tier witcher gear, and exploration sweeps
The long haul — projects measured in tens of hours, above all completing mutation research
The groups matter because they fail differently: story achievements are missed by choices, collections by windows, difficulty by settings. The roadmap below assigns each group to the run that handles it best.
6. Roadmap, part 1: what a first run should earn
Your first playthrough is for the story group and whatever combat feats happen naturally. Play the main story and both expansions in the recommended order, make your own choices, and the progression achievements will accumulate behind you without any management at all.
The exception to note — posture only, no spoilers — is that a slice of quest-linked achievements depends on which quests you complete and how particular story beats resolve. A blind first run will miss some of them, by design. This collection's missables checklist names the quests and lock points involved; the plan for the ones you miss is not a reload, it is the second run in section 8, where different choices are the content rather than the correction.
7. Roadmap, part 2: collections and the long haul (the NG+ pass)
The collection group wants a dedicated sweep, and New Game+ is its natural home: you are stronger, you know the map, and the one genuinely perishable collection — the full Gwent set — can be pursued with the missables checklist open, catching the cards that only exist inside story windows. Top-tier Grandmaster witcher gear, completed in Toussaint, belongs to this pass too, as does the exploration tidying that a first run inevitably leaves behind.
The long-haul group is effectively one project: completing mutation research. As section 3 explained, the ability-point price of all twelve mutations exceeds what a normal first run earns, even with every Place of Power drawn. NG+ solves the arithmetic — a second levelling curve to 100, a second set of regions to harvest — and a finished mutation tree is the correct final form of the character you then take into the last pass.
8. Roadmap, part 3: the difficulty completion
The last group is the difficulty completions: achievements for finishing the game on Blood and Broken Bones, and on Death March, the highest tier. A Death March completion also covers the tier below it, so the group is really one summit, not two. (This guide names the tiers only — the Remastered has no official new multiplier table, and classic-edition numbers should not be quoted as 5.0 data.)
Sequence it last, on purpose. A difficulty run is an examination in systems you are still learning on a first run — oils, Signs, positioning, build. By the time you have a researched mutation tree and Grandmaster gear from the NG+ pass, Death March stops being a wall and becomes what it was designed to be: the same game, taken seriously. Many players fold this pass into an NG+ run on Death March, carrying a finished build into the harder world; whether you do that or start fresh, decide the tier at the start — the completion achievements credit a run finished on that tier, so treat the whole run as on-tier from the first hour.
FAQ
Are the 78 achievements really the same as the original game's? Yes — one shared list. Progress you earned in any earlier version counts, and the Remastered neither added nor removed achievements.
Can I research all 12 mutations in a single first run? In practice, no — the ability-point cost of full research outruns what one run provides, even drawing all 30 Places of Power. Research the mutations your build actually uses first; the full tree is an NG+ project.
Can I change which mutation is active? Yes. Research is permanent, activation is a choice: one mutation runs at a time, and you can swap between researched ones freely as your build changes.
Do researched mutations carry into New Game+? Mutations are character progression bought with ability points, and under the classic documentation NG+ keeps your level, equipment, skills and money — your researched build travels with your character. As with NG+ generally, CD PROJEKT RED has announced nothing specific for 5.0; this collection's expansions guide states that status in full.
Does lowering the difficulty mid-run affect the difficulty achievements? Difficulty can be changed at any time in the options — but the completion achievements credit a run finished on their tier, so the safe posture is to run a difficulty attempt start-to-finish on that tier. If you drop the setting mid-run, do not count on the achievement.
Is there any achievement help in Bard's Ballad or the accessibility settings? The Bard's Ballad preset changes how forgiving the game is moment-to-moment, and CD PROJEKT RED has published nothing tying it to achievement eligibility either way. If a difficulty completion is your goal, the conservative reading is the one in the previous answer: keep the run clean and on-tier.
Related guides
The Witcher 3 Remastered: When to Play Hearts of Stone and Blood and Wine, and How New Game+ Works
The Witcher 3 Remastered: Missable Quests and Big Choices — a Spoiler-Light Checklist for New Players
The Witcher 3 Remastered New Skill Tree Explained: Prerequisite Chains and Your First Skill Points
The Witcher 3 Remastered: Gwent for Beginners — Rules, Your First Deck and Cards You Can Miss
The Witcher 3 Remastered: All 30 Places of Power and the White Orchard Route
