Each Ability belongs to a certain branch marked by a special color. These branches are: Combat, Signs, Alchemy, General and Mutagen.
Ability slots are split into groups of three. If all three active Abilities in a group belong to the same branch (are of the same color) you receive an additional bonus to Attack Power, Sign Intensity or Vitality.
This rule does not apply to the general Abilities, which do not have a special color,
Activate mutagens by placing them in the diamond-shaped slots on the Character panel. Next to each slot is a set of square Ability slots.
Activated mutagens grant special bonuses to your character statistics. Different types (colors) of mutagens grant different kinds of bonuses.
Each Ability placed in a slot near a mutagen of the same color increases that mutagen's bonus by 100%. So if all three Abilities in a set of slots match their nearby mutagen's color, the mutagen's bonus will be increased by 300%.
Abilities whose color does not match their nearby mutagen have no effect on the mutagen's bonus — they neither increase nor decrease it.
Ciri[ | ]
Ciri also has her own special abilities: "Charge" and "Blink", both of which use "Energy". These cannot be enhanced in any way and are only present during the quests where the player is playing as Ciri.
In the Blood and Wine expansion[ | ]
If Geralt completes the quest "Turn and Face the Strange", he unlocks a whole series of possible Mutations which further enhanced his abilities.
Abilities[ | ]
Below is the list of Combat abilities in The Witcher 3: Wild Hunt:
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
Perform fast melee attack with either sword. | None | Default | None | ||
Level 1: Fast attack damage increased by 5%. Adrenaline Point gain: +1% Level 2: Fast attack damage increased by 10%. Adrenaline Point gain: +2% Level 3: Fast attack damage increased by 15%. Adrenaline Point gain: +3% Level 4: Fast attack damage increased by 20%. Adrenaline Point gain: +4% Level 5: Fast attack damage increased by 25%. Adrenaline Point gain: +5% |
Fast Attack | 5 | None | ||
Level 1: Increases chance of landing a fast attack critical hit by 2% and fast attack critical hit damage by 15%. Adrenaline Point gain: +1% Level 2: Increases chance of landing a fast attack critical hit by 4% and fast attack critical hit damage by 30%. Adrenaline Point gain: +2% Level 3: Increases chance of landing a fast attack critical hit by 6% and fast attack critical hit damage by 45%. Adrenaline Point gain: +3% Level 4: Increases chance of landing a fast attack critical hit by 8% and fast attack critical hit damage by 60%. Adrenaline Point gain: +4% Level 5: Increases chance of landing a fast attack critical hit by 10% and fast attack critical hit damage by 75%. Adrenaline Point gain: +5% |
Fast Attack | 5 | 8 | ||
Spinning attack that strikes all foes in the surrounding area. Maintaining the attack consumes Stamina and Adrenaline. Adrenaline Point gain: +1% |
Fast Attack | 5 | 20 | ||
Fast attacks now also apply a Bleeding effect. Affected enemies lose 25 Vitality or Essence points per second. Duration: 5 seconds. Adrenaline Point gain: +1% |
Fast Attack | 5 | 30 | ||
Allows you to perform strong attacks which ignore enemy armor. | None | Default | None | ||
Level 1: Strong attack damage increased by 5%. Adrenaline Point gain: +1% Level 2: Strong attack damage increased by 10%. Adrenaline Point gain: +2% Level 3: Strong attack damage increased by 15%. Adrenaline Point gain: +3% Level 4: Strong attack damage increased by 20%. Adrenaline Point gain: +4% Level 5: Strong attack damage increased by 25%. Adrenaline Point gain: +5% |
Strong Attack | 5 | None | ||
Level 1: Increases strong attack critical hit chance by 2% and strong attack critical hit damage by 15%. Adrenaline Point gain: +1% Level 2: Increases strong attack critical hit chance by 4% and strong attack critical hit damage by 30%. Adrenaline Point gain: +2% Level 3: Increases strong attack critical hit chance by 6% and strong attack critical hit damage by 45%. Adrenaline Point gain: +3% Level 4: Increases strong attack critical hit chance by 8% and strong attack critical hit damage by 60%. Adrenaline Point gain: +4% Level 5: Increases strong attack critical hit chance by 10% and strong attack critical hit damage by 75%. Adrenaline Point gain: +5% |
Strong Attack | 5 | 8 | ||
Deals additional damage in proportion to the Stamina consumed. Ignores enemy Defense and increases critical hit chance by 10% Adrenaline Point increase totall damage by 33%. Adrenaline Point gain: +1% |
Strong Attack | 5 | 20 | ||
Reduces enemy damage resistance by 5%. Adrenaline Point gain: +1% |
Strong Attack | 5 | 30 | ||
Wolf School defensive techniques | None | Default | None | ||
Deflect arrows while parrying Adrenaline Point gain: +1% |
Defense | 3 | None | ||
Level 1: Damage from hits received while dodging is reduced by 20%. Adrenaline Point gain: +1% Level 2: Damage from hits received while dodging is reduced by 40%. Adrenaline Point gain: +2% Level 3: Damage from hits received while dodging is reduced by 60%. Adrenaline Point gain: +3% Level 4: Damage from hits received while dodging is reduced by 80%. Adrenaline Point gain: +4% Level 5: Damage from hits received while dodging is reduced by 100%. Adrenaline Point gain: +5% |
Defense | 5 | 8 | ||
After a successful counterattack, the next attack deals +30% damage per skill level. Adrenaline Point gain: +1% |
Defense | 3 | 20 | ||
Each Adrenaline Point adds 1% to the chance of killing an opponent instantly. This effect cannot be triggered more than once every 15s. Adrenaline Point gain: +1% |
Defense | 2 | 30 | ||
Allows you to wield a light hand-held crossbow. | None | Default | None | ||
Level 1: Time slowed by an additional 15% while aiming the crossbow. Adrenaline Point gain: +1% Level 2: Time slowed by an additional 30% while aiming the crossbow. Adrenaline Point gain: +2% Level 3: Time slowed by an additional 45% while aiming the crossbow. Adrenaline Point gain: +3% |
Marksmanship | 3 | None | ||
Each bolt that hits its target adds 0.04 Adrenaline Points. Adrenaline Point gain: +1% |
Marksmanship | 5 | 8 | ||
Increases crossbow critical hit chance by 5% Adrenaline Point gain: +1% |
Marksmanship | 5 | 20 | ||
Critical hits dealt with the crossbow disable monster special abilities for 5 second(s). Adrenaline Point gain: +1% |
Marksmanship | 5 | 30 | ||
Blows landed during combat generate Adrenaline Points. Each Adrenaline Point increases weapon damage by 10%. | None | Default | None | ||
Adrenaline Point loss upon taking damage is lowered by 20%. Adrenaline Point gain: +1% |
Battle Trance | 5 | None | ||
When Vitality reaches 0, Adrenaline Points will immediately be consumed to restore it. The amount restored is based on the number of Adrenaline Points used. If no Adrenaline Points are available, a small portion of Vitality will be restored. Adrenaline Point gain: +1% |
Battle Trance | 5 | 8 | ||
Instantly gain one Adrenaline Point when entering combat. The Adrenaline Points generated by sword blows are increased by 5%. Adrenaline Point gain: +1% |
Battle Trance | 5 | 20 | ||
When casting a Sign, 3 Adrenaline Points (if available) will be consumed to upgrade the Sign to the highest level (unlocking all bonuses) and increase Sign intensity by 25%. Adrenaline Point gain: +1% |
Battle Trance | 5 | 30 |
Below is the list of Magic or Sign abilities in The Witcher 3: Wild Hunt:
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
This is one of your core Abilities. It is always active. A directed blast of telekinetic energy that staggers opponents, leaving them open for a subsequent attack. | None | Default | None | ||
Level 1: Increases Aard's range by 1 yard(s). Stamina regeneration in combat: +0.5%. Level 2: Increases Aard's range by 2 yard(s). Stamina regeneration in combat: +1%. Level 3: Increases Aard's range by 3 yard(s). Stamina regeneration in combat: +1.5%. |
Aard Sign | 3 | None | ||
Alternate Sign Mode: Aard strikes all opponents in a certain radius. Level 1: Knock-down chance is 21% lower. Stamina regeneration in combat: +0.5%. Level 2: Knock-down chance is 17% lower. Stamina regeneration in combat: +1%. Level 3: Knock-down chance is 13% lower. Stamina regeneration in combat: +1.5%. |
Aard Sign | 3 | 6 | ||
Level 1: Increases Aard Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Aard Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Aard Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Aard Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Aard Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Aard Sign | 5 | 18 | ||
Level 1: Aard now deals 40 damage. Stamina regeneration in combat: +0.5%. Level 2: Aard now deals 80 damage. Stamina regeneration in combat: +1%. Level 3: Aard now deals 120 damage. Stamina regeneration in combat: +1.5%. Level 4: Aard now deals 160 damage. Stamina regeneration in combat: +2%. Level 5: Aard now deals 200 damage. Stamina regeneration in combat: +2.5%. |
Aard Sign | 5 | 28 | ||
This is one of your core Abilities. It is always active. A directed fiery blast that damages enemies. Damage scales with Sign intensity. |
None | Default | None | ||
Damage dealt by Igni also permanently weakens enemy Armor. Level 1: Effect scales with Sign intensity up to maximum of 15%. Stamina regeneration in combat: +0.5%. Level 2: Effect scales with Sign intensity up to maximum of 30%. Stamina regeneration in combat: +1%. Level 3: Effect scales with Sign intensity up to maximum of 45%. Stamina regeneration in combat: +1.5%. Level 4: Effect scales with Sign intensity up to maximum of 60%. Stamina regeneration in combat: +2%. Level 5: Effect scales with Sign intensity up to maximum of 75%. Stamina regeneration in combat: +2.5%. |
Igni Sign | 5 | None | ||
Alternate Sign Mode: Emits a continuous stream of fire that damages enemies. Level 1: Stamina regeneration in combat: +0.5%. Level 2: Stamina cost is reduced by 25%. Stamina regeneration in combat: +1%. Level 3: Stamina cost is reduced by 50%. Stamina regeneration in combat: +1.5%. |
Igni Sign | 3 | 6 | ||
Level 1: Increases Igni Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Igni Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Igni Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Igni Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Igni Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Igni Sign | 5 | 18 | ||
Level 1: Increases the chance to apply Burning by 20%. Stamina regeneration in combat: +0.5%. Level 2: Increases the chance to apply Burning by 40%. Stamina regeneration in combat: +1%. Level 3: Increases the chance to apply Burning by 60%. Stamina regeneration in combat: +1.5%. Level 4: Increases the chance to apply Burning by 80%. Stamina regeneration in combat: +2%. Level 5: Increases the chance to apply Burning by 100%. Stamina regeneration in combat: +2.5%. |
Igni Sign | 5 | 28 | ||
This is one of your core Abilities. It is always active. Magic trap that slows enemies who enter its area of effect Effect duration: 21 s |
None | Default | None | ||
Increases Sign duration by 5 seconds. Number of alternative mode charges: 2. Number of standard mode traps: 1. Stamina regeneration in combat: +0.5%. |
Yrden Sign | 2 | None | ||
Alternative Sign Mode: Damages and slows all enemies within a 10-yard radius. Destroys projectiles passing through this area. Stamina regeneration in combat: +0.5%. |
Yrden Sign | 3 | 6 | ||
Level 1: Increases Yrden Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Yrden Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Yrden Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Yrden Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Yrden Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Yrden Sign | 5 | 18 | ||
Enemies under the influence of Yrden lose 10 point(s) of Vitality or Essence per second. Stamina regeneration in combat: +0.5%. |
Yrden Sign | 5 | 28 | ||
This is one of your core Abilities. It is always active. Protective shield that lasts until it has absorbed damage totalling 7% of maximum Vitality. | None | Default | None | ||
Level 1: Quen shield pushes opponents back when it breaks. Stamina regeneration in combat: +0.5%. Level 2: Quen shield pushes opponents back and deals damage when it breaks. Stamina regeneration in combat: +1%. Level 3: Quen shield pushes opponents back and deals damage when it breaks, with a chance of knock-down. Stamina regeneration in combat: +1.5%. |
Quen Sign | 3 | None | ||
Alternate Sign Mode: Creates an active shield. Damage absorbed by the shield restores player Vitality. Level 1: Maintaining it and blocking attacks drains Stamina. Stamina regeneration in combat: +0.5%. Level 2: Maintaining an active shield now drains 50% less Stamina. Stamina drain for blocked attacks unchanged. Stamina regeneration in combat: +1%. Level 3: Maintaining an active shield no longer drains Stamina. Stamina drain for blocked attacks unchanged. Stamina regeneration in combat: +1.5%. |
Quen Sign | 3 | 6 | ||
Level 1: Increases Quen Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Quen Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Quen Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Quen Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Quen Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Quen Sign | 5 | 18 | ||
Level 1: Reflects 5% of absorbed damage back to the attacker. Stamina regeneration in combat: +0.5%. Level 2: Reflects 10% of absorbed damage back to the attacker. Stamina regeneration in combat: +1%. Level 3: Reflects 15% of absorbed damage back to the attacker. Stamina regeneration in combat: +1.5%. Level 4: Reflects 20% of absorbed damage back to the attacker. Stamina regeneration in combat: +2%. Level 5: Reflects 25% of absorbed damage back to the attacker. Stamina regeneration in combat: +2.5%. |
Quen Sign | 5 | 28 | ||
This is one of your core Abilities. It is always active. Charms an opponent's mind, temporarily eliminating him from combat. Effect Duration: 10 seconds. |
None | Default | None | ||
Target does not move towards Geralt while he is casting Axii. Also increases the effectiveness of Axii in dialogues. Level 1: Stamina regeneration in combat: +0.5%. Level 2: Reduces Axii casting time. Stamina regeneration in combat: +1%. Level 3: Reduces Axii casting time. Failed Axii attempts stagger the target. Stamina regeneration in combat: +1.5%. |
Axii Sign | 3 | None | ||
Alternate Sign Mode: Level 1: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +0.5%. Level 2: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +2%. Level 3: Targeted enemy briefly becomes an ally and deals 20% more damage. Stamina regeneration in combat: +1.5%. Attacking the target does not break the effect. |
Axii Sign | 3 | 6 | ||
Level 1: Increases Axii Sign intensity by 5%. Stamina regeneration in combat: +0.5%. Level 2: Increases Axii Sign intensity by 10%. Stamina regeneration in combat: +1%. Level 3: Increases Axii Sign intensity by 15%. Stamina regeneration in combat: +1.5%. Level 4: Increases Axii Sign intensity by 20%. Stamina regeneration in combat: +2%. Level 5: Increases Axii Sign intensity by 25%. Stamina regeneration in combat: +2.5%. |
Axii Sign | 5 | 18 | ||
Two opponents can be influenced by Axii at the same time. The effect is 50% weaker. Stamina regeneration in combat: +0.5%. |
Axii Sign | 3 | 28 |
Below is the list of Alchemy-related abilities in The Witcher 3: Wild Hunt:
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
This is one of your core Abilities. It is always active. Enables the brewing and drinking of witcher potions. | None | Default | None | ||
Level 1: Increases potion overdose threshold from 75% to 80%. Potion duration time: +5%. Level 2: Increases potion overdose threshold from 75% to 85%. Potion duration time: +10%. Level 3: Increases potion overdose threshold from 75% to 90%. Potion duration time: +15%. Level 4: Increases potion overdose threshold from 75% to 95%. Potion duration time: +20%. Level 5: Increases potion overdose threshold from 75% to 100%. Potion duration time: +25%. |
Brewing | 5 | None | ||
Level 1: Each potion dose imbibed heals 5% of maximum Vitality. Potion duration time: +5% Level 2: Each potion dose imbibed heals 10% of maximum Vitality. Potion duration time: +10% Level 3: Each potion dose imbibed heals 15% of maximum Vitality. Potion duration time: +15% Level 4: Each potion dose imbibed heals 20% of maximum Vitality. Potion duration time: +20% Level 5: Each potion dose imbibed heals 25% of maximum Vitality. Potion duration time: +25% |
Brewing | 5 | 8 | ||
Potion effects don't wear off until potion Toxicity falls to 90% of the maximum level. Potion duration time: +5% |
Brewing | 3 | 20 | ||
Imbibing a potion gives a 20% chance of activating the effects of another randomly-selected potion, without additional Toxicity cost. Potion duration time: +5% |
Brewing | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the creation of oils that can be applied to swords. | None | Default | None | ||
The chance is greater the higher the level of oil used. Level 1: Oil applied to blades gives a 3% chance of poisoning the target on each hit. Potion duration time: +5%. Level 2: Oil applied to blades gives a 6% chance of poisoning the target on each hit. Potion duration time: +10%. Level 3: Oil applied to blades gives a 9% chance of poisoning the target on each hit. Potion duration time: +15%. Level 4: Oil applied to blades gives a 12% chance of poisoning the target on each hit. Potion duration time: +20%. Level 5: Oil applied to blades gives a 15% chance of poisoning the target on each hit. Potion duration time: +25%. |
Oil Preparation | 5 | None | ||
Level 1: Adds 5% protection against attacks from the monster type the oil targets. Potion duration time: +5% Level 2: Adds 10% protection against attacks from the monster type the oil targets. Potion duration time: +10% Level 3: Adds 15% protection against attacks from the monster type the oil targets. Potion duration time: +15% Level 4: Adds 20% protection against attacks from the monster type the oil targets. Potion duration time: +20% Level 5: Adds 25% protection against attacks from the monster type the oil targets. Potion duration time: +25% |
Oil Preparation | 5 | 8 | ||
Level 1: Blade oils now have 33% more charges. Potion duration time: +5% Level 2: Blade oils now have 67% more charges. Level 3: Blade oils do not wear off. |
Oil Preparation | 3 | 20 | ||
When Adrenaline Points are at their maximum, critical hit damage against the targeted enemy type is increased by 20%. Potion duration time: +5% |
Oil Preparation | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the creation of handheld bombs that can be thrown at enemies. | None | Default | None | ||
Time is slowed a further 15% while aiming bombs. Potion duration time: +5% |
Bomb Creation | 3 | None | ||
All bombs, even those that usually do not inflict damage now deal +30 damage in addition to their normal effects. Potion duration time: +5% |
Bomb Creation | 5 | 8 | ||
Increases the maximum number of bombs in each slot by 1. Potion duration time: +5% |
Bomb Creation | 5 | 20 | ||
Upon detonation bombs separate into explosive fragments. Number of fragments: 2 Potion duration time: +5% |
Bomb Creation | 5 | 28 | ||
This is one of your core Abilities. It is always active. Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities. | None | Default | None | ||
Level 1: Every known level 1 alchemy formula increases maximum Toxicity by 1. Potion duration time: +5%. Level 2: Every known level 1 or 2 alchemy formula increases maximum Toxicity by 1. Potion duration time: +10%. Level 3: Every known level 1, 2 or 3 alchemy formula increases maximum Toxicity by 1. Potion duration time: +15%. |
Mutation | 3 | None | ||
When consumed, mutatgen decoction increases maximum Vitality by 200 for decoction's effective duration. Potion duration time: +5% |
Mutation | 5 | 8 | ||
Increases bonus for mutagen placed in mutagen slot by 10%. Potion duration time: +5% |
Mutation | 5 | 20 | ||
Extends effective duration of all mutagen decoctions by 10%. Potion duration time: +5% |
Mutation | 5 | 28 | ||
This is one of your core Abilities. It is always active. Mutation that lets witchers withstand the toxicity of potions that would kill normal people. | None | Default | None | ||
If potion Toxicity is above 0, time automatically slows when an enemy is about to perform a counterattack. Level 1: Potion duration time: +5% Level 2: The slowing effect and duration are greater than for level 1 of this ability. Potion duration time: +10% Level 3: The slowing effect and duration are greater than for level 2 of this ability. Potion duration time: +15% |
Trial of the Grasses | 3 | None | ||
Increases maximum Vitality by 10% when Toxicity exceeds the safe threshold. Potion duration time: +5% |
Trial of the Grasses | 5 | 8 | ||
Toxicity drops 1 point(s) per second faster. Potion duration time: +5% |
Trial of the Grasses | 5 | 20 | ||
If potion Toxicity is above 0, each opponent killed increases the chance for a critical hit by an additional 10% for the duration of that fight. Potion duration time: +5% |
Trial of the Grasses | 5 | 28 |
Below is the list of General abilities in The Witcher 3: Wild Hunt:
Icon | Name | Description | Prerequisite | Levels | Points |
---|---|---|---|---|---|
During the day, Vitality regenerates by an additional 10 points per second when not in combat. At night, Stamina regenerates by an additional 1 points per second during combat. | None | 1 | None | ||
Increases maximum Vitality by 500. | None | 1 | None | ||
Each piece of light armor increases critical hit damage by 25% and fast attack damage by 5%. | None | 1 | None | ||
Each piece of medium armor increases Sign intensity by 5% and Stamina regeneration by 5%. | None | 1 | None | ||
Each piece of heavy armor increases maximum Vitality by 5% and strong attack damage by 5%. | None | 1 | None | ||
Crossbow bolts deal 25% more damage. | None | 1 | None | ||
If your current Stamina level is too low, Signs can be cast using Adrenaline Points. | None | 1 | None | ||
Increases Adrenaline generation by 5%. Using Signs now generates Adrenaline Points. | None | 1 | None | ||
Adrenaline Points increase both weapon damage and Sign intensity. | None | 1 | None | ||
Increases maximum Toxicity by 30 points. | None | 1 | None | ||
The bonus from a Place of Power lasts indefinitely - but only one such bonus can be active at a given time. | None | 1 | None | ||
Eating food regenerates Vitality for 20 minutes. | None | 1 | None | ||
You ignore bomb and special bolt effects. | None | 1 | None | ||
Bomb damage is increased by 200% -- but the number of bombs in slots is decreased by 50%. This does not apply to bombs which deal no damage. | None | 1 | None | ||
Each defensive action generates Adrenaline Points: Parries 0.1 points, Counterattacks 0.4 points, Dodges 0.3 points, Rolls 0.2 points. Cannot be activated more than once every 5 seconds. | None | 1 | None | ||
If available, Adrenaline Points will be consumed to reduce the Toxicity cost of drinking potions by 33% per point. Does not affect mutagen decoctions. | None | 1 | None | ||
Instead of its previous effect, Battle Trance now increases critical hit chance by 8% per Adrenaline Point. | None | 1 | None | ||
Damage dealt by a bomb's explosion generates 0.1 Adrenaline Points. | None | 1 | None | ||
You can shoot one additional bolt before you must reload. | None | 1 | None | ||
Maximum inventory weight is increased by 60. | None | 1 | None |
Below is simply the list of all the mutagens currently in Geralt's inventory in The Witcher 3: Wild Hunt: