Baldur's Gate 3

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Elmvick

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Elmvick

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Mod that allows you to go up to level 30

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DO NOT upgrade midgame from previous version to this one!
Updating means you need to start a new game!

Version 1.6

The thing I wanted to do most in this patch is make leveling more impactful and differentiate subclasses. I nerfed all classes because after adding the new spells and options those old buffs were just superfluous.
This being said I also encountered a number of issues coming from UnlockLevelCurve updates which made our mods incompatible in certain areas of gameplay and downright unplayable in others. For example all wildshapes were messed up because of one ULC update. Another example is the amount of people having issues going over 20 because the game was trying to tie up levels from 3 different files(original, ULC and Level 30). It just wasn't feasible for many people that are using an absurd amount of mods or for beginners that don't know how to play around with modsettings.lsx until they activate mods properly. Considering it's much harder for both of us(ULC author and myself) to spend our days trying to figure out how to upgrade our mods without ruining the fragile balance and compatibility between them, I have decided to remove ULC from being a mandatory mod which also means I have removed every single aspect of the game that had something to do with his mod. This means Level 30 mod is no longer following DnD progression during 13-20 because in order to keep that I would have had to keep using some of his lines and that would not be respectful of his hard work. 
Cantrips now level properly instead of stopping at level 12.
Proficiency bonus now increases to 5 at level 21, 6 at level 25 and reaches its maximum value of 7 at level 29.
Removed all previous bonus damages, ability points, non-vanilla passive effects from all classes during 13-30.
Maximum spell level is now 6 but to counter the loss of 7-12 spell levels now all classes learn a new passive at level 13: SpellPower Mastery which adds half your character level as Force damage to all spells except Cantrips, Magic Missile and Scorching Ray. 
Because Martial classes were falling behind in damage I also added a passive called Martial Mastery learned at level 13 as well which adds half your character level to all weapon attacks.
This means that starting at level 13 you will have a stacking damage bonus that goes up to 15 at max level. This is not set in stone so let me know what your opinions are and if I should decrease this or increase it. I went on from the point of view that level 12 spells were at least doubling the damage of their level 6 counterparts so this doesn't double it but rather makes you miss them less and less the more you level up rather then start missing them when you get to stronger enemies.
No longer needs XP modifier to reach level 30. Experience required now to reach level 30 is 144000 which is 24000 more then vanilla which means you should reach maximum level just a bit later then on vanilla.
Made a difficulty mod which I think is best suited for the new version but I did not incorporate so everyone can choose wheather to use an increased difficulty or not, or to be able to choose a different one without issues.


Barbarian:
Berserker - New Spell: Berserk Assault learned at level 24.
WildMagic - Added more possible outcomes of WildMagicRage. Effects added: WildMagicBurning; WildMagicTelekinesis; WildMagicMindBlast; WildMagicActionSurge; WildMagicShield. New spell: Favorite Toy learned at level 24.
Wildheart - Allows you to learn all animal rages and all aspects between 21-30. All animal spells now deal damage according to your level. They gain 1 dmg point per level. Tiger's Lust now deals damage in a 180 degree angle and can hit max 6 targets instead of 3. No need for new spells since you can now use all of the animal specific spells and they are empowered as well.

Bards:
Lore College - You learn magical secrets every level between 21-30. New Spell: Blinding Beauty learned at level 24.
Sword College - You can select a second fightning style at level 24. New Spell: Triple Tap learned at level 24.
Valour College - New Spell: Mass Inspiration learned at level 24.

Clerics:
Improved the Divine Intervention damage for all subclasses to actually be a cataclysmic event from a god instead of a slight graze that you can do ONCE PER GAME. Improved the weapon that your god awards you with Divine Intervention for all subclasses.
Knowledge Domain - You memorize almost all cleric spells between 21-25. Knowledge is Power - At level 26 gets to choose 1 of the new abilities of the other new or improved Cleric spells.
Life Domain - Improved all healing abilities to now also heal more according to your character level.
Light Domain - Improved Radiance of the Dawn spell to now add twice your character level as damage. Two new passives: Fire Devotion which adds 1-6 fire damage to Radiant spells(Level 24) and Light Devotion which adds 1-6 Radiant damage to Fire spells(Level 25).
Trickery Domain - Improved Cloak Of Shadows to now allow you to cast while invisible for the duration of the spell and New spell: Shroud of Concealment learned at level 24 which allows you to make your entire party invisible for the duration of the spell.
Nature Domain - Two new spells: Thunder Blast which is an explosion around yourself which does damage and throws enemies 20 meters away from you and Cleansing Winds which can clear ground surfaces of fire, water and clouds and removes almost all statuses in the game from both allies and enemies(I say almost cos I am not sure if I missed any in that huge long list I made it cleanse but I am hoping if you guys find anything status it doesn't remove you will let me know).
Tempest Domain - New Spell: Lightning Storm - casts multiple Call Lightning at once which also electrocute nearby enemies not caught in their area - learned at level 24. Four new passives: Lightning Resistance(at 25), Thunder Resistance(at 26), Faith in Lightning which adds 1-6 lightning damage to lightning spells(at 25), Faith in Thunder which adds thunder damage to thunder spells(at 26).
War Domain - New Spell: War-God Avatar enlarges you and give 3-24 weapon damage plus a number of abilities with increased damage available for the duration of the spell - learned at level 24.

Druids: 
Circle of the land - New choices for "land" spells at Levels 13,14,22,23 including new spells unique to this subclass
Circle of the moon - Wildshapes specific to the moon circle are greatly empowered
Circle of spores - Empowered Spore druid specific spells

Fighters: 
Battlemasters - Empowered all Superiority Dice spells and you can choose more of them at levels 21 and 24
Eldritch Knight - Can go up to spell level 4 with different spell choices including 2 spells that will be unique to them
Champion - New Spell: Bladestorm

Monks:
Because monks don't usually use weapons nor any spells that are not regarded as cantrips no matter the subclass, most of their skills are buffed to make up for the fact they do not make much use of the level 13 empowerments Martial Mastery and SpellPower Mastery.
FourElements - Empowered Spells that grow with character level
OpenHand - Empowered Manifestations gained at level 15 and 25
Shadow - Empowered Shadow Strike and you gain a better version of Shadow Strike at level 24

Paladins:
Empowered Thunderous Smite, Divine Smite(both spell and passive), Blinding Smite, Wrathful Smite for all subclasses
Ancients - Empowered Turn the Faithless, Nature's Wrath 
Devotion - Empowered Holy Rebuke, Turn the Unholy, Sacred weapon
Vengeance - Empowered Inquisitor might, Vow of enmity, Abjure enemy
Oathbreaker - Empowered Spireful Suffering, Control Undead, Dreadful Aspect

Ranger:
Beastmaster - New companion choices: Ice Mephit, Mud Mephit within the same spell and benefits as the other beastmaster companions
Hunter - Wind Arrow, Chain Lightning arrow now only available to Hunters. New Spell: Scatter Arrow which allows you to shoot 3 different targets at once or same target with 3 arrows
Gloom Stalker -  New Spell: Vanish - Ranged which allows you to shoot while invisible for the duration of the spell.

Rogue:
"Shadow Dance" replaced with "Vanish - Melee" for all subclasses
Thief - New Spell: Hit and Run learned at level 15, can sellect a Fighting Style at level 21
Arcane Trickster - New Passive: Arcane Flow learned at level 15
Assassin - New Passive: Exsanguinate learned at level 15

Sorcerer:
WildMagic - Added 2 Wild Magic effects(ThunderBlast and MindBlast) and chance to trigger a Wild Magic effect when casting a spell is now 100% 
DraconicBloodline - Can summon an ancient legendary battleaxe unique to this subclass
Storm - 2 new spells: Electric Discharge and Shatter Earth 

Warlock:
Warlock Spell slots now go up to level 6 and most Mystic Arcanum spells are empowered to a degree only available to Warlocks, e.g. Arcane Gate has 36 meter range instead of 18, most spells in Mystic Arcanum have greater range then normal or greater damage then normal.
Fiend - New Passive: Fiendish Blessing at level 15, New Spells: Fiendish Charm, Draining Kiss at level 18 and Rays of Fire at level 20
GreatOldOne - New Passives Psychic Prowess learned at level 15, Psychic Adept learned at level 18, also improved Psychic Reflection passive
Archfey - Improved Faerie Fire(for this subclass only), improved Fey Presence, improved Beguiling Defenses

Wizards:
Abjuration - arcane ward improved, learns aid and warding bond at levels 13 and 14, New Spells: Invulnerability(at 15) and Mass Invulnerability(at 18), at level 20 learns some Abjuration spells as always prepared
Conjuration - improved Benign Transportation(can now swap places with enemies as well), New Spell: Displace, At level 18 learns most Conjuration spells as always prepared 
Divination - New Passive: Divine Reflection(reflects 100% damage dealt to them back to the attacker) learned at level 15, at level 18 learns most Divination spells as always prepared
Enchantment - Improved Hypnotic Gaze, At level 18 learns most Enchantment spells as always prepared(including PowerWord:Kill)
Evocation - 2 new passives: Empowered Spells(at 15) and Empowered Spells - Master(at 20), at level 18 learns a few Evocation spells as always prepared
Illusionist - Improved spells: Vanish - Phantasmal Killer and Shadowblade(empowered), at level 18 learns most Illusion spells as always prepared
Necromancer - Improved Grim Harvest, Undead Thralls passives, Create Undead, at level 18 learns a lot of Necromancy spells as always prepared
Transmutation - Slightly improved Transmuter stones, at level 18 gains some Transmutation spells as always prepared plus Improved versions of Telekinesis(you can move around pretty much anything and anyone without any restrictions whatsoever), Knock(unlocks anything and everything that is locked with no restrictions and no longer costs spell slots) and 4 new Spells: Mass Haste, Mass Slow, Create Hellfire, Create Lava


UUID's for manual instalation:


Level 30 v1.6:
<attribute id=UUID type=FixedString value=87c80dac-1236-48c3-8b21-6dfa0149ce1c></attribute>

Level 30 Multiclass:
<attribute id=UUID type=FixedString value=8e13e8e6-760b-453b-8d47-21a7daead80e></attribute>

Level 30 Difficulty addons:
<attribute id="UUID" type="FixedString" value="da63dfca-daff-409b-bc2c-915c9961be08"/>

You can now support me on PATREON as well
If you like my mods and would like to support me you can donate on site or buy me a coffee here



My other mods: 
PassiveAbilityIncrease,
Improved Rage Throw,
Skilled Wilddshapes,
Ability Cap Removal,
6 Instead of 2 ASI,
Merged Mods

Special thanks to:
nitram166 - UnlockLevelCurve