Abbreviations:
- NL - No Levels
- OG - Original Game

Version 1.5.0 - Lite version changes
- Restored random quality / rarity for random items. For instance, in NL v1.4.12 and before, chest armor "Salmian brigandine" (codename 'Medium armor 01') could have had only quality 2 (blue-master). Now it can have quality 1-3 (grey-common, blue-master, yellow-magic) like in OG. Other random stats were left non-random as in NL before.
- Redefined armor points for player's armor items. Common rule: for each 2% of any "resistance" stat, armor item has 1 armor point.
- Added "armor points multiplier" to modConfig.ws → playerArmorPtsMult. Added console command NL_SetPlayerArmorPtsMult( 0.5 / 1.0 / 2.0 ).
    - Note: you can specify only one value, like this: NL_SetPlayerArmorPtsMult(1.0), so when there are many examples of valid values, further I will write them like this: ( 0.5 / 1.0 / 2.0 ).
- Added armor points and damage type resistance multiplier for player during fistfight minigames. modConfig.playerArmorMultFistFight + console command NL_SetPlayerArmorMultFistFight(0.0 / 0.5 / 1.0). It is needed because if player has good armor, player becomes nearly invincible during fistfights. Especially during fistfights where Geralt does not have to take off his chest armor piece.
- Redefined all player's weapon damages based on what they are made of, and their quality. Weapons made of dimeritium will deal more damage (240) than ones made of iron, regular steel or regular silver (200). Relic and witcher gear items have slightly greater damage (+10, +20), similar to OG (you can see details about that in scripts\game\components\inventoryComponent.ws → function GetItemLevel). Removed "damage debuffs for having special effects", because all items which have special effects, have some special parts (gems, monster parts) in their crafting diagrams or recycleable parts. And it does not make sense for a weapon with an extra ingredient have lesser damage, than a similar weapon without an extra ingredient.
- Updated all NPCs' health after player weapon damage redesign. Geralt has default skill which increases attack power by 10% for each adrenaline point. Which now you can disable using modConfig.mAdrenalineAttackPowerBonus and NL_AdrenalineAttackPowerBonus(0/1). Mostly, removed extra health from NPCs which had lots of health. Example: if monster was meant to be killed by 100 hits with 200 dmg sword. Before NL v1.5.0 it had 200 * (10 + 11 + 12 + 70 * 1.3) = 200 * 124 HP. Now it has 200 * 100 HP. These changes were meant to make life simpler for funny adrenaline builds, where player uses his adrenaline points and loses attack power bonuses. Also it is easier to balance things, because I have to do less math. Also numbers make sense if NPCs would fight NPCs, instead of whole world being balanced around Geralt.
- Restored OG NPCs' <level> attributes, without affecting health and attack damage stats. It might be interesting to know levels of your enemies if you are playing with modConfig.SHOW_ENEMY_LEVELS = true;
- Slightly changed how mounted horse attacks work. In short, now there is no 50-100 additional direct damage (damage which ignores armor points and resistance). Instead damage types of your weapon are multiplied by 0.75, 1.2, 1.75 and 3.0. Horse-bump deals 33-100 damage from side-bump, and 100-300 damage from direct-bump. All changes related to this are marked with [Lczeov].
- Integrated mod "Potato Item Cheats" (PIC). Purpose of this mod is to provide, through console commands, access to functions which can change various properties of items and player. With PIC, you can edit things right in the game, without unpacking XML configs.
    - See "modNoLevels/extras/Potato Item Cheats/manual.html" for more details.
    - You can also check this page https://www.nexusmods.com/witcher3/mods/8583, especially videos, but at the moment of writing this, No Levels has newer version of Potato Item Cheats with more options and slightly different command names.
    - Example with weapon damages. Select any weapon in inventory and try these commands. Don't forget to re-hover your mouse over item to see updated info:
        - PIC_ShowAbilities(1)
        - PIC_ShowAbilities(0)
        - PIC_AddCraftedAbl('PIC_slashing_dmg_10')
        - PIC_RmvCraftedAbl('PIC_slashing_dmg_10')
        - PIC_AddCraftedAbl('PIC_slashing_dmg_m10')
        - PIC_RmvCraftedAbl('PIC_slashing_dmg_m10')
        - PIC_AddCraftedAbl('PIC_silver_dmg_10')
        - PIC_RmvCraftedAbl('PIC_silver_dmg_10')
        - PIC_AddCraftedAbl('PIC_silver_dmg_m10')
        - PIC_RmvCraftedAbl('PIC_silver_dmg_m10')
    - Turned on "showAvgDmg" option by default. It makes weapon tooltips and crafting menu display average damage instead of min-max range. "showAvgDmg" is located in nodNoLevels\content\scripts\game\modcode\potatoItemCheats.ws
    - Make sure to look into "modNoLevels/extras/Potato Item Cheats/abilities/def_item_quality.xml" file, because there are many abilities (stats blocks) which allow to change almost every stat of items and player. These abilities are prefixed with "PIC_" and "NL_".
- modPrices changes:
    - Moved modConfig.MOD_PRICES_ENABLED to modPrices.m_modPricesOn. You can also switch between OG and NL prices without game restart using console command: NL_ModPrices(0/1).
    - Did some research how prices worked in OG for weapons with the same damage, but different quality and special effects. Difference between common and magic item was only +1%. So I removed big "price bonuses for quality". And specify custom prices in scripts (modNoLevels\content\scripts\game\modcode\modItemBasePrice.ws), without changing prices in OG configs.
    - Now you can specify whether prices of items sold by player will be rounded to the nearest integer (which can end up being 0) or rounded up in modNoLevels\content\scripts\game\modcode\modPrices.ws → function PriceToInt. "Round up" is chosen by default.
    - When crafting bolts with modPrices enabled, number of crafted bolts (20) is taken into account in crafting price. Previously you have been paying for 1 bolt and were receiving 20.

- Doubled Ciri's charge attack damage.
- Have set proper stats for sandcrabs.
- Changed damage for Ice Giant with ship anchor. Now anchor attacks hit very hard, compared to unarmed giant. Had to check all attack animations by name. Code related to this is marked with [NrgtnE].
- Reduced damage of fire meteors from 2000 to 800, so they don't one-shot Geralt, similarly to OG.
- Fixed NL bug. Forktails during "Tedd Deireadh" are now mortal.

- Changed how game handles default crossbow bolts. Instead of constantly adding and removing them from inventory, inventory menu will just hide such bolts. Especially when entering and leaving deep water, it was causing constant addition and removal of "land" and "water" default bolts. This makes one less cause of "inventory item ID overflow" bug. More details about bug there (post #46): https://forums.cdprojektred.com/index.php?threads/save-game-corruption-pc-version-1-3-please-help.7070790/page-3#post-9647321. Change is marked by [d7MfU4].
- Changed food stack sizes to 100 for some foods which stacks were smaller than 100 (especially beers) and did the same for "Protofleder Mutagen". This helps to postpone "item inventory ID overflow" bug.
- Increased attack power of each base game, "elite crossbows DLC" and "Hearts of Stone" crossbow. Because their maximum attack power bonus in OG was near +200%. While crossbows from "Blood and Wine" had maximum +300%. Reduced weight of "elite crossbows" to 1 Kg, because it was too big - 4 Kg, compared to other crossbows (0.62-1.96 Kg).
- Made proper support of combo of these two things:
    1) Alt Yrden ("magic trap") damage increased by sign intensity.
    2) Supercharged spells skill ("flood of anger").
- Added new modDamage.ws option "m_randomMeleeDmg". And console command NL_RandomMeleeDmg(0/1). Allows to turn off/on random melee damage. Useful for research purposes, to see how damage works and see what deals how much damage.
- Fixed little OG inaccuracy and funny calculations for strong attack damage. So now, if you disable random melee damage, strong attack damage in game and in character stats screen will be exactly the same. Fix is marked by [OZmrBx].
- Disabled instant kill cooldown. If you want it back for some reason, it was in modNoLevels\content\scripts\game\gameplay\damage\damageManagerProcessor.ws → private function ProcessInstantKill() → if( actorAttacker == thePlayer && !action.GetIgnoreInstantKillCooldown() )
- Added some code [pH5hlU] which allows to consume equipped foods, drinks and potions in inventory menu.

- Reverted starting gear rarity/quality from "witcher gear" back to "common".
- Reverted Nathaniel's "Iron Poker", Aerondight and Legendary Manticore (Raven) armor set stats so they are the same as in OG. If you want to receive NL versions of these items with special stats like before, you can use console commands: NL_AddSpecialIronPoker(), NL_AddSpecialAerondight(), NL_AddSpecialRavenArmorSet().

- OG bug. Fixed wrong appearances and icons of items:
    - Crafted sword "Steiger" ('Dwarven silver sword 2_crafted') had same 3D model as "Dwarven Blade" ('Dwarven sword 2') (steel), instead of "Dwarven silver sword 2".
    - Swords "Ami" ('EP2 Silver sword 3' and 'EP2 Silver sword 3R') and crafted "The Tamer" ('Dwarven silver sword 1_crafted') had same model as "Mahakaman steel sword" ('Dwarven sword 1') (steel) instead of 'Dwarven silver sword 1'.
    - Crafted sword "The Digger" ('Gnomish silver sword 1_crafted') had same model as "Gnomish Gwyhyr" ('Gnomish sword 1') (steel) instead of "Gnomish silver sword 1".
    - Crafted sword "Faustino" ('Gnomish silver sword 2_crafted') had same model as "Tir Tochair blade" ('Gnomish sword 2') (steel) instead of "Gnomish silver sword 2".
    - Integrated mod "FS Restored Icons". https://www.nexusmods.com/witcher3/mods/573 . It restores proper item icons, which were lost during some OG update back in 2015 or earlier. Especially boots. So they don't have the same icons while actually having different 3D models and colors.
    - Picked correct / more similar icons for some items with codenames: "Long Steel Sword", "Witcher Silver Sword", "Viper School silver sword", "EP1 Standalone Starting Steel Sword", "EP1 Standalone Starting Silver Sword", "EP2 Standalone Starting Steel Sword", "EP2 Standalone Starting Silver Sword", "NPC Witcher Steel Sword", "NPC Vesemir Steel Sword", "NPC Vesemir Silver Sword", "Short sword 2_crafted", "Inquisitor sword 1_crafted", "Inquisitor sword 2", "Inquisitor sword 2_crafted", "WitcherSilverWolf", "Burning Rose Sword", "Burning Rose Sword B", "Crafted Burning Rose Sword", "Plank", "Geralt Kontusz Boots", "Geralt Kontusz Boots R".
- Did you know you can use "laundry pole" (PIC_AddItem('Laundry pole')) and "fence board" (PIC_AddItem('Plank')), in your everyday fights, because their inventory 'NoShow' tags have been removed long ago?
- Vesemir's swords have unique look, you can add them using PIC_AddItem('NPC Vesemir Steel Sword') and PIC_AddItem('NPC Vesemir Silver Sword') and then customize their stats using PIC_AddCraftedAbl (see "modNoLevels/extras/Potato Item Cheats/manual" and def_item_quality.xml for details).
- More fixed OG bugs:
    - Recycling parts of items were not equal in NG and NG+. Item codenames: "Centipede discharge", "Archespore juice", "Kikimore discharge", "Centipede mandible", "Archespore tendril".
    - In NG+ monsters were never dropping "Acid extract".
    - Fixed wrong stamina regeneration bonus for some items. Specifically: crafted relic "Toussaint Ducal Guardsman's gauntlets" ('Guard Lvl1 Gloves 3'), crafted relic "Toussaint Color Guardsman's gauntlets" ('Guard Lvl1 A Gloves 3').
    - Crafted "salmian brigandine" ('Medium armor 01_crafted') quality was random between "blue-master" and "yellow-magic". Changed it to magic, because random "salmian brigandine" can have common/master/magic quality.
    - Random "toussaint knight's boots" ('Knight Geralt Boots 2') had random quality 2-3 (master-magic). Changed it to non-random 3, because there already are random "toussaint knight's boots" ('Knight Geralt Boots 1') with non-random quality = 2.
- Specified armor class (light) for items with codenames "Beauclair Casual Suit 01", "Beauclair Casual Suit with medal", "Beauclair Prison Shirt", "Beauclair casual shoes 01", "Beauclair Casual Pants 01", "Beauclair Prison Pants".
- Added bonus to stamina regeneration to "light armor" civil clothes. Same as for light armor.

- Debug swords are now not distinct items with unique codenames, but swords from original game, modified by Potato Item Cheats. Added "instant kill debug sword". Reminder, these swords can be added using console command NL_AddDebugSwords().
- Renamed some console commands:
    - NL_GetStartingSet1() → NL_AddStartingSet1()
    - NL_GetStartingSet2() → NL_AddStartingSet2()
    - NL_GetStartingSet3() → NL_AddStartingSet3()
    - NL_GetRavenSet() → NL_AddRavenSet()
    - NL_GetDebugSwords() → NL_AddDebugSwords()
- Added console commands to teleport to other regions. Warning: some quests or points of interest may not work correctly if your enter new regions by the use of these console commands, before entering them through normal gameplay. NL_gotoWhiteOrchard(), NL_gotoWhiteOrchardWinter(), NL_gotoVizima(), NL_gotoVelen(), NL_gotoSkellige(), NL_gotoKaerMorhen(), NL_gotoIsleOfMists(), NL_gotoThroughTimeAndSpace(), NL_gotoToussaint().
- Added other console commands:
    - NL_AddAllRecipes(). Adds all alchemy item recipes. Might be useful if you want to simulate NG+ in NG. Or max-out your "aquired tolerance" alchemy skill.
    - NL_Bolts(). Adds 1 bolt of each type to inventory, but only if you don't have it already. Only 1 is added because of weight limit. You can then select bolt you need more of, and use console command PIC_AddSelectedItem(50).
- Renamed some modConfig options (finally decided which code style to use):
    - mAdrenalineAttackPowerBonus → adrenalineAttackPowerBonus
    - mMutationSkillSlotsAlwaysUnlocked → mutationSkillSlotsAlwaysUnlocked
    - mShowAmountOfOwnedCraftItems → showAmountOfOwnedCraftItems
    - mRegularSkillSlotsAlwaysUnlocked → regularSkillSlotsAlwaysUnlocked
    - mRgbMutagenSlotsAlwaysUnlocked → rgbMutagenSlotsAlwaysUnlocked

Version 1.5.0 - additional changes in Normal version

- New modConfig.ws options:
    - whirlUsesAdrenaline + NL_WhirlUsesAdrenaline(0/1). Allows to prevent whirl skill from using adrenaline.
    - rendUsesAdrenaline + NL_RendUsesAdrenaline(0/1). Allows to prevent rend skill from using adrenaline.
    - meditationRemovesEffects + NL_MeditationRemovesEffects(0/1). If set to "false", instead of being immediately removed, grindstone, place of power, decoction and other time-limited effects will just have their remaining time reduced proportionally to meditation time.
    - autoClearShopDuplicates. Is turned off by default. If enabled, merchants will delete duplicates of weapons and armors they have, and receive money for this. Items are considered equal if they have the same codenames and the same quality. You can also keep feature turned off and clear items manually using console command ClearShopDuplicates() while in shop menu. And there is console command AutoClearShopDuplicates(0/1) which turns automatic clearing on/off without game restart.
    - rememberLastInvTab. Is turned off by default. If set to "true", inventory menu, after being closed, will reopen at the same tab (crafting parts, other, alchemy, food-horse. weapon-armor).
    - lifestealEffects + NL_LifestealEffects(0/1). It allows to turn on/off audio and video effects for "The Caretaker's spade". Also works if you add lifesteal ability to any other weapon using Potato Item Cheats: PIC_AddCraftedAbl('PIC_lifesteal_5').
    - itemDurabilityLoss + NL_ItemDurabilityLoss(0/1). Allows to disable durability loss for weapons and armors.
- Added numbers to HUD indicators of decoctions, effects of which might have been hard to track before: nightwraith (EET_Mutagen06), succubus (EET_Mutagen14), forktail (EET_Mutagen17), grave hag (EET_Mutagen18), ancient leshen (EET_Mutagen22), griffin (EET_Mutagen27), wyvern (EET_Mutagen10), water hag (EET_Mutagen05), alghoul (EET_Mutagen15).
- Added "Paid Alchemy Refill" mode. Mode is turned off by default.
    - Carry any amount of potion and bomb charges.
    - Refill items in inventory menu using X key and coins. Applying oils to swords costs coin too.
    - Alchemy items are not refilled during meditation.
    - Cockatrice decoction gives +1 item charge upon refill.
    - When crafting an upgrade, lower level oil-potion-bomb is not removed from inventory.
    - Added 2 commands to add and remove all lower level alchemy items: PAR_AddLowerLevelItems(), PAR_RemoveLowerLevelItems().
    - All main logic configuration is located at the beginning of content/scripts/game/modcode/paid_alchemy_refill/core.ws
    - Oil application using radial menu is not supported.
- Now, when crafting bolts, you can see text "x20". This is number of bolts which are going to be crafted.
- Changed modConfig option name from "SHOW_AMOUNT_OF_OWNED_CRAFT_ITEMS" to "mShowAmountOfOwnedCraftItems" + NL_ShowAmountOfOwnedCraftItems(0/1). And changed how amount of already owned items is displayed in crafting and alchemy menus, because of previous change.
- Option modConfig.ALLOW_OILS_ON_ALL_WEAPONS now allows to use oils with secondary weapons too.
- Slightly changed how weight of item stacks is calculated. In OG, every item stack weight was calculated like this: 0.01 + GetItemWeight( item ) * GetItemQuantity( item ). Changed it to this: GetItemWeight( item ) * GetItemQuantity( item ). Code is located in inventoryComponent.ws

Version 1.4.12
Lite version:
- Added modPrices.ws → mFundsModifier. This multiplier changes how much money merchants start with, how much they regularly gain and maximum amount they can gain without your purchases.
- Added quantity popup when moving items from stash to inventory.
- Added console command NL_TellTime(). Shows message with "ingame", "play" and "engine" times.
- Fixed OG bugs:
    - Olgierd's sabre (sword "Iris") strong attack was dealing double damage even when not charged. Fix done in: SCRIPTS/game/actor.ws → function PhantomWeapon
    - When taking armor dye from stash, wrong inventory tab was opened (food tab instead of armor tab). Fix done in SCRIPTS/game/gui/_old/components/guiBaseInventoryComponent.ws → function GetFilterTypeByItem
    - When moving items to stash and back, if new item stack was created, it was not visible until inventory/stash was reopened. Fix done in SCRIPTS/game/gui/menus/inventoryMenu.ws → function handleMoveToStashQuantity and function TakeItemFromStash
    - When enemy attack was directed to south +- 30 degrees, Ciri was always damaged even if dodging in the right direction. Disabled this angle check completely. Fix done in SCRIPTS/game/replacers/ciri.ws → function ReduceDamage
    - Doppler decoction effect did not work. Fix done in SCRIPTS/game/player/playerWitcher.ws → function GetCriticalHitDamageBonus → Mutagen11

Version 1.4.11
Lite version:
- Fixed NL bug. Stats of already spawned NPCs were not updating if there was a change in configs. Or if mod was installed after NPC was spawned. Bug existed in all NL versions since v1.4.2.
- Added console commands which allow to temporarily change and reset damage multipliers on the fly:
    - NL_PlayerDmgMults( vsNpc : float, vsPlayer : float ) // example: NL_PlayerDmgMults(0.1, 0.1)
    - NL_SwitchPlayerDmgMults(0/1) // turns temporary multipliers from NL_PlayerDmgMults command off/on
    - NL_NpcDmgMult( v : float ) // this is for NPC vs NPC
    - NL_SwitchNpcDmgMult(0/1)
- Updated portal cake ("mq7023_cake") permanent vitality bonus. Was 100, for player with over 5000 vitality. Changed to 20 for player with 1000 vitality.
- Added option to disable default skill "+10% attack power bonus per adrenaline point". modConfig.ws - mAdrenalineAttackPowerBonus. It also can be turned off/on on the fly, without game restart, with console command: NL_AdrenalineAttackPowerBonus(0/1).
- Fixed OG bug. Items with tag 'EP1' (almost all weapons and armor from DLCs) of yellow/magic quality were receiving random armor (chest piece) enhancements. Even if these were swords or gloves. Example: sword could receive +1..+4% bludgeoning resistance enhancement, which was meant to be used only for armor pieces. And it was impossible for pants and boots to receive stamina regeneration enhancement. Fix done in: SCRIPTS\game\components\inventoryComponent.ws → function AddRandomEnhancementToItem
- Fixed OG EN locale bug "Vitality regeneration per enemy killed during combat". Someone from CDPR tried to improve description for grave hag decoction, but ended up making it wrong for everything else. NL restores previous string.
Normal version:
- Added Czech translation.

Version 1.4.10
- Fixed NL exploit with CAT_POTION_TOGGLE, "refreshment" and "side effects" skills.
- Fixed NL bugs with combo: aard shockwave, piercing cold mutation, increased sign intensity and difficulty damage multiplier.
- - Fixed "piercing cold" ignoring difficulty damage multiplier.
- - Fixed incorrect damage bonus from aard shockwave
- - Fixed double damage from aard shockwave vs Imlerith, Caranthir and Eredin in NL Normal version.
- Made Eredin immune to his ice meteors.
- Copied 50% frost resistance from Caranthir to Imlerith and Eredin.
- Fixed NL bug. With SLOTS_REQUIRED_LEVEL_ENABLED = false; and MUTATION_SKILL_SLOTS_ALWAYS_UNLOCKED = false; mutation skill slots were enabled anyway.
- Changed modConfig.ws options:
- - SLOTS_REQUIRED_LEVEL_ENABLED → mRegularSkillSlotsAlwaysUnlocked, mRgbMutagenSlotsAlwaysUnlocked;
- - MUTATION_SKILL_SLOTS_ALWAYS_UNLOCKED → mMutationSkillSlotsAlwaysUnlocked;

Version 1.4.9
- Fixed NL bug. After changing player's vitality to 1000, forgot to reduce 'VitalityDrainEffect' damage, which is used by noon/night-wraiths.
- Fixed OG bug. With quen shield, noon/night-wraiths have been draining vitality 10 times faster than supposed to be. To find fix, search for "QUEN_DOTT".
- Fixed OG bug. Instant kill chances of some swords did not work at all. Swords: 'Hanza steel sword 3' (Viroledan Blade), 'Crafted Burning Rose Sword', 'Torlara'. Fix done in XMLs.
- Fixed OG bug. Alt quen + ekhidna decoction ('Mutagen 21') + damage over time effect; were instantly restoring all vitality. Now ekhidna decoction restores vitality proportional to amount of stamina used. Now You can also restore vitality by running around, using whirl and casting alternative signs. Fix search code: [NMYG3I].

Version 1.4.8
- Fixed NL bug which caused bleeding to do no damage.
- Added debug swords which have 100% chance to cause bleeding, burning, poisoning, freezing, stun and stagger. They can be added with console command NL_GetDebugSwords().
- Updated ALLOW_OILS_ON_ALL_WEAPONS feature. All oils are now listed in new quick oil menu from OG v4.04.

Version 1.4.7
- Updated mod to original game v4.04
- Added French translation of modded strings

Version 1.4.6
- Updated "reasonable prices" feature for new (v4.03) prices in shop alchemy tab.

Version 1.4.5
- Updated mod to original game v4.03

Version 1.4.4
- Fixed bugs related to feature "Difficulty damage multiplier is applied after all damage calculations are done, right before subtracting health from entity" when multipliers are greater than 1:
    - Rotfiends won't explode immediately anymore.
    - Ciri won't kill quest basilisk before cutscene, causing game to stuck on loading screen.
    - Ciri won't kill Whoreson, causing him to be dead regardless of Geralt's choice in the future.
    - Geralt won't die when using cheat god2().
- This fix also makes all calculations correct for same cases when multipliers are lesser than 1.

Version 1.4.3
Lite version:
- Updated mod to original game v4.02
- Reduced elemental damages from monsters by 50 on average, because elemental damage ignores armor points. And I didn't balance it like that. Monsters which do elemental damage: wraiths (+noon, +night, +pesta, +Iris), wild hunt hounds, fire elementals, hyms. ElementalDamage from sorceresses and succubi not changed.
- Buffed "return damage". Black blood potion, leshen decoction, retribution glyphword. Because originally Geralt had more health, compared to NPCs. And more armor points compared to incoming damage. Some calculations from which I chose final values: https://www.nexusmods.com/witcher3/articles/456
- Fixed original game bug. Bonuses from skills which give +30% damage for fast and strong attacks were applied twice. Fix done in SCRIPTS\game\player\playerWitcher.ws search code [6zykis]
- Changed quality of high quality bolts from "master/blue" to "magic/yellow", so they are easier to distinguish from regular bolts. By the way, high quality bolts have no crafting diagrams for player. But you can buy them from Hattori (Novigrad master blacksmith) and Yanne (Kaer Trolde blacksmith).
- For Tor Lara and Tor Zireael swords, added to their tooltips info about them being indestructible [FiJxGG].
- Bleeding damage is now scaled by difficulty, like poisoning and burning.
- Difficulty multipliers now can also change NPC vs NPC damage.
    scripts/game/modcode/modDamage.ws → function GetDifficultyDmgMult → npcVsNpcMult
- Added NL_GetPosition() console command which pauses game and displays ok-dialog with current player position. It can be used with tptopos(x, y, z) command for precise teleporting.
- Dettlaff's second stage bat attack was one-shotting player in v1.3.3 on Death March. It is not the case in OG v4.02 + NL v1.4.2, damage was 30 piercing + 30 monster. Changed it to 300 monster.
- Tuned Ciri vs Crones fight. Crones will have less health, with the same "Ciri-hits-to-kill to Crones-hits-to-kill" ratio as in original game.
- Changed Death March damage multiplier for Ciri from 1.4 to 1.12
- Added attack power, adrenaline gain, "potion duration and bomb damage", toxicity decay rate, arachas decoction to character stats page. Arachas decoction stat appears only when used.

Normal version (1.4.3):
- Updated option SHOW_AMOUNT_OF_OWNED_CRAFT_ITEMS. Made (more) proper update in dismantle menu, which does not reload whole menu, but only updates items which are/have parts received from dismantling.
- Corrected aard stagger chance in character stats page.
- Allow to select default bolts from inventory menu during combat. Action was blocked because you can't unequip items during combat.
- New option modSpells.ws ALT_PIERCING_COLD. Alternative "Piercing Cold" mutation. Aard Sign has a 60% chance of freezing opponents for 10 seconds. Deals 200 frost damage. All values are scaled with aard sign intensity. No instant kills.
- New option modSkills.ws SOME_SKILLS_ALWAYS_ACTIVE. Some skills are active even when not equipped. I chose whirl, rend, arrow deflection and alt sign modes by default. But you can try to turn on any other skill you want in the same file. Still, some skills won't work until equipped, because some code must be executed when equipping and unequipping skills. And it takes some extra effort to figure out if "equip or unequip" actions were already done, to make them work with No Levels correctly.
- New option modConfig.ws ALT_RETRIBUTION. "Retribution" glyphword. When option enabled, damage type changes from DirectDamage to ShockDamage. Instead of fixed value = armor points * multiplier; returns total damage, from last hit, blocked by armor points and resistance percents. Meaning, if received damage is 200, and armor has blocked 100 damage, with 30% chance, it will return 100 ShockDamage. Returned damage is scaled by Attack Power stat. This scaling started working by itself, when I changed damage type, decided to leave it. Now instead of "always bad", this glyphword can be anything from "useless" to "ridiculously good", depending on your armor and skills.
- New option modConfig.ws EARLY_SET_BONUSES. Non-grandmaster witcher gear will provide set bonuses. This option was created due to a few inconsistencies in original game and NL design choices:
    1. NG+ items of non-grandmaster level give bonuses.
    2. In NG+, items imported from NG, give bonuses, even though they did not give bonuses in NG.
    3. NL aims to make NG and NG+ equal.
    When uninstalling mod with this option enabled, unequip all set items, because original game won't be able to recalculate amount of equipped set items properly.

Version 1.4.2
Lite version:
- Updated redistributed armor stats after changes from original game v4.00
- Changed Netflix damage from Direct to Force and Shock.
- Changed Yrden Magic Trap (alt) skill damage steps from 120, 150, 180 to 60, 120, 180 per skill level. If you feel like level 2-3 is too strong, use level 1 with 60 damage.
- Made fully upgraded Igni "Pyromaniac" skill add not raw +100% chance, but +100% of current burning chance.
    Was: burn_chance = 50% default + 100% pyromaniac = 150% (chance over 100% does not do anything better)
    Is: burn_chance = 50% + 50% * 100% = 100%
- Made greater green mutagen increase vitality by 10%. Similar to red and blue mutagens.
- Fixed mutagen bonus exploit https://youtu.be/1_wi-TJvdjc
- Fixed mutagen "Synergy" skill bonuses not updating properly [CsyuRj].
- Fixed Undying skill not having any differences with different skill level and adrenaline points. Original game bug. Skill now lets to survive a deathblow even greater than full vitality and restores 10%-50% of vitality.
- Fixed modPrices bug which caused sold items to cost 0, when resulting price was greater than base item price.
- Changed "Cat Eyes" mutation bonus damage from 25 to 75, so its more similar to original.
- Changed how "Steady Shot" skill gives +25% to crossbow damage. [3rMIE9]
    Was: damage = (bolt_dmg + cat_eyes_mutation_dmg) * (1 + crossbow_attack_power + steady_shot + other_attack_power_buffs)
    Is: damage = (bolt_dmg + cat_eyes_mutation_dmg) * (1 + steady_shot) * (1 + crossbow_attack_power + other_attack_power_buffs)
    Example:
        bolt_dmg = 80 (blunt bolt)
        cat_eyes_mutation_dmg = 75
        crossbow_attack_power = 1.5 (best crossbow)
        steady_shot = 0.25
        other_attack_power_buffs = 0.3 (full adrenaline)
    Was (no steady shot): damage = (80 + 75) * (1 + 1.5 + 0.3) = 155 * 2.8 = 434
    Was (yes steady shot): damage = (80 + 75) * (1 + 1.5 + 0.25 + 0.3) = 155 * 3.05 = 472.75
    Is (yes): damage = (80 + 75) * 1.25 * (1 + 1.5 + 0.3) = 155 * 1.25 * 2.8 = 542.5
- Changed "Piercing Cold" mutation damage type from ForceDamage to FrostDamage.
- Changed modConfig.ws option MUTATION_SKILL_SLOTS_LIMITS_ENABLED into 2 options:
    - MUTATION_SKILL_SLOTS_ALWAYS_UNLOCKED - mutation skill slots can be used, even if player did not research enough mutations to unlock them. Also slots can be used if no mutation is equipped.
    - MUTATION_SKILL_SLOTS_ANY_COLOR - allows to use skills of any color with mutation skill slots. Even yellow.
- When changing currently equipped Blood and Wine mutation, skills are no longer removed from mutation slots if they can stay there after change.
- Added new option MUTATION_RESEARCH_ANY_ORDER - allows to research Blood and Wine mutations in any order.
- Disabled burning effect disappearing from entities, when they are playing "I am burning!" animation and are hit with anything.
- Forgot to scale with sign intensity health-percent-based burning damage of Igni Firestream skill. Made it scale with sign intensity. [2tPGBE]

Normal version (1.4.2):
- Reimplemented modSpells.ws PENETRABLE_QUEN.
- Blizzard potion duration changed from 8-12 seconds to 24 seconds. Same as with other potions in Normal version - less potion drinking, more fighting.
- Reverted sign intensity skills back to +30% max. Because potion, glyph, armor and sword sign intensities remain unchanged.
- Added Spanish and Latin American Spanish translations.

Version 1.4.1
- Updated mod for new version of original game - v4.01
- Made sign intensity increase Axii Puppet duration. Deleted alternative axii formula and multiplier in Normal version.
- Fixed original game bug. Swords could not deal fire and frost damage.

Version 1.4
- Updated mod for new version of original game - v4.00 hotfix 2 (december 22nd, 2022 on Steam).
- Some No Levels Normal features were lost, because I have to reimplement them after big original code changes.
- Some fixes, which were in this mod, have been removed, because developers fixed the same.
- Changed Yrden Supercharged Glyphs skill damage from DirectDamage to ShockDamage, just like from alternatively casted Magic Trap. Not many enemies have shock damage resistance, but at least it is not direct damage which cannot be reduced by anything.
- Added spell power percent display for each sign in character stats.
- Earlier, in the first version of No Levels, I broke Ciri vs Caranthir fight. Now it's great again. Caranthir will bear 10 strikes instead of 3. All Wild Hunt Warriors and Hounds before him are oneshottable.
- Fixed all Netflix (Forgotten Wolven) trousers' sign intensity bonuses. They did not work.

Version 1.3.3 ("Normal" version update only)
- Updated Polish translation. Includes translation for all modded strings.
Changed files:
pl.w3strings

Version 1.3.2 ("Normal" version update only)
- Moved hardcoded strings to *.w3strings
Changed files:

Spoiler:  
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SCRIPTS\game\gui\menus\craftingMenu.ws
ar.w3strings (Added)
br.w3strings (Added)
cn.w3strings (Added)
cz.w3strings (Added)
de.w3strings (Added)
en.w3strings
es.w3strings (Added)
esMX.w3strings (Added)
fr.w3strings (Added)
hu.w3strings (Added)
it.w3strings (Added)
jp.w3strings (Added)
kr.w3strings (Added)
pl.w3strings (Added)
ru.w3strings (Added)
tr.w3strings (Added)
zh.w3strings (Added)


Version 1.3.1
- Lite version changes:
- - Specified exact damage for forktail's poison spit attack (300).
- - Made bomb effects for NG and NG+ equal.
- - Added modConfig.ws option SHOW_HARD_LOCK_ICON. It hides hard_lock/lock-on icon over enemies.
- - Set normal stats for peasants robbing Louis de la Croix's mill (after quest "La Cage au Fou")
- - Improved 'Iron Poker' weapon stats - 240 damage, 5% burning, 5% stagger chances. This is Nathaniel's poker from quest "Carnal Sins", it was worse than ordinary 'W_Poker'.
- - Enabled sign intensity damage scaling for:
- - - igni Firestream burning damage-over-time effect
- - - aard Shock Wave and Piercing Cold
- - - yrden Magic Trap and Supercharged Glyphs
- - Fixed original game bugs:
- - - aard "telekinetic damage" is properly displayed in character stats menu. Fix done in gui\popups\CharacterStatsPopup.ws
- - - aard "Piercing Cold" damage is properly scaled by sign intensity, according to its description in skills menu. Fix done in gameplay\damage\damageManagerProcessor.ws (function GetAttackersPowerMod)
- - - yrden "Magic Trap" skill upgrades now work exactly as described (+25% damage for each next level).
    Fix done in player\playerWitcher.ws, gameplay\items\spells\yrdenEntity.ws, gui\popups\CharacterStatsPopup.ws
- Normal version changes:
- - Fixed bug which caused "master/magic crafting enhancements tip" appear for crossbow bolts.
- - Cat potion is now toggleable. Drink potion to enable effect, drink potion again to disable. Unlimited duration and amount of uses.
- - Extended SHOW_AMOUNT_OF_OWNED_CRAFT_ITEMS option. It now also displays amount of owned parts in item dismantle UI.
- Ciri gameplay improvements:
- - [Lite] Separate damage multipliers for Ciri for "Death March" difficulty (modDamage.ws, function GetDifficultyDmgMult).
- - [Lite] Thugs during quest "Ciri's Story: Visiting Junior" had too much health (2600), reduced to normal value (1000).
- - [Normal] Ciri is invulnerable while performing special attacks (Blink and Charge)
- - [Normal] Ciri with 'Ciri_Rage' ability (during quest "On Thin Ice") does not dash to enemy when using light attack button. When using heavy attack button - Ciri dashes.
Changed files:
Spoiler:  
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[Lite]
DATA\dlc\bob\data\gameplay\abilities\monster_bob_base_abl.xml
DATA\dlc\bob\data\gameplay\abilities_plus\monster_bob_base_abl.xml
DATA\gameplay\abilities\effects.xml
DATA\gameplay\abilities\effects_mutagens.xml
DATA\gameplay\abilities\monster_base_abl.xml
DATA\gameplay\abilities_plus\effects.xml
DATA\gameplay\abilities_plus\effects_mutagens.xml
DATA\gameplay\abilities_plus\monster_base_abl.xml
DATA\gameplay\items\def_item_weapons.xml
DATA\gameplay\items_plus\def_item_weapons.xml
DATA\gameplay\items\def_item_alchemy_petards.xml (Added)
DATA\gameplay\items_plus\def_item_alchemy_petards.xml (Added)
SCRIPTS\game\gameplay\damage\damageManagerProcessor.ws
SCRIPTS\game\modcode\modConfig.ws
SCRIPTS\game\modcode\modDamage.ws
SCRIPTS\game\player\playerWitcher.ws
SCRIPTS\game\player\r4Player.ws
SCRIPTS\game\projectile\advancedProjectile.ws
SCRIPTS\game\gameplay\items\spells\yrdenEntity.ws
SCRIPTS\game\gui\popups\CharacterStatsPopup.ws
SCRIPTS\game\gameplay\effects\effects\skill\yrdenHealthDrain.ws (Added)
[Normal] includes Lite
SCRIPTS\game\actor.ws
SCRIPTS\game\gui\_old\components\guiDisassembleInventoryComponent.ws
SCRIPTS\game\gui\menus\craftingMenu.ws
SCRIPTS\game\gameplay\effects\effectManager.ws (Added)
SCRIPTS\game\gui\hud\modules\hudModuleBuffs.ws (Added)
SCRIPTS\game\gui\menus\blacksmithMenu.ws (Added)
SCRIPTS\game\replacers\ciri.ws (Added)


Version 1.3
- Added "New Game Plus" support
- Fixed OG bug. Some boots had no "light armor" text in crafting menu. Specifically: "Cavalry boots" ('Boots 02_crafted'), "Assassin's boots" ('Boots 04_crafted') and "Mountain Folk boots" ('Boots 07_crafted').
Changes files:
SCRIPTS\game\player\playerWitcher.ws
DATA - for every file in "abilities" and "items", added "abilities_plus" and "items_plus" copy with new NGP items

Version 1.2.1 ("Normal" version update only)
- Fixed "apply oil" bug
- Removed changes of "The Moving Merchant". It is its own mod now: https://www.nexusmods.com/witcher3/mods/4172 (Rare Items Merchant)
Changed files:
DATA\dlc\dlc13\data\gameplay\items\dlc13_shop.xml (deleted)
DATA\gameplay\items\def_loot_shops.xml (deleted)
SCRIPTS\game\gui\inventoryContext.ws (updated)

Version 1.2
- Some item stats mistakes correction.
- Redistribute armor damage type protections, so there is more monster and elemental damage type protection for all armors which did not have.
- More diverse sword damages.
- Extra carefully designed health and attack damage values for NPCs.
- Bosses (now definitely) have extra health and attack damage.
- Some extra fun changes for bosses:
-- Opinicus (volcanic griffin) cannot be damaged by fire anymore, as stated in its' bestiary entry.
-- Crows of Kernun (leshen) now ignore armor points (but not percents) and can damage player, and put extra pressure in a fight.
-- Eredin receives only 10% damage from his own bombs, because he was destroying himself too easily.
- Difficulty damage multiplier is applied after all damage calculations are done, right before substracting health from entity. This way every damage increasing/reducing tool is equally useful across all difficulties.
- Update NPC health stats on first (per game session) received hit, so their health is not stuck with "previous mod version/original game" health value.
- Removed BOAT_HUD_SPLASHES_ENABLED option. Better use "Remove Screen Water Droplets Effect" mod (https://www.nexusmods.com/witcher3/mods/408).
- New modConfig.ws options:
-- Vanilla quest experience rewards - ALWAYS_FULL_XP_FOR_QUESTS.
-- Make quest item weight equal to 0 - QUEST_ITEMS_ZERO_WEIGHT.
-- In crafting menu, show amount of already owned crafted items - SHOW_AMOUNT_OF_OWNED_CRAFT_ITEMS.
- Add tip about Master/Magic item enhancements to crafted items descriptions.
- Buff "Crippling Strikes" ability damage from 5 to 15 (original game was 25).
- Add EP1 and EP2 starting gear to The Moving Merchant's shop.
- Buff EP2 starting gear.
- Fix couple of bugs related to "you or merchant has not enough money when buying one/multiple items"
Changed files:
Spoiler:  
Show
DATA\dlc\bob\data\gameplay\abilities\monster_bob_base_abl.xml
DATA\dlc\bob\data\gameplay\items\def_item_armor.xml
DATA\dlc\bob\data\gameplay\items\def_item_bob_weapons_mon.xml
DATA\dlc\bob\data\gameplay\items\def_item_boots.xml
DATA\dlc\bob\data\gameplay\items\def_item_crafting_armor.xml
DATA\dlc\bob\data\gameplay\items\def_item_crafting_boots.xml
DATA\dlc\bob\data\gameplay\items\def_item_crafting_gloves.xml
DATA\dlc\bob\data\gameplay\items\def_item_crafting_pants.xml
DATA\dlc\bob\data\gameplay\items\def_item_crafting_weapons.xml
DATA\dlc\bob\data\gameplay\items\def_item_gloves.xml
DATA\dlc\bob\data\gameplay\items\def_item_pants.xml
DATA\dlc\bob\data\gameplay\items\def_item_weapons.xml
DATA\dlc\bob\data\gameplay\items\def_item_weapons_relic.xml
DATA\dlc\bob\data\gameplay\items\def_item_weapons_secondary.xml
DATA\dlc\dlc1\data\gameplay\items\dlc1_items.xml
DATA\dlc\dlc10\data\gameplay\items\dlc10_wolf_armor.xml
DATA\dlc\dlc10\data\gameplay\items\dlc10_wolf_swords.xml
DATA\dlc\dlc12\data\gameplay\items\def_item_dlc12_armor.xml
DATA\dlc\dlc13\data\gameplay\items\dlc13_shop.xml
DATA\dlc\dlc14\data\gameplay\items\dlc14_items.xml
DATA\dlc\dlc15\data\gameplay\items\def_item_dlc15_weapons.xml
DATA\dlc\dlc5\data\gameplay\items\dlc5_items.xml
DATA\dlc\ep1\data\gameplay\abilities\monster_base_abl.xml
DATA\dlc\ep1\data\gameplay\abilities\opp_base_abl.xml
DATA\dlc\ep1\data\gameplay\items\def_item_armor.xml
DATA\dlc\ep1\data\gameplay\items\def_item_boots.xml
DATA\dlc\ep1\data\gameplay\items\def_item_crafting_armor.xml
DATA\dlc\ep1\data\gameplay\items\def_item_crafting_boots.xml
DATA\dlc\ep1\data\gameplay\items\def_item_crafting_gloves.xml
DATA\dlc\ep1\data\gameplay\items\def_item_crafting_pants.xml
DATA\dlc\ep1\data\gameplay\items\def_item_crafting_weapons.xml
DATA\dlc\ep1\data\gameplay\items\def_item_gloves.xml
DATA\dlc\ep1\data\gameplay\items\def_item_pants.xml
DATA\dlc\ep1\data\gameplay\items\def_item_weapons.xml
DATA\dlc\ep1\data\gameplay\items\def_item_weapons_mon.xml
DATA\gameplay\abilities\common_abilities.xml
DATA\gameplay\abilities\geralt_skills.xml
DATA\gameplay\abilities\monster_base_abl.xml
DATA\gameplay\abilities\monster_base_abl_new.xml
DATA\gameplay\abilities\opp_base_abl.xml
DATA\gameplay\items\def_item_armor.xml
DATA\gameplay\items\def_item_armor_relics.xml
DATA\gameplay\items\def_item_boots.xml
DATA\gameplay\items\def_item_crafting_armor.xml
DATA\gameplay\items\def_item_crafting_boots.xml
DATA\gameplay\items\def_item_crafting_gloves.xml
DATA\gameplay\items\def_item_crafting_pants.xml
DATA\gameplay\items\def_item_crafting_weapons.xml
DATA\gameplay\items\def_item_ep1_stand_alone.xml
DATA\gameplay\items\def_item_ep2_stand_alone.xml
DATA\gameplay\items\def_item_gloves.xml
DATA\gameplay\items\def_item_npcweapons.xml
DATA\gameplay\items\def_item_pants.xml
DATA\gameplay\items\def_item_quality.xml
DATA\gameplay\items\def_item_weapons.xml
DATA\gameplay\items\def_item_weapons_mon.xml
DATA\gameplay\items\def_item_weapons_relic.xml
DATA\gameplay\items\def_item_weapons_secondary.xml
SCRIPTS\game\r4Game.ws
SCRIPTS\game\behavior_tree\tasks\custom\btTaskDettlaffDash.ws
SCRIPTS\game\components\inventoryComponent.ws
SCRIPTS\game\gameplay\damage\damageManagerProcessor.ws
SCRIPTS\game\gameplay\spawned_obstacles\witchBoilingWaterObstacle.ws
SCRIPTS\game\gameplay\swarms\flyingCrittersLairEntity.ws
SCRIPTS\game\gui\menus\craftingMenu.ws
SCRIPTS\game\gui\menus\inventoryMenu.ws
SCRIPTS\game\modcode\modConfig.ws
SCRIPTS\game\projectile\advancedProjectile.ws
SCRIPTS\game\behavior_tree\tasks\dlc\btTaskGroundTrapAttack.ws (added)
SCRIPTS\game\behavior_tree\tasks\dlc\btTaskTornadoAttack.ws (added)
SCRIPTS\game\gameplay\ability\NonPlayerAbilityManager.ws (added)
SCRIPTS\game\gameplay\projectile\signs\signProjectiles.ws (added)
SCRIPTS\game\vehicles\boat\boatComponent.ws (removed)


Version 1.1.1
- Fix standalone "Hearts of the Stone" and "Blood and Wine" DLC's bugs
-- Enemies did not parry/counter player's attacks
-- Player's max vitality was wrong when starting new game
- Removed level-dependent logic in npc.ws about dodge feedback. I don't know what this means, I just saw levels and deleted them from code.
Changed files:
Spoiler:  
Show
SCRIPTS\game\gameplay\ability\PlayerAbilityManager.ws
SCRIPTS\game\npc\npc.ws
SCRIPTS\game\quests\quest_function.ws
SCRIPTS\game\actor.ws (new)


Version 1.1
- New modConfig.ws options:
-- SLOTS_REQUIRED_LEVEL_ENABLED - skill and mutagen slots required levels now are ignored without causing irreversible changes to save files.
-- SHOW_ENEMY_LEVELS - show or hide enemy levels and red skulls (might be useful to see levels to see difference between weak/average/strong types of wolves and other species).
-- SHOW_QUEST_LEVELS - show or hide quest levels and red skulls.
- Fix wrong restored vitality in combat from food. Revert Gourmet perk back to original 20 minutes. Because combat regen now is working properly and changing Gourmet skill was a dumb thing of me to do.
- Fix bug. Leshen roots attack did not deal damage (600 damage now).
- Fix bug. Could not sell item to merchant, if MOD_PRICES_ENABLED is set true and sold item had original-game-price bigger than money merchant had.
- Fix bug. Could not equip oil on sword without using mouse.
- Balance changes:
-- Reduce all arachas base damage from 500 to 320, and from 600 to 380 due to quick double light attacks.
-- Reduce all arachas essence from 6000 to 4000 due to 30-40% damage resistance and aggressiveness.
-- Reduce bear base damage from 600 to 500 due to use of super_heavy attacks (which multiply base damage by 1.5).
-- Increase Leshen's summoned wolf essence from 200 to 500. Remove summoned wolf's -50% attack power and -70% essence debuff.
-- Alghouls:
--- Reduce base damage from 350 to 250, so it is more like 200 base damage from strong ghoul. Also because I didn't notice how alghouls which enter rage-mode have their damage increased by +30%.
--- Reduce essence from 2000 to 1500, so it is more like 1200 essence strong ghoul, and less than 2000 essence of water hags.
--- Set fixed alghoul thorn damage (120 piercing damage). So reflected damage does not depend on how big is attackers damage (imagine golem fighting alghoul) and is more like in original game.
Changed files:
Spoiler:  
Show
DATA\dlc\bob\data\gameplay\abilities\geralt_skills_ep2.xml
DATA\gameplay\abilities\monster_base_abl.xml
DATA\gameplay\items\def_item_weapons_mon.xml
SCRIPTS\game\gameplay\ability\PlayerAbilityManager.ws
SCRIPTS\game\gameplay\damage\damageManagerProcessor.ws
SCRIPTS\game\gameplay\effects\effects\other\wellFed.ws
SCRIPTS\game\gameplay\projectile\custom\leshyProjectile.ws
SCRIPTS\game\gui\inventoryContext.ws
SCRIPTS\game\gui\hud\modules\hudModuleQuests.ws
SCRIPTS\game\gui\menus\characterMenu.ws
SCRIPTS\game\gui\menus\journalQuestMenu.ws
SCRIPTS\game\gui\menus\inventoryMenu.ws
SCRIPTS\game\modcode\modConfig.ws
SCRIPTS\game\modcode\modSpells.ws
SCRIPTS\game\npc\npc.ws


Version 1.0.1
- Fix broken skill sorting in skill trees
Changed files:
- game\gameplay\ability\PlayerAbilityManager.ws

Version 1.0
- Initial release. Hard to tell all things I have done here.
- Fixed wrong stamina regeneration bonus for some items. Specifically: crafted relic "Toussaint knight's armor" ('Knight Geralt Armor 3'), crafted relic "Toussaint knight's tourney armor" ('Knight Geralt A Armor 3'), crafted relic "Toussaint knight's trousers" ('Knight Geralt Pants 3'), crafted relic "Toussaint knight's tourney trousers" ('Knight Geralt A Pants 3')

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