The Witcher 3

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

Weapons/armors/enemies/allies have fixed stats which are not affected by their level.
Mod features reasonable item/service prices, but allows to use original game prices.
Mod features few bugfixes, configurable convenience improvements and minor gameplay changes.
Mod is backward compatible and can be installed/uninstalled anytime.

Permissions and credits
Description translations:
Russian / русский

This mod is created for original game versions 1.31 - 1.32.
No Levels mod comes in 2 versions:
1) Lite - which does only level-related changes. And some bugfixes.
2) Normal - has all Lite changes and adds extra "quality of life" features on top.
Both versions are backward compatible. Do not add or remove any data from save files. May be installed/uninstalled anytime.

Manual. Read "how_to_install.txt" in archive.

No Levels Lite features
- Some mod features can be enabled/disabled/configured using scripts/game/modcode/ and (text files)
- Because all ingame gear/entity stats were 90%-99% level dependent, and level effects were removed, all ingame gear/entity stats were manually redefined, so weapons and creatures and else have more reasonable stats relative to each other
- All items have no level requirements and their stats are static.
- Basic item stats like damage or armor points depend on item quality (common/master/magic/relic ... witcher gear starts from "master" and goes beyond "relic").
- Most armor damage type resistances were redistributed, so there is more monster and elemental damage type protections for all armors which did not have it at all.
- If some item originally was to be generated with +5..+20% sign intensity enhancement, this mod always sets +20% sign intensity. Same true for any else special effect.
- Generic non-relic items from base game, randomly found over the world have slightly lower stats than their same-looking crafted versions. Just like with the items from "Hearts of the Stone" and "Blood and Wine".
- This mod makes New Game Plus equal to New Game, enemies do not get increased stats, neither do Geralt, but you can use items and skills gained in previous run.
- Levels of enemies do not affect their stats.
    - There are no super-fat-nearly-immortal enemies which can not be beaten with a reasonable amount of effort.
- For completing quests and killing enemies, player is rewarded with full XP as if player had exact level as quest or enemy in original game.
    - x0.9 and x0.8 difficulty experience multipliers are removed.
    - Player levels exist only to grant skill points and do not affect your damage/spell_power/health stats.
    - You may revert mod back to vanilla quest experience rewards using - ALWAYS_FULL_XP_FOR_QUESTS = false;
- Skills and slots changes:
    - All skill and mutagen slots can be used without having required level. Configurable in - SLOTS_REQUIRED_LEVEL_ENABLED
    - Skills do not require spending points into a skill tree to be learned. Configurable in - USE_SKILL_TREE_REQUIRED_POINTS
    - Blood and Wine mutation skill slots can be used without researching mutations and can be used without even activating any mutation. But "Turn and Face the Strange" must be completed first. Configurable in - MUTATION_SKILL_SLOTS_LIMITS_ENABLED.
- No levels in user interface (UI):
    - Required item levels are not displayd (because all are level 1)
    - NPC levels and red skulls are hidden. Configurable in - SHOW_ENEMY_LEVELS.
    - Quest levels and red skulls are hidden. Configurable in - SHOW_QUEST_LEVELS.
    - Hard lock/lock-on icon has been hidden, but you may toggle it back, using - SHOW_HARD_LOCK_ICON.
- This mod is not designed to make game hard, but can be tweaked to be hard.
    - I recommend playing on "Blood and broken bones" because Geralt and NPC damages are nearly 1:1 (without inhuman witcher abilities)
    - Try playing without red/green/blue mutagens, they are kind of OP.
    - On "Death march", player's damage is halved and damage received by player is doubled (0.5 : 2).
    - 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.
    - Tweak multipliers to your liking in scripts/game/modcode/ in function GetDifficultyDmgMult.
        - on "Death March" difficulty, Ciri uses other damage multipliers than Geralt (0.7 : 1.4).
- In terms of damage signs, crossbows and bombs do not become obsolete over the course of the game.
    - Crossbow damages have been improved
        - Consider shooting enemies with split bolts at point blank range or craft a pack of explosive bolts.
        - Default bolts still have low damage because they are infinite, but serve tactical purpose.
    - With this mod, sign intensity also increases damage of these spells:
        - igni Firestream burning damage-over-time effect
        - aard Shock Wave and Piercing Cold
        - yrden Magic Trap and Supercharged Glyphs
- Monsters can be killed with steel, non-monsters can be killed with silver. Just moderately less effective.
- Companion damage debuffs were nullified so now your companions hit enemies hard and not just distract them.
- Aerondight level-based permanent damage increase is disabled.
- NPCs' health stats update on first (per game session) received hit, so their health is not stuck with "previous mod version/original game" health value (this update could have been done on spawn, but sometimes there are too much entities spawned, which sometimes causes Geralt to die from falling from the sky, while loading into next location).
- All item prices are static and low, all merchants sell items for the same prices
    - money received from quests became bigger part of income
    - quest specific prices like bribing, giving help or buying tickets now make sense
    - trading ratio is 1:5 but may be configured (see scripts/game/modcode/
    - many very cheap items became unprofitable to sell (can just give them to traders for 0 crowns per item)
    - If you like original game price system you can enable it by setting MOD_PRICES_ENABLED = false in Beware that leveled items' (like swords and armors) prices are calculated based on their raw stats by original game pricing system, so you will get different prices with No Levels.
- Bugfixes:
    - Ancient leshen decoction works as specified in description. Fix is done in:
        - SCRIPTS/game/gameplay/items/spells/
    - Food restores exactly the same amounts of vitality as specified in description. Fix done in:
        - DATA/gameplay/abilities/effects.xml
        - SCRIPTS/game/gameplay/effects/effects/other/
    - Swallow potion restores exactly the same amounts of vitality as specified in description. Fix done in:
        - DATA/gameplay/abilities/effects_potions.xml
        - SCRIPTS/game/gameplay/effects/effects/potion/"
    - Axii sign Delusion and Puppet skills can be equipped and properly used simultaneously.
        If fix is causing trouble, it may be disabled in - AXII_DELUSION_PUPPET_FIX.
    - Aard "telekinetic damage" is properly displayed in character stats menu. Fix done in:
        - SCRIPTS/game/gui/popups/
    - Aard "Piercing Cold" damage is properly scaled by sign intensity, according to its description in skills menu. Fix done in:
        - SCRIPTS/game/gameplay/damage/ (function GetAttackersPowerMod)
    - Yrden "Magic Trap" skill upgrades now work exactly as described (+25% damage for each next level). Fix done in:
        - SCRIPTS/game/player/
        - SCRIPTS/game/gameplay/items/spells/
        - SCRIPTS/game/gui/popups/
    - Weapon critical effects (burning, stun, etc.) chances calculation is correct now.
        - Example 1. There was an issue that if you brand 3 burning runes into your sword which has its own burning effect, only sword's burning chance will be counted (like 10% + 5% + 5% + 5% = 10% chance)
        - Example 2. There was an issue that if you brand 1 armor piercing and 1 bleeding rune to a sword which has its own freezing effect, freezing will trigger with 100% chance and bleeding won't trigger at all.
        Fix done in:
        - SCRIPTS/game/components/
    - Vivienne's feather decoration is equipped properly to quickslot instead of weapon slot and does not vanish from inventory. Fix done in:
        - DATA/dlc/bob/data/gameplay/items/def_item_character_decorations.xml
    - Fistfighting Champion of the Isles cannot be damaged by hitting it's back. As any troll should not be. Fix done in:
        - DATA/gameplay/abilities/monster_base_abl.xml -> <ability name="mon_troll_fistfight">

No Levels Normal extra features
- Falling damage distances slightly increased
    - hard landing damage distance = 5m -> 5m
    - hard landing death distance = 7m -> 9m
    - soft landing damage distance = 9m -> 8m
    - soft landing death distance = 9m -> 12m
    - may be configured in
    - falling damage may be totally disabled
    - mod change may be totally disabled in - FALL_DMG_MOD_ENABLED
- Monsters can be hit with fists and Geralt won't stagger. Configurable in - MONSTER_FIST_HIT_COUNTER_STAGGER_ENABLED.
- No horse speed limit is settlements. Configurable in - HORSE_SPEED_LIMIT_ENABLED.
- Alchemy
    - Potion durations generally increased to 1-3 minutes to emphasize focus on fighting and not distract to potion drinking.
    - Werewolf decoction allows to run without rest in combat too
    - Fiend decoction allows to carry extra 60 kg instead of just 20 kg
    - Swallow potion increases health regeneration for a longer time, but at slower rate (the witcher 1 style)
    - Blizzard potion slows down time immediately after consumption and for the whole duration of potion, but effect is weaker (the witcher 1 style)
    - Cat potion is toggleable. Drink potion to enable effect, drink potion again to disable. Unlimited duration and amount of uses. This can be disabled using - CAT_POTION_TOGGLE = false;
        Pro-tip: you can make any potion effect toggleable, by adding its EEffectType to game/gameplay/effects/ function IsEffectTypeToggleable.
        EEffectType enumeration is located in game/gameplay/effects/ .
- Signs
    - Axii
        - alternative Axii Puppet duration formula
            - original: Duration = Max(8.0, 3 * spellpower)
            - mod: Duration = 8.0 * spellpower
            - alternative formula can be disabled in - ALTERNATIVE_AXII_PUPPET_DURATION_FORMULA.
        - configurable axii duration multiplier atop previous formula ( - AXII_PUPPET_DURATION_MULT)
    - Yrden slowdown effect is not capped and can slow down enemies down to 0% with infinite spell power
        - formula: Slowdown = 1 - (3 / (spellpower + 3))
        - examples: 25% slowdown with 100% (1.0) spellpower, 40% slowdown with 200% (2.0) spell power
        - can use original yrden formula by changing config in - ALTERNATIVE_YRDEN_SLOWDOWN_FORMULA.
    - Quen
        - basic spell can now be penetrated if player is hit too hard. With 100% spellpower, can take 100 points damage before quen shield breaks. Any damage above 200 points is reduced by these 200 points and hurts player. Configurable in - PENETRABLE_QUEN
        - bulb vitality regen is reduced. Configurable in - QUEN_BULB_HEALING_FACTOR
        - breaking quen explosion deals more damage (50 instead of 9-12, like a half of a good fist punch)
- Red/blue mutagens nerfed (halved)
    - red - already have enough damage increasing tools
    - blue - so they don't eclipse other sign-intensity-increasing tools
- Ciri gameplay improvements:
    - Ciri is invulnerable while performing special attacks (Blink and Charge), but not during "charging" of these attacks.
    - 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.
- Shrine, workbench, grindstone effects last whole witcher-day. Shrine effects are stronger (+50% sign intensity)
- A bit of "Blood and Wine" mutation effects balancing to match power-level of world without levels.
- Received boat damage is reduced by a factor of 10. Can be configured using - BOAT_DMG_MULT
- When dismantling items, amount of received parts is displayed in preview
    - With this mod all craftsmen give you maximum amount of parts when dismantling items, but original game logic may be enabled in - DISMANTLE_ALWAYS_GET_MAX_PARTS.
- If you are wondering why "The Moving Merchant" does not sell rare items anymore (since v1.2.1) and Grandmaster in Toussaint sells no Manticore-to-Raven upgrade diagrams - there is its own mod now for it: Rare Items Merchant
- All oils can be applied both to steel and silver weapons, no restrictions
    - configurable in - ALLOW_OILS_ON_ALL_WEAPONS
- All quest items weight is equal to 0
    - configurable in - QUEST_ITEMS_ZERO_WEIGHT
- In crafting/dismantle menu:
    - amount of already owned crafted items/dismatle parts is displayed near item's name
        - configurable in - SHOW_AMOUNT_OF_OWNED_CRAFT_ITEMS
    - Master/Magic item enhancements tip is added to item descriptions (not configurable).
- Lowered drunkenness duration, can be configured in - DRUNKENNESS_DURATION_MULT
- Euphoria mutation visual effects can be disabled in - EUPHORIA_MUTATION_VFX_ENABLED.
- Added critical effects to Aerondight sword to resemble The Witcher 1 version. Damage reduced from 300 to 200 for balance purposes.
- Olgierd's sword Iris heavy strike now drains not 15% of vitality, but 150 vitality. So player may opt into high damage or high vitality at preference.


What exact stats should I see once mod is installed?
Geralt should have 1000 vitality.
Human NPCs should have 1000 vitality (Health). Some might have 2000-3000 if they are mini-bosses or bosses.
Monster/beasts' essence (Health) should vary from 500 to 10000. Their damage resistances from original game are kept the same (like earth elementals receiving only 20% of damage)

Full set of most cheap armor gives 30 armor points (15 from chest piece, 5 from everything else).
Full grandmaster armor set gives 60 armor points (30 from chest piece, 10 from everything else).

Player's sword damages should vary from 150 to 270.
NPC damage examples:
- wolf - 120
- human NPC with common sword - 200 (light attack x1, heavy attack x1.15 up to 230)
- human NPC with spear - 300 (x1, x1.15)
- bear - 400 (x1, x1.15, super heavy attack x1.5 up to 600)
- leshen roots - 600
- ice giant - 600 (x1, x1.15, x1.5 up to 900)

ModKit -
ModKitchen -
w3strings encoder -
Unification patch - (created GOTY patch using this mod)

If you seek to learn a bit about Witcher 3 modding or having trouble merging No Levels mod with other mods, check in downloads. It contains list of tools and ways to use them.
A bit outdated, but you might also want to check in downloads. There are explanations what exactly has been done with each modded file.

Changes which remain after mod is uninstalled:
- Geralt will have around 1000 health. This can be fixed by using/removing anything what changes vitality. For instance, potions, green mutagens and gear.
- After player switches to Ciri by quest/console command with mod installed, Ciri will remain with 1000 mod-vitality instead of default 3500 original-vitality. This can be reverted back to original by using addabl('Ciri_Q205') and rmvabl('Ciri_Q205') console commands

Recommended mods to install with No Levels:
Cheaper Runewright -
Due to reduced prices and income with No Levels, runewright's request for total 30000 crowns in too much. This mod reduces total requested money to 5400 crowns.
Clear Damaged Equipments From Merchants -
Mod created specifically for "No Levels".

Frequently Asked Questions (FAQ):

Q: How to make Slots Slots Slots mod work with No Levels?
A: Don't know, I didn't make it myself. Tip: look for MUTATION_SKILL_SLOTS_LIMITS_ENABLED, SLOTS_REQUIRED_LEVEL_ENABLED and USE_SKILL_TREE_REQUIRED_POINTS text in scripts. And remove these changes in favor of Slots Slots Slots.

Q: How to make any mod work with No Levels?
A: There is "" in downloads. Also, you may want to use Script Merger.

Q: I have installed mod which adds new weapons into the game. But weapons deal no damage.
A: That is because per-level weapon damage bonuses are disabled in No Levels. Damage of each weapon is specified individually. You may want to extract weapon mod data, add damage to "_Stats" of the weapon, and pack data back. Modding guide from downloads might be helpful.

Q: Why %insert_sword_name% has low damage?
A: For balance purposes. Initially (v1.0-v1.1.1) weapons of the same quality or "grandmastery" had equal damages. Some weapons also had lots of special effects and were obviously superior. Special effects are - increased critical hit chances, bleeding, stun and so on.
Later (v1.2) for every weapon, base damage was reduced depending on type and amount of special effects they have. That's why swords of the same quality are more equal than before. But they have their advantages and disadvantages. Sword with high bleeding chance is great against enemies which bleed and have lots of health (bleeding damage is a percent of maximum health), but not very good against, let's say, golems. Against golems you would like to choose swords with more raw damage and less special effects. Still, both swords are decent and you are not "forced" to carry multiple situational swords.

Q: Why Aerondight damage is so low?
A: Its ability multiplies base sword damage. Which is then multiplied by a sum of other multipliers. Almost squared damage.
Example, for a sword which deals 260 damage average. You use Thunderbolt potion for +25% damage, and your adrenaline gives +30%. Resulting damage is 260 * (1 + 0.25 + 0.3) = 403.
For half-charged (5/10) Aerondight, with 150 base damage, resulting damage is 150 * 1.5 * (1 + 0.25 + 0.3) = 348.75.
For fully charged Aerondight, with basic critical damage multiplier (+25%), resulting damage is 150 * 2 * (1 + 0.25 + 0.3 + 0.25) = 540.
Also, in "normal" version Aerondight has +10% chances for stagger, stun and burning. Many swords do not have so many critical effects.
You can also edit mod data. Aerondight's base damage is specified in "dlc\bob\data\gameplay\items\def_item_weapons_relic.xml".

Q: How's work on the mod going?
A: I have had 3 milestones now:
1) No Levels Lite ✔ Done (v1.1)
2) Complete all contracts and make all bosses like bosses ✔ Done (v1.2)
3) New Game Plus ✔ Done (v1.3)
Mod is complete. No further plans. (written on January 26, 2020)

Never Asked Questions:
Q: How time consuming was making of No Levels?
A: No Levels v1.0 took 3 months to implement. ≈250 hours of running game testing and debugging, to make sure not a single main quest was broken, everything modded is working correctly and so on. And 50+ hours of pure configuring and coding. Also I have 9/5 job.