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For the information on item scaling in Dragon Age: Origins, see Material.

Item scaling (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level.

In regard to scaling, items in Dragon Age II can be split into three distinct categories:

  1. Unique items usually have fixed (predefined) levels.
  2. All generic and some unique items are scaled to Hawke's level once – at the time when they are generated. They don't improve in quality afterwards.
    Note: Container contents and merchant inventories are generated when you enter the area. Loot from enemy remains and quest rewards are created when they are received.
  3. Some unique weapons and accessories have the Improves with level-up property. These items are re-scaled every time Hawke gains a level. Companion armor also falls into this category even though it is not explicitly marked as leveled in UI.
    Note: Companion level is ignored for the purposes of scaling, only Hawke's level counts.

Scaling modifiers[]

Item level[]

Item level is a modifier similar to tiers in Dragon Age: Origins. Item level can be fixed, usually ranging from 1 to 25, or vary based on Hawke's level. In the latter case, the two levels are usually equal with the exception of The Hawke's Key (and possibly a few other unique items) which is set to Hawke's level + 2.

Power scale[]

Power scale is a scaling multiplier that defines a relative strength of item properties for different base item types. For example, chestpieces have a power scale of 1, helmets – 0.4. This means that the stats on helmets will be 2.5 times less powerful than on chestpieces.

This multiplier is used in most scaling formulas, with a notable exception of attribute requirements.

Item type Power scale
Chestpiece 1
Helmet 0.4
Gloves 0.24
Boots 0.36
Shield 0.75
Companion armor 2
Amulet 0.4
Ring 0.3
Belt 0.3
One-Handed 0.8
Two-Handed 1
Dual Wield 0.6
Bow 1
Staff 1
Note: Taken from itm_base.gda.

Property power[]

Property power is another common multiplier. It is defined for each property on an item individually. Most of the time it equals 1.0, however, many unique items override the default value. For example, for an item with 3 rune slots, this property power is 3.0.

Items are categorized by the game engine into 7 ranks based on the total property power. These ranks affect item costs, icons, and attribute requirements.

Rank Power
required
Cost
modifier
Requirements
scale
Icon
1 Junk -1 1 1 Red
2 Normal 0 1 1 Red
3 Magic 1 2 1.05 Silver
4 Magic (2) 2 4 1.05 Silver
5 Rare 3 8 1.05 Gold
6 Epic 4 20 1.1 Purple
7 Aspirational 5 73 1.1 Purple
Note: Taken from item_ranks.gda'


Scaling formulas[]

Armor, resistances, attack, defense[]

PropertyValue = PropertyData(LVL) * PropertyScale * PowerScale * PropertyPower

PropertyScale is:

  • 0.5 for heavy armor
  • 0.4625 for medium armor
  • 0.425 for light armor
  • 2 for elemental resistances
  • 0.5 for attack
  • 0.25 for defense

PropertyData(LVL) is taken from property_data GDA file:

Integer Armor Resistance Attack Defense
1 90 90 60 60
2 98 98 64 64
3 107 107 68 68
4 116 116 73 73
5 126 126 78 78
6 137 137 83 83
7 149 149 89 89
8 162 162 95 95
9 177 177 102 102
10 193 193 109 109
11 211 211 117 117
12 230 230 125 125
13 251 251 134 134
14 274 274 143 143
15 299 299 153 153
16 326 326 164 164
17 356 356 176 176
18 389 389 189 189
19 425 425 203 203
20 464 464 218 218
21 507 507 234 234
22 554 554 251 251
23 605 605 269 269
24 661 661 289 289
25 722 722 310 310
26 789 789 333 333
27 862 862 357 357
28 942 942 383 383
29 1029 1029 411 411
30 1124 1124 441 441
31 1228 1228 473 473
32 1342 1342 508 508
33 1467 1467 545 545
34 1603 1603 585 585
35 1752 1752 628 628
36 1915 1915 674 674
37 2093 2093 724 724
38 2288 2288 777 777
39 2501 2501 834 834
40 2734 2734 896 896
41 2988 2988 962 962
42 3266 3266 1033 1033
43 3570 3570 1110 1110
44 3902 3902 1192 1192
45 4265 4265 1280 1280
46 4662 4662 1375 1375
47 5096 5096 1477 1477
48 5571 5571 1587 1587
49 6090 6090 1705 1705
50 6657 6657 1832 1832


Attribute requirements[]

See #Attribute requirements table for calculated requirements for levels 1 through 25.

Armor (strength, dexterity, magic):

ArmorReq = (10 + (0.75 * ItemLevel)) * ReqScale

Armor (constitution, cunning, willpower):

ArmorReq = (10 + (0.25 * ItemLevel)) * ReqScale
Note: Prior to patch 1.03, the formula was the same as for primary attributes above.

Weapons (strength, dexterity, magic):

WeaponReq = (10 + ItemLevel) * ReqScale * 1.1


Bonus damage[]

BonusDamage = Damage * BonusDamageScale * PowerScale * PropertyPower

Damage is (scaled) base weapon damage.

BonusDamageScale is:

  • 0.2 for single-target damage
  • 0.1 for AoE damage
  • 0.3 for damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead)


Cost[]

Cost in Bronze = RankModifier * BaseModifier * ItemLevel * SUM(PropertyPower * PropertyCost)

RankModifier is taken from item_ranks.gda, see #Property power for the table of values.

BaseModifier is taken from itm_base.gda and usually equals 1.0 with the exception of:

Base item Cost modifier
Warrior 1h 0.65
Rogue Melee 0.65
Helm 0.9
Gloves 0.85
Boots 0.875
Shield 0.7

PropertyCost is taken from item_properties.gda.

Note that values listed in item infoboxes on the wiki are selling prices (i.e. prices that you get for selling an item to a merchant):

SellingPrice = TRUNC(Cost / 10)


Damage[]

See #Damage table for calculated damage values for levels 1 through 30.

Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated.

Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
Class Weapon type Damage
(Damage per second)
Property ID Notable examples
Warrior Warrior one-handed 1.243 + 1.342 * Level
(2.338 + 2.523 * Level)
5000 The Edge of Night
Fadeshear
The Mountain-Father's Haft
Warrior two-handed 1.429 + 1.543 * Level
(2.343 + 2.53 * Level)
5100 The Dogs of War
Rogue Rogue melee 1.557 + 1.682 * Level
(2.881 + 3.111 * Level)
5200 Bard's Honor
Beraht's Revenge
Fiona
Jarvia's Shank
Rogue ranged 4.983 + 5.381 * Level
(4.684 + 5.059 * Level)
5300 Bianca
Hood's Message to the King
Longbow of the Avvars
Mage Staff 1.714 + 1.851 * Level
(2.331 + 2.518 * Level)
5400 Freedom's Promise
Malcolm's Honor
Note: Numbers are rounded to 3 decimal places for brevity.

Proc chance, regeneration rates[]

Proc chance and regeneration rate bonuses are fixed. They are only affected by the power scale.

For properties X% chance to regenerate Y% health it means that Y (power value) is scaled, and X (proc chance) is not. X% chance to stun-style properties are not scaled.


Other[]

PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower

BaseValue and ValuePerLevel are specified in item_properties.gda file on a per-property basis:

  • +(1 + 0.1 * LVL) [attribute]
  • +(1 + 0.025 * LVL) to all attributes
  • +(2 + 2 * LVL) [health/mana/stamina]
  • +(4 + 0.1 * LVL)% critical chance
  • +(10 + 0.25 * LVL)% critical damage
  • +(8 + 0.1 * LVL)% physical damage
  • +(10 + 0.25 * LVL)% [elemental] damage
  • +(15 + 0.5 * LVL)% healing [by/to] this character
  • +(4 + 0.05 * LVL)% attack speed
  • +(5 + 0.25 * LVL)% [damage/magic] resistance
  • +(8 + 0.25 * LVL) fortitude
  • ±(15 + 0.25 * LVL)% threat generation
  • +(2 + 0.25 * LVL)% chance to stealth when hit

Appendices[]

Attribute requirements table[]

This table lists armor attribute requirements for item levels 1 through 25.

Level Requirements scale
1 1.05 1.1
1 11 / 10 11 / 11 12 / 11
2 12 / 11 12 / 11 13 / 12
3 12 / 11 13 / 11 13 / 12
4 13 / 11 14 / 12 14 / 12
5 14 / 11 14 / 12 15 / 12
6 15 / 12 15 / 12 16 / 13
7 15 / 12 16 / 12 17 / 13
8 16 / 12 17 / 13 18 / 13
9 17 / 12 18 / 13 18 / 13
10 18 / 13 18 / 13 19 / 14
11 18 / 13 19 / 13 20 / 14
12 19 / 13 20 / 14 21 / 14
13 20 / 13 21 / 14 22 / 15
14 21 / 14 22 / 14 23 / 15
15 21 / 14 22 / 14 23 / 15
16 22 / 14 23 / 15 24 / 15
17 23 / 14 24 / 15 25 / 16
18 24 / 15 25 / 15 26 / 16
19 24 / 15 25 / 15 27 / 16
20 25 / 15 26 / 16 28 / 17
21 26 / 15 27 / 16 28 / 17
22 27 / 16 28 / 16 29 / 17
23 27 / 16 29 / 17 30 / 17
24 28 / 16 29 / 17 31 / 18
25 29 / 16 30 / 17 32 / 18


Damage table[]

This table lists weapon damage and DPS for item levels 1 through 30.

Level One-Handed Two-Handed Dual Wield Bow Staff
1 3 damage
(6 per second)
3 damage
(5 per second)
3 damage
(6 per second)
10 damage
(9 per second)
4 damage
(5 per second)
2 4 damage
(8 per second)
5 damage
(8 per second)
5 damage
(9 per second)
16 damage
(15 per second)
5 damage
(7 per second)
3 5 damage
(9 per second)
6 damage
(10 per second)
7 damage
(13 per second)
21 damage
(20 per second)
7 damage
(10 per second)
4 7 damage
(13 per second)
8 damage
(13 per second)
8 damage
(15 per second)
27 damage
(25 per second)
9 damage
(12 per second)
5 8 damage
(15 per second)
9 damage
(15 per second)
10 damage
(19 per second)
32 damage
(30 per second)
11 damage
(15 per second)
6 9 damage
(17 per second)
11 damage
(18 per second)
12 damage
(22 per second)
37 damage
(35 per second)
13 damage
(18 per second)
7 11 damage
(21 per second)
12 damage
(20 per second)
13 damage
(24 per second)
43 damage
(40 per second)
15 damage
(20 per second)
8 12 damage
(23 per second)
14 damage
(23 per second)
15 damage
(28 per second)
48 damage
(45 per second)
17 damage
(23 per second)
9 13 damage
(24 per second)
15 damage
(25 per second)
17 damage
(31 per second)
53 damage
(50 per second)
18 damage
(24 per second)
10 15 damage
(28 per second)
17 damage
(28 per second)
18 damage
(33 per second)
59 damage
(55 per second)
20 damage
(27 per second)
11 16 damage
(30 per second)
18 damage
(30 per second)
20 damage
(37 per second)
64 damage
(60 per second)
22 damage
(30 per second)
12 17 damage
(32 per second)
20 damage
(33 per second)
22 damage
(41 per second)
70 damage
(66 per second)
24 damage
(33 per second)
13 19 damage
(36 per second)
21 damage
(34 per second)
23 damage
(43 per second)
75 damage
(70 per second)
26 damage
(35 per second)
14 20 damage
(38 per second)
23 damage
(38 per second)
25 damage
(46 per second)
80 damage
(75 per second)
28 damage
(38 per second)
15 21 damage
(39 per second)
25 damage
(41 per second)
27 damage
(50 per second)
86 damage
(81 per second)
29 damage
(39 per second)
16 23 damage
(43 per second)
26 damage
(43 per second)
28 damage
(52 per second)
91 damage
(86 per second)
31 damage
(42 per second)
17 24 damage
(45 per second)
28 damage
(46 per second)
30 damage
(56 per second)
96 damage
(90 per second)
33 damage
(45 per second)
18 25 damage
(47 per second)
29 damage
(48 per second)
32 damage
(59 per second)
102 damage
(96 per second)
35 damage
(48 per second)
19 27 damage
(51 per second)
31 damage
(51 per second)
34 damage
(63 per second)
107 damage
(101 per second)
37 damage
(50 per second)
20 28 damage
(53 per second)
32 damage
(52 per second)
35 damage
(65 per second)
113 damage
(106 per second)
39 damage
(53 per second)
21 29 damage
(55 per second)
34 damage
(56 per second)
37 damage
(68 per second)
118 damage
(111 per second)
41 damage
(56 per second)
22 31 damage
(58 per second)
35 damage
(57 per second)
39 damage
(72 per second)
123 damage
(116 per second)
42 damage
(57 per second)
23 32 damage
(60 per second)
37 damage
(61 per second)
40 damage
(74 per second)
129 damage
(121 per second)
44 damage
(60 per second)
24 33 damage
(62 per second)
38 damage
(62 per second)
42 damage
(78 per second)
134 damage
(126 per second)
46 damage
(63 per second)
25 35 damage
(66 per second)
40 damage
(66 per second)
44 damage
(81 per second)
140 damage
(132 per second)
48 damage
(65 per second)
26 36 damage
(68 per second)
42 damage
(69 per second)
45 damage
(83 per second)
145 damage
(136 per second)
50 damage
(68 per second)
27 37 damage
(70 per second)
43 damage
(71 per second)
47 damage
(87 per second)
150 damage
(141 per second)
52 damage
(71 per second)
28 39 damage
(73 per second)
45 damage
(74 per second)
49 damage
(91 per second)
156 damage
(147 per second)
54 damage
(73 per second)
29 40 damage
(75 per second)
46 damage
(75 per second)
50 damage
(93 per second)
161 damage
(151 per second)
55 damage
(75 per second)
30 42 damage
(79 per second)
48 damage
(79 per second)
52 damage
(96 per second)
166 damage
(156 per second)
57 damage
(78 per second)


See also[]

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