- 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:
- Unique items usually have fixed (predefined) levels.
- 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.
- 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[]
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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 |
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 |
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
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
= 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
|
5000 | The Edge of Night Fadeshear The Mountain-Father's Haft |
| Warrior two-handed | 1.429 + 1.543 * Level
|
5100 | The Dogs of War | |
| Rogue | Rogue melee | 1.557 + 1.682 * Level
|
5200 | Bard's Honor Beraht's Revenge Fiona Jarvia's Shank |
| Rogue ranged | 4.983 + 5.381 * Level
|
5300 | Bianca Hood's Message to the King Longbow of the Avvars | |
| Mage | Staff | 1.714 + 1.851 * Level
|
5400 | Freedom's Promise Malcolm's Honor |
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) |