- 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) |