Mostlyautumn (talk | contribs) (→Attribute requirements table: table header) |
m (→See also: clean up) Tag: apiedit |
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+ | {{For|1=the information on item scaling in Dragon Age: Origins|2=Material}} |
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'''Item scaling''' (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level. |
'''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: |
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. {{Note|[[Container]] contents and [[Merchants (Dragon Age II)|merchant]] inventories are generated when you enter the area. Loot from enemy remains and quest rewards are created when they are received.}} |
− | # |
+ | # Some unique weapons and accessories have the {{ColorPositiveStat|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 == |
== Scaling modifiers == |
||
+ | === Item level === |
||
+ | {{Missing info|Min/max item levels, area level}} |
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+ | '''Item level''' is a modifier similar to [[Material#Dragon Age: Origins|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. |
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+ | |||
=== Power scale === |
=== 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. |
'''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. |
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|- |
|- |
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! Item type |
! Item type |
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+ | ! Power scale |
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− | ! PowerScale |
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|- |
|- |
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| Chestpiece |
| Chestpiece |
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|} |
|} |
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{{Note|Taken from ''itm_base.gda''.}} |
{{Note|Taken from ''itm_base.gda''.}} |
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− | |||
=== Property power === |
=== Property power === |
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− | '''Property power''' is another common |
+ | '''Property power''' is another common multiplier. It is defined for each property on an item individually. Most of the time it equals <code>1.0</code>, however, many unique items override the default value. For example, for an item with 3 rune slots, this property power is <code>3.0</code>. |
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. |
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. |
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{{Note|Taken from ''item_ranks.gda''}} |
{{Note|Taken from ''item_ranks.gda''}} |
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+ | |||
== Scaling formulas == |
== Scaling formulas == |
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=== Armor, resistances, attack, defense === |
=== Armor, resistances, attack, defense === |
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− | PropertyValue = PropertyData( |
+ | PropertyValue = PropertyData(LVL) * PropertyScale * PowerScale * PropertyPower |
− | |||
− | '''PropertyData(Level)''' is taken from ''property_data.gda'' file that specifies base property values for levels 1 through 200. |
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'''PropertyScale''' is: |
'''PropertyScale''' is: |
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* 0.5 for attack |
* 0.5 for attack |
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* 0.25 for defense |
* 0.25 for defense |
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+ | |||
+ | '''PropertyData(LVL)''' is taken from [[Property Data|''property_data'']] GDA file: |
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+ | {| class=daotable |
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+ | !Integer!!Armor!!Resistance!!Attack!!Defense |
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+ | |- |
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+ | |style="text-align: right;"|1||style="text-align: right;"|90||style="text-align: right;"|90||style="text-align: right;"|60||style="text-align: right;"|60 |
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+ | |- |
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+ | |style="text-align: right;"|2||style="text-align: right;"|98||style="text-align: right;"|98||style="text-align: right;"|64||style="text-align: right;"|64 |
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+ | |- |
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+ | |style="text-align: right;"|3||style="text-align: right;"|107||style="text-align: right;"|107||style="text-align: right;"|68||style="text-align: right;"|68 |
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+ | |- |
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+ | |style="text-align: right;"|4||style="text-align: right;"|116||style="text-align: right;"|116||style="text-align: right;"|73||style="text-align: right;"|73 |
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+ | |- |
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+ | |style="text-align: right;"|5||style="text-align: right;"|126||style="text-align: right;"|126||style="text-align: right;"|78||style="text-align: right;"|78 |
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+ | |- |
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+ | |style="text-align: right;"|6||style="text-align: right;"|137||style="text-align: right;"|137||style="text-align: right;"|83||style="text-align: right;"|83 |
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+ | |- |
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+ | |style="text-align: right;"|7||style="text-align: right;"|149||style="text-align: right;"|149||style="text-align: right;"|89||style="text-align: right;"|89 |
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+ | |- |
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+ | |style="text-align: right;"|8||style="text-align: right;"|162||style="text-align: right;"|162||style="text-align: right;"|95||style="text-align: right;"|95 |
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+ | |- |
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+ | |style="text-align: right;"|9||style="text-align: right;"|177||style="text-align: right;"|177||style="text-align: right;"|102||style="text-align: right;"|102 |
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+ | |- |
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+ | |style="text-align: right;"|10||style="text-align: right;"|193||style="text-align: right;"|193||style="text-align: right;"|109||style="text-align: right;"|109 |
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+ | |- |
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+ | |style="text-align: right;"|11||style="text-align: right;"|211||style="text-align: right;"|211||style="text-align: right;"|117||style="text-align: right;"|117 |
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+ | |- |
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+ | |style="text-align: right;"|12||style="text-align: right;"|230||style="text-align: right;"|230||style="text-align: right;"|125||style="text-align: right;"|125 |
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+ | |- |
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+ | |style="text-align: right;"|13||style="text-align: right;"|251||style="text-align: right;"|251||style="text-align: right;"|134||style="text-align: right;"|134 |
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+ | |- |
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+ | |style="text-align: right;"|14||style="text-align: right;"|274||style="text-align: right;"|274||style="text-align: right;"|143||style="text-align: right;"|143 |
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+ | |- |
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+ | |style="text-align: right;"|15||style="text-align: right;"|299||style="text-align: right;"|299||style="text-align: right;"|153||style="text-align: right;"|153 |
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+ | |- |
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+ | |style="text-align: right;"|16||style="text-align: right;"|326||style="text-align: right;"|326||style="text-align: right;"|164||style="text-align: right;"|164 |
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+ | |- |
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+ | |style="text-align: right;"|17||style="text-align: right;"|356||style="text-align: right;"|356||style="text-align: right;"|176||style="text-align: right;"|176 |
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+ | |- |
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+ | |style="text-align: right;"|18||style="text-align: right;"|389||style="text-align: right;"|389||style="text-align: right;"|189||style="text-align: right;"|189 |
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+ | |- |
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+ | |style="text-align: right;"|19||style="text-align: right;"|425||style="text-align: right;"|425||style="text-align: right;"|203||style="text-align: right;"|203 |
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+ | |- |
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+ | |style="text-align: right;"|20||style="text-align: right;"|464||style="text-align: right;"|464||style="text-align: right;"|218||style="text-align: right;"|218 |
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+ | |- |
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+ | |style="text-align: right;"|21||style="text-align: right;"|507||style="text-align: right;"|507||style="text-align: right;"|234||style="text-align: right;"|234 |
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+ | |- |
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+ | |style="text-align: right;"|22||style="text-align: right;"|554||style="text-align: right;"|554||style="text-align: right;"|251||style="text-align: right;"|251 |
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+ | |- |
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+ | |style="text-align: right;"|23||style="text-align: right;"|605||style="text-align: right;"|605||style="text-align: right;"|269||style="text-align: right;"|269 |
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+ | |- |
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+ | |style="text-align: right;"|24||style="text-align: right;"|661||style="text-align: right;"|661||style="text-align: right;"|289||style="text-align: right;"|289 |
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+ | |- |
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+ | |style="text-align: right;"|25||style="text-align: right;"|722||style="text-align: right;"|722||style="text-align: right;"|310||style="text-align: right;"|310 |
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+ | |- |
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+ | |style="text-align: right;"|26||style="text-align: right;"|789||style="text-align: right;"|789||style="text-align: right;"|333||style="text-align: right;"|333 |
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+ | |- |
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+ | |style="text-align: right;"|27||style="text-align: right;"|862||style="text-align: right;"|862||style="text-align: right;"|357||style="text-align: right;"|357 |
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+ | |- |
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+ | |style="text-align: right;"|28||style="text-align: right;"|942||style="text-align: right;"|942||style="text-align: right;"|383||style="text-align: right;"|383 |
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+ | |- |
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+ | |style="text-align: right;"|29||style="text-align: right;"|1029||style="text-align: right;"|1029||style="text-align: right;"|411||style="text-align: right;"|411 |
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+ | |- |
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+ | |style="text-align: right;"|30||style="text-align: right;"|1124||style="text-align: right;"|1124||style="text-align: right;"|441||style="text-align: right;"|441 |
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+ | |- |
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+ | |style="text-align: right;"|31||style="text-align: right;"|1228||style="text-align: right;"|1228||style="text-align: right;"|473||style="text-align: right;"|473 |
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+ | |- |
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+ | |style="text-align: right;"|32||style="text-align: right;"|1342||style="text-align: right;"|1342||style="text-align: right;"|508||style="text-align: right;"|508 |
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+ | |- |
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+ | |style="text-align: right;"|33||style="text-align: right;"|1467||style="text-align: right;"|1467||style="text-align: right;"|545||style="text-align: right;"|545 |
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+ | |- |
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+ | |style="text-align: right;"|34||style="text-align: right;"|1603||style="text-align: right;"|1603||style="text-align: right;"|585||style="text-align: right;"|585 |
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+ | |- |
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+ | |style="text-align: right;"|35||style="text-align: right;"|1752||style="text-align: right;"|1752||style="text-align: right;"|628||style="text-align: right;"|628 |
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+ | |- |
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+ | |style="text-align: right;"|36||style="text-align: right;"|1915||style="text-align: right;"|1915||style="text-align: right;"|674||style="text-align: right;"|674 |
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+ | |- |
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+ | |style="text-align: right;"|37||style="text-align: right;"|2093||style="text-align: right;"|2093||style="text-align: right;"|724||style="text-align: right;"|724 |
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+ | |- |
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+ | |style="text-align: right;"|38||style="text-align: right;"|2288||style="text-align: right;"|2288||style="text-align: right;"|777||style="text-align: right;"|777 |
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+ | |- |
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+ | |style="text-align: right;"|39||style="text-align: right;"|2501||style="text-align: right;"|2501||style="text-align: right;"|834||style="text-align: right;"|834 |
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+ | |- |
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+ | |style="text-align: right;"|40||style="text-align: right;"|2734||style="text-align: right;"|2734||style="text-align: right;"|896||style="text-align: right;"|896 |
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+ | |- |
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+ | |style="text-align: right;"|41||style="text-align: right;"|2988||style="text-align: right;"|2988||style="text-align: right;"|962||style="text-align: right;"|962 |
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+ | |- |
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+ | |style="text-align: right;"|42||style="text-align: right;"|3266||style="text-align: right;"|3266||style="text-align: right;"|1033||style="text-align: right;"|1033 |
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+ | |- |
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+ | |style="text-align: right;"|43||style="text-align: right;"|3570||style="text-align: right;"|3570||style="text-align: right;"|1110||style="text-align: right;"|1110 |
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+ | |- |
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+ | |style="text-align: right;"|44||style="text-align: right;"|3902||style="text-align: right;"|3902||style="text-align: right;"|1192||style="text-align: right;"|1192 |
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+ | |- |
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+ | |style="text-align: right;"|45||style="text-align: right;"|4265||style="text-align: right;"|4265||style="text-align: right;"|1280||style="text-align: right;"|1280 |
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+ | |- |
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+ | |style="text-align: right;"|46||style="text-align: right;"|4662||style="text-align: right;"|4662||style="text-align: right;"|1375||style="text-align: right;"|1375 |
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+ | |- |
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+ | |style="text-align: right;"|47||style="text-align: right;"|5096||style="text-align: right;"|5096||style="text-align: right;"|1477||style="text-align: right;"|1477 |
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+ | |- |
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+ | |style="text-align: right;"|48||style="text-align: right;"|5571||style="text-align: right;"|5571||style="text-align: right;"|1587||style="text-align: right;"|1587 |
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+ | |- |
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+ | |style="text-align: right;"|49||style="text-align: right;"|6090||style="text-align: right;"|6090||style="text-align: right;"|1705||style="text-align: right;"|1705 |
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+ | |- |
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+ | |style="text-align: right;"|50||style="text-align: right;"|6657||style="text-align: right;"|6657||style="text-align: right;"|1832||style="text-align: right;"|1832 |
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+ | |} |
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'''BonusDamageScale''' is: |
'''BonusDamageScale''' is: |
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− | * 0.2 for |
+ | * 0.2 for single-target damage |
− | * 0.1 for |
+ | * 0.1 for AoE damage |
− | * 0.3 for |
+ | * 0.3 for damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead) |
+ | |||
+ | |||
+ | === Cost === |
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+ | Cost in {{b}} = RankModifier * BaseModifier * ItemLevel * SUM(PropertyPower * PropertyCost) |
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+ | |||
+ | '''RankModifier''' is taken from ''item_ranks.gda'', see [[#Property power]] for the table of values. |
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+ | |||
+ | '''BaseModifier''' is taken from ''itm_base.gda'' and usually equals 1.0 with the exception of: |
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+ | {| class="daotable" |
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+ | |- |
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+ | ! Base item || Cost modifier |
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+ | |- |
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+ | | Warrior 1h || 0.65 |
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+ | |- |
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+ | | Rogue Melee || 0.65 |
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+ | |- |
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+ | | Helm || 0.9 |
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+ | |- |
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+ | | Gloves || 0.85 |
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+ | |- |
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+ | | Boots || 0.875 |
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+ | |- |
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+ | | Shield || 0.7 |
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+ | |} |
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+ | |||
+ | '''PropertyCost''' is taken from ''item_properties.gda''. |
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+ | |||
+ | 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): |
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+ | SellingPrice = TRUNC(Cost / 10) |
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Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated. |
Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated. |
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Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale |
Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale |
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+ | |||
− | This formula can be reduced to: |
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{| class="daotable" |
{| class="daotable" |
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|- |
|- |
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! Notable examples |
! Notable examples |
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|- |
|- |
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− | | [[Warrior (Dragon Age II)|Warrior]] |
+ | | rowspan="2" | [[Warrior (Dragon Age II)|Warrior]] |
− | | [[Weapon and Shield weapons| |
+ | | [[Weapon and Shield weapons|Warrior one-handed]] |
| <code>1.243 + 1.342 * Level<br />(2.338 + 2.523 * Level)</code> |
| <code>1.243 + 1.342 * Level<br />(2.338 + 2.523 * Level)</code> |
||
| 5000 |
| 5000 |
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| [[The Edge of Night]]<br />[[Fadeshear]]<br />[[The Mountain-Father's Haft]] |
| [[The Edge of Night]]<br />[[Fadeshear]]<br />[[The Mountain-Father's Haft]] |
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|- |
|- |
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− | | [[ |
+ | | [[Two-Handed weapons|Warrior two-handed]] |
⚫ | |||
| <code>1.429 + 1.543 * Level<br />(2.343 + 2.53 * Level)</code> |
| <code>1.429 + 1.543 * Level<br />(2.343 + 2.53 * Level)</code> |
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| 5100 |
| 5100 |
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| [[The Dogs of War]] |
| [[The Dogs of War]] |
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|- |
|- |
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− | | [[Rogue (Dragon Age II)|Rogue]] |
+ | | rowspan="2" | [[Rogue (Dragon Age II)|Rogue]] |
⚫ | |||
− | | Dual Wield |
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| <code>1.557 + 1.682 * Level<br />(2.881 + 3.111 * Level)</code> |
| <code>1.557 + 1.682 * Level<br />(2.881 + 3.111 * Level)</code> |
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| 5200 |
| 5200 |
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| [[Bard's Honor]]<br />[[Beraht's Revenge]]<br />[[Fiona (axe)|Fiona]]<br />[[Jarvia's Shank]] |
| [[Bard's Honor]]<br />[[Beraht's Revenge]]<br />[[Fiona (axe)|Fiona]]<br />[[Jarvia's Shank]] |
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|- |
|- |
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− | | [[ |
+ | | [[Archery weapons|Rogue ranged]] |
− | | Bow |
||
| <code>4.983 + 5.381 * Level<br />(4.684 + 5.059 * Level)</code> |
| <code>4.983 + 5.381 * Level<br />(4.684 + 5.059 * Level)</code> |
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| 5300 |
| 5300 |
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|} |
|} |
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{{Note|Numbers are rounded to 3 decimal places for brevity.}} |
{{Note|Numbers are rounded to 3 decimal places for brevity.}} |
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− | For items that scale: |
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− | Level = HawkeLevel + ItemLevelOffset |
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− | For items that have fixed level: |
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− | Level = ItemLevel + ItemLevelOffset |
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− | Additionally most items have minimum and maximum level bounds. |
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− | |||
=== Proc chance, regeneration rates === |
=== Proc chance, regeneration rates === |
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PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower |
PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower |
||
− | '''BaseValue''' and '''ValuePerLevel''' are specified in ''item_properties.gda'' file on a per-property basis |
+ | '''BaseValue''' and '''ValuePerLevel''' are specified in ''item_properties.gda'' file on a per-property basis: |
+ | * {{ColorPositiveStat|+(1 + 0.1 * LVL) ''[attribute]''}} |
||
− | |||
+ | * {{ColorPositiveStat|+(1 + 0.025 * LVL) to all attributes}} |
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+ | * {{ColorPositiveStat|+(2 + 2 * LVL) ''[health/mana/stamina]''}} |
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+ | * {{ColorPositiveStat|+(4 + 0.1 * LVL)% critical chance}} |
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+ | * {{ColorPositiveStat|+(10 + 0.25 * LVL)% critical damage}} |
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+ | * {{ColorPositiveStat|+(8 + 0.1 * LVL)% physical damage}} |
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+ | * {{ColorPositiveStat|+(10 + 0.25 * LVL)% ''[elemental]'' damage}} |
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+ | * {{ColorPositiveStat|+(15 + 0.5 * LVL)% healing ''[by/to]'' this character}} |
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+ | * {{ColorPositiveStat|+(4 + 0.05 * LVL)% attack speed}} |
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+ | * {{ColorPositiveStat|+(5 + 0.25 * LVL)% ''[damage/magic]'' resistance}} |
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+ | * {{ColorPositiveStat|+(8 + 0.25 * LVL) fortitude}} |
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+ | * {{ColorPositiveStat|±(15 + 0.25 * LVL)% threat generation}} |
||
+ | * {{ColorPositiveStat|+(2 + 0.25 * LVL)% chance to stealth when hit}} |
||
== Appendices == |
== Appendices == |
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|25||29 / 16||30 / 17||32 / 18 |
|25||29 / 16||30 / 17||32 / 18 |
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|} |
|} |
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+ | |||
=== Damage table === |
=== Damage table === |
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| align="right" | 30 || align="right" | 42 damage <br> ''(79 per second)'' || align="right" | 48 damage <br> ''(79 per second)'' || align="right" | 52 damage <br> ''(96 per second)'' || align="right" | 166 damage <br> ''(156 per second)'' || align="right" | 57 damage <br> ''(78 per second)'' |
| align="right" | 30 || align="right" | 42 damage <br> ''(79 per second)'' || align="right" | 48 damage <br> ''(79 per second)'' || align="right" | 52 damage <br> ''(96 per second)'' || align="right" | 166 damage <br> ''(156 per second)'' || align="right" | 57 damage <br> ''(78 per second)'' |
||
|} |
|} |
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+ | |||
== See also == |
== See also == |
||
* [[Combat mechanics (Dragon Age II)]] |
* [[Combat mechanics (Dragon Age II)]] |
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* [[Item properties (Dragon Age II)]] |
* [[Item properties (Dragon Age II)]] |
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− | [[Category: |
+ | [[Category:Dragon Age II gameplay]] |
Revision as of 19:44, 8 July 2017
- 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
This article is missing some information.
Min/max item levels, area level Help the wiki by adding the missing information. Remove the {{missing info}} tag when it's done.
|
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) |