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Minimum level

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Note: For the minimum level that a character can enter a quest, see Quest minimum level.

Minimum level (ML), when listed on an item, is the level at which a character can equip an item (given the character meets any other conditions). Before reaching that level, there is no way a character can wear this piece of equipment. Nothing can overcome it, not even Use Magic Device. This was set in place to avoid low level characters possessing items which are too powerful for their level.

Characters that end up wearing an over-level item (either as a result of retroactive increase of an item's minimum level, or as a result of a game bug) suffer from Over-level Item Encumbrance.

Randomly generated items[edit]

Random loot generation mechanics was significantly modified in Update 29. See Update 29 randomly generated loot for more information.

The rest of this section only applies to legacy loot created before Update 29.

The minimum level of a randomly generated item is calculated by adding the minimum level on its enchantments. Then, it is calculated by using one of the two following formula:

These formulas are valid for items until ML:20. After level 20, a +1 increase of base price modifier results in a +1 increase to minimum level. For ML20+ items, the following formula applies:

  • weapons: BPM + 8
  • armor/shields: BPM + 9
  • clothing/jewelry= BPM + 10

Reduced minimum level - Some random items are more powerful than usual for their level:

Scrolls[edit]

The minimum level of a scroll is equal to its caster level minus two.

Named items[edit]

The minimum level of any named item is determined by the game developer and has no distinct pattern.

Wands[edit]

The minimum level of a wand is equal to its caster level.

Absolute minimum level[edit]

Update 14 introduced high-level variants of randomly generated armor have (see Armor by Proficiency). When you strip the enchantments from these items via Cannith Crafting deconstruction, the resulting blanks are not reduced to ML:1, but rather to their absolute minimum level.

Weapon dice multiplier: Originally, similar mechanics existed for epic weapons; when you stripped enchantments from an epic weapon, the resulting blank had 2[W] and was ML:20. This was changed later; amount of W is now dynamically calculated according to the total level of enchantments on a crafted weapon. For example, a +5 Keen weapon (with 6 levels of enchantments) gains +0.5W; a +5 Holy Burst Weapon of Greater Outsider Bane and Red slot (11 levels of enchantments) gains +1W.

Notes: