Ability damage and healing
An ability’s damage lives in the game files as a base value quoted at ability power 100 and item power 0. Two things multiply it: the weapon’s own ability power, and how far that weapon’s item power has grown.
shown = base × abilityPower / 100 × abilityProgression^(itemPower / 100)
@abilitypower is a property of the item: 100 on every armor piece, 120 on most
staves and bows, 138 on a broadsword. @abilitypowerprogression comes from the item’s
row in the progression table: 1.0825 for one-handed weapons, 1.0918 for two-handed
weapons and armor.
What scales and what does not
Anything that is an amount of health or energy scales: direct damage, damage over time, healing, what a shield absorbs, energy an ability gives back.
Counts, intervals, radii, chances and percentage buffs do not. Neither does a change
the files mark as relative to the target. @changetype="relativemax" makes the number a
fraction of maximum health, so Levitate’s 0.075 is 7.5% however powerful the weapon.
Worked example
Blade Cyclone, base 40, on a Broadsword (ability power 138, one-handed):
at 700 IP: 40 × 1.38 × 1.0825^7 = 40 × 1.38 × 1.742 = 96
at 1100 IP: 40 × 1.38 × 1.0825^11 = 40 × 1.38 × 2.384 = 132
Healing is the same multiplier, raised to a power
A weapon that triples an ability’s damage does not triple its healing:
heal = base × (abilityPower / 100 × abilityProgression^(itemPower / 100)) ^ 0.663445601
The exponent is AbilityPowerProgression.@hitpointprogression. Its name reads like a share,
since it and @resistanceprogression add up to exactly 1, but it behaves as an exponent, and
reading it as a share is what hid it for so long.
Blood Bandit, self-heal 50 at the base, on a Battleaxe (ability power 138, one-handed):
at 700 IP: damage ×2.404 → heal ×2.404^0.6634 = ×1.789 50 × 1.789 = 89
at 1100 IP: damage ×3.300 → heal ×3.300^0.6634 = ×2.208 50 × 2.208 = 110
Verified
Ten numbers across two abilities and three item powers: Blood Bandit’s full charge table off an Adept’s Battleaxe at 700 (89 / 143 / 197 / 268) and an Elder’s at 1100 (110 / 177 / 243 / 331), Desperate Prayer’s two branches off a Master’s Holy Staff at 900 (181 / 399), and Sacred Pulse off an Elder’s Great Holy Staff at 1100 (201).
Only restored health takes the exponent. Damage, energy gains and what a shield absorbs still use the plain multiplier.
Carrying capacity is that multiplier raised to a different power
The dump holds a share, not kilograms:
kg = share × 25 × (abilityPower / 100 × abilityProgression^(itemPower / 100)) ^ 2.264101591 − 25 × share
Both constants sit in AbilityPowerProgression beside the healing exponent: @baseload is
25 and @loadprogression is 2.264101591. That second number is chosen so the growth lands on
exactly 1.22 per 100 item power on a slot whose ability progression is 1.0918,
1.0918^2.264101591 = 1.220000.
The − 25 × share at the end matters: capacity is what the item adds over an empty one, so
the curve bends and a plain exponential misses the low tiers by several kilograms.
Shoes carry a share of 0.3, bags 1:
shoes at 500 IP: 0.3 × 25 × (1.22^5 − 1) = 13 kg
shoes at 1100 IP: 0.3 × 25 × (1.22^11 − 1) = 59 kg
bag at 900 IP: 1 × 25 × (1.22^9 − 1) = 125 kg
Verified
Eight tooltips: shoes at 500, 600, 700, 800, 1000 and 1100 item power (13, 17, 23, 29, 47, 59 kg) and bags at 600 and 900 (57 and 125). The kilograms depend on the item’s own item power and nothing else in the loadout, checked in game.
Combat fame: the item-power factor becomes an exponent
The Satchel of Insight’s fame bonus is the one formula on this wiki that does not multiply by the item-power factor. It raises a constant to it:
f = abilityProgression^(itemPower / 100)
Fame = fameeffconst + fameeffbase^(f − 1) − 1
Both constants come from CombatFameToSilverConversion in gamedata.json: today
@fameeffbase is 1.23998 and @fameeffconst 0.1996.
How it was found
Three balance patches moved those constants, and each published the numbers before and after. The dumps repository keeps every version of the game files, so the constants and the tooltips can be lined up:
| in force from | fameeffbase | fameeffconst | published fame at 1100 IP |
|---|---|---|---|
| before 2020-09-09 | 1.17 | −0.04 | 25.118 % |
| Rise of Avalon P12, 2021-01-13 | 1.2218 | 0.015 | 40.051 % |
| Lands Awakened, 2021-11-24 | 1.23998 | 0.1996 | 61.882 % |
The January 2021 patch changed only fameeffconst, and the bonus moved by exactly
100 × Δconst at every item power, so the constant is a plain additive percentage. That left
one unknown curve. Inverting the formula for the exponent gave the same numbers in all three
eras, and its steps grew at 1.0918 per 100 item power, the bag’s own ability progression. The
exponent is f − 1.
Verified
All fifteen published values, across three eras, to the last digit, including 88.246 % at item power 1400, which no measurement of ours ever covered.
The silver cost on the same buff is still unexplained: the constants have not moved since 2021 but the cost has gone 1.25 → 1.45, so something outside that node scales it. The wiki quotes measured values for it and leaves the rest blank.
Auto-attacks
The weapon’s own auto-attack uses the same shape with @attackdamageprogression and no
per-item multiplier. Damage per second is the unrounded damage times the swing rate:
the Broadsword’s 57.5 × 1.35 reads 78/s, not the 77 the displayed 57 would give.
Verified
Blade Cyclone at 700 and 1100 item power (96 and 132), Arcane Orb off a staff with ability power 120 (153 and 210), and auto-attacks on both a one-handed Broadsword (57 → 79) and a two-handed axe (147, 118/s).