Enemy level, Vitality , Damage , Attack , Defense and Saves normally increase as main character level does so, depending on the autobalance values for the set to which they belong:
autobalance.2da
(Row Label)
name
vpmult
tohitmult
armormult
damagemult
savemult
crmod
levelmult
0
No_Auto_Balance
0
0
0
0
0
0
0
1
Set_1
0.65
0.9
0.6
0.065
0.8
-3
0.75
2
Set_2
0.65
0.9
0.7
0.09
0.9
-2
0.75
3
Set_3
0.65
0.95
0.8
0.11
1
-1
0.75
4
Set_4
0.7
1
0.9
0.135
1
1
0.75
5
Set_5
0.8
1.1
1
0.175
1.05
4
0.75
These bonuses are normally calculated based on your main character's experience level at time of enemy spawning, even when the main character isn't part of the current party selection. Enemies normally spawn when an area is first entered, although some may do so later if spawning is only triggered by a later event.
Level
Enemy level is the sum of class level and any set bonus, which is rounddown(main level * 0.75) - 1 for every set. Enemies in sets normally only have class level 1, resulting in the following:
Main level
Enemy level
1
0
2
1
3
2
4
3
5
6
4
7
5
8
6
9
10
7
Main level
Enemy level
11
8
12
9
13
14
10
15
11
16
12
17
18
13
19
14
20
15
Main level
Enemy level
21
15
22
16
23
17
24
18
25
26
19
27
20
28
21
29
30
22
Main level
Enemy level
31
23
32
24
33
34
25
35
26
36
27
37
38
28
39
29
40
30
Main level
Enemy level
41
30
42
31
43
32
44
33
45
46
34
47
35
48
36
49
50
37
The sum of class level and set bonus is used to determine feat and Force power Difficulty Classes, and Vitality added by Constitution modifier and Toughness feats.
Vitality
An enemy's base Vitality (the value in that enemy's character file: class has no effect, only class level ) is multiplied by the following values:
Sets 1-3
Set 4
Set 5
max(rounddown((main lvl + 1) * 0.65) - 1; 1)
max(round(main level * 0.7) – 1; 1)
max(round(main level * 0.8) – 1; 1)
Maximum Vitality = (base * multiplier) + (level * (CON + Toughness))
Damage
An enemy's base (weapon) damage is multiplied by the following values:
Set
Damage multiplier
Minimum main level for damage multiplier
1
2
3
4
5
6
7
8
9
Set 1
max(roundup((main level - 1) * 0.065); 1)
1
17
32
48
Set 2
max(roundup((main level - 1) * 0.09); 1)
1
13
24
35
46
Set 3
max(roundup((main level - 1) * 0.11); 1)
1
11
20
29
38
47
Set 4
max(roundup((main level - 1) * 0.135); 1)
1
9
16
24
31
39
46
Set 5
max(roundup((main level - 1) * 0.175); 1)
1
7
13
19
24
30
36
42
47
Any damage bonuses (from attributes, feats, items and powers) are simply added to this value, not multiplied.
Attack
Sets 1-2
Set 3
Set 4
Set 5
roundup(main level * 0.9) - 1
roundup(main level * 0.95) - 1
main level
rounddown(main level * 1.1)
This bonus is added to base (class level) in the Combat log's Attack Breakdown.
Defense
Set 1
Set 2
Set 3
Set 4
Set 5
rounddown(main * 0.6)
roundup(main * 0.7) - 1
rounddown(main * 0.8)
roundup(main * 0.9) - 1
main level
This bonus is added to class in the Combat log's Defense Breakdown.
Saves
Set 1
Set 2
Sets 3-4
Set 5
rounddown(main level * 0.8)
roundup(main level * 0.9) – 1
main level
roundup(main level * 1.05) - 1
This bonus is added to base in the Combat log, which is the sum of class, attribute and Conditioning bonuses.
Value
Calculation
Level
rounddown(main level * 0.75) - 1
Vitality
max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage
max(roundup((main level - 1) * 0.065); 1)
Value
Calculation
Attack
roundup(main level * 0.9) - 1
Defense
rounddown(main level * 0.6)
Saves
rounddown(main level * 0.8)
Table
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
1
-1
1
1
0
0
0
2
0
1
1
1
1
1
3
1
1
1
2
1
2
4
2
2
1
3
2
3
5
2
2
1
4
3
4
6
3
3
1
5
3
4
7
4
4
1
6
4
5
8
5
4
1
7
4
6
9
5
5
1
8
5
7
10
6
6
1
8
6
8
11
7
6
1
9
6
8
12
8
7
1
10
7
9
13
8
8
1
11
7
10
14
9
8
1
12
8
11
15
10
9
1
13
9
12
16
11
10
1
14
9
12
17
11
10
2
15
10
13
18
12
11
2
16
10
14
19
13
12
2
17
11
15
20
14
12
2
17
12
16
21
14
13
2
18
12
16
22
15
13
2
19
13
17
23
16
14
2
20
13
18
24
17
15
2
21
14
19
25
17
15
2
22
15
20
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
26
18
16
2
23
15
20
27
19
17
2
24
16
21
28
20
17
2
25
16
22
29
20
18
2
26
17
23
30
21
19
2
26
18
24
31
22
19
2
27
18
24
32
23
20
3
28
19
25
33
23
21
3
29
19
26
34
24
21
3
30
20
27
35
25
22
3
31
21
28
36
26
23
3
32
21
28
37
26
23
3
33
22
29
38
27
24
3
34
22
30
39
28
25
3
35
23
31
40
29
25
3
35
24
32
41
29
26
3
36
24
32
42
30
26
3
37
25
33
43
31
27
3
38
25
34
44
32
28
3
39
26
35
45
32
28
3
40
27
36
46
33
29
3
41
27
36
47
34
30
3
42
28
37
48
35
30
4
43
28
38
49
35
31
4
44
29
39
50
36
32
4
44
30
40
Value
Calculation
Level
rounddown(main level * 0.75) - 1
Vitality
max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage
max(roundup((main level - 1) * 0.09); 1)
Value
Calculation
Attack
roundup(main level * 0.9) - 1
Defense
roundup(main * 0.7) - 1
Saves
roundup(main level * 0.9) – 1
Table
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
1
-1
1
1
0
0
0
2
0
1
1
1
1
1
3
1
1
1
2
2
2
4
2
2
1
3
2
3
5
2
2
1
4
3
4
6
3
3
1
5
4
5
7
4
4
1
6
4
6
8
5
4
1
7
5
7
9
5
5
1
8
6
8
10
6
6
1
8
6
8
11
7
6
1
9
7
9
12
8
7
1
10
8
10
13
8
8
2
11
9
11
14
9
8
2
12
9
12
15
10
9
2
13
10
13
16
11
10
2
14
11
14
17
11
10
2
15
11
15
18
12
11
2
16
12
16
19
13
12
2
17
13
17
20
14
12
2
17
13
17
21
14
13
2
18
14
18
22
15
13
2
19
15
19
23
16
14
2
20
16
20
24
17
15
3
21
16
21
25
17
15
3
22
17
22
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
26
18
16
3
23
18
23
27
19
17
3
24
18
24
28
20
17
3
25
19
25
29
20
18
3
26
20
26
30
21
19
3
26
20
26
31
22
19
3
27
21
27
32
23
20
3
28
22
28
33
23
21
3
29
23
29
34
24
21
3
30
23
30
35
25
22
4
31
24
31
36
26
23
4
32
25
32
37
26
23
4
33
25
33
38
27
24
4
34
26
34
39
28
25
4
35
27
35
40
29
25
4
35
27
35
41
29
26
4
36
28
36
42
30
26
4
37
29
37
43
31
27
4
38
30
38
44
32
28
4
39
30
39
45
32
28
4
40
31
40
46
33
29
5
41
32
41
47
34
30
5
42
32
42
48
35
30
5
43
33
43
49
35
31
5
44
34
44
50
36
32
5
44
34
44
Value
Calculation
Level
rounddown(main level * 0.75) - 1
Vitality
max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage
max(roundup((main level - 1) * 0.11); 1)
Value
Calculation
Attack
roundup(main level * 0.95) - 1
Defense
rounddown(main * 0.8)
Saves
main level
Table
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
1
-1
1
1
0
0
1
2
0
1
1
1
1
2
3
1
1
1
2
2
3
4
2
2
1
3
3
4
5
2
2
1
4
4
5
6
3
3
1
5
4
6
7
4
4
1
6
5
7
8
5
4
1
7
6
8
9
5
5
1
8
7
9
10
6
6
1
9
8
10
11
7
6
2
10
8
11
12
8
7
2
11
9
12
13
8
8
2
12
10
13
14
9
8
2
13
11
14
15
10
9
2
14
12
15
16
11
10
2
15
12
16
17
11
10
2
16
13
17
18
12
11
2
17
14
18
19
13
12
2
18
15
19
20
14
12
3
18
16
20
21
14
13
3
19
16
21
22
15
13
3
20
17
22
23
16
14
3
21
18
23
24
17
15
3
22
19
24
25
17
15
3
23
20
25
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
26
18
16
3
24
20
26
27
19
17
3
25
21
27
28
20
17
3
26
22
28
29
20
18
4
27
23
29
30
21
19
4
28
24
30
31
22
19
4
29
24
31
32
23
20
4
30
25
32
33
23
21
4
31
26
33
34
24
21
4
32
27
34
35
25
22
4
33
28
35
36
26
23
4
34
28
36
37
26
23
4
35
29
37
38
27
24
5
36
30
38
39
28
25
5
37
31
39
40
29
25
5
37
32
40
41
29
26
5
38
32
41
42
30
26
5
39
33
42
43
31
27
5
40
34
43
44
32
28
5
41
35
44
45
32
28
5
42
36
45
46
33
29
5
43
36
46
47
34
30
6
44
37
47
48
35
30
6
45
38
48
49
35
31
6
46
39
49
50
36
32
6
47
40
50
Value
Calculation
Level
rounddown(main level * 0.75) - 1
Vitality
max(round(main level * 0.7) – 1; 1)
Damage
max(roundup((main level - 1) * 0.135); 1)
Table
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
1
-1
1
1
1
0
1
2
0
1
1
2
1
2
3
1
1
1
3
2
3
4
2
2
1
4
3
4
5
2
3
1
5
4
5
6
3
3
1
6
5
6
7
4
4
1
7
6
7
8
5
5
1
8
7
8
9
5
5
2
9
8
9
10
6
6
2
10
8
10
11
7
7
2
11
9
11
12
8
7
2
12
10
12
13
8
8
2
13
11
13
14
9
9
2
14
12
14
15
10
10
2
15
13
15
16
11
10
3
16
14
16
17
11
11
3
17
15
17
18
12
12
3
18
16
18
19
13
12
3
19
17
19
20
14
13
3
20
17
20
21
14
14
3
21
18
21
22
15
14
3
22
19
22
23
16
15
3
23
20
23
24
17
16
4
24
21
24
25
17
17
4
25
22
25
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
26
18
17
4
26
23
26
27
19
18
4
27
24
27
28
20
19
4
28
25
28
29
20
19
4
29
26
29
30
21
20
4
30
26
30
31
22
21
5
31
27
31
32
23
21
5
32
28
32
33
23
22
5
33
29
33
34
24
23
5
34
30
34
35
25
24
5
35
31
35
36
26
24
5
36
32
36
37
26
25
5
37
33
37
38
27
26
5
38
34
38
39
28
26
6
39
35
39
40
29
27
6
40
35
40
41
29
28
6
41
36
41
42
30
28
6
42
37
42
43
31
29
6
43
38
43
44
32
30
6
44
39
44
45
32
31
6
45
40
45
46
33
31
7
46
41
46
47
34
32
7
47
42
47
48
35
33
7
48
43
48
49
35
33
7
49
44
49
50
36
34
7
50
44
50
Value
Calculation
Level
rounddown(main level * 0.75) - 1
Vitality
max(round(main level * 0.8) – 1; 1)
Damage
max(roundup((main level - 1) * 0.175); 1)
Value
Calculation
Attack
rounddown(main level * 1.1)
Defense
main level
Saves
roundup(main level * 1.05) - 1
Table
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
1
-1
1
1
1
1
1
2
0
1
1
2
2
2
3
1
1
1
3
3
3
4
2
2
1
4
4
4
5
2
3
1
5
5
5
6
3
4
1
6
6
6
7
4
5
2
7
7
7
8
5
5
2
8
8
8
9
5
6
2
9
9
9
10
6
7
2
11
10
10
11
7
8
2
12
11
11
12
8
9
2
13
12
12
13
8
9
3
14
13
13
14
9
10
3
15
14
14
15
10
11
3
16
15
15
16
11
12
3
17
16
16
17
11
13
3
18
17
17
18
12
13
3
19
18
18
19
13
14
4
20
19
19
20
14
15
4
22
20
20
21
14
16
4
23
21
22
22
15
17
4
24
22
23
23
16
17
4
25
23
24
24
17
18
5
26
24
25
25
17
19
5
27
25
26
Main level
Level bonus
Base multiplier
Attack bonus
Defense bonus
Saves bonus
Vitality
Damage
26
18
20
5
28
26
27
27
19
21
5
29
27
28
28
20
21
5
30
28
29
29
20
22
5
31
29
30
30
21
23
6
33
30
31
31
22
24
6
34
31
32
32
23
25
6
35
32
33
33
23
25
6
36
33
34
34
24
26
6
37
34
35
35
25
27
6
38
35
36
36
26
28
7
39
36
37
37
26
29
7
40
37
38
38
27
29
7
41
38
39
39
28
30
7
42
39
40
40
29
31
7
44
40
41
41
29
32
7
45
41
43
42
30
33
8
46
42
44
43
31
33
8
47
43
45
44
32
34
8
48
44
46
45
32
35
8
49
45
47
46
33
36
8
50
46
48
47
34
37
9
51
47
49
48
35
37
9
52
48
50
49
35
38
9
53
49
51
50
36
39
9
55
50
52