Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

View Stats:
Item level scaling
Hi guys, getting ready to dive tomorrow in the game, i am watching guides and whatever i can find around, i have just an unresolved question: Do item, specially unique items (if they exist) scale with leveling? Just for to know if i must do the TES way before to start to collect uniques (aka reaching a certain level where the items scaling is maxed).
Thank you in advance for answers :).
Originally posted by Brady4444:
As far as I can tell, the game's items and npc's do not scale with the player. They are what they are. There are mobs that spawn from the wyrdness that will be more powerful as you level, so that's where you might see some scaling. I believe loot tables are better in the higher level areas though.

This means if you have an item that has ability requirements, you have to level up to use those items. It also means that mobs that are too tough can be outleveled and you can go back and smash them up.
< >
Showing 1-13 of 13 comments
Peter B May 22 @ 2:12pm 
That's a very good question. Would like to know as well.
So far as I know they do not.

Outside of a few specific enemies that spawn at night, I don't think anything I've encountered actually scales with player level, items or otherwise.
Mothra! May 22 @ 2:37pm 
nope, doesn't scale but a lot of the "better/unique" items have attribute requirements and you can upgrade them at the blacksmith. You can wield them even with insufficient stats but their special "effects/perks" won't trigger.
The author of this thread has indicated that this post answers the original topic.
As far as I can tell, the game's items and npc's do not scale with the player. They are what they are. There are mobs that spawn from the wyrdness that will be more powerful as you level, so that's where you might see some scaling. I believe loot tables are better in the higher level areas though.

This means if you have an item that has ability requirements, you have to level up to use those items. It also means that mobs that are too tough can be outleveled and you can go back and smash them up.
My first play through of Morrowind back in the day was as Khajit specialized in Athletics, Acrobatics and sneak, I ded to a slug within 10minutes, but by the end I was a god, best gaming experience of my life.
Last edited by Arbadacarba; May 22 @ 2:55pm
Drake May 22 @ 2:59pm 
Items scale with their corresponding stats. And from what we can see in 0.9, there is no level cap (at least it goes way over 100).

So by pumping your stats, you can make any weapon devastating and any armour very resistant.

I wouldn't be surprised if items didn't have high base values, but just different enchantments on them. So that your stats are the actual source of your power.
Last edited by Drake; May 22 @ 3:00pm
chollman82 (Banned) May 22 @ 9:24pm 
I doubt it because these developers seem like non-morons... What a stupid-ass system that is, to make progress pointless and meaningless, to never feel stronger no matter what you do with your character or gear... One of the DUMBEST ideas in all of gaming history.

The RIGHT way to go about things is for everything (enemies, loot, everything) to have set stats and to have higher and lower difficulty areas... loot in higher difficulty areas is better, and if you can get them you can get them, no matter what level you are.

Can't believe that the people behind Morrowind fcked up the entire rest of the series like that... If TES6 is the same, and after the disappointment that was Starfield, I'm done with Bethesda.
Last edited by chollman82; May 22 @ 9:28pm
BaronZen May 23 @ 12:37am 
Thank you all for answers ❤️.
akanis May 23 @ 12:44am 
I will point out that via crafting, you can make weapons and armor better and better. In this way, items can be scaled up to a degree, and in some cases by quite a bit. Still, there will come that time that even an upgraded piece of gear will need to be replaced by something newer found later in the game.
Brady4444 May 23 @ 12:48am 
Originally posted by akanis:
I will point out that via crafting, you can make weapons and armor better and better. In this way, items can be scaled up to a degree, and in some cases by quite a bit. Still, there will come that time that even an upgraded piece of gear will need to be replaced by something newer found later in the game.
Yeah, I expect at early levels we won't need to upgrade much, but since it's cheap at that point there's no point in holding back. In particular a level or two in weight reduction might be good at the beginning since our stats are so low.
Whirblewind May 23 @ 12:48am 
Originally posted by chollman82:
I doubt it because these developers seem like non-morons... What a stupid-ass system that is, to make progress pointless and meaningless, to never feel stronger no matter what you do with your character or gear... One of the DUMBEST ideas in all of gaming history.

The RIGHT way to go about things is for everything (enemies, loot, everything) to have set stats and to have higher and lower difficulty areas... loot in higher difficulty areas is better, and if you can get them you can get them, no matter what level you are.

Can't believe that the people behind Morrowind fcked up the entire rest of the series like that... If TES6 is the same, and after the disappointment that was Starfield, I'm done with Bethesda.
Yes, wanting to be challenged by a game without having to arbitrarily self-handicapped because they couldn't be bothered to properly tune does sound appealing, now that you've outlined the moronic opposite.
chollman82 (Banned) May 23 @ 2:59pm 
Originally posted by Whirblewind:
Originally posted by chollman82:
I doubt it because these developers seem like non-morons... What a stupid-ass system that is, to make progress pointless and meaningless, to never feel stronger no matter what you do with your character or gear... One of the DUMBEST ideas in all of gaming history.

The RIGHT way to go about things is for everything (enemies, loot, everything) to have set stats and to have higher and lower difficulty areas... loot in higher difficulty areas is better, and if you can get them you can get them, no matter what level you are.

Can't believe that the people behind Morrowind fcked up the entire rest of the series like that... If TES6 is the same, and after the disappointment that was Starfield, I'm done with Bethesda.
Yes, wanting to be challenged by a game without having to arbitrarily self-handicapped because they couldn't be bothered to properly tune does sound appealing, now that you've outlined the moronic opposite.

Literally sounds like you're on my side but don't realize it. The only challenge in games like these is going into higher level areas than you are supposed to be in to MAYBE get out with a nice reward... you can't do that in a game that scales all of its content to your level.
Originally posted by Whirblewind:
Originally posted by chollman82:
I doubt it because these developers seem like non-morons... What a stupid-ass system that is, to make progress pointless and meaningless, to never feel stronger no matter what you do with your character or gear... One of the DUMBEST ideas in all of gaming history.

The RIGHT way to go about things is for everything (enemies, loot, everything) to have set stats and to have higher and lower difficulty areas... loot in higher difficulty areas is better, and if you can get them you can get them, no matter what level you are.

Can't believe that the people behind Morrowind fcked up the entire rest of the series like that... If TES6 is the same, and after the disappointment that was Starfield, I'm done with Bethesda.
Yes, wanting to be challenged by a game without having to arbitrarily self-handicapped because they couldn't be bothered to properly tune does sound appealing, now that you've outlined the moronic opposite.
Level scaling rarely feels truly difficult unless you fall behind the curve which is often a consequence of doing side quests that boost your level but not your gear. Since you don't seem to know level scaling is not there to keep the game challenging its there so the devs don't have to care about the encounters they make.
< >
Showing 1-13 of 13 comments
Per page: 1530 50