Item level The item level is a rather important property of every item . It has two main functions — reflect the item ' s usefulness and at the same time determine the minimum level a character must have in order to use it ( see Minimum level requirements and Item Level section below ) . Also , item level is tied to many enchant s which can only be applied to items of a particular item level or higher ( usually 35 , 60 , or 300 ) . Up until Patch 3 . 2 , the true item level was hidden in the game , and only UI mods can read it via the function GetItemInfo . Now , however , a new option has been added under Display in the Interface Options to show the item level on item tooltips . As Hyzenthlei ( Tauren Shaman 60 on ) first found out , and was later confirmed by a presentation at Blizzcon , Blizzard uses a formula to calculate item level from the item ' s stats . The following is an attempt to reverse - engineer this formula . This text is based on a forum post by Hyzenthlei ( the original author ) in the Blizzard forums , but that post has since disappeared . Item Level Chart . These charts only account for or better items . Historical overview . During the original reverse - engineering of the individual " cost " of each stat , Hyzenthelei set out assuming that + 1 to Heal had a cost of 100 . He then compared items of similar item level and comparable stats and thus arrived at the first version of the StatMod table ( which stood the test of time very well ) . Later , during a presentation by Blizzard at BlizzCon , a slide revealed that 1 % Melee Crit = 14 points . This confirmed Hyzentheleis table ( 1 % melee crit was indeed 14 times as expensive as one point of a basic stat ) , but at the same time gave a benchmark for the proper scale — rate basic stats with one point . With WoW 2 . 0 , the table was reworked , some properties ( most notable Stamina ) changed their price , and others were replaced . In particular many combat - related stats were changed to combat ratings . All existing items were updated to reflect this change . This simplified the table , because Combat Rating points are worth exactly one " item point " , the same as base stats ( exc . Stamina ) . Calculating Item Level . - - " The following examples are all pre - wotlk formulas , which appear to have changed in 3 . 0 . " The item level calculation was reverse - engineered upon a number of observations on the items in game : From these observations we are able to calculate the item level : The calculation process . The item is assigned its stats . Each stat has a different value denoted by its StatMod , listed in the table below ; this is multiplied by the Stat Value to give a true indication of the worth of that statistic . This is then raised to the 1 . 7095 power ( Log2 / Log1 . 5 ) as shown below : This is repeated for every stat on the item and the totals are summed together , then raised to the 1 / 1 . 7095 power , to give the ItemValue : This sum is divided by the SlotMod to give the value of stats allowed for that particular piece ( greatest for Chest / Head / Legs and lower for Rings , Wrists etc . ) Finally , the quality of the item must be taken into account . For example , a green item at lv70 may have the same stats as a blue item at lv65 , but the green item has much higher iLevel : The third and final modification takes into account item quality . The end result is a calculated value for item level . This calculated item level usually matches Blizzards item level quite well . The heart of the formula is to take each modified stat value to the 1 . 7095th power , sum up these terms and draw the 1 . 7095th root from the sum . This process makes single , high values of one stat more expensive than multiple , lower stats . Still it is a fairly simple mathematical model , but not so simple that it is just all the stats added together . Previously it was thought that the power was 1 . 5 or 1 . 6 ; calculations since have shown 1 . 7095 to be a more accurate model . Gems do not use a standard iLevel formula . For example perfect iLevel 70 Northrend gems have higher stats than non - perfect Northrend gems , and non - perfect iLevel 70 Northrend gems have higher stats than corresponding iLevel 130 Outland gems . Stat modifiers . The stat modifiers or " StatMod " values are a " cost " associated with the stat , so an item of the same level can have more of a stat with a low StatMod , than with a high one . The same item could for example either have 5 mana regen / 5 or 12 Spirit . Notes : These stat mods were obtained by evaluating several thousands of items . Some values ( like resists or + spell damage ) are pretty reliable since they occur on many items and in large values . Knowing the base that Blizzard uses , most others were rounded to a number that would appear to make sense . Different weightings by type . Some of these weightings seem to be different on different item types . A probably non - conclusive list is : Slot modifiers . Some item types have better or more stats than items that go in different slots . Helms for example will always give better benefits than bracers of the same item level . A high SlotMod in this table means that the item will have better stats than an item for a slot with a lower number and the same ilvl . Weapon DPS . Weapon DPS is inherent to the iLevel of the item : thus as more stats are assigned , the higher the DPS will be . Weapon DPS follows the following formulae for Burning Crusade items : DPS sacrifice . Many caster weapon s sacrifice a portion of their Melee DPS to obtain spelldamage stats , for example the . In this way , caster DPS and healer weapons gain spelldamage at an equivalent rate to melee weapons gaining melee DPS . The amount of Damage / Healing / FAP gained is proportional to the amount of DPS sacrificed in the following way : One Handed caster weapons universally have damage ranges between 41 . 0 - 42 . 0 DPS . This damage range is the basis for the sacrifice of DPS for both one and two handed weapons . The amount of DPS Sacrificed simply Melee 1 Hand DPS - 41 . 5 In this way , a 2 - handed caster staff and a one - handed dagger would both have the same spelldamage / healing . The actual melee DPS of the caster weapon would then be : To see how this works : A Superior iLevel 115 caster weapon such as the Continuum blade : Or for a Feral DPS Weapon , for example the Earthwarden : Armor values . Armor value is inherent to the item and dependent upon its iLevel . Additional armor can be purchased with normal stat points : gear with additional armor will show the armor value in Green text . However , for most pieces the armor value is given without the use of any normal Item value . The maximum armor for a particular iLevel piece is calculated using the formula below , and then multipied by the Armor SlotMod to calculate the armor for that particular gear slot . Blue / Superior armors have 1 . 1 times the armor value of a Green Item , and Epic items have 1 . 25 times the armor of a Blue item ( 1 . 375 times a green ) . Shields have a separate formula of their own and have different multipliers between gear qualities as shown below . Armor slot modifiers . Each particular slot of armor receives a slightly different percentage of the maximum armor calculated above ( " SlotMods " ) , according to this table : Capes are always cloth armor . Using these two formulas : an iLevel 115 Blue quality Mail Bracer would have armor of : Compared to the blue bracers , all have an armor of 285 : http : / / www . wowhead . com / ? items = 4 . 3 & filter = qu = 3 ; sl = 9 ; minle = 115 At one point the armor values of items seemed to decrease , but in a subsequent patch they returned to or exceeded their original values : returned to normal but gained 10 armor . The reasons for these changes are not yet known . Sockets . Socket research is still underway - it is not quite known how adding sockets affects an item ' s iLevel . Currently there does not appear to be one set Statmod for sockets or any set way that they are added to items . Initial tests suggested that the Statmod may be around 10 - 11 but many items do not follow this basic pattern . One theory proposed is that Sockets are created by removing stats from the item after it has been created , in order to make the item the correct iLevel for the ' expected ' gems . For example : Chestpiece of Tanking : Stats 50 Stamina , 40 Defense , 20 Strength . iLevel is calculated at 110 ( blue item ) Then Stats are removed and sockets added in their place to take the place of those stats for the ' expected gems ' . 12 Stamina is removed and replaced with a Blue Socket . - players are expected to socket this with Solid Star of Elune . 6 Stamina and 4 Defense is removed and replaced with a Yellow socket . - players are expected to socket this with Enduring Talasite . 6 Stamina and 4 Strength is removed and replaced with a Red socket . - players are expected to socket this with Sovereign Nightseye . The item then becomes : 26 Stam 34 Defense 16 Srength , R B Y Sockets . Note that defense bonuses were removed from the game . The " expected gems " never add any new stats to the item , and always match socket colors . Another theory is that the fundamental formula for calculating iLevel changes once sockets are added , but no progress has been made on this new formula . It is also possible that empty sockets have no item level and different gems add an item level depending on their own stats . Socket bonuses . Socket Bonuses are proportional in value to the amount of sockets . The socket bonus does not have any bearing on the ItemValue and is there to give players ' something for nothing ' for choosing more diverse gems . Socket Bonus for 1 socket has ItemValue of 2 . ( i . e . 3 Stamina , 2 Strength ) Socket Bonus for 2 sockets has Itemvalue of 3 . ( i . e . 3 Spellcrit , 1 . 2 Mp5 ) Socket Bonus for 3 sockets has ItemValue of 4 . ( Ie , 4 Defense , 6 Stamina , 4 . 65 spelldamage ) Procs and uses effects . The stat mods table contains the most frequently appearing stats . There are other stats which are sometimes unique or difficult to describe . All procs fall in this category , as do all Use : < do something > abilities . While these don ' t fit with an immediately obvious value , this system can be used to see what the blizzard item designers think they are worth and translate them into a stat - equivalent format . Armor scaling . Armor values on items follow a simple linear scaling pattern within certain limits . For example , mail armor scales linearly between certain ilvls , at which points the slope of the linear increase changes . One of these points is ilvl 45 , above this point it scales more rapidly . Remember that an ilvl 45 item can be worn at lvl 40 , and shamans and hunters get mail at 40 . So they wanted mail to scale up fast for those classes , but without raising the amour values of pre 40 warriors too high ( don ' t worry warriors , plate armor scales up even faster ) . Examples of armor scaling are shown below . This only applies between a certain level boundary , in this case between X and 65 , where X is found using the general formula of " ( ilvl - X ) * Y + Z " , although they will most likely also apply post - level 65 , as there are no big armor changes past that level . The armor value of rare or epic pieces is also very easy to obtain using a simple multiplier . If you really want to go into detail , you will notice that there are plate chests with ilvls below 44 . Due to their ilvl they should be equippable below lvl 40 ( if any class could ) and follow a different scaling equation ( which is why jouster plate stuff has such pitiful armor values compared to many other starting plate item , their ilvls are all low ) . For Items of the same armor type ( cloth , leather , etc . ) and the same ilvl The exception to this is shields , which use a slightly different scaling Of course there are items with much higher armor than others around that lvl . Those items are using the extra armor as an actual stat . Only this extra armor , above and beyond the predicted armor is considered in item weighting . So while the base armor level of an item is free , going higher will cost you other stats . The item slot plays a role in armor as well : " * Notes - Tier 4 plate armor seems to scale differently - the numbers crunched to 1325 . 28 rather than the 1510 that is actually on the piece . Perhaps a change is made to the scaling past iLvl 100 - 120 ? " DPS calculation . - - " In 2 . 0 , this section may no longer be applicable . " Just like AC , you can also calculate weapon DPS . Before you continue however , make sure you read the parts about AC and DPS sacrificing , from here it is assumed you know what is written there . The idea is far more simple than the AC , as there are no equivalent to armor types in DPS . This is the calculation for green onehanders : But instead of having multiple formulas , you just have to multiply the DPS of a green onehander of the same level with a certain number , linked to what kind of new weapon you have , to give the DPS of that weapon : Besides these multipliers , raid items ( some other items maybe as well ) can sacrifice DPS for stats , in that case you simply have to subtract that from the expected DPS . Note : Examples . AC example . To find an expected armorvalue for a given item you will first need to know the scaling of that item type . Do a search on thottbot for green items of that type , with lvl ranges of 44 - 46 . Find the base armor they have . Then do the same for items of that slot at ilvl 61 - 63 . Then use ArmorScaling = ( higharmor - lowamor ) / ( highilvl - lowilvl ) this is the armor increase per ilvl for a green of that armor type . Once you have that , do ArmorValue = ( Desiredilvl - highilvl ) * ArmorScaling + higharmor This will give the value of a green at that ilvl . Then multiply it by 1 . 1 for a rare , or 1 . 2 for an epic . Let ' s try this on a stormrage helm , 183 armor , ilvl 76 . Green leather helms : ilvl 45 , armor 99 ilvl 64 , armor 132 ArmorScaling = ( 132 - 99 ) / ( 64 - 45 ) = 1 . 74 armor / ilvl ( 76 - 64 ) * 1 . 74 + 132 = 152 . 8 152 . 8 * 1 . 2 = 183 . 4 - > 183 armor You can use this to find the ArmorScaling factor and expected armor for any item . Item value examples . Circle of Applied Force If we calculate the Item Value from the stats , we find that it ' s effective item level is 74 . 4 . Calculated item value is 74 . 3 . Here the calculated value of 76 . 7 slightly exceeds the blizzard item level . Minimum level requirements and Item Level . The iLevel ( Item Level ) of an item often determines the level required to use that item . There are two separate formulas for this attribute . The first can be used on items acquired before Burning Crusade , the second on those after this expansion came out . In Wrath of the Lich King . These are estimates based on the initial items datamined from the expansion . Though possible , these values are unlikely to change given their consistency with the rest of the formulas here . Blues seem to have different " levels " of blue with minLevel 80 being either iLevel 174 or 187 . Heroic mode Blue drops are iLvl 200 . Exceptions . These are the general formulas . There are items , however , that do not follow these rules . Here is a ( by no means complete ) list of often occurring exceptions : Suitability of this formula for calculating DKP . The idea to use this formula as the basis for DKP values of items is rather natural . It has a few drawbacks though : In summary , the StatMods table could be used as a starting point for a DKP mod , but after that much thought has to be put into such a project .