class MonsterStatItem : Inventory 
{
	float cvdmg;
	int lvl;

	override void ModifyDamage (int damage, Name damageType, out int newdamage, bool passive)
	{
		Cvar cv = CVar.GetCVar("WoC_MonsterDamageScale", null);
		cvdmg = cv.GetFloat();
		lvl = Owner.CountInv("Level")-1;
		if (!passive && damage > 0)
		{
			newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, (damage  * (1.0 + cvdmg * lvl))));
		}
	}
}