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Character Ability Scores

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Character Ability Scores are what determine a character's mental and physical attributes. All character ability scores can be increased permanently by tomes, enchanted items while they are equipped, or temporarily using potions and spells.

Character ability score table (Baldur's Gate and Tales of the Sword Coast)Edit

Ability score Strength Dexterity Constitution
Hit adj Damage adj Weight Allowance Bashing % Missile att adj AC adj HP adj Res. Surv.
3 -3 -1 5 3 -3 +4 -2 40
4 -2 -1 15 4 -2 +3 -1 45
5 -2 -1 15 4 -1 +2 -1 50
6 -1 0 30 6 0 +1 -1 55
7 -1 0 30 6 0 0 0 60
8 0 0 50 8 0 0 0 60
9 0 0 50 8 0 0 0 70
10 0 0 70 10 0 0 0 75
11 0 0 70 10 0 0 0 80
12 0 0 90 12 0 0 0 85
13 0 0 90 12 0 0 0 90
14 0 0 120 14 0 0 0 92
15 0 0 120 14 0 -1 +1 94
16 0 +1 150 16 +1 -2 +2 96
17 +1 +1 170 18 +2 -3 +2(3) 98
18 +1 +2 200 20 +2 -4 +2(4) 100
18/01-50 +1 +3 220 25 - - - -
18/51-75 +2 +3 250 30 - - - -
18/76-90 +2 +4 280 35 - - - -
18/91-99 +2 +5 320 40 - - - -
18/00 +3 +6 400 45 - - - -
19 +3 +7 500 50 +3 -4 +2(5) 100
20 +3 +8 600 55 +3 -4 +2(5) 100
21 +4 +9 700 60 +4 -5 +2(6) 100
22 +4 +10 800 65 +4 -5 +2(6) 100
23 +5 +11 1000 70 +5 -5 +2(6) 100
24 +6 +12 1200 75 +6 -6 +2(7) 100
25 +7 +14 1600 80 +7 -6 +2(7) 100

Strength

  • Hit adjustment: A number that is added to or subtracted from melee attack rolls during combat. A higher number results in more hits.
  • Damage adjustment: A number that is added or subtracted from melee damage rolls during combat. Strength also boosts the damage of slings and thrown weapons such as throwing-axes, or -hammers.
  • Weight Allowance (lbs): Determines how much weight the character can carry before being slowed or unable to move.
  • Bashing %: Chance a character can bash open a locked door or chest.
  • Equipment: Most armor and weapons have minimum strength requirements. Heavier equipment requires a higher strength score, most of the time, most notably the Composite Longbow at 18.

Dexterity

  • Missile attack adjustment: Number that is added to or subtracted from ranged attack rolls. A higher number results in more hits.
  • Armor Class (AC) adjustment: A lower armor class makes a character more difficult to hit with ranged and melee attacks.

Constitution

  • Hit Point adjustment: A number that is added to or subtracted from the gain of hit-points when the character reaches a new level. The number in parentheses is only for Fighters, Paladins, Rangers and Barbarians (the four warrior classes and their sub-classes). The Constitution bonus to HP is only applied for the first 9 levels for warriors and for the first 10 levels for rogues, priests and wizards. If a character's constitution score is raised, hit points for previous levels are added retroactively.
  • Resurrection Survival: The percentage chance that a character is Resurrected or Raised successfully from the dead by magic. Characters whose bodies were too damaged (or "chunked" by a heavy blow) when they were killed cannot be raised.
  • Regeneration: At 20+ constitution scores, characters start regaining lost hit-points automatically.
  • "Shorty Saving Throw Bonus": Gnomes, Dwarves and Halflings receive a bonus to all saving throws, depending on their score. This bonus is between 0-5.
Ability Score Intelligence Wisdom Charisma
Spell Level % to learn spell Max Spells / Lvl Lore Bonus Bonus spells % Spell failure Lore Bonus Reaction adj Buy price adj
3 - - - -20 - 50 -20 -8 -
4 - - - -20 - 45 -20 -7 -
5 - - - -20 - 40 -20 -6 -
6 - - - -20 - 35 -20 -5 -
7 - - - -10 - 30 -10 -4 -
8** - - - -10 - 25 -10 -2 -
9 4th 35 6 -10 0 20 -10 -1 -
10 5th 40 7 0 0 15 0 0 -
11 5th 45 7 0 0 10 0 0 -
12 6th 50 7 0 0 5 0 0 -
13 6th 55 9 0 1st 0 0 +1 -
14 7th 60 9 0 1st 0 0 +2 -
15 7th 65 11 +3 2nd 0 +3 +3 -
16 8th 70 11 +5 2nd 0 +5 +4 -5%
17 8th 75 14 +7 3rd 0 +7 +4 -10%
18 9th 85 18 +10 4th 0 +10 +5 -15%
19 9th 95 All +12 1st, 4th 0 +12 +8 -20%
20 9th 96 All +15 2nd, 4th 0 +15 +9 -25%
21 9th 97 All +20 3rd, 5th 0 +20 +10 -25%
22 9th 98 All +25 4th, 5th 0 +25 +11 -25%
23 9th 99 All +30 2x 5th 0 +30 +12 -25%
24 9th 100 All +35 2x 6th 0 +35 +13 -25%
25 9th 100 All +40 2x 7th 0 +40 +14 -25%


Intelligence

  • Spell Level: This limits the level of arcane spells that may be cast. 5th means the Wizard or Bard can cast up to level 5 spells.
  • % To Learn Spell: Determines the chance the caster can learn a new spell from a spell scroll.
  • Max Spells Per Level: Determines how many spells the wizard may scribe to his or her spellbook for each spell level.
  • Lore Bonus: Number added or subtracted to the Lore ability. Lore ability determines which magical items may be identified by the character without using spells or other means to identify an object.
    • A character of 8 or below Intelligence is illiterate and will be unable to use scrolls or wands irrespective of class.

Wisdom

  • Bonus spells: The number of additional spell slots the priest receives for a Wisdom score, which are cumulative. A priest with a Wisdom of 19 receives +3 level 1 spell slots,  +2 level 2 spell slots, +1 level 3 spell slots and +2 level 4 spell slots.
  • Spell failure (%): The chance that an attempt to cast a spell fails. Wisdom determines this for all classes and spell types.
  • Lore Bonus: See Intelligence. This bonus is cumulative with Intelligence.

Charisma

  • Reaction adjustment: How an NPC reacts. The computer generates a random number between 8 and 12, then adds or subtracts bonuses or penalties from the character's Reputation and Charisma. Negative reactions may mean a quest isn't offered, and positive reactions may lead to a better quest reward, for example. Charisma is another factor which has an influence on the prices in shops.

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