Ability Score Tables¶
Bonuses and penalties for the six ability scores, extracted directly from the BG2:EE Mastering Melee & Magic manual appendix.
Table 1a — Physical Ability Scores¶
| Strength | Dexterity | Constitution | ||||
|---|---|---|---|---|---|---|
| Score | To-Hit | Damage Adj. | Weight Allow. | Bashing % | Missile Attack Adj. | AC Adj. |
| 3 | –3 | –1 | 5 | 3 | –3 | +3 |
| 4 | –2 | –1 | 15 | 4 | –2 | +2 |
| 5 | –2 | –1 | 15 | 4 | –1 | +1 |
| 6 | –1 | 0 | 30 | 6 | 0 | 0 |
| 7 | –1 | 0 | 30 | 6 | 0 | 0 |
| 8 | 0 | 0 | 50 | 8 | 0 | 0 |
| 9 | 0 | 0 | 50 | 8 | 0 | 0 |
| 10 | 0 | 0 | 70 | 10 | 0 | 0 |
| 11 | 0 | 0 | 70 | 10 | 0 | 0 |
| 12 | 0 | 0 | 90 | 12 | 0 | 0 |
| 13 | 0 | 0 | 90 | 12 | 0 | 0 |
| 14 | 0 | 0 | 120 | 14 | 0 | 0 |
| 15 | 0 | 0 | 120 | 14 | 0 | –1 |
| 16 | 0 | +1 | 150 | 16 | +1 | –2 |
| 17 | +1 | +1 | 170 | 18 | +2 | –3 |
| 18 | +1 | +2 | 200 | 20 | +2 | –4 |
| 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 |
| 20 | +3 | +8 | 600 | 55 | +3 | –4 |
| 21 | +4 | +9 | 700 | 60 | +4 | –5 |
| 22 | +4 | +10 | 800 | 65 | +4 | –5 |
| 23 | +5 | +11 | 1000 | 70 | +4 | –5 |
| 24 | +6 | +12 | 1200 | 75 | +5 | –6 |
| 25 | +7 | +14 | 1600 | 80 | +5 | –6 |
* Characters with Constitution 20 or higher also regenerate hit points over time. The higher the score, the faster the regeneration.
Strength columns¶
- To-Hit Adj. — added/subtracted from the d20 attack roll in melee. A positive number makes the opponent easier to hit.
- Damage Adj. — added/subtracted from damage dealt by a successful melee attack. Also applied to throwing daggers, throwing axes, and slings.
- Weight Allow. — the character's weight allowance (encumbrance limit).
- Bashing % — the percentage chance to bash open a locked door or chest.
Dexterity columns¶
- Missile Attack Adj. — added/subtracted to the to-hit roll with ranged weapons.
- AC Adj. — added/subtracted from Armor Class. Since a lower AC is better, a more negative number is better.
Constitution column¶
- HP Adj. — added to the Hit Point roll a character makes when going up a level or starting the game. Numbers in parentheses are for warrior classes only.
Table 1b — Mental Ability Scores¶
| Intelligence | Wisdom | Charisma | |||||
|---|---|---|---|---|---|---|---|
| Score | % to Learn Spell | Max # Spells/Level | Max Spell Level | Lore Bonus | Bonus Spells | Lore Bonus | Reaction Adj. |
| 3 | — | — | 0 | –20 | — | –20 | –8 |
| 4 | — | — | 0 | –20 | — | –20 | –7 |
| 5 | — | — | 0 | –20 | — | –20 | –6 |
| 6 | — | — | 0 | –20 | — | –20 | –5 |
| 7 | — | — | 0 | –10 | — | –10 | –4 |
| 8 | — | — | 0 | –10 | — | –10 | –2 |
| 9 | 35 | 6 | 4 | –10 | 0 | –10 | –1 |
| 10 | 40 | 7 | 5 | 0 | 0 | 0 | 0 |
| 11 | 45 | 7 | 5 | 0 | 0 | 0 | 0 |
| 12 | 50 | 7 | 6 | 0 | 0 | 0 | 0 |
| 13 | 55 | 9 | 6 | 0 | 1st | 0 | +1 |
| 14 | 60 | 9 | 7 | 0 | 1st | 0 | +2 |
| 15 | 65 | 11 | 7 | +3 | 2nd | +3 | +3 |
| 16 | 70 | 11 | 8 | +5 | 2nd | +5 | +4 |
| 17 | 75 | 14 | 8 | +7 | 3rd | +7 | +4 |
| 18 | 85 | 18 | 9 | +10 | 4th | +10 | +5 |
| 19 | 95 | All | 9 | +12 | 1st, 4th | +12 | +8 |
| 20 | 96 | All | 9 | +15 | 2nd, 4th | +15 | +9 |
| 21 | 97 | All | 9 | +20 | 3rd, 5th | +20 | +10 |
| 22 | 98 | All | 9 | +25 | 4th, 5th | +25 | +11 |
| 23 | 99 | All | 9 | +30 | 5th, 5th | +30 | +12 |
| 24 | 100 | All | 9 | +35 | 6th, 6th | +35 | +13 |
| 25 | 100 | All | 9 | +40 | 6th, 7th | +40 | +14 |
Intelligence columns¶
- % to Learn Spell — the percentage chance a wizard can learn a spell and add it to his spellbook. Also the chance to successfully cast a spell from a scroll. For every spell level higher than the wizard can comprehend, the wizard receives a –10% penalty (e.g. a wizard who can cast 3rd-level spells trying a 5th-level scroll has –20%).
- Max # Spells/Level — the maximum number of spells a wizard may have in his spellbook per spell level.
- Max Spell Level — the highest spell level a Mage can learn. Level-9 wizard spells require Intelligence 18.
- Lore Bonus — added to the character's Lore ability (cumulative with the Wisdom Lore bonus).
Wisdom columns¶
- Bonus Spells — number of additional spells a priest receives for exceptional Wisdom. Cumulative as you move down the table. E.g. a priest with 17 Wisdom gains two 1st-, two 2nd-, and one 3rd-level bonus spells. They become available only when the priest can normally access spells of that level.
- Lore Bonus — added to the character's Lore (cumulative with the Intelligence Lore bonus).
Charisma column¶
- Reaction Adj. — penalty/bonus when dealing with NPCs and intelligent creatures. The game generates a number between 8 and 12 and applies the modifier:
- 1–7: Hostile reaction
- 8–14: Neutral reaction
- 15–20: Friendly reaction
- For every point of Charisma above 15 (up to 20), merchants give 5% better prices on items purchased or sold. Reputation also affects prices.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Tables" → "Table 1a: Physical Ability Scores", "Table 1b: Mental Ability Scores".