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Ability Score Tables

Bonuses and penalties for the six ability scores, extracted from Appendix 1 of the IWD:EE Mastering Melee & Magic manual.

Strength

Warrior classes (Fighters, Barbarians, Rangers, Paladins) starting with a score of 18 qualify for an exceptional Strength value (18/01–18/00) that grants enhanced bonuses.

Score Exceptional Melee To-Hit Melee Damage Force Lock Max Weight
1 –5 –4 1% 1
2 –3 –2 2% 3
3 –3 –1 3% 5
4 –2 –1 4% 15
5 –2 –1 5% 15
6 –1 0 6% 30
7 –1 0 7% 30
8 0 0 8% 50
9 0 0 9% 50
10 0 0 10% 70
11 0 0 11% 70
12 0 0 12% 90
13 0 0 13% 90
14 0 0 14% 120
15 0 0 15% 120
16 0 +1 16% 150
17 +1 +1 18% 170
18 +1 +2 20% 200
18* 1–50 +1 +3 25% 220
18* 51–75 +2 +3 30% 250
18* 76–90 +2 +4 35% 280
18* 91–99 +2 +5 40% 320
18* 00 +3 +6 45% 400
19 +3 +7 50% 500
20 +3 +8 55% 600
21 +4 +9 60% 700
22 +4 +10 65% 800
23 +5 +11 70% 1000
24 +6 +12 75% 1200
25 +7 +14 80% 1600

The Melee Damage column also applies to throwing daggers, throwing axes, and sling damage. Force Lock is the % chance to bash open a locked door or chest.

Dexterity

The Dexterity table affects the Speed Factor of any wielded weapon (the Reaction Adjustment column), missile to-hit, and AC. Negative AC is better.

Score Reaction Adj. Ranged To-Hit AC Modifier
1 –6 –6 +5
2 –4 –4 +4
3 –3 –3 +3
4 –2 –2 +2
5 –1 –1 +1
6–14
15 –1
16 +1 +1 –2
17 +2 +2 –3
18 +2 +2 –4
19 +3 +3 –4
20 +3 +3 –4
21 +4 +4 –5
22 +4 +4 –5
23 +4 +4 –5
24 +5 +5 –6
25 +5 +5 –6

Dexterity (thieving skills)

Score Pick Pockets Open Locks Find Traps Move Silently Hide in Shadows Set Traps
3–9 –15 –10 –10 –20 –10 –10
10 –10 –5 –10 –15 –5 –10
11 –5 –5 –10 –5
12–15
16 +5
17 +5 +10 +5 +5
18 +10 +15 +5 +10 +10 +5
19 +15 +20 +10 +15 +15 +10
20 +20 +25 +15 +18 +18 +15
21 +25 +30 +20 +20 +20 +20
22 +30 +35 +25 +23 +23 +25
23 +35 +40 +30 +25 +25 +30
24 +40 +45 +35 +30 +30 +35
25 +45 +50 +40 +35 +35 +40

Constitution

The Bonus HP column adds to each Hit Die roll. Numbers marked with * apply only to warriors (Fighter, Ranger, Barbarian, Paladin) — non-warriors cap at +2 HP per level. Regeneration gives the number of seconds for high-Constitution characters to regenerate 1 HP. Fatigue is extra hours before fatigue penalties. Alcohol Tolerance is the number of drinks before intoxication.

Score Bonus HP Min HP Regen (s) Fatigue Alcohol
1 –3 1 0 –16 1
2 –2 1 0 –12 1
3 –2 1 0 –12 1
4 –1 1 0 –8 1
5 –1 1 0 –8 2
6 –1 1 0 –4 2
7 0 1 0 –4 3
8 0 1 0 0 4
9–12 0 1 0 0 4
13 0 1 0 0 5
14 0 1 0 0 5
15 +1 1 0 0 5
16 +2 1 0 +4 6
17 +3* 1 0 +4 7
18 +4* 1 0 +8 8
19 +5* 1 0 +8 10
20 +5* 2 60 +12 13
21 +6* 3 50 +12 13
22 +6* 3 40 +16 17
23 +6* 4 30 +16 17
24 +7* 4 20 +20 25
25 +7* 4 10 +20 25

Intelligence

Score Write Magic Max Spell Level Max Spells Known Lore Bonus Maze Duration
1–6 –20 20d4 (1–4); 10d4 (5–6)
7 –10 5d4
8 –10 5d4
9 35% 4 6 –10 4d4
10 40% 5 7 4d4
11 45% 5 7 4d4
12 50% 6 7 3d4
13 55% 6 9 3d4
14 60% 7 9 3d4
15 65% 7 11 +3 2d4
16 70% 8 11 +5 2d4
17 75% 8 14 +7 2d4
18 85% 9 18 +10 1d4
19 95% 9 99 +12 1d4
20 96% 9 99 +15 1d4
21 97% 9 99 +20 1d4
22 98% 9 99 +25 1d4
23 99% 9 99 +30 1d4
24 100% 9 99 +35 1d4
25 100% 9 99 +40 1d4

Write Magic is also the chance a Bard can learn a spell. Maze Duration is how long the character will be under the effect of a Maze spell.

Wisdom

The Bonus Priest Spells Per Day columns are cumulative as you read across (a score of 17 yields 2 1st, 2 2nd, and 1 3rd bonus spell). They become available only when the priest can normally access spells of that level. Only Clerics and Druids receive bonus spells per day from a high Wisdom score; Paladins and Rangers do not. The Lore bonus is cumulative with the Intelligence Lore bonus.

Score Lore Bonus 1st 2nd 3rd 4th 5th 6th 7th
1–6 –20
7–9 –10
10–12
13 1
14 2
15 +3 2 1
16 +5 2 2
17 +7 2 2 1
18 +10 2 2 1 1
19 +12 3 2 1 2
20 +15 3 3 1 3
21 +20 3 3 2 3 1
22 +25 3 3 2 4 2
23 +30 3 3 2 4 4
24 +35 3 3 2 4 4 2
25 +40 3 3 2 4 4 3 1

Charisma

A high Charisma yields better store prices. Reputation also affects prices — see Reputation.

Score Store Discount
1–15
16 –5%
17 –10%
18 –15%
19 –20%
20–25 –25%

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Appendix 1: Ability Scores".