|18/01 – 18/50||-1||+3||25||220|
|18/51 – 18/75||-2||+3||30||250|
|18/76 – 18/90||-2||+4||35||280|
|18/91 – 18/99||-2||+5||40||320|
Except for halflings, all warriors get an "exceptional strength" bonus when having a strength of eighteen. This is shown as percentage behind the 18 and a slash, where "00" stands for 100%. The bonus is rolled together with the other scores during character generation and will not change when de- and increasing strength by adding or subtracting points repeatedly. Exceptional strength gives bonuses beyond those for a non- or halfling-warrior's regular eighteen, within certain ranges; according rows in the table to the right are marked with a different color. The wizard spell Strength will set the non- and halfling-warriors' strength to 18/50, while adding 50% to an already present exceptional strength bonus, though not beyond 18/00.
Bashing allows a strong character to open a locked door or chest by force-attacking it. Like a thief's Open Locks skill, bashing works on a threshold system: for being five points below the lock's difficulty, there is a chance of fifty percent to bash it successfully;  if the value equals the lock's difficulty or is greater, success is guaranteed. However, even with a strength of 25, which can be achieved by e.g. turning into the Slayer, it will never surpass eighty percent. Also, it doesn't yield experience, as a thief might gain by picking the lock.
Requirements for equipmentEdit
The tables show values for the base versions of the items; enchanted or otherwise special variants of them may differ.
A permanent increase of strength may be acquired via following methods:
- Baldur's Gate: +1 by "reading" (consuming) the Manual of Gainful Exercise
- Shadows of Amn: +2 by choosing the evil path during the Test of Wrath
- Throne of Bhaal (only single-class warriors and dual-classed ones who are still below the level of their first class): +1 by drawing the "STAR" card from the Deck of Many Things
- Throne of Bhaal: +1 by pressing the square button, then pulling the short and finally the medium lever of the machine of Lum the Mad
Many spells and abilities, as well as potions and other items, grant temporary bonuses or penalties to strength; in case of wearable equipment often "permanent" in terms of "as long as being equipped."
Spells and abilitiesEdit
Equipment may set strength to a specific value, possibly causing a reduction if it is actually higher than that; on the other hand, this protects from strength-draining effects.