- This page is about an ability score. For the wizard spell that can modify it, see Strength (spell). For Mazzy's innate ability with a functionality, similar to the spell, see Strength (ability).
Strength is one of the six ability scores and the main attribute of warriors. A minimum natural of 15 or even 17 is required for fighter, ranger and also shadowdancer dual-class combinations.
Effects[]
Strength | THAC0 | DMG | Bashing | 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 |
18/01 – 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 |
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 |
Strength modifies a creature's THAC0 and the damage they deal with all melee weapons, as well as for all slings and throwing weapons (not counting darts).
Content from the original Baldur's Gate main campaign+Tales of the Sword Coast (1999)
Content from the original Baldur's Gate campaign Tales of the Sword Coast games. In the Shadows of Amn (2000)
Content from the original Baldur's Gate II campaign Shadows of Amn+Throne of Bhaal (2001)
Content from the original Baldur's Gate II campaign Throne of Bhaal games, it is only missing from the ranged damage of throwing daggers.
It also determines weight capability and which equipment a character may wield, plus the ability to bash doors or chests, though not as effective as a thief's Open Locks skill. High strength will also give additional options in certain dialogs. Some enemies can also inflict strength drain on hit, which not only weakens characters but also kills anyone who gets drained down to 0, so higher values help protect against this effect.
Exceptional strength[]
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. Half-orcs of any class (not just warriors) can start the game with 19 strength if they spend enough points at character creation.
Bashing[]
Bashing allows a strong character to open a locked door or chest by force-attacking it. Bashing uses the same formula as the Thief's Open Lock and Disarm Traps skills: Skill points - 1 + 1d10 > Difficulty. Therefore, by adding 8 to the bashing skill (found on the table to the right) one can determine the maximum difficulty lock that can be bashed by a particular character.
With a strength of 25, which can be achieved by e.g. turning into the Slayer, the maximum difficulty lock that can be bashed will be 88 (80 bashing skill + 8), which covers the vast majority of locks in BG2EE (where most of the important locks, that prevent access to great treasure, are difficulty 80). Also, it doesn't yield experience, as a thief might gain by picking the lock.
Requirements for equipment[]
The tables show values for the base versions of the items; enchanted or otherwise special variants of them may differ.
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Score altering[]
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 properly manipulating controls on the Machine of Lum the Mad
If a character with exceptional strength (18/xx) gets a strength increase of +1, they always go to 19, no matter if they started with 18, 18/01 or 18/99.
Many spells and abilities, as well as potions and other item, grant temporary bonuses or penalties to strength; in case of wearable equipment often "permanent" in terms of "as long as being equipped."
Spells and abilities[]
- Bonuses
- Penalties
Potions[]
Potions temporarily set the score to a specific value, rather than applying a bonus or penalty. Except for the basic Potion of Strength, they all can only be used by warriors.
Equipment[]
Some equipment sets 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. On the other hand, some equipment increases strength by a specific value, which can be added on top of any effect that sets strength.
- Angurvadal +5
- Big-Fisted Belt
- Blackrazor
- Chill Axe
- Crom Faeyr
- Gauntlets of Ogre Power
- Girdle of Hill Giant Strength
- Girdle of Stone Giant Strength
- Girdle of Frost Giant Strength
- Girdle of Fire Giant Strength
- Harmonium Halberd
- Holy symbols
- Marduuk's Mallet
- Mauler's Arm
- Runehammer
- Shield of Balduran
- Wand of Wonder