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{{PageSeo
{{ up to date | 2023-08-15 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{NoExcerpt|''See also: [[Ability score modifier]]''}}
| title = Abilities
| description = Abilities are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''.
}}
{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}}
'''Abilities''' are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''. There are six abilities in ''Baldur's Gate 3'', and every creature has a set of six '''ability scores''' – numerical values which represent how well they perform at each ability.
 
Each ability score translates directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to most [[dice rolls]] in the game.


'''Ability scores''' are the numerical values for a character's six abilities. They represent a creature's physical and mental attributes. The scores translate directly into [[Ability score modifier|ability score modifiers]] - the bonuses or penalties that are added to (or subtracted from) most rolls in the game. The six abilities are:
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== Overview ==
== Overview ==
The six abilities each represent an aspect of a creature's capabilities:
Each a ility describes a creature's capability in a different area:  
* [[Strength]] (STR), physical power and might
* [[Strength]]: Physical power.
* [[Dexterity]] (DEX), agility, coordination and balance
* [[Dexterity]]: Agility and finesse.
* [[Constitution]] (CON), health and endurance
* [[Constitution]]: Overall health and endurance.
* [[Intelligence]] (INT), rational reasoning and memory
* [[Intelligence]]: Rational reasoning and memory.
* [[Wisdom]] (WIS), awareness and insight
* [[Wisdom]]: Common sense and insight.
* [[Charisma]] (CHA), influence and force of character
* [[Charisma]]: Charm or force of character.


Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
Generally the minimum possible ability Score is 1, and the maximum is 20. A score of 10 is considered average for a humanoid creature, and player characters can't start with any score lower than 8. Ability scores are bought with points during [[Character Creation]], and can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20. They may also be increased through magical effects, though these are rare. Some monsters and magical creatures may have scores higher than 20.


=== Ability score modifiers ===
Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment. Some supernatural or magical effects (like [[Devour Intellect]]) can drain abilities, reducing one or more of the target's ability scores, potentially to zero. This is not automatically fatal.
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.


Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
== Interactions with classes ==
=== Primary and secondary abilities ===
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game.


An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
The primary abilities for the classes are:


{{AbilityScoreModifierTable}}
* {{SmallIcon|Strength Score Icon.png|link=Strength}} [[Strength]] (STR): {{Class|Barbarian}}s, {{Class|Fighter}}s
* {{SmallIcon|Dexterity Score Icon.png|link=Dexterity}} [[Dexterity]] (DEX): {{Class|Monk}}s, {{Class|Ranger}}s, {{Class|Rogue}}s
* {{SmallIcon|Intelligence Score Icon.png|link=Intelligence}} [[Intelligence]] (INT): {{Class|Wizard}}s
* {{SmallIcon|Wisdom Score Icon.png|link=Wisdom}} [[Wisdom]] (WIS): {{Class|Cleric}}s, {{Class|Druid}}s
* {{SmallIcon|Charisma Score Icon.png|link=Charisma}} [[Charisma]] (CHA): {{Class|Bard}}s, {{Class|Paladin}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s


==Ability checks==
For dedicated spellcaster classes, the primary ability corresponds to their [[Spells#Spellcasting_Ability_and_Proficiency|spellcasting ability]].
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}}


== Saving throws ==
=== Spellcasting ability ===
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}
 
== Spellcasting ability ==
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells.
 
{{table list|
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
 
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.
 
== Interactions with classes ==
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.
 
== Overview of abilities and skills ==
=== Strength ===
{{main|Strength}}
[[File:Strength Score Icon.png|frameless|left|150px]]
Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.
 
==== Uses of Strength ====
; Attack and damage rolls : Creatures add their Strength modifier to the results of [[Attacks|attack]] and [[damage]] rolls for melee weapons.
; Jump distance : The distance which a creature can [[jump]] is determined by their Strength score.
; Carrying capacity: A creature's Strength score is used to determine how much weight a creature can carry before becoming [[Encumbered (condition)|encumbered]].
; Throws : The maximum weight a creature can [[throw]] is determined by their Strength score.
 
==== Strength checks ====
; General : Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
; Athletics : Athletics is used during attempts to [[Shove|shove]] other creatures, as well as when attempting to resist being shoved.
 
==== Strength saves ====
Strength saves are rare, and primarily called for when attempting to resist being [[Prone (condition)|knocked prone]].{{ref|{{SAI|Thunderous Smite}}}}
 
=== Dexterity ===
{{main|Dexterity}}
[[File:Dexterity Score Icon.png|frameless|left|150px]]
Dexterity represents a creature's agility and reflexes.
 
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
 
==== Uses of Dexterity ====
; Attack and damage rolls : Creatures add their Dexterity modifier to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property.
; Armour Class : Creatures also add their Dexterity modifier to their [[Armour Class]] (AC) – making them more difficult to hit, up to a maximum of ''+2'' when wearing most medium [[armour]]. The bonus is ignored when wearing heavy armour, unless otherwise specified.
; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat.
 
==== Dexterity checks ====
; General : Dexterity checks are made when attempting to be nimble.
; Acrobatics : Acrobatics is used to resist attempts at being shoved.
; Sleight of Hand : Sleight of Hand is used when attempting to pick locks, disarm [[traps]], pickpocket NPCs or when attempting to steal items without being noticed.
; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]].
 
==== Dexterity saves ====
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.
 
=== Constitution ===
{{main|Constitution}}
[[File:Constitution Score Icon.png|frameless|left|150px]]
Constitution represents a creature's health and endurance.
 
==== Uses of Constitution ====
; Hit points : Creatures add their Constitution modifier to the amount of [[hit points]] they gain on level up. This increase is applied retroactively.
 
==== Constitution checks ====
Constitution checks are rare and have no associated skills.
; General : Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.
 
==== Constitution saves ====
Constitution saves are made to maintain [[concentration]] on long-duration spells, and are used when saving against [[poisons]] or spells that test a target's endurance or resilience.
 
=== Intelligence ===
{{main|Intelligence}}
[[File: Intelligence Score Icon.png|frameless|left|150px]]
Intelligence represents a creature's recall, as well as their ability to reason and think quickly.
 
Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.
 
==== Intelligence checks ====
; General : Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
; Arcana : Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
; History : History is used when attempting to remember specific historical dates or events.
; Investigation : Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
; Nature : Nature is used when attempting to remember facts about nature.
; Religion : Religion is used when attempting to remember facts about deities and the planes of existence.
 
==== Intelligence saves ====
Intelligence saves are used against psionic spells and features, such as those used by [[illithids]].


=== Wisdom ===
Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.
{{main|Wisdom}}
[[File:Wisdom Score Icon.png|frameless|left|150px]]
Wisdom represents a creature's awareness of their surroundings and their intuition.


Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.
== Strength ==
[[Strength]] governs physical power. Higher Strength increases carry weight and jump distance. The Strength [[Ability Score Modifier|modifier]] improves chances of success on [[Athletics]] checks such as shoving or resisting shoves. This modifier increases [[Attack Roll|Attack]] and [[Damage Roll|damage]] for all melee weapons, although [[Finesse]] weapons can use Dexterity instead.


Wisdom is also an important ability for monks, as several of their class features benefit from it.
Strength is the primary modifier for characters that wear heavy armour or rely on pure physical damage from heavy weapons, such as many {{Class|Fighter}}s and {{Class|Barbarian}}s. It can also be useful as a secondary attribute for {{Class|Paladin}}s and {{Class|Cleric}}s.


==== Wisdom checks ====
== Dexterity ==
; General : Wisdom checks are attempts to discern situations and read between the lines.
[[Dexterity]] describes a character's agility and finesse. The Dexterity [[Ability Score Modifier|modifier]] grants increased ability to minimize damage from area of effect spells or surfaces, along with greater chance of success on [[Acrobatics]], [[Sleight of Hand]], and [[Stealth]] checks. This modifier increases [[Attack Roll|Attack]] and [[Damage Roll|damage]] for all ranged weapons, and can be used by [[Finesse]] melee weapons instead of Strength.
; Animal Handling : Animal Handling is used when interacting with animals.
; Insight : Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature.
; Perception: Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
; Survival : Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.


==== Wisdom saves ====
It is the primary modifier for characters that rely on light melee weapons or ranged weapons, such as {{Class|Rogue}}s, {{Class|Monk}}s, and {{Class|Ranger}}s, and can be useful as a secondary modifier for {{Class|Bard}}s and {{Class|Druid}}s, especially in weapon attack (i.e. not spell) oriented builds.
Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.


=== Charisma ===
Dexterity is important for every class due to its benefits for [[Armour Class]]. A character's Dexterity modifier is added to the AC granted by armour, improving the chance of avoiding hits. Medium armour tends to limit this AC benefit, and heavy armour tends to ignore it. However, armour has no effect on the Dexterity modifier for saving throws and skill checks.
{{main|Charisma}}
[[File:Charisma Score Icon.png|frameless|left|150px]]
Charisma represents a creature's ability to exert their will when interacting with others.


Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.
== Constitution ==
[[Constitution]] describes a character's overall health and endurance. Higher Constitution grants more [[Hit Points]] at each level up and a greater chance of success on [[Saving Throw]]s against [[Poisons]].


==== Charisma checks ====
Constitution is not the primary modifier of any class, but is recommended for high melee oriented builds as it grants more survivability. It is very important for {{Class|Barbarian}}s as it is an essential component of the class's [[Unarmoured Defence (Barbarian)|Unarmoured Defence]] ability.
; General : Charisma checks are attempts at influencing others during dialogue.
; Deception : Deception is used when attempting to deceive or trick others.
; Intimidation : Intimidation is used when attempting to frighten or coerce others.
; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others.
; Persuasion : Persuasion is used when attempting to negotiate with or convince others.


==== Charisma saves ====
== Intelligence ==
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]].
[[Intelligence]] describes a character's reasoning and memory. The Intelligence [[Ability Score Modifier|modifier]] improves chances of success on [[Arcana]], [[History]], [[Investigation]], [[Nature]], and [[Religion]] checks.


== Improving or reducing ability scores ==
Intelligence is the primary modifier for {{Class|Wizard}}s and is added to their spell attack modifier and spell save DC, and to their level to determine how many spells they can prepare. Intelligence is also the Spellcasting Ability for [[Arcane Trickster]] {{Class|Rogue}}s and [[Eldritch Knight]] {{Class|Fighter}}s, making it an essential secondary Ability for those [[subclass]]es.
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.


=== Permanently ===
Intelligence also modifies racial spells for [[Elf|Elves]] and [[Half-Elf|Half-Elves]], even in spellcasters who use a different ability for other spells.
Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise any score above 20.


There are also several ways of [[permanent bonuses|permanently improving]] ability scores through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}}
== Wisdom ==
[[Wisdom]] describes a character's common sense and understanding. The Wisdom [[Ability Score Modifier|modifier]] improves chances of success on [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]] checks.


=== Temporarily ===
It is the primary modifier for {{Class|Cleric}}s and {{Class|Druid}}s and is added to their spell attack modifier and spell save DC. It is an important secondary modifier for {{Class|Monk}}s as it is an essential component of the class's [[Unarmoured Defence (Monk)|Unarmoured Defence]], and also for {{Class|Ranger}}s, who use it as their [[Spellcasting Ability]].
Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment.{{note|name=mirror}}


==== Ability score reduction ====
== Charisma ==
Some supernatural or magical effects (like [[Devour Intellect]]) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly.
[[Charisma]] describes a character's eloquence and/or force of personality. The Charisma [[Ability Score Modifier|modifier]] improves chances of success on [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]] checks.


== Footnotes ==
It is the primary modifier for {{Class|Bard}}s, {{Class|Sorcerer}}s, {{Class|Warlock}}s, and {{Class|Paladin}}s and is added to their spell attack modifier and spell save DC.
{{notelist}}


== References ==
Charisma also modifies racial spells for [[Tiefling|Tieflings]], even in spellcasters who use a different Ability for other spells.
{{reflist}}


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[[Category:Statistics]]
[[Category:Character Creation]]
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