Ability Scores – Eye of the Beholder III

Welcome to our Eye of the Beholder III Ability Scores section!

It contains everything you need to know about the game’s attributes and their bonuses.

Strength

Strength measures physical power, muscle and stamina. Fighter-type characters — fighers, rangers and paladins — can have an exceptional strength greater than 18. This is indicated by a percent value following their base strength (for example, 18/23).

High strength allows characters to fight better. With hand weapons such as swords or maces, they hit more often and receive damage bonuses. Halflings — even halfling fighters — cannot have exceptional strength.

StrengthMelee Hit Chance AdjustmentDamage Adjustment
3-3-1
4-5-2-1
6-7-10
8-1500
160+1
17+1+1
18+1+2
18/01-50+1+3
18/51-75+2+3
18/76-90+2+4
18/91-99+2+5
18/00+3+6
19+3+7
20+3+8
21+4+9
22+4+10

Dexterity

Dexterity measures agility, hand-eye coordination and reflex speed. Characters with high dexterity receive a bonus to armor class, which makes them more difficult to hit. Good dexterity also gives a bonus when using missile weapons such as bows or slings. A dexterity of 16 or higher counters some of the minuses fighters suffer when using weapons in both hands.

DexterityRanged Hit Chance AdjustmentAC Adjustment
3-3+4
4-2+3
5-1+2
60+1
7-1400
150-1
16+1-2
17+2-3
18+2-4
19+3-4

Constitution

Constitution measures fitness, health and physical toughness. High constitution increases the number of hit points a character receives. Fighters, Paladins and Rangers can gain more hit points than the other classes (shown in parentheses below).

ConstitutionHP Per Level Adjustment
3-2
4-6-1
7-140
15+1
16+2
17+2(+3)
18+2(+4)
19+2(+5)

Intelligence

Intelligence measures memory, reasoning and learning ability. Intelligence is the prime requisite for mages; their skill and very survival hinges on learning and using their knowledge of magic.

Wisdom

Wisdom measures a composite of judgment, enlightenment, willpower and intuition. Characters with a wisdom of 7 or less are more susceptible to magical spells, while a wisdom of 15 or greater lends some resistance. Clerics can learn extra spells based on their wisdom (see below).

WisdomBonus Spells Per Spell Level
1234
131
142
1521
1622
17221
182211
193212

Charisma

Charisma measures personal magnetism, persuasiveness and ability to assume command.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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