Ability Score

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Ability Scores are general measures of a character's broadest abilities. Not counting bonuses or other modifiers, each score can be between 3 and 18, with 10 considered to be average among adventurers. The six ability scores are:

  • Strength measures a character's physical power.
  • Constitution represents a character's health, stamina and vital force.
  • Dexterity measures hand-eye coordination, agility, reflexes, and balance.
  • Intelligence describes how well a character learns and reasons.
  • Wisdom measures common sense, perception, self-discipline and empathy.
  • Charisma measures force of personality, persuasiveness, and leadership.

Ability Scores are also frequently called "attributes."

[edit] Initial Values

Ability Scores

On character creation, ability scores are randomly rolled.

One or two ability scores selected by the player will also receive a permanent +2 racial bonus.

The ability scores are not randomly rolled, but are rather arrays based on a point buy system.

For instance, having an 18 in the main ability score (e.g. 18 wisdom for a cleric) comes at the expense of a lower overall point total than taking a more balanced approach (72 points in the 18 13 13 10 10 8 array versus 77 points in the 15 14 13 12 12 11 array).

[edit] Advancement

At levels 10, 20, 40 and 50, characters gain 2 points to add to their ability scores. At levels 30 and 60, all of a character's attributes are increased by 1.

[edit] Ability Scores Effect per point over 10 For each Class

All classes receive the following bonuses from each ability score, for each point over 10.

Ability Score Bonus
Strength 1% Stamina Regeneration (or Guard Meter)
1% DoT Damage Resist
Constitution 2% Maximum Hit Points
Dexterity 1% AoE Damage Resist
0.5% Deflection Chance
Intelligence 1% Recharge Speed Increase
Wisdom 1% Control Bonus
1% Control Resist
Charisma 1% Companion Stat Bonus
1% Combat Advantage Damage

Classes receive additional bonuses for their primary and secondary ability scores, for each point over 10.

Class Strength Constitution Dexterity Intelligence Wisdom Charisma
Control Wizard 1% Damage Bonus 1% Recharge Speed Increase
1% Action Point Gain
1% Critical Chance
Devoted Cleric 1% Critical Chance 1% Damage Bonus
1% Bonus Healing
1% Recharge Speed Increase
1% Action Point Gain
Great Weapon Fighter 1% Damage Bonus 1% Resistance Ignored 1% Critical Chance
Guardian Fighter 1% Damage Bonus 1% Action Point Gain 1% Resistance Ignored
Hunter Ranger 1% Resistance Ignored 1% Damage Bonus 1% Critical Chance
Trickster Rogue 1% Damage Bonus 1% Critical Chance 1% Deflection Chance