Updated: 9/10/2000
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'To Hit' Tables

Well, I believe the tables need some explaining. First of all find your class (mage, cleric, fighter, etc.). Then look at the top row to find your level. Now find the Armor Class of your opponent at the left column. The number you get is the base 'To Hit' number. Apply the bonuses (eg. bonus for Proficiencies, magically enchanted +X weapons and so on..) and the new number is the final 'To Hit' number.

Then a 20d (20-sided dice) is rolled, resulting on a number from 1 to 20. You make a successful hit (one that deals damage) if the number rolled is equal to or higher than the final 'To Hit' number.

This may result in a situation where a very weak character can never hit a very tough monster or where a very strong character will always hit, something not realistic at all. So, a roll of '1' is always a 'Critical Miss', a '20' is always a 'Critical Hit' which doubles the damage done, unless wearing something that negates this effect such as a helmet.

Clerics & Druids

Opponent Armor ClassLevel of Attacker
1-34-67-910-12 13-1516-1819+
-1025232120202019
-924222020201918
-823212020201817
-722202020191716
-621202020181615
-520202019171514
-420202018161413
-320201917151312
-220201816141211
-120191715131110
02018161412109
1191715131198
2181614121087
317151311976
416141210865
51513119754
61412108643
7131197532
8121086421
911975310
101086420-1



Fighters, Paladins, Rangers & Bards

Opponent Armor ClassLevel of Attacker
01-23-45-67-89-1011-1213-1415-1617+
-1026252321202020181614
-925242220202019171513
-824232120202018161412
-723222020201917151311
-622212020201816141210
-52120202019171513119
-42020202018161412108
-3202020191715131197
-220201917151311975
-120201917151311975
020201816141210864
12019171513119753
21918161412108642
3181715131197531
4171614121086420
51615131197531-1
61514121086420-2
714131197531-1-3
813121086420-2-4
9121197531-1-3-5
10111086420-2-4-6



Mages & Specialist Mages

Opponent Armor ClassLevel of Attacker
1-56-1011-1516-2020+
-102624212020
-92523202020
-82422202019
-72321202018
-62220201917
-52120201816
-42020201715
-32020191614
-22020181513
-12020171412
02019161311
12018151210
2191714119
3181613108
417151297
516141186
615131075
71412964
81311853
91210742
10119631

NOTE: The tables above show the 'to Hit' score without any adjustments, such as Armour vs. Weapon Types (see Pg. 143), Proficiency bonuses (see Pg. 94) or race bonuses (e.g. Elves get a +1 when using a bow or a long/bastard sword)