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Armour Class: Difference between revisions

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{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]]
{{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]]
'''Armour Class''' ('''AC''') is what protects a creature from being hit by attacks. Increasing your {{ArmourClass}} makes it more difficult for enemies to hit you. AC can be increased by equipping [[Armour]] and [[Shields]] or by selecting certain [[Feats]] when leveling up.
'''{{ArmourClass}}''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping [[Armour]] and [[Shields]], by selecting certain [[Feats]] when leveling up, or utilizing certain Magic [[Spells]].
* Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code>
** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
*** Light Armour doesn't cap the AC.
*** Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, [[Yuan-Ti Scale Mail]], [[Sharpened Snare Cuirass]], or [[Armour of Agility]].
*** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity, making base AC equal to armour AC.
** Some classes, like [[Barbarian]] and [[Monk]] have special formulas for AC calculation. Typically they don't stack neither with AC provided by Armour, nor with each other.


* In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the target's Armour Class.
The formula that determines AC is:
{{GameplayNavbox}}
 
<code>Armour Class = Base Armour Class + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]] + Other Bonuses and Penalties</code>
*Base Armour Class is the number seen in shields in the descriptions of armour. When naked, a creature naturally has a Base AC of 10.
**[[Mage Armour]] sets the base armour class to 13 if the target isn't wearing any armour
*The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
** Clothing and Light Armour doesn't cap the Dexterity AC.
** Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, [[Yuan-Ti Scale Mail]], [[Sharpened Snare Cuirass]], or [[Armour of Agility]].
** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity.
 
* The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but are also relatively rare
** [[Barbarian]] and [[Monk]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively.
** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** A few spells grants bonus AC: [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, or requires concentration.
** Spells that decreases AC is even rarer: [[Slow]] can do this directly, but is subject to a saving throw; [[Chromatic Orb: Acid]] and [[Melf's Acid Arrow]] can achieve this via an [[Acid Surface]], but can be swiftly negated when the victim leaves the surface.
In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means each point of AC makes a creature normally 5% harder to hit.{{GameplayNavbox}}

Revision as of 21:17, 21 August 2023

Template:Up to date Armour Class Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping Armour and Shields, by selecting certain Feats when leveling up, or utilizing certain Magic Spells.

The formula that determines AC is:

Armour Class = Base Armour Class + Dexterity Modifier + Other Bonuses and Penalties

  • Base Armour Class is the number seen in shields in the descriptions of armour. When naked, a creature naturally has a Base AC of 10.
    • Mage Armour sets the base armour class to 13 if the target isn't wearing any armour
  • The AC bonus from Dexterity Modifier may be capped when wearing heavier types of Armour.
    • Clothing and Light Armour doesn't cap the Dexterity AC.
    • Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, Yuan-Ti Scale Mail, Sharpened Snare Cuirass, or Armour of Agility.
    • Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity.
  • The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but are also relatively rare
In order to successfully hit a creature, the Attack Roll must have a number equal to or greater than the target's Armour Class. This means each point of AC makes a creature normally 5% harder to hit.