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Armour Class

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Revision as of 21:22, 21 August 2023 by HeliusNine (talk | contribs)
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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 unarmoured, 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.
    • Light Armour doesn't cap the Dexterity AC. Clothing doesn't either, but they don't count as armour at all.
    • Medium Armour typically caps the Dexterity Modifier to +2 , 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, typically, each point of AC makes a creature 5% harder to hit.