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Armor class (AC) is a number representing a creature's ability to avoid being hit in combat. An opponent's attack roll must equal or exceed the target creature's AC to hit it.

AC = 10 + armor bonus + shield bonus + dodge bonus + natural armor bonus + deflection bonus + other bonuses

Effective AC = 10 + armor bonus + shield bonus + dodge bonus + natural armor bonus + deflection bonus + other bonuses + active armour (any reductions in the opponents AB (usually as a result of an offensive action))

The average, unarmored peasant has an AC of 10.


AC Types[]

armor bonus - provided by armor slot and bracers slot (bracers only; gloves provide deflection)

shield bonus - provided by shield slot

dodge bonus - provided by boots slot

natural armor bonus - provided by amulet slot

deflection bonus - provided by all other inventory slots

Only dodge bonuses stack, up to a maximum of +20. For all other types of bonus, the single highest modifier is applied.

Active AC - negative effects upon an opponents AB as a result of feats, spells and combat tactics.


As above, there are several types of armor class in Neverwinter Nights; some will work together (i.e., stack) and some will not. Knowing what stacks and what doesn't can often mean the difference between useful equipment and useless equipment.


Below are 7 AC categories; the 5 that NWN uses (natural, armor, shield, deflection, dodge), one extra "other" category to hold the bonuses that do not fit into the 5 base categories and the AC benefits that can be gained by targetting an opponent. All these categories will stack together, and ultimately sum together to form a character's effective AC. .

Sources of natural AC[]

These will not stack with each other; the highest one is used. **

  • epic spell: epic mage armor (+5)
  • item: amulet AC bonus (+1-7)
  • spell: mage armor (+1)
  • spell: barkskin (+3-5)
  • spell: shadow shield (+5)

Sources of Armor AC[]

These will not stack with each other; the highest one is used. **

  • epic spell: epic mage armor (+5)
  • item: armor AC bonus (+1-7)
  • item: bracers AC bonus (+1-7) (same item slot as gloves)
  • spell: mage armor (+1)
  • spell: magic vestment (+1-5)

Sources of Shield AC[]

These will not stack with each other; the highest one is used. **

  • item: shield AC bonus (+1-7)
  • spell: magic vestment (+1-5)
  • feat: Dual wield defence. Three feats at +2 each
  • ability : Duelist canny defence bonus - maximum of duelist level or int bonus..

Sources of Deflection AC[]

These will not stack with each other; the highest one is used.

  • epic spell: epic mage armor (+5)
  • item: gloves AC bonus (+1-7) (same item slot as bracers)
  • item: ring AC bonus (+1-7) item: belt AC bonus (+1-7)
  • item: helmet AC bonus (+1-7) item: cloak AC bonus (+1-7)
  • item: weapon AC bonus (+1-7)
  • item: dusty rose ioun stone (+1)
  • spell: shield (+4)
  • spell: mage armor (+1)
  • spell: shield of faith (+2-5)
  • spell: protection from alignment (+2 versus selected alignment)
  • spell: magic circle against alignment (+2 versus selected alignment) (few Edon Belts and Helms grant significant armour but can be runed to do so. I am not aware of any "defender" type weapons and they can't be runed to do so)

Sources of Dodge AC[]

These will stack with each other, but is limited to a +20 maximum dodge bonus. *

  • effect: haste (+4) epic
  • spell: epic mage armor (+5)
  • feat: bard song (+2-7)
  • feat: divine shield (+1-20)
  • feat: defensive stance (+4)
  • feat: shadow evade (+1-4)
  • item: boots AC bonus (+1-6)
  • spell: mage armor (+1)
  • spell: undeath's eternal foe (+4)
  • spell: aura versus alignment (+4 versus selected alignment)
  • polymorphing: you get a different bonus for different shapes. (dragonshape gives +20)All dodge AC is lost when caught flat-footed (even if the character has the uncanny dodge feat).

Other Sources of AC[]

These are all individual sources, and stack together with no restrictions.

  • ability: dexterity (+1-122, but limited by the armor's maximum dexterity bonus) *
  • feat: armor skin (+2) ** feat: battle training vs. giants (+4 against giant-type enemies)
  • feat: bone skin (+2-16) **
  • feat: dodge (actually gives you current target or last attacker -1 AB) *
  • feat: draconic armor (+1-8) ** feat: expertise/improved expertise (+5/+10)
  • feat: mobility (+4 against attacks of opportunity) *
  • feat: monk AC bonus from level progression (+1-8) **
  • feat: monk AC bonus from wisdom (+1-122) **
  • feat: small stature (+1, or more generally the size modifier)
  • item: armor base (+1-8) **
  • item: shield base (+1-3) **
  • skill: tumble (+1-8) *:

Active AC[]

These are effective AC 'gained' by reducing your opponent's AB.   A way for builds with limited AC to get effectively 70+ AC. Not confirmed to be effected by any cap (except Word of Faith / Blindness and Darkness don't stack), but it is speculated that the most negative attribute you can apply to an opponent is -20.

  • Spell: Interposing Hand (-10 AB)
  • Spell: Negative energy burst (-1 to -4 AB)*
  • Spell: Battletide (-2AB)Spell: Prayer (-1AB)
  • Spell: Word of Faith / Blindness (+ 25% to 50% enemy miss chance)**
  • Spell: Darkness (+25% to 50% enemy miss chance)***
  • Feat: Called Shot (-2 to -16 AB)Feat: Curse Song (-2 AB)
  • Effect: Blinded (-4 AB)**** By reducing enemy strength, only against str-based opponents** 25% if opponent has
  • Blindfight*** No effect if enemy has True Sight or Ultravision

 

  • By reducing enemy strength, only against str-based opponents
    ** 25% if opponent has Blindfight
    *** No effect if enemy has True Sight or Ultravision

Original article written by Rothbart with additons by LeFire and Tuckos

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