Armor Class
In the game: help armor class
Armor Class is based on the AD&D idea that the lower one's AC is, the less often they get hit. Armor classes range from "barely armored" to "armored like a dragon". In numeric terms, this is a range from 100 to -100. If you are acquainted with AD&D, a 100 corresponds to a 10 AC, and a -100 corresponds to a -10 AC.
Identify (and the item search) gives each item one AC number: how much wearing it changes your armor class, where it is worn. Lower is better: "AC -21 worn on the body" takes 21 off your armor class. That number has everything in it, the armor itself and any magic on it, so there is nothing to work out.
A few things worth knowing:
- Armor protects most on the body, then on the head, legs and back, and least on the feet, hands, arms and as a shield.
- Magical protection (a ring, an amulet) counts wherever it is worn.
- In a fight, armor class better than -100 does nothing more: -100 is the best there is.
Your dexterity changes your armor class too, and the AC on your score already has it in, dexterity from your equipment included:
| Dexterity | AC |
|---|---|
| 3 | +40 |
| 4 | +30 |
| 5 | +20 |
| 6 | +10 |
| 7–14 | 0 |
| 15 | −10 |
| 16 | −20 |
| 17 | −30 |
| 18–20 | −40 |
Asleep, you lose your dexterity bonus.
Monks get no dexterity bonus. Instead, their training takes 5 off their armor class for every monk level (up to 150).
See also: ATTRIBUTES, SPELL ARMOR, SPELL SHIELD, SPELL STONE SKIN, SPELL ENCHANT ARMOR
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