Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 19 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

AC calculations: Difference between revisions

From Ashenzari's Archive
imported>Monsterracer
imported>Hordes
Redirected page to Armour#Calculating AC Value
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Version014}}
#REDIRECT[[Armour#Calculating AC Value]]
 
This page explains how the game calculates and uses [[AC]].
==Calculating AC from Armour==
 
The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
 
  (base AC) * (Armour skill / 22 + 1)
 
This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC.
 
Note that fractional AC from multiple pieces of armour does add! Fractions are not truncated until the contribution from all armour pieces are summed. For example, both a [[helmet]] and a pair of [[gloves]] have 1 base AC, so at an Armour skill of 12 they each provide 1.55 AC, which is rounded down to 1 AC when worn individually. When worn together, their contributions sum to 3.1 AC, which is rounded down to 3 AC.
 
==Other Sources of AC==
 
All other sources of AC are applied directly to a character's total AC and are not modified by Armour skill whatsoever. These include:
 
*Bonus AC from [[scroll of enchant armour|enchanted]] armour, [[ring of protection|rings of protection]], or artefacts
*Magical AC boosts such as [[Ozocubu's Armour]] or [[Stoneskin]]
*AC from transmutations such as [[Necromutation]], [[Statue Form]] and [[Dragon Form]]
*AC from mutations (e.g. scales) and intrinsics (e.g. a [[naga]]'s increasingly tougher skin)
 
[[Category:Game mechanics]]
[[Category:Defence]]

Latest revision as of 10:14, 15 January 2024