Armour Class: Difference between revisions

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** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** Certain Clothing and Armours grants bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
** The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to add their [[Proficiency Bonus]] to their AC for a single incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in.
** The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to add their [[Proficiency Bonus]] to their AC for a single incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in.
** 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.
** A few spells grants bonus AC: [[Barkskin]], [[Shield of Faith]], [[Shield|Shield,]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, requires concentration, or are other limited in its bonus.
** Spells that decreases AC are 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.
** Spells that decreases AC are 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, typically, each point of AC makes a creature 5% harder to hit.{{GameplayNavbox}}
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.{{GameplayNavbox}}

Revision as of 07:02, 23 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 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
    • 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 also relatively rare, and typically requires the expenditure of Resources.
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.