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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

The average, unarmored peasant has an AC of 10.

AC types[]

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

A polymorph form may convert some item AC bonuses to separate deflection AC bonuses that do not stack, though the item property haste will still give a +4 dodge bonus if it is included in the merge. All other item AC bonuses it will ignore. The polymorph may also give a dodge bonus and, more rarely, a deflection bonus to AC. All of this AC pertains to the corresponding +20 cap and only the dodge stacks. There also may be a change to the AC from the new size modifier according to the size of the polymorph.

Armor class guide[]

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 6 AC categories; the 5 that NWN uses (natural, armor, shield, deflection, dodge), and one extra "other" category to hold the bonuses that do not fit into the 5 base categories. All these categories will stack together, and ultimately sum together to form a character's total 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 (+1-20)
  • 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 (+1-20)
  • item: bracers AC bonus (+1-20) (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 (+1-20)
  • spell: magic vestment (+1-5)

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 (+1-20) (same item slot as bracers)
  • item: ring AC bonus (+1-20)
  • item: belt AC bonus (+1-20)
  • item: helmet AC bonus (+1-20)
  • item: cloak AC bonus (+1-20)
  • item: weapon AC bonus (+1-20)
  • 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: aura versus alignment (+4 versus selected alignment)
  • spell: magic circle against alignment (+2 versus selected alignment)
  • spell: undeath's eternal foe (+4)

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/skill: mounted combat (+1 for every 5 points of ride skill check above 10)
  • feat: shadow evade (+1-4)
  • item: boots AC bonus (+1-20)
  • spell: mage armor (+1)

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 (+1 against current target or last attacker) *
  • 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) *


* The dexterity bonus to AC, dodge, and tumble AC benefits are lost when caught flat-footed, but the uncanny dodge and defensive awareness feats allow the dexterity bonus to be retained.

** The armor, shield and natural AC provide no benefit when subject to a touch attack.

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