Difference between revisions of "AC calculations"

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#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) * (22 + Armour skill + Beogh bonus/2) / 22
 
 
 
This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC. If you're a follower of [[Beogh]], you receive an additional bonus, increasing with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety.
 
 
 
A follower of Beogh with max Piety and 27 Armour skill has the AC of all armour pieces increased to roughly 245% of their base value.
 
 
 
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 12:14, 15 January 2024