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Author Terra's Guide to Armor Class and Stacking
Countess Terra
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Joined: 03 Jul 2003
From: My money bin swimming of course.
Posted: Thursday, 29 December 2005 07:41PM
Terra's Guide to Armor Class and Stacking

Disclaimer: The purpose of this topic is to help anyone that does not understand the different types of Armor Class bonuses and/or simply wishes to have more information on how the various bonuses work together. If you find this topic helpful, I would ask you to post a link to it if you see someone else with questions that would be answered by it. Even if it only helps one person though, it was well worth writing.


If you've played Neverwinter Nights for a while, you've probably learned that there are several types of Armor Class bonuses and that some will work together (Stack) and some will not. Knowing what stacks and what doesn't can often mean the difference between useful equipment and useless equipment.

To begin, I have divided up the types of Armor Class into 6 categories: Natural, Armor, Shield, Deflection, Dodge, and Other. The first 5 categories will be familiar to anyone who has looked at the types of Armor bonuses the various items give. The sixth (Other) category is collection of several Armor Class bonuses that don't fit into any of the other categories. Below you'll find a list of all the types of Armor Class bonuses found in Neverwinter Nights however first we should talk about Stacking.

As mentioned above, Stacking is a term used to describe when two types of Armor Class bonuses will both add to your character's Armor Class or whether only the higher bonus of the two will apply.

All bonuses stack with each other (ie Armor will stack with Shield and Deflection will stack with Natural...etc). In other words, if you have an Armor with a +4 Armor bonus and a ring with +5 Deflection bonus, you will have +9 Armor Class since they stack.

Armor, Shield, Deflection, and Natural Armor bonuses will not stack bonuses of the same type. This means that if you have a Ring which gives +4 Deflection Armor class and a cloak which gives +5 Deflection Armor class, you will only get the +5 Deflection from the cloak since it's the higher bonus.

Dodge bonuses will stack up to a maximum of 20 points*. This means that if you have a pair of boots giving you +15 Dodge bonus, Haste (+4 Dodge), and Shadow Evade giving +4 Dodge, you will only have 20 points of Dodge.

* Note: It should be noted that the maximum bonus of any type (Other not included) is 20 points however this usually only matters for Dodge since its the only type of AC that stacks with itself.

Onto the list!

Sources of Natural Armor Class
Item: Amulet AC Bonus (+1-20)
Feat: Epic Mage Armor (+5)
Spell: Mage Armor (+1)
Spell: Barkskin (+3-5)
Spell: Shadow Shield (+5)
Spell: Tenser's Transformation (+4)

Sources of Armor Armor Class
Item: Armor AC Bonus (+1-20)
Item: Bracer AC Bonus (+1-20)
Feat: Epic Mage Armor (+5)
Spell: Mage Armor (+1)
Spell: Magic Vestment (+1-5)

Sources of Shield Armor Class
Item: Shield AC Bonus (+1-20)
Spell: Magic Vestment (+1-5)

Sources of Deflection Armor Class
Item: Ring AC Bonus (+1-20)
Item: Belt AC Bonus (+1-20)
Item: Helm AC Bonus (+1-20)
Item: Cloak AC Bonus (+1-20)
Item: Weapon AC Bonus (+1-20)
Feat: Epic Mage Armor (+5)
Spell: Shield (+4)
Spell: Mage Armor (+1)
Spell: Shield of Faith (+2-5)
Spell: Protection from Evil (+2 versus selected alignment)
Spell: Aura Versus Alignment (+4 versus selected alignment)
Spell: Magic Circle of Protection (+2 versus selected alignment)

Sources of Dodge Armor Class
Item: Boots AC Bonus (+1-20)
Feat: Bard Song (+2-7)
Feat: Shadow Evade (+1-4)
Feat: Divine Shield (+1-20)
Spell: Haste (+4)
Spell: Mage Armor (+1)
Spell: Epic Mage Armor (+5)
Spell: Undeath's Eternal Foe (+4)

Other Sources of Armor Class
Char: Character Base AC (10)
Item: Armor Base (+1-8)
Item: Shield Base (+1-3)
Feat: Dodge (+1)
Feat: Bone Skin (+2-16)
Feat: Small Stature (+1)
Feat: Monk Wisdom AC Bonus (+1-20)
Feat: Monk 5 Level AC Bonus (+1-8)
Feat: Draconic Armor (+1-4)
Feat: Expertise/Improved Expertise (+5/+10)
Skill: Tumble (+1-8)


The first five sources don't need too much explanation however the Other category could bear a little clarification. The Other category holds several bonuses that belong to no other category and could actually be categories in themselves since they all stack with each other however for simplicity I have put them all together.

The first source is your character's base AC of 10. This is your natural base. The next two items (Armor and Shield base) are the standard Armor Class bonuses from wearing armor and carrying a shield.

The Dodge feat, oddly enough, doesn't provide Dodge Armor Class but it is instead counted as its own separate Armor Class. Next we have Bone Skin which is a Pale Master feat that gets bigger with more Pale Master levels. The Small Stature bonus which comes from being a Halfling grants a +1 bonus to Armor Class.

The Monk Wisdom AC bonus is just what it sounds like, it's the Armor Class bonus a Monk gets from her Wisdom modifier. The Monk 5 level bonus represents a +1 bonus to Armor Class a Monk gets every 5 levels. Draconic Armor is the Armor Class bonus a Red Dragon Disciple gets.

Expertise and Improved Expertise are feats which give the character a bonus to Armor Class but reduce Attack Bonus. Finally, the Tumble bonus is such that a character gains +1 to Armor Class for every five ranks in the Tumble skill.


Addendum

I believe this list to be both complete and accurate, however additions and/or corrections would be plenty appreciated. I would ask that anyone posting with additional information please test it first to make sure it is indeed correct. The less misinformation the better.

Finally, not to sound harsh but please do not post anything about the PRC in this thread. Those who would be helped most by this topic are those still attempting to understand the mechanics of Neverwinter Nights itself and including PRC information would likely only serve to cause unnecessary confusion. Please and thank you.

Edit: Bolding fix
Edit 2: Changed a couple words, added Weapon AC Bonus.
Edit 3: Added Undeath's Eternal Foe


~Terra~
_________________
When I am working on a problem I never think about beauty.
I only think about how to solve the problem.
But when I have finished, if the solution is not beautiful, I know it is wrong.

Edited By Countess Terra on 12/29/05 20:00

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Veridious
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From: Cambridge, Ontario
Posted: Thursday, 29 December 2005 07:51PM
Wow, great guide, this is going my favourites!
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Dae-Glyth
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Posted: Thursday, 29 December 2005 07:56PM
Undeath's Eternal Foe grants Dodge AC

Oh and a quick question:

Anyone know if the Aura vs. Alignment really works? Er well let me put it this way:

When I have both Unholy and Holy Aura up, anyone who hits me no matter what alignment they have they are taking both the 6 + 1d8 divine for the Holy Aura and the 6 + 1d8 negative for the Unholy Aura. So since anyone no matter their alignment is taking damage might the other effects work on anyone as well?

Oh and I think this is a good place to say that when a Touch Attack is made that all those above AC's count toward the Touch Attack, EXCEPT Natural Armor AC, Shield AC, and Armor AC.

Edited By Dae-Glyth on 12/29/05 20:06

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Tattoed Monk
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Joined: 09 Jun 2005
Posted: Thursday, 29 December 2005 08:09PM
Quote: Posted 12/29/05 19:41:18 (GMT) by Countess Terra
Sources of Natural Armor Class
Item: Amulet AC Bonus (+1-20)
Feat: Epic Mage Armor (+5)
Spell: Mage Armor (+1)
Spell: Barkskin (+3-5)
Spell: Shadow Shield (+5)
Spell: Tenser's Transformation (+4)

Wait a minute - I am pretty sure that at least potions of Barkskin do stack with amulets of natural armor. Does the game distinguish between temporary and constant bonuses, or is the potion of barkskin in a different category than the spell (other?)?

TM
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Countess Terra
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Joined: 03 Jul 2003
From: My money bin swimming of course.
Posted: Thursday, 29 December 2005 08:11PM
Quote: Posted 12/29/05 20:09:42 (GMT) by Tattoed Monk

Wait a minute - I am pretty sure that at least potions of Barkskin do stack with amulets of natural armor. Does the game distinguish between temporary and constant bonuses, or is the potion of barkskin in a different category than the spell (other?)?

TM

They do not stack. Test it out and/or check to see if your module has custom scripts in place.

~Terra~
_________________
When I am working on a problem I never think about beauty.
I only think about how to solve the problem.
But when I have finished, if the solution is not beautiful, I know it is wrong.
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Dae-Glyth
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Posted: Thursday, 29 December 2005 08:14PM
The higher of the two be it temporary or not is always taken. NA from spells/items never stacks with itself.

And it is worth noting that shifted forms also grant you extra AC. But all their AC types from gear are converted to deflection and do not stack with each other.

Edited By Dae-Glyth on 12/29/05 20:15

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grizzled_dwarflord
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From: The Underdark
Posted: Thursday, 29 December 2005 09:08PM
Not content with one sticky, eh?

Nice job your royalness.
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Got Displacer Beasts? The CCP Monster Manual
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Defunc7
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From: where the wild things are
Posted: Thursday, 29 December 2005 09:35PM
Gloves give Deflection AC
Bracers give Armor AC.

Same slot, different AC according to the item examine.
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Edited By Defunc7 on 12/29/05 21:38

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xitooner
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Joined: 11 Aug 2003
Posted: Thursday, 29 December 2005 09:47PM
Quote: Gloves give Deflection AC
Bracers give Armor AC.
Same slot, different AC according to the item examine.
Agreed.

Maybe I'm blind, but where was 'dexterity' on that list?

I like having the spells listed too! And using the feats to list things like Halfling AC bonus, etc. This should be the way the Wiki describes it (I was just noticing today that its AC secton was noticably weak). I was thinking about updating it, but this should be there instead.
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Shifter kids play IronGolem-RustMonster-MindFlayer. . .

Edited By xitooner on 12/29/05 21:48

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the_critical_process
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Posted: Thursday, 29 December 2005 09:55PM
I don't believe I saw armor skin in there, the +2 from the epic feat. I believe that is natural armor class but that it in fact does stack with other natural armor class, correct?
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Sternlock
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Posted: Thursday, 29 December 2005 09:55PM
I didn't see AC bonus from Dex there either... but this is a grand thread, still! There've been several threads complaining about so-called "broken armor" and such. hopefully this will stop them, or at least reduce the amount.

In before sticky.
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Lauren J Darkbloom
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Posted: Thursday, 29 December 2005 09:59PM
OK Terra, here are my questions.

How does Mobility *actually* work? The booklet says that Mobility adds a +4 bonus to Dodge AC when avoiding attacks of opportunity. All attacks of opportunity, or only some?

Let's say my equipment gives me a +20 bonus to Dodge AC and I have the feat Mobility. I provoke an AoO. Do I still have the +20 bonus?

Let's say I don't have the feat Mobility. Let's say my Dodge AC bonuses would stack to 24 if it weren't for the cap. I provoke an attack of opportunity. What's my Dodge AC bonus--20, or 16?

Also, how do flanking and being flat-footed affect AC?

L

PS--on the inevitable "Sticky" question--Stanley Woo could just make Terra's first post on this thread the second post on her stickied thread, and change the title of the sticky a little bit.
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Sternlock
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Posted: Thursday, 29 December 2005 10:02PM
Being flat-footed causes you to lose all of your Dodge AC and Tumble AC, and if you don't have Defensive Awareness (DwD) or Uncanny Dodge (various), you also lose your Dex AC.
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Xylophone
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Posted: Thursday, 29 December 2005 10:06PM
Great thread

I believe Dexterity AC goes into the "other" category since it stacks with everything else.
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Sternlock
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Posted: Thursday, 29 December 2005 10:13PM
Oh, also, wasn't there some special AC to-hit formula for ranged touch attacks or something? Or do I remember something incorrectly?
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