Difference between revisions of "Armor class"

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(I tried explaining how it worked as clearly as possible. If anyone can make it clearer, please do.)
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Having a good AC is not enough to protect from some attacks; you also need to obtain [[resistance]]. In particular, [[reflection]] is a good idea.
 
Having a good AC is not enough to protect from some attacks; you also need to obtain [[resistance]]. In particular, [[reflection]] is a good idea.
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==How it works==
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The reason a lower armor class is better is thus:
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Any number lower than 10 means the monster has to subtract that many points from its [[to-hit]] roll.  A monster's to-hit roll is a number chosen at random, which is then added to any to-hit bonuses it might have.  Any number greater than 0 means the monster hit.
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Examples:
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# A monster gets a 15 as a random number, and has a to-hit bonus of 0, giving it a 15.  Your AC is -10, meaning 20 is subtracted from the monster's roll (you have 20 more AC than the starting number, 10), giving -5.  The monster misses.
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# A monster gets 5 as a random number, and has a to-hit bonus of 3, giving it 8.  Your AC is 3, meaning 7 is subtracted from the monster's roll, giving 1.  The monster has hit.
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As you can see, you'll want to get as low an AC as possible.
  
 
[[Category:Your character]]
 
[[Category:Your character]]

Revision as of 03:51, 24 January 2007

In Dungeons and Dragons, your armor class is a number representing your defense against attacks from monsters. NetHack borrows this concept. Because you always know your AC, you can identify the enchantment of armor by wearing it. For example, +1 armor lowers your AC by one more than normal.

A character with no armor or protection has AC 10. It is best to reduce your AC below 0. An ascension kit usually includes an AC below -20, -30, and sometimes -40.

Having a good AC is not enough to protect from some attacks; you also need to obtain resistance. In particular, reflection is a good idea.

How it works

The reason a lower armor class is better is thus:

Any number lower than 10 means the monster has to subtract that many points from its to-hit roll. A monster's to-hit roll is a number chosen at random, which is then added to any to-hit bonuses it might have. Any number greater than 0 means the monster hit.

Examples:

  1. A monster gets a 15 as a random number, and has a to-hit bonus of 0, giving it a 15. Your AC is -10, meaning 20 is subtracted from the monster's roll (you have 20 more AC than the starting number, 10), giving -5. The monster misses.
  2. A monster gets 5 as a random number, and has a to-hit bonus of 3, giving it 8. Your AC is 3, meaning 7 is subtracted from the monster's roll, giving 1. The monster has hit.

As you can see, you'll want to get as low an AC as possible.