THAC0 and AC
THAC0 stands for To Hit Armour Class 0. It refers to the ability of one creature to hit another of armour class 0.
Each creature has a THAC0 and an AC, an armour class. If a one creature attacks another then the attacker's THAC0 is put against
the AC of his opponent. The AC of the creature he is striking is taken away from the THAC0 of the attacker. The resulting number is
the number which must be rolled by the attacker on a 20 sided die in order to hit the opponent. Higher than this number and the creature
will hit the opponent. Lower than this number and the creature will miss.
- The lower a creature's AC and THAC0 is, the better. AC has a natural default of 10.
- If a creature scores a "20" on the die then the creature will hit regardless of armour class. When a creature rolls a "20" the hit
is called a critical hit because it will also do double damage unless the opponent has a magical item protecting him from critical hits.
- If a creature scores a "1" on the die then the creature will miss regardless of armour class. This is called a critical miss.
- THAC0 and AC can both be affected by the stat attributes and items that the creature is wearing. Strength, jewellery and weapons affect
the THAC0 of a creature and Dexterity, jewellery and armour affect the AC. These effects are detailed in the charts below.
- Unlike AC, THAC0 is affected by the level of the character. THAC0 has a natural default of 20 and will go down to 0 by gaining levels.
Effects of strength on Damage and THAC0:
Dexterity lowers a character's armour class and therefore combats THAC0 but dexterity affects range weapon THAC0. Therefore
dexterity is especially important for rangers.
Effects of Dexterity on Range weapon THAC0:
|Dexterity||THAC0 bonus on Range weapon|
Every character can be proficient in a weapon and a weapon style. Some characters, like magi, can only be proficient in a few weapons
for example the staff. They also are restricted by the number of proficiency points they recieve from levelling and the number of points
they can put in one style or weapon. On the other hand the mage has some far more useful ways of killing his opponent and can summon powerful
weapons from spells, which give him extra proficiency, if he must engage in combat. Fighters recieve the most proficiency slots, points and weapons and styles to put them in
due to the fact that a warrior's main skill is fighting.
The following effects are not cumulative but once a character is proficient in a weapon there are no penalties in using it in combat.
Proficient- One proficiency skill in a weapon gives the following:
Allows you to use the weapon with no penalties but will not give any bonuses.
Specialised- Two proficiency skills in a weapon gives the following:
Gives +1 to hit, +2 to damage and an extra 1/2 attack per round.
Mastery- Three proficiency skills in a weapon gives the following:
Gives +2 to hit, +2 to damage and an extra 1/2 attack per round.
High Mastery- Four proficiency skills in a weapon gives the following:
Gives +2 to hit, +2 to damage, an extra 1/2 attack per round and -1 to speed factor with the selected weapon.
Grand Mastery- Five proficiency skills in a weapon gives the following:
Gives +2 to hit, +3 to damage, an extra 1/2 attack per round and -1 to speed factor with the selected weapon.
Most fighters will choose to be highly proficient in 1 or 2 weapons as oppose to being slightly proficient in a few.
This gives them the best damage, chances of hits and speed in combat using one or two of their favourite weapons. If your main character is,
for example, a ranger it may be sensible to spread you proficiency between a ranged weapon and melee weapon.
It is also important to remember that you can put proficiencies in styles:
Two Handed Style:
This weapon class
allows the character to use a two handed weapon and receive special bonuses. If
one slot is spent on this proficiency the wielder gets a +1 bonus to damage and
a -2 bonus to speed when using a two handed weapon. A second slot spent on this
proficiency gives a further -2 bonus to speed while wielding two handed weapons.
The character will also score critical hits on a roll of 19 or 20 (instead of
Note: Magical two
handed weapons are more powerful than their single handed counterparts. This
counter balances the fact that you can't use a second weapon or shield when
using a two handed weapon. The Holy Avenger and Vorpal sword are examples of
weapons that are two handed.
Sword and Shield Style:
Anyone can pick up
a shield and get its basic protection bonuses, but by spending slots on this
proficiency an adventurer can maximize the benefits received. One slot spent
gives a -2 bonus to AC against missile weapons. Another slot spent increases the
bonus to a total of -4.
Note: Despite the
name of this skill, any one handed weapon in combination with a shield will
receive the bonuses given by this skill.
Single Weapon Style:
This weapon class
is for characters who do not wish to use a shield but want some bonus when using
a one handed weapon. With one slot spent on this proficiency, the wielder gets a
-1 bonus to AC and inflicts critical damage on an attack roll of 19 or 20 if
using a single weapon. A second slot increases the AC bonus to a total of
Two Weapon Style:
This weapon class
allows the character to use two weapons at the same time with fewer penalties. A
character wielding two weapons without a slot in this weapon class would suffer
a -4 penalty with the main weapon and a -8 penalty with the off weapon. With one
slot spent on this weapon class, the penalties are reduced to -2 and -6. A
second slot gives the character no penalty with the main weapon and a -4 penalty
with the second weapon. A third slot spent on the two weapon style reduces the
penalty with the off weapon to only -2.
|First level||Further Levels|