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Article 1: 
THAC0 and Armor Class (
AC)
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THAC0 = "To Hit Armor Class 0", of a 20 sided dice the number needed to hit 
 	an enemy with an 
AC of 0. For example, if the 
THAC0 is 19, a roll of 
 	19 or higher is needed to hit an enemy with an 
AC of 0. A roll of
 	1 is always a miss, and a roll of 20 is always a hit, called
 	CRITICAL MISS and CRITICAL HIT respectively. 
AC	= Armor Class, roughly how difficult a figure is to hit. 
AC starts 
 	with a base score of 10 and is improved by lowering the number.
 	Therefore a 0 
AC is better than a 10, and a -10 is better still.
 These two things are what determines when a hit (that scores damage) is made. 
THAC0 is the offensive end of the roll, and 
AC is the defensive end of the
 roll.
 A successful hit is decided when the random roll is greater than the 
 attacker's 
THAC0 - enemy 
AC. If a 15 
THAC0 Fighter attacks a 0 
AC goblin then you must roll 15 or greater. (The game itself usually does the
 rolling for you, but it still follows these mechanics) Remember that a roll
 of 20 will always hit. So, even if the goblin's 
AC was -400, if you roll a 
 20 you will still hit it. If the goblin has 10 
AC then you need only roll a 
 5 or better, etc. (
THAC0 - EnemyAC = 15 - 10 = 5)
	Note: Just because you hit, that doesn't mean you'll deal damage. There is
 	the concept in second edition 
D&D of weapon immunities. Some monsters
 	require a certain type of weapon to be hit. Also, wizards can cast
 	spells such as "Protection from Magic Weapons" which makes them
 	temporarily immune to magic weapons. Baldur's Gate represents this by
 	having characters say "my weapon is useless" or something similar. 
THAC0 Explained:
 ----------------	
THAC0 defaults at 20 and is gradually lowered when levels are gained.
	Depending on the class (i.e. Fighter, Cleric, Mage) of the person involved
	the 
THAC0 will decrease at different rates. For a Fighter (or Ranger, or
	Paladin) 
THAC0 decreases by a score of 1 per level. A level 1 Fighter
	starts at 20 
THAC0, but by level 10 he is at 11. (He has gained 9 levels, 
	and so loses 9 
THAC0) The lower the 
THAC0 the better, and there is no 
	limit to how low it can go.	
THAC0 Progression by Level & Class Chart:
 	Level
 	Group 	1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
 	----- 	--------------------------------------------------------------
 	Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
 	Wizard	20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15
 	Priest	20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10
 	Rogue 	20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13
 	Patterns
 	--------
 	Warrior 1 every level
 	Wizard	1 every 3 levels
 	Priest	2 every 3 levels
 	Rogue 	1 every 2 levels
	At this point we're still just referring to RAW 
THAC0, there are still
	several things that modify it before it is used. There are, in fact, four
	main things that modify 
THAC0 from here: Strength, Weapon, Special 
	Effects, and Proficiency. A super low strength score will raise your 
THAC0 	(which is bad), while super high Strengths will lower your 
THAC0 (which is 
	good).
	STRENGTH as a 
THAC0 modifier
 	STR 	
THAC0 Adj. 	STR 	
THAC0 Adj.
 	3 	-3 	17 	+1
 	4 	-2 	18 	+1
 	5 	-2 	18/01-50 	+1
 	6 	-1 	18/51-75 	+2
 	7 	-1 	18/76-90 	+2
 	8 	0 	18/91-99 	+2
 	9 	0 	18/00 	+3
 	10 	0 	19 	+3
 	11 	0 	20 	+3
 	12 	0 	21 	+4
 	13 	0 	22 	+4
 	14 	0 	23 	+5
 	15 	0 	24 	+6
 	16 	0 	25 	+7
	Notice how any improvement in 
THAC0 is denoted by a +3 or a +4, while in
	fact these numbers are how much your 
THAC0 is DECREASED. A level 1 Fighter 
	has 20 
THAC0, but if he has 18/00 STR, his 
THAC0 is decreased to 17.
	The weapon used also has an effect on 
THAC0, both by the weapon itself and
	also through Proficiency (although Proficiency is an optional rule, and
	of the games listed at the top, only Baldur's Gate, Planescape: Torment,
	Icewind Dale, and Baldur's Gate II follow this rule). Generally speaking,
	the amount the 
THAC0 is changed is the number after the +. A Long Sword +1
	would improve 
THAC0 by 1 point. There are exceptions to this, some weapons
	won't have a + but improve 
THAC0 anyway, and some will say +1, but will in
	fact improve 
THAC0 more than 1 point. In these cases, checking that items
	information will reveal how it modifies 
THAC0 (only available in some 
	games).
 	Note: To check the item information in 
BG1, 
BG2 and 
IWD, right click the
 	item in the inventory screen. Also note that magical items are very
 	often "NOT IDENTIFIED." Meaning that you won't know what they do
 	until they are IDENTIFIED. See the FAQ below.
	Special Effects can be either a spell that improves 
THAC0 (Bless, for
	instance), or an Item that improves 
THAC0, but isn't a weapon, such as an
	Amulet of 
Thac0 +1.
	Proficiency was introduced to show what your character is skilled in, or
	not skilled in. It has only really been used since Baldur's Gate in 1998.
	Since proficiency represents your character's knowledge of the weapon being
	used, using a weapon that you don't have proficiency in will result in a
	penalty to 
THAC0 and to Damage.
	PROFICIENCY as a 
THAC0 Modifier: (Baldur's Gate I & II, Icewind Dale,
 	Planescape: Torment only)
 	Level of Proficiency	Points Spent	Bonus to Hit
 	Non-Proficient 	0 	-2 (Warrior)
 	-5 (Wizard)
 	-3 (Priest or Rogue)
 	Proficient 	1 	0 (but there is no penalty)
 	Specialized 	2 	+1
 	Master 	3 	+3
 	High Master 	4 	+3
 	Grand Master 	5 	+3
	As you can see, a Wizard using a weapon that he isn't proficient in will
	result in a steep penalty, so he could have 20 
THAC0, but because he is
	using the wrong weapon his 
THAC0 leaps up to 25.
	Dexterity Note: Dexterity has one small effect on 
THAC0, but only towards
 	the use of MISSILE WEAPONS (bows, crossbows, etc.). At
 	a DEX of 16 you get a +1 to hit, 17 & 18 +2, and 19 +3.
 Armor Class Explained:
 ----------------------
	Armor Class isn't really about armor. It is the composite of Armor and
	Dexterity that determines how hard it is for a damaging hit to be made.
	The base Armor Class (
AC) is 10. Anything lower is better and makes your
	character harder to hit. It does NOT reduce the amount of damage taken.
	The first facet of Armor Class is your Dexterity Score. The higher the
	Dexterity, the lower (better) your Armor Class. This reflects your 
	character's ability to dodge attacks. So, here, negative numbers are 
	better.
	DEXTERITY as an Armor Class Modifier
 	DEX 	
AC Adj. 	DEX 	
AC Adj.
 	3 	+4 	14 	0
 	4 	+3 	15 	-1
 	5 	+2 	16 	-2
 	6 	+1 	17 	-3
 	7 	0 	18 	-4
 	8 	0 	19 	-4
 	9 	0 	20 	-4
 	10 	0 	21 	-5
 	11 	0 	22 	-5
 	12 	0 	23 	-5
 	13 	0 	24 	-6
 	25 	-6
	Whether you are on level 1 or level 20 your 
AC is still determined by the
	same two factors, DEX and Armor. So, a level 1 Fighter with a Dex of 18
	would have an 
AC of 6 (before putting any armor on, BASE 
AC(10) + 
	DEX ADJ.(-4) = 
AC). A level 20 fighter who has no armor would have the
	same 
AC with the same DEX.
	Which brings us to the BULK of where 
AC is made up, Armor. We will divide
	armor into two categories, actual Armor (such as Plate Mail Armor) and
	support Items (such as Ring of Protection +1).
	Armor usually lists what your 
AC will be based from the Base 
AC itself.
	So Leather Armor will list its 
AC as 
AC 8. What this means is that if you
	had the base 
AC of 10, wearing Leather Armor will decrease your 
AC to 8.
	If you do NOT have the Base 
AC (and who does), it still decreases your 
AC	by 2 points. If we wanted to determine the 
AC of our 18 DEX Fighter
	wearing Leather Armor we would need to take the Leather Armor 
AC(

 +
	Dexterity Bonus(-4) to get 4. In this way you can think of your Armor's	
AC as REPLACING your Base 
AC. So instead of starting at 10, with Leather
	Armor you would start at 8.
	Armor as an 
AC modifier (not all armors are in all games)
 	Armor 	
AC 	Leather Armor 	8
 	Studded Leather 	7
 	Hide Armor 	6
 	Scale Mail 	6
 	Brigandine Armor 	6
 	Chain Mail 	5
 	Ring Mail 	5
 	Elven Chainmail 	5
 	Drow Chainmail 	4
 	Banded/Splint Mail 	4
 	Plate Mail 	3
 	Field Plate 	2
 	Full Plate 	1
	If an armor is said to be +1, or +2 that means that the armor has an extra
	special bonus attached that further lowers 
AC by that number. So a Chain
	Mail +4 would have an 
AC score of 1 rather than 5.
	In addition to your Armor, 
AC is also determined by special items being
	worn by the character. The most common special item is the common shield
	which improves 
AC by one point (our 4 
AC, 18 DEX Leather Armor Fighter
	would then drop to 3 
AC with a Shield). There are various varieties of
	shields, but they all do the same job. Other items would be Rings of
	Protection or Cloaks of Protection. These all improve the 
AC of the
	wearer.
 	Note: Some games (Baldur's Gate, for example) allow only ONE extra 
 	protective item (not counting shields) to be worn at a time. This 
 	includes Magic Armors. So, if you wore a Chainmail +1, you
 	couldn't wear a Ring of Protection +1. Or, if you had that
 	Ring of Protection +1 you couldn't wear the Cloak of 
 	Protection +1.
	Magic can also function as armor, however, it usually acts in place of 
	armor rather than as a bonus to it. Take the spell "Armor" or "Shield" for
	example. They set your 
AC to 6 and 4, respectively, but if you're wearing
	armor better than either, you get no extra benefit. There are some spells
	that provide a simple bonus, such as Defensive Harmony (
BG1, 
BG2, 
IWD), so
	check spell descriptions.