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      "0": "CONTENTS:\n\n~ Armor Class bonuses\n~ Chaos Shield\n~ Damage Reduction\n~ Damage Resistance.\n\n-----\n\nARMOR CLASS BONUSES:\n\nThere are several types of bonuses that can increase Armor Class. Different bonuses always stack together, but (except for Dodge) bonuses of the same type don't stack,\n\nThe different bonus types are described below:\n\nArmor bonus is provided by armor or bracers (note that gloves provide Deflection). Armor bonus from armor and bracers do not stack.\n\nDeflection bonus is provided by all rings, cloaks, and weapons. Defection bonuses do not stack.\n\nDodge bonus is provided by boots. Dodge represents physical skill at avoiding blows and other ill effects, and stacks with bonuses such as high Dexterity up to the cap of +20. Dodge bonuses apply against touch attacks. Any situation or effect that negates a character's Dexterity bonus also negates other Dodge bonuses. Uncanny Dodge and Defensive Awareness feats may restore Dexterity bonus but don't restore Dodge granted from items.\n\nNatural Armor bonus is provided by amulets. It does not stack with other natural armor bonuses, such as the Barkskin spell.\n\nShield bonus is provided by a shield. Stacking is not an issue because because you can only carry one sheild at a time. \n\n-----\n\nCHAOS SHIELD:\n\nChaos Shield is an On Hit: Cast Spell property. It has a chance of applying a random effect to a creature striking the wearer. The chance of triggering the On Hit effect is 2% per level of the Chaos Shield.\n\nThere are different sets of random effects, depending on whether the hit comes from a melee or ranged weapon: \n\nMelee effects:\n~ Slow for 1d4 rounds \n~ Knockdown for 6 seconds \n~ 2d4 fire damage \n~ Immobilized for 1d3 rounds (no immunity) with 50% miss chance\n\nRanged effects: \n~ Stunned for 1d2 rounds \n~ 1d6+1 fire damage \n~ 1d8+1 electrical damage\n~ Blindness for 1d2 rounds \n\nThere is no saving throw against these effects. Multiple Chaos Shield effects do not stack. \n\n-----\n\nDAMAGE REDUCTION:\n\nDamage Reduction enables a creature to ignore an amount of physical damage (Bludgeoning, Piercing, or Slashing) from each hit unless the weapon inflicting the damage has an Attack or Enhancement Bonus equal to or greater than the Damage Reduction level.\n\nNon-physical damage (such as from elemental or magical attacks) is not reduced by Damage Reduction. \n\nDamage Reduction is listed with the amount of damage ignored and the bonus of the weapon needed to bypass it. For example, Damage Reduction 10/+2 means the first 10 points of physical damage from a weapon is ignored if the weapon doesn't have an attack bonus of +2 or greater.\n\n-----\n\nDAMAGE RESISTANCE:\n\nDamage Resistance absorbs damage of a specific type up to a specified amount. Unlike Damage Reduction, Damage Resistance is not bypassed by high Attack or Enhancement bonuses.\n\nThe amount of damage resisted is listed as a value and a damage type, For example, Fire 20/- means that the first 20 points of Fire damage from each individual attack is ignored.",
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