|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.|
The Dodging skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.
In addition to base EV (10 + Size), Dodging skill provides an EV bonus calculated as follows:
(7 + Dodging × ev_Dex) / (20 - size)
- Size is a factor of your species's body size, which varies from 4 (tiny, such as a Spriggan); to -8 (huge, such as being in Dragon Form). See Evasion for more details.
- ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:
(body_armour_encumbrance_rating*size_factor - 3)×10/STR
This penalty cannot be negative, so it is not applied when wearing robes or animal skins. Size_factor is 0.75 for large species: Troll, Ogre, Centaur, and Naga; 1 for normal species; 1.25 for small species: Kobold and Halfling; and 1.5 for tiny species: Spriggan (Felids can't wear armour).
For a normal-sized character, the amount of dodging required to start increasing his evasion is:
(body_armour_encumbrance_rating-3)×200/(Str*ev_Dex) - 7/ev_Dex
If you are paralysed, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.
Tricks and tips
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.
The average aptitude of all species, excluding coloured draconian, is 0.000.
|Melee||Short Blades • Long Blades • Axes • Maces & Flails • Polearms • Staves • Unarmed Combat|
|Ranged||Bows • Crossbows • Throwing • Slings|
|Physical||Fighting • Armour • Dodging • Stealth • Shields|
|Magical||Spellcasting • Invocations • Evocations|
|Spell Schools||Air • Charms • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Poison • Summoning • Translocations • Transmutations|