Difference between revisions of "Dexterity"

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* Dodging: Dodging skill gives a bonus of <code>0.8 * DEX * Dodging / (20 - size)</code> EV, i.e. dexterity acts as a multiplier.
 
* Dodging: Dodging skill gives a bonus of <code>0.8 * DEX * Dodging / (20 - size)</code> EV, i.e. dexterity acts as a multiplier.
 
* Stabbing: Chance to make a low-tier stab is increased by +(DEX)%.
 
* Stabbing: Chance to make a low-tier stab is increased by +(DEX)%.
* Stealth: +3 to stealth score per point. For reference, boots of [[stealth (ego)|stealth]] give +50.
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* Stealth: +3 to stealth score per point. For reference, boots of [[Ego#Stealth|stealth]] give +50.
 
* Shields: Bonus of <code>DEX * 38 * (base_SH + 13) / 5200</code> SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points.
 
* Shields: Bonus of <code>DEX * 38 * (base_SH + 13) / 5200</code> SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points.
* Accuracy: +0.5 [[to-hit]] per point.  
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* Accuracy: +0.5 [[to-hit]] per point.
  
 
==History==
 
==History==

Revision as of 06:52, 7 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Dexterity (or DEX) is one of a character's three main attributes, along with strength and intelligence. It is important if you want to have high evasion.

Dexterity affects the following:

Dexterity is a generally useful defensive stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.

If your dexterity is ever reduced to 0 or lower, you will suffer stat zero.

Useful Info

In detail, dexterity does the following:

  • Weapon damage: +2.5% damage per point, where 100% damage = 10 DEX.
  • Dodging: Dodging skill gives a bonus of 0.8 * DEX * Dodging / (20 - size) EV, i.e. dexterity acts as a multiplier.
  • Stabbing: Chance to make a low-tier stab is increased by +(DEX)%.
  • Stealth: +3 to stealth score per point. For reference, boots of stealth give +50.
  • Shields: Bonus of DEX * 38 * (base_SH + 13) / 5200 SH. Roughly equal to (7.3% of base SH) + 0.95 SH every 10 points.
  • Accuracy: +0.5 to-hit per point.

History

  • Prior to 0.29, Short Blades, Long Blades, and ranged weapons scaled with strength instead of dexterity.
  • Prior to 0.28, dexterity increased the chance of doing auxiliary attacks, and DEX was not the sole stat to increase SH with shields.
  • Prior to 0.27, dexterity had a stepdown; DEX values above 24 were less effective at raising EV. In addition, EV had another stepdown; getting EV values above 30 was more difficult. See Dodging and Evasion for more details.
  • Prior to 0.18, each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.
  • Prior to 0.17, Dexterity affected the chance of doors creaking.