Dodge

From Ancient Anguish Mud Wiki - AAwiki

Overview

Dodge is potentially the most powerful defense in the game, if utilized properly.

As with all defenses. dexterity is the most important thing to have, your ability to defend being based on enemy dex vs your dex. However, dodge is a bit more complicated.

After dex, you have weight, see notes on encumbrance below for more information on that. Another thing to note is as you level you will dodge better. Its almost as if there's a hidden ability for dodge, which may or may not have a cap.

Finally, there is also a chance of failed dodge, mostly vs things higher level and or higher dexterity than you. You will almost always take more damage than normal if you fail a dodge, and so I don't recommend dodging when you see this AT ALL.

When to Dodge

Dodge is best for classes and races with high dexterity, and no other means to defend. These classes include shapeshifter, mage, necromancer and artificer, with necromancers and artificers being the least common dodge class, simply due to player preference it seems.

Best races are elf and orc. Elf has a better possible dodge, but orc can carry more while they dodge. Humans and half-elves can dodge as well with some success, but not nearly as well as the more dexterous races. Dodging on dwarf should be avoided at all costs, unless your name is Tanuki.

Your best options on dodge are against enemies of lower level, and with less dexterity. A few low dexterity enemies include Dwarves, giants and ogres. Fuzzies in general are fairly easy to dodge too, just avoid wolves and snow leopards.


Encumbrance

Encumbrance plays a big role in dodge. You should never be "encumbered" in score, should be slightly encumbered, which at max is 1/4th your total carry capacity.

Example: With 20 max capacity you should carry 4 or maybe 5 bottles max. That is room for a pipe, a map, and a 3-bottle weapon, which is fairly average weight for a weapon. If you wanted a golden amulet you should get a lighter weapon or drop the pipe and use cigars, which are weightless when taken from their box.

Managing Weight

Managing weight varies from class to class.

Shapeshifters are lacking much way of managing their weight. Mimeons can make big container things for storing and reducing said weight, but can't drop said containers. Xaerre, Drakon and Treant are restricted to plopping items on the ground for when they are doing their dodging. This is the general practice for most other dodgers, as well.

Mages have a nice spell called deep pockets, where they can easily store their gear in a special place with them at all times. They also have spells to make containers, though I've heard they are fairly useless and pale in comparison to deep pockets.

Necromancers and Artificers could rely on their pets to carry most of the heavy things, and have them drop when needed. Not really much different than dropping containers yourself, but not having to drop loot with every fight is nice.

The above noted classes shouldn't be relying on melee damage as much as other classes, so sacrificing a heavier weapon for a lighter weapon to dodge better is usually a good idea. The exception to this rule is Xaerre, where a balance between damage and lightness may be a bit more difficult to find.

Artificer weapons are generally great damage for their weight, so generally a good plan to try for one of these if you are dodging. Another nice artificer option is their ability to spellforge a weapon of lightness, which is 1 bottle lighter than the normal. Though note that knives of lightness are not any lighter, and there is no staff of lightness form.


Traits

Dodger: Fairly obvious of a choice. Most people agree that it feels like its worth more than a point of dexterity.

Packmule: Dodge is based on encumbrance, so ability to carry more means your encumbrance will be lower, and you will dodge better. That is the theory, at least.

Exceptional Strength: Same idea as packmule, but has the added benefit of more damage to make up for your light weapon! Woo!

Exceptional Dexterity: Not sure about this one. I'd say probably not worth it unless you don't already have pretty high dexterity, or if you're a super high level person that already has a billion points of dodger.


Equipment

Due to the extreme weight restrictions there aren't a whole lot of things I'd recommend to wear when dodging. There are, however, a few.

Golden Amulet: One bottle, gives some of the best protection in game. Very nice.

Medallion of Night: If gammy not available.

Whitegolden Ring: Great protection, not quite golden amulet but still worth a bottle if there is room for it.

Magic Surcoat: Gives some magical resistances, can't remember what. Worth it if killing magical things as you can't dodge magic.

Black Robe: Same notes as magic surcoat.

Weird looking blue robe: Same magic notes.

Sheaths: All weightless and give some AC, belt hanger, baldric, normal sheath and small dagger sheath from Felgand's.

Elven treasure hunt stuff: Some of these pieces are weightless, so free AC!

Artificer protection pieces: I've heard recent talk that it has effects similar to extra points of dexterity, so maybe helps dodge a bit. Amulet is the best, but ring is also worth it if you'd rather run with a golden amulet. The breastplate and helmet both weigh 3 if made out of any decent material, so maybe not worth it. Platemail at 9 bottles of beer is definitely out, and if you have a trillian platemail you might be better off going defend none.

Final Note

Dodge is a very random defense. Some fights you will dodge the whole thing and take hardly other damage, and later you might come back and find you have to heal or run from taking too much damage. For this, best advise I can give is always be cautious with dodge.