9.1.1 Avoidance
As you train in Avoidance, you will learn the art of controlling your
prana-musculature in order to avoid physical attacks (such as a sword) or
lessen the damage received from a physical attack by partially dodging it and
thus taking the wound on a less damaging place.
There are five different Dodge/Divert types:
* Melee - Cutting/blunt damage melee attacks.
* Ranged - Ranged physical attacks, such as arrows, and throwing.
* Charges - Any attack which moves the user from one room to another.
* Upsets - Avoiding balance and equilibrium loss on attacks.
* All - All of the above, but with a far smaller chance.
It is important to note that the only Dodging/Diverting type which will work
against NPCs is the "Melee" type (Sidestep/Jerk). After you have successfully
dodged any attack, there is a small (2 second) cooldown before you may dodge
again.
Your chance to dodge an attack is modified by several factors:
== Dexterity ==
For each point of Dexterity one has over 13, they will gain an extra 1% chance
to dodge an attack.
For each point of Dexterity one has under 13, they will lose an extra 2% chance
to dodge an attack.
== Armour ==
Heavier armour will grant a penalty to your dodging chance, but will give you
a bonus to your diversion chance.
Armour type Dodge Divert
Full/Field -5% +5%
Splint -4% +4%
Chain -3% +3%
Scale -2% +2%
Ring -1% +1%
Leather 0% 0%