Dexterity is one of the main attributes in ADOM, the fourth value displayed to the right of your character's name.
Dexterity has several effects on your character's abilities. These include first and foremost:
- Ranged damage and to-hit: this makes Dexterity the most important stat for any user of thrown or missile weapons, to increase effectiveness in using them.
- Melee damage with whips. Surprisingly (or not so surprisingly given that ADOM design was influenced by Dungeons and Dragons), Dexterity has no effect on melee to-hit.
- Speed: 1 point of speed is gained for every two points of Dexterity above 17.
- DV: Dexterity is the only stat involved in determining the character's base DV score. 2 points of Dexterity roughly equal 1 point of DV.
It is safe to say Dexterity is also involved in rolls made to evade traps, especially those that have already been discovered. Dexterity also has some influence on the PC's success when attempting to use an item in the tool slot whilst stuck in a web .
How to train it Edit
As of 1.2.0 stat training respects potentials (meaning training will not raise potential).
Dexterity is quite easy to train "u"sing the moss of mareilon herb. It is important to only use uncursed or blessed mosses. Cursed mosses will lead to Dexterity decreases only (the effect can be counteracted by using blessed or uncursed mosses directly afterward).
Generally, two mosses of mareilon are enough to get a Dexterity increase or, if Dexterity has reached its potential, an increase of the potential. Once the increase has happened, just repeat moss usage. You can also squeeze more mosses - the effect will be "saved up" for the next increase interval.
There is a hard cap. If the character has 25 Dexterity or more, mosses will have no effect. For this reason one should use as many mosses as possible at 24 Dexterity, as the effect will carry over and lead to increases past the threshold. 27 Dexterity can be reached in this manner without exploiting starvation or sickness.
Due to the fact that 27 Dexterity is already a very respectable value, many people are satisfied at this point, making herbs by far the most common method of training it.
Any item that "returns when thrown", such as boomerangs and some artifacts, will train Dexterity if the PC successfully catches the weapon. (The chance of catching a returning weapon is the PC's Dexterity score divided by 20).
The third main method to increase Dexterity is by spending money to train with Garth. Higher values require progressively higher amounts of gold, meaning there is a soft cap on this method. This method is usually only employed if Dexterity is the main attribute and the player has lots of gold to spare (probably because he has reached the Casino).
How to raise itEdit
Eating corpses Edit
Another method of increasing Dexterity is eating corpses of dark elves such as the dark elven wizard (though pretty much all dark elven corpses also reduce Toughness) or any kind of claw bug. Dark elves are too rare to be effectively used in this manner. The greater claw bugs and killer bugs in the Bug Temple, however, are quite effective at raising Dexterity, albeit at a severe (double the Dexterity bonus) penalty to Willpower - but you get bonus speed on top, and Willpower can be trained rather easily. There is a soft cap on this method - increases become noticeably rare at around 30 points, while the penalty always occurs - but cannot reduce Willpower below 1.
Stat potions Edit
As with all of the attributes, potions of dexterity and potions of gain attributes can be used to increase Dexterity. There is no soft or hard cap for using these; blessed potions of gain attributes give +1 (to all other stats also), uncursed potions of dexterity give +1, blessed potions +2. For this reason, these potions should be blessed, and drunk once all other methods have stopped working.
Class powers Edit
- Bards receive +6 Dexterity as part of their level 50 class power.
- Duelists receive +12 Dexterity as their level 32 class power.
- Chaos Knights receive roughly +1d2 Dexterity as their level 25 class power.
The "very light" corruption increases Dexterity by 4. The "tentacle mouth" corruption increases it by 6.
The "Dextrous" talent that is only available at the start of the game increases initial Dexterity by 1.
How to Abuse It Edit
Characters whose carrying capacity reaches Overburdened! can expect to see significant abuse to their Dexterity score if they remain in that condition for an extended period of time. In practice, except to train Strength, few players spend significant amounts of time Overburdened! due to the massive penalties accrued while in this status - notably the inability to move and tremendous to-hit penalty.
'U'sing cursed mosses of mareilon will result in fairly significant abuse to Dexterity, although it can be counteracted by application of uncursed or blessed moss. This is particularly frustrating to PCs who lack the Herbalism skill, since they will always require some means of uncursing any moss that they come across. 'U'sing unidentified moss is generally not recommended unless the player has some other means (generally by comparing the sizes of the stacks of moss generated to the PC's Herbalism score) to ascertain the B/U/C status of their moss.
Five corruptions will reduce Dexterity: thorn hands (-2), cold blood (-2), bronze bones (-2), tough scales (-6) and hooves (-6).
Attacking with a weapon with the suffix 'of fumbling' slowly abuses the Dexterity stat.
The "old" age will reduce the stat by 2.
Several items in the game will grant a Dexterity bonus if worn (standard bonus in brackets). These include:
- The artifacts ring of the master cat (+16), Cloak of Oman (+8), bracers of war (+8), and boots of the divine messenger (+5)
- The artifact weapons Bugbiter (+3), the rune-covered trident (+12), and Cat's Claw (+8)
- Gloves of dexterity (+2) and boots of sneakiness (+2)
- Whips of the snake (+7) and rapier of the needle (+6)
- The Chaos Orb of Elemental Air (+10 when equipped in the Tool slot)
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