Dexterity: Difference between revisions

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*[[Parry]]
*[[Parry]]
*[[Shield Use]]/[[Block]]
*[[Shield Use]]/[[Block]]
*[[Ranged Weapons]]
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| width = 20% |
*[[Ranged Weapons]]
*[[Thrown Weapons]]
*[[Thrown Weapons]]
*[[Two Weapon Combat]]
*[[Two Weapon Combat]]
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*[[Picking Locks]]
*[[Picking Locks]]
*[[Pickpocketing]]
*[[Pickpocketing]]
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*[[SKIN (verb)|Skinning]]
*[[SKIN (verb)|Skinning]]
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*Defense against [[SMRv2|standard maneuver roll v2]]
*Defense against [[Grasp of the Grave (709)]]
*Defense against [[Grasp of the Grave (709)]]
*Defense against [[Call Wind (912)]]
*Defense against [[Call Wind (912)]]

Revision as of 21:39, 28 December 2016

Dexterity
Type Physical
Prime Requisite Rogue, Ranger
Modifiers by Race
Aelotoi +5
Dwarf -
Elf +5
Elf, Dark +10
Elf, Half +5
Elf, Sylvan +10
Erithian -
Gnome, Burghal +10
Gnome, Forest +5
Giantman -5
Halfling +15
Human -
Krolvin, Half -

Dexterity measures a character's hand-eye coordination, balance, and aim. A character's dexterity bonus adds directly to their ranged weapon attack strength, including bolt spells, and is a factor in determining melee roundtime reduction and critical weighting.

Dexterity is a prime requisite of the rogue and ranger profession.

Systems and Skills Affected By Dexterity

Resources

Statistics - edit
Physical: Strength | Constitution | Dexterity | Agility
Hybrid: Aura | Discipline
Mental: Logic | Intuition | Wisdom | Influence
Statistic growth rate