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Tomb Titivator
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Merfolk and armour
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Tomb Titivator
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Dis Charger
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Slime Squisher
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Greyr wrote:I've found some decent armour, will it be worth diverting all my xp for the next century to make it viable (viable=spells online, negation of most melee penalty)?
Tomb Titivator
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TheDefiniteArticle wrote:Greyr wrote:I've found some decent armour, will it be worth diverting all my xp for the next century to make it viable (viable=spells online, negation of most melee penalty)?
Merfolk have outrageous apts. You can wear heavy armour on merfolk, but you are almost always better off sticking to ring mail or lighter and getting as much dodging skill as you need/want.
Dungeon Master
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Barkeep
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and into wrote:With +3 aptitude in dodging, you want to get that up first when it comes to training for defense. 11 skill levels in armor skill with -3 aptitude is a non-trivial investment in early game
Barkeep
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tompliss wrote:Just for perspective, 11 levels of -3 armor is the same amount of XP as 17.3 levels of +3 dodging.and into wrote:With +3 aptitude in dodging, you want to get that up first when it comes to training for defense. 11 skill levels in armor skill with -3 aptitude is a non-trivial investment in early game
If you're already at 18 dodging, getting 11 takes the same XP as getting dodging to 23. It is twice the levels.
I won't say you should stop training dodging at a specific number, but, even with the apt bonuses/maluses, the increasing XP required for each skill level means that at one point, putting XP in armor is better.
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