Dodge & Parry
Two ways to avoid taking damage. Dodging sidesteps the hit. Parrying deflects it. Dodge is available to every unit; parry is a Knight-only trick.

Dodge
A percentage chance to completely negate an incoming attack. When a dodge roll succeeds, damage becomes zero.
Driven by: Speed. Each point of Speed adds a small amount to dodge chance.
Bonuses from class perks:
- Rogue - the highest dodge floor of any class. A Rogue with modest Speed allocation reaches the dodge cap quickly.
- Archer - a dodge floor, smaller than the Rogue's but still meaningful.
- Bard (soldier) - a dodge floor matching the Rogue's.
- Flying monster class - the highest dodge floor of any monster class.
Cap: dodge chance has a hard ceiling. Past it, more Speed doesn't increase your odds (though Speed's other effect - turn frequency - keeps paying off).
Parry - Knight Only
The Knight's signature defensive trick: an extra "the hit didn't land properly" check that runs after the dodge roll. If the dodge misses but the parry succeeds, the hit is still negated.
Driven by: the Knight's physical damage reduction. Parry chance scales from physical DR - so every Armor point indirectly raises parry probability too.
Caps and floors:
- A minimum parry chance that guarantees Knights always have some parry probability, even at low Armor.
- A maximum parry chance that prevents extreme builds from reaching near-100% negation.
Parry vs magic: parry does work against magical attacks, but with reduced effectiveness. Knights parry magic at half their normal rate. Enough to feel meaningful; not enough to make them a magic-resist class.
How They Layer in the Damage Pipeline
Both run at specific, ordered points in the damage pipeline:
- Raw damage + variance + defense reduction + crit.
- Dodge rolled first. On success, damage becomes zero. End of sequence.
- Parry rolled (Knights only). On success, damage becomes zero.
- Remaining damage passes through any active damage-reduction buffs.
A dodged hit and a parried hit both do zero damage - you don't tell them apart mechanically, only narratively.
The Knight's Compounding Defense
Knights have the most defensive compounding in the game:
- Armor → physical damage reduction.
- Physical DR → parry chance.
- Physical DR also sets up the damage-reduction cap they live near.
One Armor point does three jobs. No other class gets that stacking.
Interaction with Attacks That Target Back Row
Dodge and parry work the same regardless of who's being attacked - front, middle, or back. They don't help you avoid being targeted (that's a positioning concern), but once you're targeted they run the same way.
Related Pages
- Speed - the attribute behind dodge
- Class Perks - Knight's parry and the dodge floors in detail
- Luck & Crit - the offensive counter to dodge/parry
- Battle Overview - the full damage pipeline
