This Skill allows your character to train their body to be more dexterous in combat situations so that they can partially dodge blows, be more accurate when using ranged and thrown weapons and also resist certain spells. Characters cannot buy the skill Dexterity V, VI or VII although the skill Racial Mutation, Magical items or Spells can increase a character's Dexterity above IV.
In reality, it is not possible to teach you how to avoid physical blows from weapons, so to artificially reflect this ability, your character gains a bonus to PAC and TAC and damage with Thrown or Projectile weapons. Once you have acquired any level of the skills in this category, the relevant advantages apply automatically to you, as long as you are in control of your actions and fully capable of moving. If you are under the influence of a spell or any effect that restricts your movement in the location struck, impairs your vision or you are unconscious, the bonuses gained from this skill do not apply. If you wear armour, the type of armour worn will restrict your movement and reduce the effect of Dexterity. The penalty listed in the Armour type table applies according to the actual armour worn, if a character wears multiple types of armour on different locations, only the largest penalty is considered. Deducting the Armour penalty from the level of Dexterity skill provides the Dexterity bonus your character currently has.
Additional abilities and immunities are gained from having a certain Dexterity bonus as provided on the table.