Dreadmarch
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Evasion

Evasion is a chance to avoid a monster's attack entirely. An evaded hit does nothing: no damage, no burn, no poison, no curse, no side effect.

What it covers. Melee attacks and physical ranged attacks, the same ones a shield can block. Spells are not evaded, unless you take the Evasive Instinct keystone, which lets your evasion apply to spells at half strength (Keystones).

The chance compares your evasion rating with the monster's accuracy. A full set of same-tier evasion gear avoids a large share of a same-level monster's attacks, less against bosses. The chance is capped at 75%, so you can never be untouchable.

Even spacing. Evasion keeps a running count so that at 50% you really do alternate: hit, dodge, hit, dodge.

Accuracy. Your attacks always hit. The Evasive monster modifier makes a monster dodge, and the stat "increased accuracy" cancels it (Monster modifiers).

Who uses it. Paladins and monks. Evasion nodes lie on the border of Monk and Paladin in the passive tree (The passive tree).

Weak spots. Evasion does nothing against spells and area effects unless you take a keystone, and an "Accurate" monster raises its chance to hit you.

Compared with armour. Evasion avoids everything from a hit including side effects, but gives slightly less raw protection than armour at the same tier. Armour smooths damage; evasion makes it spiky (Armour and block).

Combining. Hybrid bases give half evasion with half armour or energy shield. Two different defences protect against different monsters (The three defences).

Related: Unique items, Damage types and resistances.