Dodge
From Ancient Anguish Mud Wiki - AAwiki
Dodge, an overview.
Dodge is potentially the most powerful defense in the game, if utilized properly. As with all defenses. dexterity is the most important thing to have, your ability to defend being based on enemy dex vs your dex. However, dodge is a bit more complicated. After dex, you have weight, see notes on encumbrance below for more information on that. Another thing to note is as you level you will dodge better. Its almost as if there's a hidden ability for dodge, which I'm not sure if has a cap or not.
Encumbrance
My testings and personal experiences with dodge is that, it should be used against stuff that is not giving the messages where you completely fail to dodge and take extra damage. You should try to carry as little as possible, if above "slightly encumbered" in score, then you're probably carrying too much. Slightly encumbered seems to be about 1/4th your max and under. So if you can carry 20 bottles of beer max, you should have a max of 4-5 or less. Now considering this, more strength = not necessarily better dodge, but means you can carry more and still dodge well.
Managing Weight
Managing weight varies from class to class.
Shapeshifters are lacking much way of managing their weight. Mimeons can make big container things for storing and reducing said weight, but can't drop said containers. Xaerre, Drakon and Treant are restricted to plopping items on the ground for when they are doing their dodging. This is the general practice for most other dodgers, as well.
Mages have a nice spell called deep pockets, where they can easily store their gear in a special place with them at all times. They also have spells to make containers, though I've heard they are fairly useless and pale in comparison to deep pockets.
Necromancers and Artificers could rely on their pets to carry most of the heavy things, and have them drop when needed. Not really much different than dropping containers yourself, but not having to drop loot with every fight is nice.
The above noted classes shouldn't be relying on melee damage as much as other classes, so sacrificing a heavier weapon for a lighter weapon to dodge better is usually a good idea. The exception to this rule is Xaerre, where a balance between damage and lightness may be a bit more difficult to find.
Artificer weapons are generally great damage for their weight, so generally a good plan to try for one of these if you are dodging. Another nice artificer option is their ability to spellforge a weapon of lightness, which is 1 bottle lighter than the normal. Though note that knives of lightness are not any lighter, and there is no staff of lightness form.
Traits
Dodger: Fairly obvious of a choice. Most people agree that it feels like its worth more than a point of dexterity.
Packmule: Dodge is based on encumbrance, so ability to carry more means your encumbrance will be lower, and you will dodge better. That is the theory, at least.
Exceptional Strength: Same idea as packmule, but has the added benefit of more damage to make up for your light weapon! Woo!
Exceptional Dexterity: Not sure about this one. I'd say probably not worth it unless you don't already have pretty high dexterity, or if you're a super high level person that already has a billion points of dodger.
Protection
Something to look into is the artificer items of protection. I've heard recent talk that it has effects similar to extra points of dexterity, so maybe helps dodge a bit. Amulet is the best, but ring is also worth it if you'd rather run with a golden amulet. The breastplate and helmet both weigh 3 if made out of any decent material, so maybe not worth it. Platemail at 9 bottles of beer is definitely out, and if you have a trillian platemail you might be better off going defend none.
I used to have a plan of testing dodge with different amounts of bottles, but decided dodge is far too varied of a defense to get any reasonable, numbered results from it.