MedHelp - Medievia Help System
Movement | Information | Communication | Newbie | Object
Combat | General | Clans | Socials | Spells | Special | FAQs
Search for:
Max. results:        Search Tips
"SAVING THROW"
At various times during the game, something "special" will affect, or attempt to affect, your character: things such as spells being cast at you, poisonous snakes biting you, players using wands on you, etc. In these special cases, your character is allowed a SAVING THROW There are five kinds of saving throws: poison, rods, petrification, breath weapons, and spells. A successful save means you either avoid the effect entirely or the damage received is reduced. Every player and mob has base values for each of the five saving throw types, depending on class and level. Some classes are better at saving against particular attack types, and higher levels generally have better saving throw values than lower levels. When the game determines that a saving throw needs to be rolled, it first looks up that character's base value for their level and class. Next, modifiers for any worn equipment that gives a saving throw modifier for that attack type are applied. Finally, additional modifiers based on various other factors may be applied, such as: Equipment with proficiency or susceptibility modifiers Difference in levels between you and your opponent Modifier for your character's class for that particular attack Modifier for your opponent's class for that particular attack Once the value is calculated, a dice roll is made and compared to that value, which determines whether your character succeeds or fails the saving throw. Since saving throws vs spells are the most common, that will be used as an example to explain the function of saves. (Please note that the exact numbers are given only for this example and are in no way intended to be an accurate reflection of the "real" values used by the game.) Example: A level 25 warrior-class character is fighting a level 23 mage-class monster. The monster casts a lightning bolt at the character. The character is allowed a saving throw vs spells in order to take less damage from the lightning bolt. First, the game finds the character's base save, determined by his level and class. Assume this number is a 14 (it's not). Next, the game looks to see if the character is wearing any equipment that affects saves vs spells. He is wearing an amulet which is -2 SAVING SPELL and a ring which is -3 SAVING SPELL Finally, the game checks to see if any special modifiers are applied, such as: Proficiency or susceptibility equipment Modifiers for lightning bolt based on the caster's class (mage) Modifiers for lightning bolt based on the target's class (warrior) Modifiers for lightning bolt based on the level difference " " Assume, in this case, no other modifiers apply. These modifiers are added up, resulting in a -5. This total is then added to the character's base save of 14, resulting in a 9 (14+(-5)). Now the game rolls a 20-sided die. If the number is higher than 9, the character "makes his save" and takes less damage from the lightning bolt. A die roll of 1 always fails the save, and a 20 always makes the save. As stated in the above example, saving throws of all five types are based on the level and class of the character. Any saving throw modifier that is negative benefits the player. SAVING SPELL by -3 is GOOD SAVING SPELL by 1 is BAD. The five types of saving throws and their effects are as follows: Save vs Poison is made for poison attacks Save vs Rod is made for spells and effects cast by a device (wand, staff, and most weapons with the ATTACK flag) Save vs Petrification is made for paralysis or petrifying attacks Save vs Breath is made for all types of breath weapons Save vs Spell is made to reduce or avoid the effects of a casted spell or a recited scroll. See Also: SPELLS USE WAND STAFF ATTACK RECITE SCROLL POISON