Saving Throws

Your saving throws will determine how resistent you are to several different types of attacks. The types of attacks a player can resist are: Save versus Paralysis, Fire,Poison,Breath Weapon, & Spells. Saving Throws are defined by a percentage that may not exceed 100 (there will always be the chance of failure). A player's saving throw is first determined by a base stat, or a saving throw that players start with at level one. Then the saving throw will go up a pre-determined amount of points for each experience level the player gains.  Charts for these numbers are given in the entries below; the Classes' Attribute Chart, or through your Guild.

Saving Modification Warrior Thief Cleric Paladin Ranger Druid Psionist Magic User
base stat 0 5 10 15 15 10 5 5
raise per level 1 1 1 1 1 1 1 1
Save versus Paralysis- a player's chance to avoid being paralyzed.  It does not matter whether the enemy paralyzing you is using a spell, wand, skill or other.

Save versus Fire - measures your resistance to fire.  This only includes natural fires; magical fires (such as the spell faerie fire) can be resisted only by a successful saving throw versus spells.

Save versus Poison - measures your resistance to ingested toxins. The detect poison spell will make it so that this saving throw is not necessary, but if you do become poisoned, a remove poison spell will cure you.

Save versus Breath Weapon - your resistance to the breath of dragons and any other creature with the ability to spew fire, acid, poisonous gas, lightning, ice or any other breath weapon imaaginable.

Save versus Spells - measures your ability to block the effects of offensive spells cast upon you. Many spells do not allow a saving throw, and the save for each spell is unique (although most will allow the character to absorb only half damage).  See the Spell Compendium to view information for each spell, including what making a successful saving throw will do.


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