Saving Throws and Resistances
This article was written by the god
Shadowfax, and posted on Apr 04, 2009.
This article will explain what saving throws are, how to identify saving
throws, what magic resistance is, and how these effects can protect you.
What is a saving throw?
A saving throw is a representation of how well-protected you are against a
particular type of damage. The term originates from the tabletop version
of Dungeons and Dragons, where dice are rolled (thrown) to determine the
effectiveness of certain spells and special attacks. In Alter Aeon, the
term is a bit of misnomer, since no dice are "thrown". There are seven
classes of saving throws, and each has an abbreviated form that is more
commonly used:
- Saving Spell (spellsave)
- Saving Poison (poisonsave)
- Saving Breath (breathsave)
- Saving Fire (firesave)
- Saving Cold (coldsave or icesave)
- Saving Zap (zapsave)
- Saving Normal (normsave)
Using the '
statistics' command, you will see a column with the heading
"Resistances", and under this column are each of the saving throw names.
If you have the '
elemental lore' skill, a percentage will follow each
saving throw class; these percentages indicate how protected your character
in each category. (Magic is listed last, this will explained in the
Magic Resistance section.) They will all begin at 0% for a new player,
but they can be modified through use of spells, skills and equipment.
(If you are new to the game, it is recommended that your learn the
elemental lore skill, which can be learned at most low-level
spellcaster teachers.)
Sometimes equipment will have a saving throw effect, such as
SAVING_FIRE or
SAVING_ZAP, that will be listed when it is identified. When referring to
the piece of equipment, this is said to be the object's saving throw.
What the Saving Throw Numbers Mean
When statting pieces of equipment for saving throw effects, the lower the
number, the more resistance it offers you. Eq with -1 SAVING_COLD will
protect a little bit against cold-based attacks and spells. -2 SAVING_COLD
will protect you even more. Effects with positive modifiers, such a
+2 SAVING_FIRE, will make you more vulnerable to that kind of damage. Each
saving throw type is effected separately, for better or for worse.
With the elemental lore skill, these numbers will converted into
percentages on the stats screen. Positive percentages indicate a
resistance to that damage type and how much it will be reduced, while
negative percentages are indicative of vulnerability, and damage you take
from that type will be increased. At 0% you take normal damage.
Saving Throw Categories
Here are some specific rules for each type of saving throw:
Saving Spell
This will help protect you against most types of spell and weapons with
strong magic damage types. There are a few notable exceptions to this,
such as the clerical harm spellgroup, and spells with a substantial
material component, such as the 'crystal spear' spell. Most cleric
spells use at least in part god-granted power, and as a result saving
spell is less effective against them.
Additionally, spellsave adds directly to your defensive level against
various spells. An example of this would be your defenses against spells
like weaken, blindness, or ice imprison: having -10 SAVING_SPELL gives you
an effective bonus of ten levels when defending. A good amount of spellsave
can protect you against casters that are much higher level than you are.
In the case of 'dispel magic', the defensive level is the level of your
spells, not your own level. If you are affected by a level 25 'sanctuary'
spell and have -10 SAVING_SPELL, your sanctuary spell will be as difficult
to dispel as if it were level 35. Similarly, if you were to have +5 SAVING_SPELL,
it would be as easy to dispel as if it were level 20.
Saving Poison
This will not only help you take less damage from poison attacks and
spells, it will also slow how quickly you become poisoned. It will help you
recover more quickly if you are already poisoned.
The slow poison spell offers you temporary poisonsave, but the cure and remove
poison spells are far more effective to get heal you when you are poisoned.
The poison resistance skill will give you a natural amount of poisonsave, and
is a good idea to get if you anticipate encountering poisons regularly.
Saving Breath
This helps you take less damage from breath/gaseous attacks and spells,
such as those from a dragon's breath attack. There are very few spells and
weapons that use this damage type.
Saving Fire
This will protect you from fire attacks and spells. Fire is a common
element for fighting. The ice shield spell will help protect you against
fire by temporarily improving your firesave.
Saving Cold
This saving throw works like firesave except against cold-based attacks and
spells. Note that many ice spells actually hurl icy projectiles at the
target, thus dealing normal damage in addition to cold damage. The fire
shield spell gives you coldsave.
Saving Zap
Zapsave will protect you from electricity spells and weapons with the zap
damage type. The ground spell offers you zapsave. Electrical spells are
less common than fire and ice.
Saving Normal
Normsave reduces the amount of damage you take from non-magical attacks.
Stone skin offers you additional protection by giving you normsave. The
armored skin skill will give you normsave. Note that there is no normsave
effect for objects: 'stone skin' and
'armored skin' are the ONLY methods of
obtaining normsave.
Magic Resistance
The last line listed in the resistances section of the statistics screen is
Magic. This is your Magic Resistance (called 'magicres'
or 'mr' for short),
and it represents spells ability to affect you. Equipment that gives you
magic resistance will have a MAGIC_RES effect when statted. In the case of
magic resistance, positive effects are good, which is the opposite of
saving throws.
Magic resistance works against a huge number of spells. There are a number
of spells it does not work against, but these spells are largely ones with
material components. Examples of spells that are immune to magic resistance
are 'crystal spear' and
'magic missile', because these spells use physical
objects to do damage. Even cleric spells may fail against magic resistance.
For spells that are affected, a percentage (100-sided) die is rolled to see
if the spell overcomes the target's magic resistance. If the die result is
lower than the target's magic resistance, the spell fails.
One final, yet very important note, is that magic resistance is indiscriminate
about which spells are tested: healing and protective spells are resisted
just as strongly as your opponent's fireballs or curses. The inability to
heal while using magic resistance is a significant handicap.
Damage Calculations
Damage has a bit of a random factor. Spell and elemental damage is
multiplied by a random number from 0.5-1.5 before saving throws are
applied. This random factor is applied to normal damage if the target has
normsave.
Damage resulting from most spells is tested against spellsave. Damage
resulting from a melee attack is tested against normsave (except for
no-norm weapons). Damage resulting from a dragonbreath attack tests
against breathsave.
After this first test, other tests may be made depending on the type of
damage of the attack (saving fire for a fire breathing dragon, saving zap
for lightning bolts, saving cold for freezing weapons, etc.) Except for
no-norm weapons and a few special attacks, nearly all attacks in the game
are tested against a saving throw. Weapons with multiple elemental damage
types can only do one type at a time while fighting.
Saving Throw Conversions
Here is a table of some of the saving throws versus the resistance conferred.
Positive saving throws make you more vulnerable, and have negative
percentages. You can check your exact percentages using the '
statistics'
command and the '
elemental lore' skill.
| Saving Throw | Resist % |
| 20 | -100% |
| 18 | -90% |
| 16 | -80% |
| 14 | -70% |
| 12 | -60% |
| 10 | -50% |
| 8 | -40% |
| 6 | -30% |
| 4 | -20% |
| 2 | -10% |
| 0 | 0% |
| -2 | 10% |
| -4 | 20% |
| -6 | 30% |
| -8 | 40% |
| -10 | 50% |
| -12 | 58% |
| -14 | 65% |
| -16 | 72% |
| -18 | 77% |
| -20 | 82% |
| -24 | 88% |
| -28 | 90% |
Note that the resistances use a graduated scale: additional saving throws
above 50% are less effective the more you already have. At -10 saving
throw you take roughly half damage from that damage type. At -17 you take
roughly one quarter, and at -28 one tenth. Alternatively, at +20 you will
take double damage.
If one is dedicated to obtaining a single type of saving throw, a high
level player can obtain a very high resistance, making them almost
invulnerable to a particular kind of damage.
Spell Charts
Protection that ice shield, fire shield, ground and slow poison offer:
| Spell Level | Saving Throw |
| 0 - 8 | -4 |
| 9 - 17 | -5 |
| 18 - 26 | -6 |
| 27 - 35 | -7 |
| 36 - 44 | -8 |
| 45 - 53 | -9 |
| 54 - 62 | -11 |
| 63 - 71 | -12 |
| 72 - 80 | -13 |
| 81 - 89 | -14 |
| 90+ | -15 |
Protection that stone skin offers:
| Spell Level | Saving Norm |
| 0 - 24 | -3 |
| 25 - 29 | -4 |
| 30 - 34 | -5 |
| 35 - 39 | -6 |
| 40 - 49 | -7 |
| 50+ | -8 |
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