Save
A save is a term derived from "saving throw", a term originating from tabletop role playing games as a defensive check to see if a player will take or avoid a harmful effect. Saves are usually referred to in the context "a (attribute) save of difficulty (number)".
By default, this is a 1d201-20 (Avg: 10.5) roll that has the attribute's modifier added to the result. If this is greater than the difficulty specified, the "save" is successful and the attempted effect to apply will be ignored.
If a save is against multiple attributes, the best modifier is used.
Most saves fail on a "natural 1" and succeed on a "natural 20" regardless of difficulty and bonuses, meaning you always have at least a 5% chance of success and at least a 5% chance of failure.
Saves include "Vs." tagging to designate what kind of effect they are, so save modifiers can be provided for particular scopes. If any part of a save modifier's scope matches to a part of the save's Vs., the save modifier applies.
You can see the details of all saving throws performed in the game with the debug option "Show saving throw debug text".
Source | Attribute | Vs | Difficulty |
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Strength, Agility | Tar Stuck Restraint | 4 to 24 |
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Toughness | Ooze Disease | 13 |
Bleeding | Toughness | Bleeding | starting at 20, reduced by 1 each time |
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Agility | Latch On Move Drag Restraint | 25 + attacker Agility bonus |
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Strength | Latch On Move Drag Restraint | 25 + attacker Strength bonus |
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Strength | Latch On Continue Grab Restraint Escape | 25 + attacker Strength bonus |
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Agility | Gel Slip Move | 5 to 24 |
Glotrot | Toughness | Glotrot Disease Onset | 13 |
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Toughness | Goo Poison | 30 |
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Toughness | Melee Injected Damaging Poison | 20 |
Holographic bleeding | Intelligence | Hologram Illusion | starting at 20, reduced by 1 each time |
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Intelligence | Hologram Illusion Distraction | 15 |
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Strength, Agility | Honey Stuck Restraint | 1 to 24 |
Hook and Drag (initial) | Strength | Hook Move Grab Restraint | 20 |
Hook and Drag (ongoing) | Strength | Hook Continue Grab Restraint Escape | 20 |
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Toughness | Melee Injected Damaging Poison | 20 |
Immobilized | Agility | Immobilization | 20 - 1 per 5 turns |
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Agility | Ink Slip Move | 5 to 24 |
Ironshank | Toughness | Ironshank Disease Onset | 13 |
Kickback | Strength | Rifle Kickback Knockback | 15 + attacker Strength bonus |
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Agility | Latch On Move Drag Restraint | 14 |
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Strength | Latch On Move Drag Restraint | 14 |
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Strength | Latch On Continue Grab Restraint Escape | 14 |
Madpole jaws (initial) | Agility | Latch On Move Drag Restraint | 15 + attacker Agility bonus |
Madpole jaws (move) | Strength | Latch On Move Drag Restraint | 15 + attacker Strength bonus |
Madpole jaws (ongoing) | Strength | Latch On Continue Grab Restraint Escape | 15 + attacker Strength bonus |
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Strength | Latch On Move Drag Restraint | 20 |
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Strength | Latch On Continue Grab Restraint Escape | 20 |
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Strength, Agility | Wax Stuck Restraint | 1 to 24 |
Monochrome | Toughness | Monochrome Disease Onset | 13 |
Normality (failing an attempt to overcome it with a mutation) | Willpower | Reality Stabilization Daze | 20 |
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Agility | Oil Slip Move | 5 to 24 |
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Toughness | Melee Injected Phase Damaging Poison | 20 |
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Strength, Agility | Sap Stuck Restraint | 1 to 24 |
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Agility | Slime Slip Move | 5 to 24 |
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Toughness | Melee Injected Damaging Poison | 20 |
Stuck | Strength | varies by source but always includes Stuck Restraint | 15 default but varies by source |
Stunned | Toughness | Stun | 15 |
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Agility | Ice Slip Move | 10 |
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