Save

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Revision as of 15:26, 11 August 2020 by Chaos (talk | contribs) (start building table)
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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.

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".

Saving throws
Source Attribute Vs Difficulty
Bleeding Toughness Bleeding starting at 20, reduced by 1 each time
Glotrot Toughness Glotrot Disease Onset 13
Holographic bleeding Willpower Illusion starting at 20, reduced by 1 each time
Ironshank Toughness Ironshank Disease Onset 13
Monochrome Toughness Monochrome Disease Onset 13
Hook and Drag (initial) Strength Hook Move Grab Restraint 20
Hook and Drag (ongoing) Strength Hook Continue Grab Restraint Escape 20
Immobilized Agility Immobilization 20 - 1 per 5 turns
maghammer (initial) Strength Latch On Move Drag Restraint 20
maghammer (move) Strength Latch On Move Drag Restraint 20
maghammer (ongoing) Strength Latch On Continue Grab Restraint Escape 20