Save: Difference between revisions

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!Vs
!Vs
!Difficulty
!Difficulty
|-
|{{favilink|Asphalt}} (walking on)
|[[Strength]], [[Agility]]
|Tar Stuck Restraint
|4 to 24
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|-
|[[Bleeding]]
|[[Bleeding]]
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|Slime Slip Move
|Slime Slip Move
|5 to 24
|5 to 24
|-
|{{favilink|Asphalt}} (walking on)
|[[Strength]], [[Agility]]
|Tar Stuck Restraint
|4 to 24
|-
|-
|{{favilink|Water}} (walking on frozen)
|{{favilink|Water}} (walking on frozen)

Revision as of 15:47, 11 August 2020

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".

Saving throws
Source Attribute Vs Difficulty
asphalt (walking on) Strength, Agility Tar Stuck Restraint 4 to 24
Bleeding Toughness Bleeding starting at 20, reduced by 1 each time
crypt ferret bite (initial) Agility Latch On Move Drag Restraint 25 + attacker Agility bonus
crypt ferret bite (move) Strength Latch On Move Drag Restraint 25 + attacker Strength bonus
crypt ferret bite (ongoing) Strength Latch On Continue Grab Restraint Escape 25 + attacker Strength bonus
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
leather whip (initial) Agility Latch On Move Drag Restraint 14
leather whip (move) Strength Latch On Move Drag Restraint 14
leather whip (ongoing) 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
maghammer (initial, move) Strength Latch On Move Drag Restraint 20
maghammer (ongoing) Strength Latch On Continue Grab Restraint Escape 20
Normality (failing an attempt to overcome it with a mutation) Willpower Reality Stabilization Daze 20
Stuck Strength Web Restraint 15 default but varies by source
Stunned Toughness Stun 15
gel (walking on) Agility Gel Slip Move 5 to 24
green goo (falling in) Toughness Goo Poison 30
honey (walking on) Strength, Agility Honey Stuck Restraint 1 to 24
ink (walking on) Agility Ink Slip Move 5 to 24
oil (walking on) Agility Oil Slip Move 5 to 24
black ooze (falling in) Toughness Ooze Disease 13
sap (walking on) Strength, Agility Sap Stuck Restraint 1 to 24
slime (walking on) Agility Slime Slip Move 5 to 24
water (walking on frozen) Agility Ice Slip Move 10
molten wax (walking on) Strength, Agility Wax Stuck Restraint 1 to 24