Save: Difference between revisions

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|Melee Injected Damaging Poison

Revision as of 16:47, 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
black ooze (going prone in) Toughness Ooze Disease 13
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
gel (walking on) Agility Gel Slip Move 5 to 24
Glotrot Toughness Glotrot Disease Onset 13
green goo (going prone in) Toughness Goo Poison 30
green jell Toughness Melee Injected Damaging Poison 20
Holographic bleeding Intelligence Hologram Illusion starting at 20, reduced by 1 each time
hologram bracelet Intelligence Hologram Illusion Distraction 15
honey (walking on) 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
ickslug Toughness Melee Injected Damaging Poison 20
Immobilized Agility Immobilization 20 - 1 per 5 turns
ink (walking on) Agility Ink Slip Move 5 to 24
Ironshank Toughness Ironshank Disease Onset 13
Kickback Strength Rifle Kickback Knockback 15 + attacker Strength bonus
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
molten wax (walking on) 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
oil (walking on) Agility Oil Slip Move 5 to 24
phase spider Toughness Melee Injected Phase Damaging Poison 20
sap (walking on) Strength, Agility Sap Stuck Restraint 1 to 24
slime (walking on) Agility Slime Slip Move 5 to 24
Slog of the Cloaca 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
water (walking on frozen) Agility Ice Slip Move 10