Your saving throw determines how likely you are to resist the effects of various magical spells.

Your saving throw is calculated as follows:

  1. Start at 0, and then add the bonuses or penalties for tactical settings.
  2. Add the modifier for your wisdom, which runs from 0 (WIS 3) to 19 (WIS 18/220+).
    • In some versions of ToME (at least 2.3.0 through 2.3.2) this code is broken, and the game actually uses your spirituality skill here instead of WIS. Fixed in CVS for 2.3.3.
  3. Add the modifier for your Spirituality skill, which is basically your skill times 1.5 (maximum of 75 points).
  4. If you are wearing an item with the anti_magic flag, and your saving throw is less than 95, raise it to 95.
  5. If your saving throw is less than 10, raise it to 10; otherwise, add 10 points.

The resulting number is normally used as the percent chance of resisting a magic spell, although there are a few exceptions.

This table shows the effects of tactical settings on saving throw:

Tactic

Effect

coward

+14

meek

+9

wary

+5

careful

+2

normal

0

confident

-3

aggressive

-7

furious

-12

berserker

-18

(Running has no effect on saving throw.)

This table shows the correspondence between the saving throw and the label shown on the character sheet:

Saving throw

Label

<0

Very Bad

0-11

Bad

12-17

Poor

18-29

Fair

30-35

Good

36-41

Very Good

42-53

Excellent

54-83

Superb

84-107

Heroic

108+

Legendary

Chatter

Spoilers/SavingThrow (last edited 2005-09-11 17:08:58 by GreyCat)