Your saving throw determines how likely you are to resist the effects of various magical spells.
Your saving throw is calculated as follows:
- Start at 0, and then add the bonuses or penalties for tactical settings.
- 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.
- Add the modifier for your Spirituality skill, which is basically your skill times 1.5 (maximum of 75 points).
- If you are wearing an item with the anti_magic flag, and your saving throw is less than 95, raise it to 95.
- 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 |
ToME Wiki