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Search results for 'saving resist'
Keywords are: 'saving throws spellsave breathsave poisonsave firesave coldsave zapsave saves resistances'
Saving throws are properties that can change your vulnerabilities to different
types of attacks. Higher numbers indicate higher resistance to the attack, eg
+20% SAVING_BREATH will reduce damage from gaseous/breath weapons. The six
standard throws are:
spell: Resistance to spell effects, most commonly seen with charm, illusion
and summon spells.
breath: Resistance to gaseous and/or breath weapons. Most commonly seen used
as a defense against dragonbreath attacks and druid air spells.
poison: Resistance to toxins and poison. Characters with high poison
resistance take reduced damage from toxic damage. They also are more
difficult to poison and recover from poisoning more quickly.
fire: Resistance to fire. Equipment of this type often insulates the wearer
from heat, or have a magical or mechanical cooling effect.
cold: Resistance to cold. Equipment of this type often insulates the wearer
from low temperatures, or have a magical or mechanical heating effect.
zap: Resistance to electricity. Equipment of this type usually is often
conductive, shunting electrical current away from the wearer. Sometimes
it may insulative, such as rubber-soled boots.
It is possible for several of these throws to work together. As an example,
the noxious cloud spell tests saving spell, then saving breath, and finally
Another example is dragon breath, which always tests saving breath, then may
also test for the specific damage type (saving fire for fire breath).
Note that saves begin to reach a point of diminishing returns around 50%. As
you add more saving equipment, the percentages will not directly add - for
example, three pieces of 25% saving fire will not give you 75% saving fire
total. Even though they don't directly add, more is always better.