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Saving throw

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A saving throw is a roll made to avoid (at least partially) damage or harm. The three types of saving throws are Fortitude, Reflex, and Will.

Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score.

Saving throw typesEdit

  • Fortitude is related to a character's ability to withstand damage thanks to his physical stamina. It measures a creature's ability to stand up to physical punishment or attacks against vitality and health. The Constitution modifier is applied to fortitude saving throws.
  • Reflex is related to a character's ability to withstand damage thanks to his agility or quick reactions. The Dexterity modifier is applied to reflex saving throws.
  • Will is related to a character's ability to withstand damage thanks to his mental toughness. The Wisdom modifier is applied to will saving throws.

NotesEdit

Saving throw calculation in NWN2 is bugged. Saves against area based spells like Cloudkill or Mind Fog ignore +1 saving throw vs. spells bonus granted for each 5 base ranks in Spellcraft as well as all feats that grant saving throw bonuses against specific threats (spells, poison, evil, negative energy etc.). Example: An enemy with a base will of 9 has 15 base spellcraft ranks and the feats Hardiness vs. Spells and Hardiness vs. Enchantments. Thus, his will saving throw against a spell like Mind Fog should be 9+3+2+2=16. However, due to to bugged calculation, only his base will of 9 will be taken into account. But if you cast a spell like Charm Person on him, the bonuses kick in and his will saving throw rises to 16.

Difficulty classEdit

The saving throw difficulty class (DC) is determined by the attack itself.

Automatic Failure and SuccessEdit

A natural 1 on a saving throw is always a Failure, and a natural 20 is always a Success.

Bug - reflex and will saves both say *failure* in the chat window when a natural 1 is rolled, but if the save was successful without Automatic Failure, then the saving throw still succeeds. Fortitude works correctly, however, and always fails on a natural 1. This bug does not extend to natural 20 for Automatic Success.

Save progressionEdit

Each class has either a high or low saving throw progression for each save type.

When a character multiclasses, each class provides separate save progressions. Even if all classes provide the same progression, do not combine levels to determine the save. For example, a level 20 rogue (high reflex) has a +12 reflex save, while a character with 10 rogue levels and 10 monk levels (also high reflex) would gain +7 reflex from each class, for a total of +14 reflex. See also Class progression.

Class Fortitude Reflex Will
Bard low HIGH HIGH
Barbarian HIGH low low
Cleric HIGH low HIGH
Druid HIGH low HIGH
Favored soul HIGH HIGH HIGH
Fighter HIGH low low
Monk HIGH HIGH HIGH
Paladin HIGH low low
Ranger HIGH HIGH low
Rogue low HIGH low
Sorcerer low low HIGH
Spirit shaman HIGH low HIGH
Swashbuckler HIGH low low
Warlock low low HIGH
Wizard low low HIGH
Arcane archer HIGH HIGH low
Arcane Scholar of Candlekeep low low HIGH
Arcane trickster low HIGH HIGH
Assassin low HIGH low
Blackguard HIGH low low
Divine champion HIGH low low
Doomguide HIGH low HIGH
Duelist low HIGH low
Dwarven defender HIGH low HIGH
Eldritch knight HIGH low low
Frenzied berserker HIGH low low
Harper agent low low HIGH
Invisible blade low HIGH low
Neverwinter Nine low HIGH HIGH
Pale master low low HIGH
Red dragon disciple HIGH low HIGH
Red Wizard of Thay low low HIGH
Sacred fist HIGH HIGH low
Shadow Thief of Amn low HIGH low
Shadowdancer low HIGH low
Stormlord HIGH low HIGH
Warpriest HIGH low HIGH
Weapon master low HIGH low


Class level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Saving
throws
High +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14 +14 +15 +15 +16 +16 +17
Low +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 +9 +10

Formula:Edit

goodSave = classLevel / 2 + 2
poorSave = classLevel / 3
  • Division is rounded down.
  • ClassLevel should be greater than 0.

External resourcesEdit

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