How to improve saving throws
From HGWiki
Contents |
Introduction
On Higher Ground, saving throws are very improtant at higher levels. Most players want saving throws over 60 before venturing into the Hells, and some say minimun is 65. The question that many players ask is, "how do I get my saves that high?"
Base Saves
In order to figure out what your saves will be at lvl 60, you must first understand the basic mechanics of the system.
Base Saves are determined by your class level for levels 1-20. There are three base saves: Fortitude, Reflex and Will. Each class has one or more primary saving throw(s). These follow the high save progression: 2+[classlevel]/2. The remaining saves follow the low save progression: [classlevel]/3. Both are listed in the table below.
Class Level | Low Save | High Save |
---|---|---|
1 | +0 | +2 |
2 | +0 | +3 |
3 | +1 | +3 |
4 | +1 | +4 |
5 | +1 | +4 |
6 | +2 | +5 |
7 | +2 | +5 |
8 | +2 | +6 |
9 | +3 | +6 |
10 | +3 | +7 |
11 | +3 | +7 |
12 | +4 | +8 |
13 | +4 | +8 |
14 | +4 | +9 |
15 | +5 | +9 |
16 | +5 | +10 |
17 | +5 | +10 |
18 | +6 | +11 |
19 | +6 | +11 |
20 | +6 | +12 |
Base Saves and Multiclass Characters
Calculate the Base Saves of multiclass characters by adding up the base saves of their individual classes. For example, a level 6 barbarian / level 4 rogue has a fortitude save of 5 from the barbarian levels (high save) and 1 from the rogue levels (low save), resulting in a base fortitude save of 6. This character has a reflex save of 2 from the barbarian levels (low save) and 4 from the rogue levels (high save), resulting in a reflex save of 6. The will save is 2 from barbarian levels (low save) and 1 from rogue levels (low save), resulting in a will save of 3.
It is possible for multiclass characters to achieve higher base saving throws than non-multiclass characters. For example a fighter 10/barbarian 10 has a base fortitude save of 14 (7 from fighter + 7 from barbarian), whereas a pure fighter has a base fortitude save of 12. <math>Insert formula here</math>
Epic, Legendary & Paragon Bonuses
Once a character reaches Epic and Legendary levels, all characters have the same rate of base save progression, regardless of their class.
- every 2nd level after 20 up to 40 adds +1 to all saving throws, no matter what class you take (total of +10 at lvl 40).
- every 4th level after 40 adds +1 to all saving throws, no matter what control class (total of +10 at lvl 80)
So at 60 with no stat or other bonuses, saves will range from a minimum of 20 to a maximum of 30 (max highs and lows achievable only with certain pre-epic multiclass combinations).
Stat Adjustments
The previous number will have stat adjustments added (or subtracted in cases where they are negative) from them.
- Constitiution ability bonus adds (or subtracts) to Fortitude saves
- Dexterity ability bonus adds (or subtracts) to Reflex saves
- Wisdom ability bonus adds (or subtracts) to Will saves
Feat Adjustments
Several feats are sepcifically designed to help players with saving throws
1st Level Feats (can only be taken on 1st level)
- Bullheaded adds +1 to Will saves
- Luck of Heros adds +1 to All saves
- Snake Blood adds +1 to Reflex saves and +2 to Fortitude saves vs poison
- Strong Soul adds a +1 bonus to fortitude and will saving throws, as well as a +1 bonus to any saving throw versus death magic.
- Using the !charedit SIMTools command in-game, at level 1, one may swap Strong Soul for Slippery Soul (+1 reflex and will) or Dauntless (+1 fortitude and reflex).
Pre-epic Feats
- Great Fortitude adds +2 to all Fortitude saves
- Lightning Reflexes adds +2 to all Reflex saves
- Iron Will adds +2 to all Will saves
Epic Feats
- Epic Fortitude adds +4 to all Fortitude saves
- Epic Reflexes adds +4 to all Reflex saves
- Epic Will adds +4 to all Will saves
Legendary Feats
- Legendary Fortitude requires the Great Fortitude feat and adds +7 to your fortitude save
- Legendary Reflexes requires the Lightning Reflexes feat and adds +7 to your reflex save
- Legendary Will requires the Iron Will feat and adds +7 to your will save
- Legendary Luck requires the Luck of Heroes feat and adds +3 to your fortitude, reflex, and will saves.
- Halflings may take this feat in legendary levels without meeting the requirement.
- Legendary Hardened Soul adds +5 to fort and will saves, and requires Strong Soul.
- Legendary Slippery Soul adds +5 to reflex and will saves, requires Slippery Soul.
- Legendary Valor adds + 5 to fortitude and reflex saves, requires Dauntless.
Paragon Feats
- Paragon Fortitude requires the Legendary Fortitude feat and adds +5 to your Fortitude save.
- Paragon Reflexes requires the Legendary Reflexes feat and adds +5 to your Reflex save.
- Paragon Will requires the Legendary Will feat and adds +5 to your Will save.
- Paragon Luck requires the Legendary Luck feat and adds +2 to your Fortitude, Reflex, and Will saves.
- Paragon Hardened Soul requires the Legendary Hardened Soul feat and adds +3 to your Fortitude and Will saves.
- Paragon Slippery Soul requires the Legendary Slippery Soul feat and adds +3 to your Reflex and Will saves.
- Paragon Valor requires the Legendary Valor feat and adds +3 to your Fortitude and Reflex saves.
Other Bonuses
Certain classes get free save bonuses.
- Champion or Torm gets +1 to all saves every 2 levels (falls within the +20 cap)
- Paladin get charisma bonus to all saves (as long as the Paladin remains good alignment)
- Blackguard (at level 2) gets charisma bonus to all saves (as long as the blackguard remains evil alignment)
- Spellcraft gives +1 save vs spells for every 5 points (falls within the +20 cap)
- Some races (like halfling) get bonuses to saves.
Bonuses from items
Characters can have up to +20 bonus from items. Some saving throw boosting skills, such as CoT bonuses and Spellcraft bonuses fall within that +20 cap; but feats, as well as Paladin and Blackguard bonuses do not.
Notes
Be aware that a negative charisma on Blackguard reduces saves, while this is not the case for Paladins.
A negative spellcraft skill will subtract from saves vs. spells but only if the character has trained in spellcraft. Bonuses and detriments based on this skill will not take effect until at least 1 rank has been placed into this skill.