Saving throw types[edit | edit source]
- 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.
Notes[edit | edit source]
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 class[edit | edit source]
The saving throw difficulty class (DC) is determined by the attack itself.
Automatic Failure and Success[edit | edit source]
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 progression[edit | edit source]
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.
|Arcane Scholar of Candlekeep||low||low||HIGH|
|Red dragon disciple||HIGH||low||HIGH|
|Red Wizard of Thay||low||low||HIGH|
|Shadow Thief of Amn||low||HIGH||low|
Formula:[edit | edit source]
goodSave = classLevel / 2 + 2 poorSave = classLevel / 3
- Division is rounded down.
- ClassLevel should be greater than 0.