Home  | Login  | Register  | Help  | Play 

Status System - Saving Throws

Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Status Conditions >> Status System - Saving Throws
Forum Login
Message << Older Topic   Newer Topic >>
7/7/2010 22:03:03   
Oh Bother.

Status System - Saving Throws

NOTE: Status Conditions can affect both monsters and players. Unless otherwise specified, all entries describe each status as if the player was inflicting the status on the monster. If the monster is inflicting the status on the player, then switch all mentions of the player and the monster.

When a monster would be inflicted with a Status, the monster makes a Save Roll.

First, you determine the Difficulty. The Difficulty is equal to 51 plus the following modifiers.

  • Level: (InflictLevelStat - ResistLevelStat)/2
  • Major: (MajorInflictStat - MajorResistStat)/5, minimum -20, maximum +20
  • Minor: (MinorInflictStat - MinorResistStat)/10, minimum -10, maximum +10

    NOTE: The stats used for Inflict and Resist have no cap.

    (See the individual item's entries for what each variable is.)

    Next, the monster rolls 1d100. There may be additional modifiers added to the roll(no cap). If the roll is equal to or higher than the Difficulty, then the monster resists the Status. Otherwise, it gains the Status.

    In general, if the monster is inflicted with the same Status twice, then you either ignore the new Status (if the new version is "weaker" than the old version) or you replace the old version with the new one (if the new version is equal to the old version or "stronger").

    In the item's entries, the variables will be written in the following form:

  • Level: InflictLevelStat vs ResistLevelStat
  • Major: MajorInflictStat vs MajorResistStat
  • Minor: MinorInflictStat vs MinorResistStat

    In general:
  • InflictLevelStat is the power level of the item that is inflicting the status.
  • ResistLevelStat is the Level of the monster.
  • MajorInflictStat is usually a "primary stat", so STR, DEX, INT, or CHA. Alternately, it can be your expected primary stat, which is MIN(2 * Level + 30, 5 * Level) (rounded to the nearest 5, to a minimum of 10 and a maximum of 250).
  • MajorResistStat is one of the monster's Attributes.
  • MinorInflictStat is usually your LUK, or very rarely your expected LUK, which is 5 * Level - [Expected Primary Stat] - [Expected Secondary Stat]), where your expected secondary stat is MIN(4 * Level + 32 - [Expected Primary Stat], 5 * Level - [Expected Primary Stat]). Both of these expected stat numbers are rounded to the nearest 5, to a minimum of 0 and a maximum of 250.
  • MinorResistStat is the monster's LUK.

    These are only guidelines; different statuses may use different values than these.

    < Message edited by In Media Res -- 9/18/2019 18:20:28 >
  • AQW  Revisions: 1 | Post #: 1
    Page:   [1]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Status Conditions >> Status System - Saving Throws
    Jump to:


    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts

    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.

    Forum Software © ASPPlayground.NET Advanced Edition