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Save vs Spell
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This'll be a short guide, just to give a few names of save vs
spell items. You'll find as you get on in the game (especially in
high levels) that saves become very important.
Save vs Afflictive
griffon items (eye, tongue, bracer, robe)
crimson steel
black-tear
brass
Save vs Mental
griffon items (eye, tongue, bracer, robe)
red steel
tantalum
Radomar's charm
Save vs Maledictive
wyvern items (eye, tongue, bracer, robe)
blue steel
mithril
billowing white capes
Now there are some notable exceptions out there:
Necro rend life
is dependent on the necro's own damroll, instead of your saves. Not
much you can do about that, but rend life necros are shorter on health
than traditional hp-equipment wearing casters. You will need a high save
mal to combat their blindness and sleep spells.
Ninja's blindness dust is a malediction, which might be surprising, because
they're rogues.
Shaman cause-related spells (cause serious, cause critical, harm) cannot
be saved, and cannot be reduced.
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