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So if your Armor fails a ward save can keep you from damage.
A ward save blocks all forms of attack, be it ranged, magical or melee, by the % mentioned. All ward blocks stack, so if you have a ward blocks of 20%, 10% & 35% then your total ward block will be 65%. Similarly, different blocks also stack. A ward block of 65% combined with a missile block of 35% will make you completely invulnerable to missile fire (including artillery).
The highest ward block attainable in the unmodded vanilla version is with the Chaos Legendary hero Kholek. It is possible to attain 80% ward block, 10% physical resistance and 35% missile resistance, which makes him immune to missiles, block 90% of physical melee damage and 80% magical damage, all of which is further reduced through armour etc...
IMO, need to be fixed as he can solo high-tier armies of any faction.
But he's the size of a mansion and even bigger than giant. It all makes sense lore wise.
I tested in custom game, he own both Arachnarok spider and Grimgor solo.
"Ward" is just a fluffy way of saying 'universal' - it comes from the tabletop nomenclature where it means 'unmodifiable' and exists as a second layer of protection that's effective against everything. If you fail your armor save (armor works as a six sided dice roll against a target number based on its effectiveness, modified by certain effects) or are flat out denied one, you still get to roll a ward save if you have one.
In the game it is implemented as a flat multiplier to damage. 20% 'ward save' is a 20% reduction to all damage inflicted - magic, regular, missile, AP it doesn't matter. You take 100 damage in a hit, the ward negates 20 of it. You take 10 damage, the ward negates 2.
This stands in contrast to physical missile and magic resistance which only apply to their respective damage types. (AFAIK missile is a subtype of physical, all non-magical missile damage is physical but not all physical damage is missile)
And the maximum allowable resistance is 90% from any combination of protection, unless you mess around with the rules table in a mod.
It's just a modifier that's always active on that character. It doesn't stop the character from getting hit, it only reduces it by the amount specified. Multiple sources that provide ward save will stack, and it also stacks with the other types of saves such as physical.
The only thing about it that i'm not sure about is how it interacts with weaknesses. For example, Durthu and the other tree spirits have a 40% weakness to fire (They will take 40% extra fire damage). So, i gave him a dragonbane gem that another lord got. This provides 30% fire resistance (A ward save, specific to fire). So, is Durthu now only 10% weak to fire? Or does one apply to the damage, and then the next?
I presume he is only 10% weak to fire now, though there's nothing i've found that says this for sure.
I understand some tabletop mechanic is not easily translated into a PC setting, but I think this could have been.
For example there are seperate ward effects for phys,miss,magic,fire damage types. these hav a description explaining the ward damage type while "ward save" does not.