Difference between revisions of "Magic cancellation"

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{{For|the effects of a [[wand of cancellation]] or a [[spell of cancellation]]|Cancellation}}
 
{{For|the effects of a [[wand of cancellation]] or a [[spell of cancellation]]|Cancellation}}
 +
 +
  
 
'''Magic cancellation''', or, shortly, '''MC''', is a property of some pieces of [[armor]] which protects against a wide variety of special melee attacks by monsters, such as [[poisonous]] [[killer bee]] stings and [[lycanthropy]] through [[werejackal]] bites. Generally, magic cancellation protects against magical attacks where the monster touches the player with some part of its body. Each piece of armor has a magic cancellation number ranging from 0 to 3, where 0 is the lowest (worst) and 3 is the highest (best). Note that magic cancellation is ''not'' cumulative ― your magic cancellation is the maximum of that provided by any single piece of your armour. Having the highest magic cancellation means that only 1/50 of magical, body-to-body melee attacks will succeed (assuming they would hit otherwise). Note that not all special attacks are considered magical, see the list below for details.
 
'''Magic cancellation''', or, shortly, '''MC''', is a property of some pieces of [[armor]] which protects against a wide variety of special melee attacks by monsters, such as [[poisonous]] [[killer bee]] stings and [[lycanthropy]] through [[werejackal]] bites. Generally, magic cancellation protects against magical attacks where the monster touches the player with some part of its body. Each piece of armor has a magic cancellation number ranging from 0 to 3, where 0 is the lowest (worst) and 3 is the highest (best). Note that magic cancellation is ''not'' cumulative ― your magic cancellation is the maximum of that provided by any single piece of your armour. Having the highest magic cancellation means that only 1/50 of magical, body-to-body melee attacks will succeed (assuming they would hit otherwise). Note that not all special attacks are considered magical, see the list below for details.
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The relationship between magic cancellation level and chance of a body-to-body magical attack success is as follows:
 
The relationship between magic cancellation level and chance of a body-to-body magical attack success is as follows:
 
{|class="wikitable"
 
{|class="wikitable"
! Magic cancellation number
+
!Magic cancellation number  
! Chance of attack succeeding
+
!Chance of attack succeeding
 
|-
 
|-
|Magic Cancellation 0 |<math>\frac{150}{150}</math>, i.e. 100%
+
|Magic Cancellation 0
 +
|<math>\frac{150}{150}</math>, i.e. 100%
 
|-
 
|-
|Magic Cancellation 1 |<math>\frac{101}{150}</math>, i.e. ~67%
+
|Magic Cancellation 1
 +
|<math>\frac{101}{150}</math>, i.e. ~67%
 
|-
 
|-
|Magic Cancellation 2 |<math>\frac{52}{150}</math>, i.e. ~35%
+
|Magic Cancellation 2
 +
|<math>\frac{52}{150}</math>, i.e. ~35%
 
|-
 
|-
|Magic Cancellation 3 |<math>\frac{3}{150}</math>, i.e. 2%
+
|Magic Cancellation 3
 +
|<math>\frac{3}{150}</math>, i.e. 2%
 
|}
 
|}
  
 
All [[cloak]]s, some pieces of [[body armor]] and the [[cornuthaum]] provide non-zero magic cancellation. The following pieces of armor are the only ones with non-zero magic cancellation:
 
All [[cloak]]s, some pieces of [[body armor]] and the [[cornuthaum]] provide non-zero magic cancellation. The following pieces of armor are the only ones with non-zero magic cancellation:
 
{|class="wikitable"
 
{|class="wikitable"
! Armor name
+
!Armor name  
! Armor type
+
!Armor type  
! Magic cancellation number
+
!Magic cancellation number
 
|-
 
|-
|[[alchemy smock]] || [[cloak]] || 1
+
|[[alchemy smock]]
 +
|[[cloak]]
 +
|1
 
|-
 
|-
|[[chain mail]] || [[body armor]] || 1
+
|[[chain mail]]
 +
|[[body armor]]
 +
|1
 
|-
 
|-
|[[mummy wrapping]] || [[cloak]] || 1
+
|[[mummy wrapping]]
 +
|[[cloak]]
 +
|1
 
|-
 
|-
|[[orcish chain mail]] || [[body armor]] || 1
+
|[[orcish chain mail]]
 +
|[[body armor]]
 +
|1
 
|-
 
|-
|[[orcish ring mail]] || [[body armor]] || 1
+
|[[orcish ring mail]]
 +
|[[body armor]]
 +
|1
 
|-
 
|-
|[[leather cloak]] || [[cloak]] || 1
+
|[[leather cloak]]
 +
|[[cloak]]
 +
|1
 
|-
 
|-
|[[splint mail]] || [[body armor]] || 1
+
|[[splint mail]]
 +
|[[body armor]]
 +
|1
 
|-
 
|-
|[[studded leather armor]] || [[body armor]] || 1
+
|[[studded leather armor]]
 +
|[[body armor]]
 +
|1
 
|-
 
|-
|[[cloak of displacement]] || [[cloak]] || 2
+
|[[cloak of displacement]]
 +
|[[cloak]]
 +
|2
 
|-
 
|-
|[[cloak of invisibility]] || [[cloak]] || 2
+
|[[cloak of invisibility]]
 +
|[[cloak]]
 +
|2
 
|-
 
|-
|[[cornuthaum]] || [[helmet]] || 2
+
|[[cornuthaum]]
 +
|[[helmet]]
 +
|2
 
|-
 
|-
|[[crystal plate mail]] || [[body armor]] || 2
+
|[[crystal plate mail]]
 +
|[[body armor]]
 +
|2
 
|-
 
|-
|[[dwarvish cloak]] || [[cloak]] || 2
+
|[[dwarvish cloak]]
 +
|[[cloak]]
 +
|2
 
|-
 
|-
|[[orcish cloak]] || [[cloak]] || 2
+
|[[orcish cloak]]
 +
|[[cloak]]
 +
|2
 
|-
 
|-
|[[plate mail]] || [[body armor]] || 2
+
|[[plate mail]]
 +
|[[body armor]]
 +
|2
 
|-
 
|-
|[[cloak of protection]] || [[cloak]] || 3
+
|[[cloak of protection]]
 +
|[[cloak]]
 +
|3
 
|-
 
|-
|[[cloak of magic resistance]] || [[cloak]] || 3
+
|[[cloak of magic resistance]]
 +
|[[cloak]]
 +
|3
 
|-
 
|-
|[[dwarvish mithril-coat]] || [[body armor]] || 3
+
|[[dwarvish mithril-coat]]
 +
|[[body armor]]
 +
|3
 
|-
 
|-
|[[elven cloak]] || [[cloak]] || 3
+
|[[elven cloak]]
 +
|[[cloak]]
 +
|3
 
|-
 
|-
|[[elven mithril-coat]] || [[body armor]] || 3
+
|[[elven mithril-coat]]
 +
|[[body armor]]
 +
|3
 
|-
 
|-
|[[oilskin cloak]] || [[cloak]] || 3
+
|[[oilskin cloak]]
 +
|[[cloak]]
 +
|3
 
|-
 
|-
|[[robe]] || [[cloak]] || 3
+
|[[robe]]
 +
|[[cloak]]
 +
|3
 
|}
 
|}
  
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==How it works==
 
==How it works==
 
The effects of magic cancellation depend on the ''attack type'' (e.g. bites and breaths) and on the ''damage type'' (e.g. physical or cold). Magic cancellation will only work against ''certain'' attack types that deal a ''certain'' type of damage.  
 
The effects of magic cancellation depend on the ''attack type'' (e.g. bites and breaths) and on the ''damage type'' (e.g. physical or cold). Magic cancellation will only work against ''certain'' attack types that deal a ''certain'' type of damage.  
 +
 +
{|class="wikitable"
 +
!colspan="2"|Type of attack
 +
!colspan="2"|Type of damage
 +
|-
 +
!Attack unaffected by MC
 +
!style="background:#ffdead;"|Attack affected by MC
 +
!style="background:#ffdead;"|Damage affected by MC
 +
!Damage unaffected by MC
 +
|-
 +
|valign="top"|
 +
* [[Passive attack]]s
 +
* Spitting attacks
 +
* [[Engulfing attack]]s
 +
* [[Breath attack]]s
 +
* [[Explosion]]s from proximity
 +
* [[Explosion]]s from dying
 +
* [[Gaze attack]]s
 +
* [[Magic spell]]s
 +
|valign="top" style="background:#ffdead;"|
 +
* Claw
 +
* Bite
 +
* Kick <sup>([[#note1|note 1]])</sup>
 +
* Head butt <sup>Note 2</sup>
 +
* Touch
 +
* Sting
 +
* Tentacle attack (note that the actual damage done by all tentacle attacks in the game bypasses magic cancellation)
 +
* Grabbing attacks (note that the actual damage done by all grabbing attacks in the game bypasses magic cancellation)
 +
* Weapon attacks
 +
|valign="top" style="background:#ffdead;"|
 +
* [[Fire]] (e.g. [[fire ant]] bite)
 +
* [[Cold]] (e.g. [[lich]] touch)
 +
* [[Shock]] (e.g. [[electric eel]] bite)
 +
* [[Sleep]] (e.g. [[homunculus]] bite)
 +
* [[Poison]] (e.g. [[killer bee]] sting)
 +
* [[Paralysis]] (e.g. [[guardian naga]] bite)
 +
* [[Drain life]] (e.g. [[barrow wight]] weapon attack)
 +
* [[Sticky attack]] (e.g. [[large mimic]] bite)
 +
* [[Lycanthropy]] (e.g. the [[werejackal]] bite when it is in animal form)
 +
* [[Slowing attack]] (e.g. [[Shade]] touch)
 +
* [[Teleport]] by the [[quantum mechanic]] claw
 +
* [[Sliming]] by the [[green slime]] touch
 +
* [[Disenchanting]] by the [[disenchanter]] claw (note that it does not protect against the [[passive]] disenchanting attack)
 +
* Constitution draining [[poison]] by the [[rabid rat]] bite
 +
* Dexterity draining [[poison]] by the [[quasit]] claw
 +
* [[Power]] draining by the [[energy vortex]] (interestingly, the attack type is ''engulf'', and magic cancellation is hence bypassed. This may be a bug in the source code.)
 +
|valign="top"|
 +
* Ordinary physical damage
 +
* [[Magic missile]] damage
 +
* [[Disintegration]] effects
 +
* [[Acid]] damage
 +
* [[Blind]]ing effects
 +
* [[Stun]]ning effects
 +
* Leg damage by [[Xan]]s
 +
* [[Petrification]] effects
 +
* [[Gold stealing]] effects by [[leprechaun]]
 +
* [[Item stealing]] effects
 +
* [[Erosion]] effects (including [[rusting]], [[corroding]] and [[rotting]])
 +
* [[Confusion]] effects
 +
* [[Digestion]] damage
 +
* [[Healing]] effects by [[nurse]]s
 +
* [[Drowning]] effects
 +
* [[Intelligence drain]] effects by [[mind flayer]]
 +
* [[Disease]] effect by [[Juiblex]]
 +
* [[Seduction]] effects
 +
* [[Hallucination]] effects
 +
* [[Amulet stealing]] effects by the [[Wizard of Yendor]]
 +
* [[Intrinsic-stealing]] effects by [[gremlin]]s
 +
* Random [[clerical spell]] effects, [[magic spell]] effects or [[breath weapon]] effects
 +
* Special damage effects of the [[Riders]]
 +
|-
 +
|colspan="4"|
 +
* <cite id="note1">Note 1</cite>: The actual damage done by all kick attacks in the game is in the rightmost column, and hence bypasses magic cancellation.
 +
* Note 2: The actual damage done by all headbutt attacks in the game is in the rightmost column, and hence bypasses magic cancellation.
 +
|}
  
 
===Damage from the following attack types ''can possibly'' be affected by magic cancellation ===
 
===Damage from the following attack types ''can possibly'' be affected by magic cancellation ===
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* [[Source:Monattk.h]]
 
* [[Source:Monattk.h]]
  
 +
{{nethack-343}}
 
[[Category:Armor]]
 
[[Category:Armor]]
{{nethack-343}}
 

Revision as of 12:54, 23 August 2009

For the effects of a wand of cancellation or a spell of cancellation, see Cancellation.


Magic cancellation, or, shortly, MC, is a property of some pieces of armor which protects against a wide variety of special melee attacks by monsters, such as poisonous killer bee stings and lycanthropy through werejackal bites. Generally, magic cancellation protects against magical attacks where the monster touches the player with some part of its body. Each piece of armor has a magic cancellation number ranging from 0 to 3, where 0 is the lowest (worst) and 3 is the highest (best). Note that magic cancellation is not cumulative ― your magic cancellation is the maximum of that provided by any single piece of your armour. Having the highest magic cancellation means that only 1/50 of magical, body-to-body melee attacks will succeed (assuming they would hit otherwise). Note that not all special attacks are considered magical, see the list below for details.

Tables

The relationship between magic cancellation level and chance of a body-to-body magical attack success is as follows:

Magic cancellation number Chance of attack succeeding
Magic Cancellation 0 \frac{150}{150}, i.e. 100%
Magic Cancellation 1 \frac{101}{150}, i.e. ~67%
Magic Cancellation 2 \frac{52}{150}, i.e. ~35%
Magic Cancellation 3 \frac{3}{150}, i.e. 2%

All cloaks, some pieces of body armor and the cornuthaum provide non-zero magic cancellation. The following pieces of armor are the only ones with non-zero magic cancellation:

Armor name Armor type Magic cancellation number
alchemy smock cloak 1
chain mail body armor 1
mummy wrapping cloak 1
orcish chain mail body armor 1
orcish ring mail body armor 1
leather cloak cloak 1
splint mail body armor 1
studded leather armor body armor 1
cloak of displacement cloak 2
cloak of invisibility cloak 2
cornuthaum helmet 2
crystal plate mail body armor 2
dwarvish cloak cloak 2
orcish cloak cloak 2
plate mail body armor 2
cloak of protection cloak 3
cloak of magic resistance cloak 3
dwarvish mithril-coat body armor 3
elven cloak cloak 3
elven mithril-coat body armor 3
oilskin cloak cloak 3
robe cloak 3

Most players like to have maximum magic cancellation, but some favour the benefits conferred by a cloak of displacement (MC 2).

Difference between magic cancellation, cancelling a monster, and magic resistance

Magic cancellation is a property of armor that reduces the probability of certain special monster melee attacks of succeeding. A monster can also be cancelled by zapping a wand or a spell of cancellation. This is somewhat different from magic cancellation. Cancelling a monster completely removes the monster's ability to perform its special melee attacks, while magic cancellation only reduces the probability of those attacks succeeding against the player. Also, the attacks affected by cancelling a monster are not exactly the same as those prevented though magic cancellation. See the article on cancellation to compare effects.

Magic cancellation is not the same as magic resistance. Magic resistance is an extrinsic that protects against spell, wand, and trap effects and damage.

How it works

The effects of magic cancellation depend on the attack type (e.g. bites and breaths) and on the damage type (e.g. physical or cold). Magic cancellation will only work against certain attack types that deal a certain type of damage.

Type of attack Type of damage
Attack unaffected by MC Attack affected by MC Damage affected by MC Damage unaffected by MC
  • Claw
  • Bite
  • Kick (note 1)
  • Head butt Note 2
  • Touch
  • Sting
  • Tentacle attack (note that the actual damage done by all tentacle attacks in the game bypasses magic cancellation)
  • Grabbing attacks (note that the actual damage done by all grabbing attacks in the game bypasses magic cancellation)
  • Weapon attacks
  • Note 1: The actual damage done by all kick attacks in the game is in the rightmost column, and hence bypasses magic cancellation.
  • Note 2: The actual damage done by all headbutt attacks in the game is in the rightmost column, and hence bypasses magic cancellation.

Damage from the following attack types can possibly be affected by magic cancellation

Magic cancellation applies only to a certain types of damage delivered through only the following types of attacks. Except for the weapon attack, they all involve the monster touching the player with some part of their body:

  • Claw
  • Bite
  • Kick (note that the actual damage done by all kick attacks in the game bypasses magic cancellation)
  • Head butt (note that the actual damage done by all headbutts in the game bypasses magic cancellation)
  • Touch
  • Sting
  • Tentacle attack (note that the actual damage done by all tentacle attacks in the game bypasses magic cancellation)
  • Grabbing attacks (note that the actual damage done by all grabbing attacks in the game bypasses magic cancellation)
  • Weapon attacks

Damage types affected by magic cancellation

Assuming that the attack type can be affected by magic cancellation, the following damage types will be affected too:

Damage from the following attack types is never affected by magic cancellation

Regardless of the type of damage, the following attacks types will never be affected by magic cancellation:

Damage types not affected by magic cancellation

The following monster damage/effects are not affected by magic cancellation, regardless of how the attack was delivered:

Common misconceptions

References


This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.