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]] caused by [[werejackal]] bites. A precise list of attacks that magic cancellation protects against is provided in the [[#How it works|section below]]. Generally speaking, magic cancellation protects against special non-damage effects (such as [[sliming]]) caused by a monster attacking and touching the player with some part of its body.   
 
'''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]] caused by [[werejackal]] bites. A precise list of attacks that magic cancellation protects against is provided in the [[#How it works|section below]]. Generally speaking, magic cancellation protects against special non-damage effects (such as [[sliming]]) caused by a monster attacking and touching the player with some part of its body.   
 
 
  
 
A player is protected by an aura of magic cancellation if one of the pieces of [[armor]] worn has magic cancellation. Each piece of armor has a magic cancellation number (MC 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 — the player's magic cancellation is the maximum of that provided by any single piece of armour worn. This means that if you are wearing a [[chain mail]] with MC 1, ''and'' a [[dwarvish cloak]] with MC 2, then your magic cancellation is 2. Having the highest (best) magic cancellation means that only 1/50 of special, non-damage body-to-body melee attacks will succeed (assuming they would hit otherwise). This makes magic cancellation a high priority trait.  
 
A player is protected by an aura of magic cancellation if one of the pieces of [[armor]] worn has magic cancellation. Each piece of armor has a magic cancellation number (MC 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 — the player's magic cancellation is the maximum of that provided by any single piece of armour worn. This means that if you are wearing a [[chain mail]] with MC 1, ''and'' a [[dwarvish cloak]] with MC 2, then your magic cancellation is 2. Having the highest (best) magic cancellation means that only 1/50 of special, non-damage body-to-body melee attacks will succeed (assuming they would hit otherwise). This makes magic cancellation a high priority trait.  
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!Examples — unaffected due to attack type  
 
!Examples — unaffected due to attack type  
!style="background:#ffdead;" colspan="2"|Examples — prevented due to combination of attack type and damage type.  
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!colspan="2" style="background:#ffdead;"|Examples — prevented due to combination of attack type and damage type.  
 
!Examples — unaffected due to damage type
 
!Examples — unaffected due to damage type
 
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*[[Pyrolisk]] fire gaze
 
*[[Pyrolisk]] fire gaze
 
*[[Lich]] magic spells
 
*[[Lich]] magic spells
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|valign="top" colspan="2" style="background:#ffdead;"|
 
* [[Fire]] damage from a [[fire ant]] bite
 
* [[Fire]] damage from a [[fire ant]] bite
 
* [[Cold]] damage from a [[lich]] touch
 
* [[Cold]] damage from a [[lich]] touch
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* <cite id="note3">Note 3</cite>: This is an exception to the general principles for magic cancellation. The [[power]] draining by the [[energy vortex]] ''is'' prevented by magic cancellation, despite the attack type being ''engulf'', which is listed in the leftmost column as an attack unnaffected by magic cancellation. This may be due to a bug or omission in the source code.)
 
* <cite id="note3">Note 3</cite>: This is an exception to the general principles for magic cancellation. The [[power]] draining by the [[energy vortex]] ''is'' prevented by magic cancellation, despite the attack type being ''engulf'', which is listed in the leftmost column as an attack unnaffected by magic cancellation. This may be due to a bug or omission in the source code.)
 
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|}
 
  
 
==List of magic cancellation numbers by armor==
 
==List of magic cancellation numbers by armor==
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* [http://www.spod-central.org/~psmith/nh/armr-343.txt armr-343.txt]
 
* [http://www.spod-central.org/~psmith/nh/armr-343.txt armr-343.txt]
  
{{nethack-343}}<noinclude>
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{{nethack-343}}
[[Category:Templates]]</noinclude>
 
 
[[Category:Armor]]
 
[[Category:Armor]]
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[[Category:Game mechanics]]

Revision as of 17:54, 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 caused by werejackal bites. A precise list of attacks that magic cancellation protects against is provided in the section below. Generally speaking, magic cancellation protects against special non-damage effects (such as sliming) caused by a monster attacking and touching the player with some part of its body.

A player is protected by an aura of magic cancellation if one of the pieces of armor worn has magic cancellation. Each piece of armor has a magic cancellation number (MC 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 — the player's magic cancellation is the maximum of that provided by any single piece of armour worn. This means that if you are wearing a chain mail with MC 1, and a dwarvish cloak with MC 2, then your magic cancellation is 2. Having the highest (best) magic cancellation means that only 1/50 of special, non-damage body-to-body melee attacks will succeed (assuming they would hit otherwise). This makes magic cancellation a high priority trait.

Magic cancellation must not be confused with cancellation caused by a wand or spell, nor with magic resistance. See section Difference between magic cancellation, cancelling a monster, and magic resistance for further details.

How it works

Understanding how magic cancellation works requires understanding of how a attack works in Nethack. An attack has two characteristics: attack type (e.g. bites and stings) and damage type (e.g. physical or poisonous). A soldier ant for instance, has two attacks: a bite which does 2d4 physical damage (i.e. ordinary damage), and a sting which does 3d4 poison damage. Magic cancellation will not protect against the 2d4 physical damage from the bite, nor will it prevent the 3d4 damage caused by the sting. It will however protect against the special effects from the poisonous sting, which randomly includes hitpoint reduction, attribute reduction, and instadeath.

There is no obvious pattern to what magic cancellation does and doesn't protects against. Shortly put, magic cancellation protects against certain attack types that deal a certain type of damage. This relation is shown in the table below. To be prevented by magic cancellation, both the attack type and damage type must be in the orange area of the table. If either the attack type or damage type is outside the orange area, magic cancellation will have no effect on the attack.

Attack type Damage type
Attack type unaffected Attack type prevented Damage type prevented Damage type unaffected
  • Claw
  • Bite
  • Kick (note 1)
  • Head butt (note 1)
  • Touch
  • Sting
  • Tentacle attack (note 1)
  • Grabbing attacks (note 1)
  • Weapon attacks
Examples — unaffected due to attack type Examples — prevented due to combination of attack type and damage type. Examples — unaffected due to damage type
  • Note 1: The actual damage done by every single kick, headbutt, tentacle attack, and grabbing attacks in the game are listed in the rightmost column "Damage type unaffected". And hence they all bypass magic cancellation.
  • Note 2: It does not however protect against the passive disenchanting attack, since passive attacks are listed in the leftmost column "Attack type unaffected".
  • Note 3: This is an exception to the general principles for magic cancellation. The power draining by the energy vortex is prevented by magic cancellation, despite the attack type being engulf, which is listed in the leftmost column as an attack unnaffected by magic cancellation. This may be due to a bug or omission in the source code.)

List of magic cancellation numbers by armor

The relationship between magic cancellation number and chance of a body-to-body special attacks 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. All other items in the game provide zero magic cancellation. The following list contains all the pieces of armor 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 strive 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.

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.