Magic cancellation

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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 (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 magical, body-to-body melee attacks will succeed (assuming they would hit otherwise).

Note that only some special attacks are considered magical.


How it works

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

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.


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
  • Note 1: The actual damage done by every signle 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: Interestingly, the attack type is engulf, which is listed as an attack affected by magic cancellation. This may be a bug in the source code.)

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 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
  • Note 1: The actual damage done by every signle 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: Interestingly, the attack type is engulf, which is listed as an attack affected by magic cancellation. This may be a bug in the source code.)

Common misconceptions

References


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