Magic cancellation

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Magic cancellation (sometimes abbreviated to MC) is a property of some pieces of armour which protects against a wide variety of special attacks. From armr-343.txt:

Magic cancellation affects the chance of success of the following special melee attacks: fire, cold, electricity, sleep, poison, paralysis, level drain, "sticking to" ("You cannot escape from the mimic!" -- but not grab-attacks by, for example, owlbears or krakens), lycanthropy, teleport, intrinsic speed stealing (shades and skeletons), energy drain, slime and disenchanting. Note that it does NOT affect the success probability of ray attacks, nor does it help against "defensive attacks" (like a floating eye's paralysis).

Magic cancellation is a whole number from zero (no reduction in the chance of special attacks succeeding) to 3 (special attacks have 2% of their normal chance of success). All cloaks, some pieces of body armour and the cornuthaum provide non-zero magic cancellation. Note that magic cancellation is not cumulative - your magic cancellation is the maximum of that provided by any single piece of your armour. The following items have maximum magic cancellation:

  • Elven mithril-coat
  • Dwarvish mithril-coat
  • Elven cloak
  • Oilskin cloak
  • Robe
  • Cloak of protection
  • Cloak of magic resistance

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

This page is based on a spoiler by Dylan O'Donnell. The original license is:

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