Difference between revisions of "Magicbane"

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'''Magicbane''' is an [[artifact]] [[athame]]. It is considered a [[dagger]] for [[skill]] purposes, and has a 40% chance of having a magical effect on the victim as well as inflicting damage.<ref name="Mb_hit">{{function|artifact.c|Mb_hit}}</ref> Throwing Magicbane can have the same effect on a monster it hits. Care should be taken not to throw at an enemy that can pick it up and wield it, conferring magic resistance to the monster.
+
'''Magicbane''' is an [[artifact weapon]] that appears in ''[[NetHack]]''. It is [[neutral]], its base item is an [[athame]], and it is the guaranteed first [[sacrifice gift]] for [[Wizard]]s.
  
Like all non-cursed athames, Magicbane can also engrave a semi-permanent [[Elbereth]] in one turn without dulling.
+
Like all non-cursed athames, Magicbane can engrave a semi-permanent [[Elbereth]] in one turn and without dulling.
  
 +
==Generation==
 +
[[Arch-liches]] have a minuscule chance (1/1170, or approximately 0.085%) of being generated with Magicbane.
  
==Magical effects==
+
==Description==
 +
Magicbane grants [[magic resistance]] while wielded, and will also absorb and negate 95% of of curses directed at its wielder. Magicbane also has a 40% chance to apply a magical effect and deal +1d4 damage to the victim in that order; throwing Magicbane will do the same to a monster it hits, though this is obviously impractical.<ref name="Mb_hit">{{function|artifact.c|Mb_hit}}</ref>
  
The "bonus" effects that Magicbane can produce are:
+
The probability of each applicable magical effect is determined by Magicbane's [[enchantment]] - Magicbane will react if enchanted to certain thresholds:
  
* [[Probe]] monster
+
{{message|Your right hand itches!|Magicbane's has been enchanted to +0 or +1.}}
* [[Stun]] monster
+
{{message|Your right hand flinches.|Magicbane has been enchanted to +2 or above.}}
* [[Scare]] monster
 
* [[Cancel]] monster
 
  
Each of these effects produces the following message:
+
===Magical effects===
 +
There are four "bonus" effects that Magicbane can produce, with details listed below:
  
* "The magic-absorbing blade probes/stuns/scares/cancels the <monster>!"
+
{| class="prettytable striped"
 
+
!Effect!!Details!!Notes
When [[hallucinating]], the messages corresponding to these bonus effects are changed to "prod", "amaze", "tickle" and "purge" respectively.{{refsrc|artifact.c|942|nethack=3.6.0}}
+
|-
 
+
|[[Probe]] monster||Reveals the monster's HP, [[AC]] and inventory as if zapped with a [[wand of probing]]||'Replaces' other effects as enchantment increases
Any bonus effect adds an additional ''[[D notation|1d4]]'' damage. Though the chance of some type of magical bonus effect is always 40%, Magicbane's level of enchantment affects the probability of each type of effect differently.
+
|-
 
+
|[[Stun]] monster||Stuns the attacked monster.||Odds drop significantly once Magicband is enchanted
When a [[Monster spell#Spells|spellcasting monster]] is cancelled, some magical [[energy]] is also absorbed, and your current and maximum energy are increased by 1 (“''You absorb magical energy!''”).{{refsrc|artifact.c|1040|nethack=3.6.0}} Cancellation is the only one of Magicbane's effects that can absorb magical energy. This effect happens every time the cancellation attack hits, not just the first time when the monster is actually cancelled, so this could be [[farming|farmed]].
+
|-
 
+
|[[Scare]] monster||Scares the attacked monster.||Odds drop past +2
In addition, Magicbane catches and resists 95% of curses sent to the wielder and gives [[magic resistance]].
+
|-
 
+
|[[Cancel]] monster||Cancels the attacked monster as if zapped with the [[spellbook of cancellation|spell]] or [[wand of cancellation]]; absorbs [[energy]] and increases current and maximum energy by 1.{{refsrc|artifact.c|1040|nethack=3.6.0}}||Absorption occurs regardless of if the target is already canceled
==Enchanting==
+
|}
Magicbane has two reactions when enchanted to +0 or above:
 
{{message|Your right hand itches!|Magicbane's has been enchanted to +0 or +1.}}
 
{{message|Your right hand flinches.|Magicbane has been enchanted to +2 or above.}}
 
  
 +
==Strategy==
 +
===Enchanting===
 
Magicbane enchanted to +2 has the best chance of inflicting valuable magical effects. The chance of stunning drops progressively from +0, scaring and cancellation drop progressively after +2, and cancellation is eliminated after +5; probing takes their place. However, the average damage it inflicts increases with each level of enchantment, which is typically desirable for dealing maximum damage as a primary weapon.<ref>http://www.steelypips.org/nethack/343/art2-343.html</ref>
 
Magicbane enchanted to +2 has the best chance of inflicting valuable magical effects. The chance of stunning drops progressively from +0, scaring and cancellation drop progressively after +2, and cancellation is eliminated after +5; probing takes their place. However, the average damage it inflicts increases with each level of enchantment, which is typically desirable for dealing maximum damage as a primary weapon.<ref>http://www.steelypips.org/nethack/343/art2-343.html</ref>
  
Line 52: Line 53:
 
If you have copious amounts amounts of {{of|potion|holy water|and=1|unholy water}} on hand, it is also possible to lower Magicbane's enchantment by cursing it with unholy water and engraving a single letter with it. Remember to re-bless it afterward.
 
If you have copious amounts amounts of {{of|potion|holy water|and=1|unholy water}} on hand, it is also possible to lower Magicbane's enchantment by cursing it with unholy water and engraving a single letter with it. Remember to re-bless it afterward.
  
==Generation==
+
===Damage===
[[Wizard]]s receive Magicbane as their first [[gift]] from their [[god]] after [[sacrifice|sacrificing]] at an [[altar]].
 
 
 
As with all artifacts associated to a specific role. Magicbane will always match the initial alignment of the wizard, regardless of its generation method (wish, [[bones|bones levels]]).
 
 
 
[[Lich|Arch-liches]] have a minuscule chance (1/1170, or approximately 0.085%) of being generated with Magicbane. Even hunting them until extinction yields only a 9.75% chance of Magicbane appearing, and if you can safely hunt arch-liches, you probably don't need Magicbane anyway.
 
 
 
==Damage==
 
 
 
 
[[Strength]], [[skill]] and [[blessed]] damage bonuses are also added.
 
[[Strength]], [[skill]] and [[blessed]] damage bonuses are also added.
  
Line 265: Line 258:
  
 
===Exact mechanics===
 
===Exact mechanics===
 
 
The base damage is 1d4 to small monsters and 1d3 to large monsters.  If the monster fails a [[Magic_resistance_(monster)|magic resistance]] check, an additional 1d4 damage is added to the base damage and the further special attacks are more likely.  This magic resistance check is, however, an unusual one, because it doesn't consider level bonuses.  There is an 8 / 20 (40%) chance of an additional +1d4 damage and possibly more.  Given there is additional damage:
 
The base damage is 1d4 to small monsters and 1d3 to large monsters.  If the monster fails a [[Magic_resistance_(monster)|magic resistance]] check, an additional 1d4 damage is added to the base damage and the further special attacks are more likely.  This magic resistance check is, however, an unusual one, because it doesn't consider level bonuses.  There is an 8 / 20 (40%) chance of an additional +1d4 damage and possibly more.  Given there is additional damage:
 
* There is a chance of an additional +1d4 stun damage.
 
* There is a chance of an additional +1d4 stun damage.
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* Finally, there is a 1-in-12 chance of confusing the target with any magical attack. This chance is not affected by enchantment.
 
* Finally, there is a 1-in-12 chance of confusing the target with any magical attack. This chance is not affected by enchantment.
 
The monster can resist the [[scare]] and [[cancellation]] effects using a [[Magic resistance (monster)]] check (if you are attacked, you resist if you have [[Magic resistance]] instead), but the extra damage of these effects is dealt even in that case.  The monster cannot resist the [[stun]], [[probe]], or [[confuse]] effects.<ref name="Mb_hit" />
 
The monster can resist the [[scare]] and [[cancellation]] effects using a [[Magic resistance (monster)]] check (if you are attacked, you resist if you have [[Magic resistance]] instead), but the extra damage of these effects is dealt even in that case.  The monster cannot resist the [[stun]], [[probe]], or [[confuse]] effects.<ref name="Mb_hit" />
 +
 +
==History==
 +
Magicbane is introduced in [[NetHack 3.1.0]].
 +
 +
==Messages==
 +
{{message|The magic-absorbing blade probes/stuns/scares/cancels the <monster>!|Magicbane's additional effects were triggered.}}
 +
{{message|The magic-absorbing blade prods/amazes/tickles/purges the <monster>!|As above, while [[hallucinating]].{{refsrc|artifact.c|942|nethack=3.6.0}}}}
 +
{{message|You absorb magical energy!|The cancellation effect increased your energy.}}
  
 
==Variants==
 
==Variants==
 
 
===SLASH'EM===
 
===SLASH'EM===
 
 
{{artifact weapon
 
{{artifact weapon
 
|color = metal color
 
|color = metal color
Line 302: Line 300:
 
}}
 
}}
  
The damage is the same in SLASH'EM, except failing a magic resistance check adds +4, not +1d4.  (In the table above, this is replacing '+ 1d4' with '+ 4' in the base damage column when 'Monster Resisted' is 'No', which adds 1.5 to the mean damage in these cases.)<ref>[[Source:SLASH'EM 0.0.7E7F2/artifact.c]].</ref>
+
The damage is the same in [[SLASH'EM]], except failing a magic resistance check adds +4, not +1d4.  (In the table above, this is replacing '+ 1d4' with '+ 4' in the base damage column when 'Monster Resisted' is 'No', which adds 1.5 to the mean damage in these cases.)<ref>[[Source:SLASH'EM 0.0.7E7F2/artifact.c]].</ref>
  
SLASH'EM gives the option of wielding artifacts as one's secondary weapon, but note that Magicbane will not convey its curse or magic resistance unless it is wielded as a primary weapon.
+
SLASH'EM gives the option of wielding artifacts as one's secondary weapon, but note that Magicbane will not convey its curse or magic resistance unless it is wielded as a primary weapon. Additionally, Magicbane can hit through [[Need +x weapon to hit|enchantment resistance]] (requiring an enchanted weapon to hit) and is technically the only such weapon that can do so - [[lightsaber]]s are also capable of this, though they are considered [[tool]]s by the game.
 
 
Additionally, even a +0 Magicbane hits all monsters, even if they normally [[need +x weapon to hit|require an enchanted weapon to hit]]. Technically, it is the only such weapon in SLASH'EM, although [[Lightsaber]]s (considered tools by the game) can also hit all monsters at +0.
 
  
 
===FIQHack===
 
===FIQHack===
 
 
In [[FIQHack]], the base item for Magicbane is a [[quarterstaff]],<ref>https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/include/artilist.h#L126</ref> improving Magicbane's base damage but making it a two-handed weapon. All staves, including Magicbane, enhance spellcasting in the same way [[robe]]s do.<ref>https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/src/spell.c#L2272</ref> Besides these traits, Magicbane retains its usual effects - magic resistance, special attacks, and curse protection.
 
In [[FIQHack]], the base item for Magicbane is a [[quarterstaff]],<ref>https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/include/artilist.h#L126</ref> improving Magicbane's base damage but making it a two-handed weapon. All staves, including Magicbane, enhance spellcasting in the same way [[robe]]s do.<ref>https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/src/spell.c#L2272</ref> Besides these traits, Magicbane retains its usual effects - magic resistance, special attacks, and curse protection.
  

Revision as of 12:26, 30 October 2021

)   Magicbane   Athame.png
Base item athame
Damage vs. small 1d4 + 1d4 + (special) (2-8)
Damage vs. large 1d3 + 1d4 + (special) (2-7)
To-hit bonus +2 +1d3
Bonus versus fail monster MR check
or player without MR
Weapon skill dagger
Size one-handed
Affiliation
When carried

(none)

When wielded
When invoked

(none)

Base price 3500 zm
Weight 10
Material iron

Magicbane is an artifact weapon that appears in NetHack. It is neutral, its base item is an athame, and it is the guaranteed first sacrifice gift for Wizards.

Like all non-cursed athames, Magicbane can engrave a semi-permanent Elbereth in one turn and without dulling.

Generation

Arch-liches have a minuscule chance (1/1170, or approximately 0.085%) of being generated with Magicbane.

Description

Magicbane grants magic resistance while wielded, and will also absorb and negate 95% of of curses directed at its wielder. Magicbane also has a 40% chance to apply a magical effect and deal +1d4 damage to the victim in that order; throwing Magicbane will do the same to a monster it hits, though this is obviously impractical.[1]

The probability of each applicable magical effect is determined by Magicbane's enchantment - Magicbane will react if enchanted to certain thresholds:

Your right hand itches!
Magicbane's has been enchanted to +0 or +1.
Your right hand flinches.
Magicbane has been enchanted to +2 or above.

Magical effects

There are four "bonus" effects that Magicbane can produce, with details listed below:

Effect Details Notes
Probe monster Reveals the monster's HP, AC and inventory as if zapped with a wand of probing 'Replaces' other effects as enchantment increases
Stun monster Stuns the attacked monster. Odds drop significantly once Magicband is enchanted
Scare monster Scares the attacked monster. Odds drop past +2
Cancel monster Cancels the attacked monster as if zapped with the spell or wand of cancellation; absorbs energy and increases current and maximum energy by 1.[2] Absorption occurs regardless of if the target is already canceled

Strategy

Enchanting

Magicbane enchanted to +2 has the best chance of inflicting valuable magical effects. The chance of stunning drops progressively from +0, scaring and cancellation drop progressively after +2, and cancellation is eliminated after +5; probing takes their place. However, the average damage it inflicts increases with each level of enchantment, which is typically desirable for dealing maximum damage as a primary weapon.[3]

Increasing Magicbane's enchantment from +6 to +7 is typically not worth the effort. As with other weapons, you need to lower it to +5 to safely attempt to enchant to +7, but lowering Magicbane's enchantment can be very difficult: because it's an athame, engraving with it will not dull it, and because it's an artifact, it will resist most attempts at disenchantment from a cursed scroll of enchant weapon. Drain life can work, but typically takes many attempts. Hitting a disenchanter with Magicbane can also work, though the disenchanter may be able to disenchant your armor if you stand around hitting it for too long (the attack is subject to magic cancellation, so this is rarely a major issue by the time you're worried about enchanting Magicbane to +7).

If you have copious amounts amounts of holy water and unholy water on hand, it is also possible to lower Magicbane's enchantment by cursing it with unholy water and engraving a single letter with it. Remember to re-bless it afterward.

Damage

Strength, skill and blessed damage bonuses are also added.

Note the progressive drop of stun from +0, the progressive drop of scare and cancel after +2, and cancel is eliminated after +5 while average damage keeps increasing.

Enchantment Monster Resisted Base Damage Chance of +1d4 Extra Chance of +1d4 Stun Chance of +1d4 Scare Chance of +1d4 Cancel Mean Damage
+0 No (1d4 or 1d3) + 1d4 8 / 20 8 / 20 * 10 / 11 4 / 20 2 / 20 7.66 or 7.16
Yes 1d4 or 1d3 8 / 20 8 / 20 * 6 / 7 3 / 20 1 / 20 4.86 or 4.36
+1 No (1d4 or 1d3) + 1d4 + 1 8 / 20 8 / 20 * 9 / 11 4 / 20 2 / 20 8.57 or 8.07
Yes (1d4 or 1d3) + 1 8 / 20 8 / 20 * 5 / 7 3 / 20 1 / 20 5.71 or 5.21
+2 No (1d4 or 1d3) + 1d4 + 2 8 / 20 8 / 20 * 8 / 11 4 / 20 2 / 20 9.48 or 8.98
Yes (1d4 or 1d3) + 2 8 / 20 8 / 20 * 4 / 7 3 / 20 1 / 20 6.57 or 6.07
+3 No (1d4 or 1d3) + 1d4 + 3 8 / 20 8 / 20 * 7 / 11 2 / 20 1 / 20 10.01 or 9.51
Yes (1d4 or 1d3) + 3 8 / 20 8 / 20 * 3 / 7 1 / 20 0 / 20 7.05 or 6.55
+4 No (1d4 or 1d3) + 1d4 + 4 8 / 20 8 / 20 * 6 / 11 2 / 20 1 / 20 10.92 or 10.42
Yes (1d4 or 1d3) + 4 8 / 20 8 / 20 * 2 / 7 1 / 20 0 / 20 7.91 or 7.41
+5 No (1d4 or 1d3) + 1d4 + 5 8 / 20 8 / 20 * 5 / 11 2 / 20 1 / 20 11.83 or 11.33
Yes (1d4 or 1d3) + 5 8 / 20 8 / 20 * 1 / 7 1 / 20 0 / 20 8.77 or 8.27
+6 No (1d4 or 1d3) + 1d4 + 6 8 / 20 8 / 20 * 4 / 11 1 / 20 0 / 20 12.49 or 11.99
Yes (1d4 or 1d3) + 6 8 / 20 8 / 20 * 0 / 7 0 / 20 0 / 20 9.5 or 9
+7 No (1d4 or 1d3) + 1d4 + 7 8 / 20 8 / 20 * 3 / 11 1 / 20 0 / 20 13.40 or 12.90
Yes (1d4 or 1d3) + 7 8 / 20 8 / 20 * 0 / 7 0 / 20 0 / 20 10.5 or 10
+8 No (1d4 or 1d3) + 1d4 + 8 8 / 20 8 / 20 * 2 / 11 1 / 20 0 / 20 14.31 or 13.81
Yes (1d4 or 1d3) + 8 8 / 20 8 / 20 * 0 / 7 0 / 20 0 / 20 11.5 or 11
+9 No (1d4 or 1d3) + 1d4 + 9 8 / 20 8 / 20 * 1 / 11 0 / 20 0 / 20 15.09 or 14.59
Yes (1d4 or 1d3) + 9 8 / 20 8 / 20 * 0 / 7 0 / 20 0 / 20 12.5 or 12
+10 or more No (1d4 or 1d3) + 1d4 + Enchantment 8 / 20 8 / 20 * 0 / 11 0 / 20 0 / 20 (6 or 5.5) + Enchantment
Yes (1d4 or 1d3) + Enchantment 8 / 20 8 / 20 * 0 / 7 0 / 20 0 / 20 (3.5 or 3) + Enchantment

Exact mechanics

The base damage is 1d4 to small monsters and 1d3 to large monsters. If the monster fails a magic resistance check, an additional 1d4 damage is added to the base damage and the further special attacks are more likely. This magic resistance check is, however, an unusual one, because it doesn't consider level bonuses. There is an 8 / 20 (40%) chance of an additional +1d4 damage and possibly more. Given there is additional damage:

  • There is a chance of an additional +1d4 stun damage.
    • If the monster failed the previous magic resistance check, the probability of this stun damage is \frac{10 - \max(\mathrm{enchantment}, 0)}{11}.
    • If the monster passed the magic resistance check, the probability of this stun damage is \frac{6 - \max(\mathrm{enchantment}, 0)}{7}.
  • There is a chance of an additional +1d4 scare damage or +2d4 scare & cancellation damage.
    • The roll for scare or cancellation damage is scaled by z = 2^{\max(\mathrm{enchantment}, 0) \; \mathrm{div} \;3}, where \mathrm{div} is integer division. The base roll for scare damage is R_{\mathrm{scare}} = 4 \; \mathrm{div} \; z and the base roll for cancellation damage is R_{\mathrm{cancel}} = 2 \; \mathrm{div} \; z. [4]
      • If the monster failed the previous magic resistance check, the probability of scare damage is simply p_{\mathrm{scare}} = \frac{R_{\mathrm{scare}}}{8} and the probability of cancellation damage is simply p_{\mathrm{cancel}} = \frac{R_{\mathrm{cancel}}}{8}.
      • If the monster passed the previous magic resistance check, the probability of scare damage is p_{\mathrm{scare}} = \frac{\max(R_{\mathrm{scare}} - 1, 0)}{8} and the probability of cancellation damage is p_{\mathrm{cancel}} = \frac{\max(R_{\mathrm{cancel}} - 1, 0)}{8}.
    • Exactly one of the following occurs:
      • The probability of +1d4 scare damage is p_{\mathrm{scare}} - p_{\mathrm{cancel}}.
      • The probability of +2d4 scare & cancellation damage is p_{\mathrm{cancel}}. (Note that this means there is a p_{\mathrm{scare}} probability of +1d4 scare and a p_{\mathrm{cancel}} probability of +1d4 cancellation, which is used in the table below.)
      • The probability of no scare or cancellation damage is 1 - p_{\mathrm{scare}} - p_{\mathrm{cancel}}.
        • If there is also no stun damage, the attack probes. The probe has a 1 in (abs(enchantment) * 3) of being insightful and actually probing the monster, otherwise nothing happens. The +0 magicbane will always successfully probe the target.
  • Finally, there is a 1-in-12 chance of confusing the target with any magical attack. This chance is not affected by enchantment.

The monster can resist the scare and cancellation effects using a Magic resistance (monster) check (if you are attacked, you resist if you have Magic resistance instead), but the extra damage of these effects is dealt even in that case. The monster cannot resist the stun, probe, or confuse effects.[1]

History

Magicbane is introduced in NetHack 3.1.0.

Messages

The magic-absorbing blade probes/stuns/scares/cancels the <monster>!
Magicbane's additional effects were triggered.
The magic-absorbing blade prods/amazes/tickles/purges the <monster>!
As above, while hallucinating.[5]
You absorb magical energy!
The cancellation effect increased your energy.

Variants

SLASH'EM

)   Magicbane   Athame.png
Base item athame
Damage vs. small 1d4 + 4 + (special) (2-8)
Damage vs. large 1d3 + 4 + (special) (2-7)
To-hit bonus +2 +3
Bonus versus fail monster MR check
or player without MR
Weapon skill dagger
Size one-handed
Affiliation
When carried

(none)

When wielded
When invoked

(none)

Base price 3500 zm
Weight 10
Material iron

The damage is the same in SLASH'EM, except failing a magic resistance check adds +4, not +1d4. (In the table above, this is replacing '+ 1d4' with '+ 4' in the base damage column when 'Monster Resisted' is 'No', which adds 1.5 to the mean damage in these cases.)[6]

SLASH'EM gives the option of wielding artifacts as one's secondary weapon, but note that Magicbane will not convey its curse or magic resistance unless it is wielded as a primary weapon. Additionally, Magicbane can hit through enchantment resistance (requiring an enchanted weapon to hit) and is technically the only such weapon that can do so - lightsabers are also capable of this, though they are considered tools by the game.

FIQHack

In FIQHack, the base item for Magicbane is a quarterstaff,[7] improving Magicbane's base damage but making it a two-handed weapon. All staves, including Magicbane, enhance spellcasting in the same way robes do.[8] Besides these traits, Magicbane retains its usual effects - magic resistance, special attacks, and curse protection.

Encyclopedia entry

A highly enchanted athame said to hold the power to channel
and direct magical energy.

See also

References


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

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Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.