Difference between revisions of "Magic resistance (monster)"

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m (Variants: Add Evilhack to the verbiage about 'magic saving throw'.)
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Monsters have innate '''magic resistance''', also known as MR. This is separate from the [[magic resistance]] provided via various worn or carried [[item]]s.
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In ''[[NetHack]]'', all monsters have innate '''magic resistance''', also known as '''monster MR'''. Monsters' magic resistance allows them to resist various attacks, generally of a "magical" nature. It is handled by the resist()function—if a monster successfully resists an attack, it takes roughly half damage.{{refsrc|zap.c|4802|nethack=3.6.0}} Players cannot ever gain monster-style resistance, e.g. through [[polymorph]], and must instead rely upon [[magic cancellation]] and [[magic resistance]].
  
Monsters' magic resistance allows them to resist various attacks, generally of a "magical" nature. It is handled by the resist(){{refsrc|zap.c|4802|nethack=3.6.0}} function. If a monster successfully resists an attack, it takes roughly half damage.
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Monster magic resistance is separate from the [[magic resistance]] propery provided by various worn or carried [[item]]s, which some monsters such as [[gray dragon]]s and [[Angel]]s also have intrinstically; this form of "player-style" magic resistance does not affect [[taming]] and [[conflict]], but renders [[polymorph trap]]s ineffective. Neither type of magic resistance will protect monsters from level teleporters.
  
Monsters can also gain [[magic resistance|player-style magic resistance]] by wearing a [[cloak of magic resistance]], [[gray dragon scale mail|gray dragon scale (mail)]], wielding/carrying [[Magicbane]], or using certain [[quest artifacts]]. In addition, a few monsters have it intrinsically, separate from their monster MR. However, its scope is loosely smaller than monster magic resistance. For example, taming and conflict are not affected, while polymorph traps become ineffective. Neither type of magic resistance will protect monsters from level teleporters.
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==Description==
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MR is given as a number from 0 to 100. This is frequently given as a percentage, although this is not entirely accurate. The chance of a monster resisting is given as follows:
  
Players cannot ever gain monster-style resistance, e.g. through [[polymorph]]. Players must instead rely upon [[magic cancellation]] and [[magic resistance]], which can complicate forms that cannot wear armor.
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Chance = MR/(100 + (attack level) - (defense level)){{refsrc|zap.c|4842|nethack=3.6.0}}
 
 
==Calculation==
 
 
 
MR is given as a number from 0 to 100. This is frequently given as a percentage, although this is not entirely accurate.
 
 
 
The chance of a monster resisting is given as follows:
 
 
 
Chance = MR/(100 + (attack level) - (defense level)){{refsrc|zap.c|4842|nethack=3.6.0}}
 
  
 
which is only equal to MR as a percentage when attack and defense level are equal. Zero MR monsters will never resist.
 
which is only equal to MR as a percentage when attack and defense level are equal. Zero MR monsters will never resist.
  
Attack level is calculated as follows:
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Attack level is calculated as follows, where the defense level is the [[monster level]] of the target, which has a maximum of 50:
  
 
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Defense level is the level of the defending monster (max 50).
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All this also determines the chance that monsters (including [[pet]]s resist conflict; conflict from the [[Sceptre of Might]] is treated the same as the [[ring of conflict]] for this purpose.
  
All this also determines the chance monsters (including pets) resist [[conflict]]. Conflict always counts as ring.<!-- even if it stems from the [[Sceptre of Might]]-->
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{{todo|A list of all effects subject to monster mr, and/or confirmation that all those effects mention they are subject to it and link here.}}
  
So at level 30, the [[Riders]] are truly completely magic resistant, but {{monsymlink|Pestilence}} and {{monsymlink|Famine}} can be affected if their [[monster level|level is drained]] ({{monsymlink|Death}} is resistant to drain life).
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==Strategy==
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Monster magic resistance generally determines what strategies are effective against certain monsters - for examples, the [[Riders]] have complete monster magic resistance, but {{monsymlink|Pestilence}} and {{monsymlink|Famine}} can be subjected to [[level drain]], making it possible for magical effects to work on them if their level is drained enough; {{monsymlink|Death}} is completely resistant to drain life.
  
 
==Messages==
 
==Messages==
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{{message|<[[Foo]]> resists!|A monster resisted an attack; this is shown only in some cases.}}
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==Variants==
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Some variants change the monster magic resistance stats for certain monsters that are included from vanilla ''NetHack'', and may additionally change the name to further distinguish it from the magic resistance property.
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===EvilHack===
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In [[EvilHack]], this stat is referred to as '''magic saving throw''', and various monsters from ''NetHack'' and other variants have their magic saving throw improved.
  
{{message|<[[Foo]]> resists!|A monster resisted an attack. Shown only in some cases.}}
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===NetHack Fourk===
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[[NetHack Fourk]] refers to this stat as '''willpower'''.
  
== Variants ==
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===FIQHack===
[[FIQHack]] and [[NetHack Fourk]] call this '''willpower''' to distinguish it from [[magic resistance]]. [[xNetHack]] and [[Evilhack]] call it '''magic saving throw'''. Except for this, it generally works the same as in vanilla, except that in FIQHack, the attacker bonus from wands depends on [[Wands Balance Patch|wand skill]].
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In [[FIQHack]], this stat is also called '''willpower''', with the attacker bonus from wands dependent on the [[Wands Balance Patch|wand skill]].
  
== References ==
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===xNetHack===
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[[xNetHack]] calls this stat '''magic saving throw'''.
  
<references />
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==References==
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<references/>
 
{{nethack-360}}
 
{{nethack-360}}
{{todo|A list of all effects subject to monster mr, and/or confirmation that all those effects mention they are subject to it and link here.}}
 
 
[[Category:Monster attributes]]
 
[[Category:Monster attributes]]

Revision as of 10:06, 25 June 2022

In NetHack, all monsters have innate magic resistance, also known as monster MR. Monsters' magic resistance allows them to resist various attacks, generally of a "magical" nature. It is handled by the resist()function—if a monster successfully resists an attack, it takes roughly half damage.[1] Players cannot ever gain monster-style resistance, e.g. through polymorph, and must instead rely upon magic cancellation and magic resistance.

Monster magic resistance is separate from the magic resistance propery provided by various worn or carried items, which some monsters such as gray dragons and Angels also have intrinstically; this form of "player-style" magic resistance does not affect taming and conflict, but renders polymorph traps ineffective. Neither type of magic resistance will protect monsters from level teleporters.

Description

MR is given as a number from 0 to 100. This is frequently given as a percentage, although this is not entirely accurate. The chance of a monster resisting is given as follows:

Chance = MR/(100 + (attack level) - (defense level))[2]

which is only equal to MR as a percentage when attack and defense level are equal. Zero MR monsters will never resist.

Attack level is calculated as follows, where the defense level is the monster level of the target, which has a maximum of 50:

Source Attack level
spell Caster's level
wand, polytrap[3] 12
tool 10
weapon 10
scroll 9
potion 6
ring 5

All this also determines the chance that monsters (including pets resist conflict; conflict from the Sceptre of Might is treated the same as the ring of conflict for this purpose.

A user has suggested improving this page or section as follows:

"A list of all effects subject to monster mr, and/or confirmation that all those effects mention they are subject to it and link here."

Strategy

Monster magic resistance generally determines what strategies are effective against certain monsters - for examples, the Riders have complete monster magic resistance, but & Pestilence and & Famine can be subjected to level drain, making it possible for magical effects to work on them if their level is drained enough; & Death is completely resistant to drain life.

Messages

<Foo> resists!
A monster resisted an attack; this is shown only in some cases.

Variants

Some variants change the monster magic resistance stats for certain monsters that are included from vanilla NetHack, and may additionally change the name to further distinguish it from the magic resistance property.

EvilHack

In EvilHack, this stat is referred to as magic saving throw, and various monsters from NetHack and other variants have their magic saving throw improved.

NetHack Fourk

NetHack Fourk refers to this stat as willpower.

FIQHack

In FIQHack, this stat is also called willpower, with the attacker bonus from wands dependent on the wand skill.

xNetHack

xNetHack calls this stat magic saving throw.

References

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

It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.

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.