GnollHack/Resistances and Saving Throws

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In GnollHack, the way many special attacks and effects are resisted is different from vanilla NetHack. Armor Class and reflection are functionally unaltered, but resistances and Magic Cancellation are significantly changed.

Resistances

For further details about changes to magic resistance, see Magic Resistance (GnollHack).

GnollHack resistances are divided into full resistances and partial resistances. A full resistance provides complete immunity to the damage type or effect it's set against, while a partial resistance provides a percent damage reduction instead.

In addition to the list of resistances already in NetHack, There is also:

A number of more-obscure resistances are also easier to obtain in GnollHack; for example, you can get blindness resistance by wearing sunglasses.

One important change in GnollHack is that player magic resistance is changed; it no longer protects against item-cursing effects, death attacks such as touch of death, or attacks that use the "magic missile" damage type. (It still protects against psi bolt and open wounds, however.)

Monster magic resistance is mostly parsed back in favor of the saving throws system, and doesn't protect against cancellation unless the monster is unique.

Magic Cancellation

Magic Cancellation (MC) in GnollHack stacks, up to 25. Compared to how it works in vanilla NetHack, it also protects against gold-stealing, seduction, stoning, leg attacks, and disease; but it no longer protects against fire/cold/shock damage, sticky attacks, or poison.

MC is more common in GnollHack than in vanilla NetHack; for example, every three enchantment levels on a piece of armor increases its MC by 1. However, individual levels of MC are less effective and have diminishing returns:

NetHack MC Effect probability Equivalent GnollHack MC
0 100% 0
1 70% 3
2 40% 7
3 10% 16

Saving Throws

Some effects in NetHack offer a saving throw to resist, even if the player or monster does not have the matching resistance. This replaces monster MR's role in protecting monsters from some of the things players can do to them.

A saving throw has a base success chance of minus-30%, plus 5% for each point of the relevant attribute it has.