Magical Cancellation vs. Magic Resistance =========================================== by Peter Snelling (snelling@bnr.ca), Boudewijn Wayers (kroisos@win.tue.nl), and Michal Pawlak (pawlak@zeubac.desy.de). Magic resistance - which can be obtained by wearing gray dragon scale mail or a cloak of magic resistance, by wielding Magicbane, or by carrying the Orb of Detection, the Sceptre of Might, the Magic Mirror of Merlin, the Platinum Yendorian Express Card, or the Eye of the Aethiopica - provides complete protection from some magical things such as polymorph traps, teleport traps, or level teleport traps, and touch of death attacks. However, gray (or any other colour) dragon scale mail doesn't provide "magical cancellation", which is something different. All cloaks, and some pieces of body armour, in addition to the Armour Class (AC), also provide magical cancellation. The magical cancellation is a number between 0 and 3, and is not affected by either enchantment or blesses and curses. It is also not additive - wearing both body armour and a cloak gives you the higher of the two cancellation factors, not their sum. A list of all armour with a non-zero cancellation factor is given below. Armour Weight AC MC ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~ ~~ ~~ chain mail 300 5 1 crystal plate mail 450 7 2 dwarvish mithril coat 150 6 3 elven mithril coat 150 5 3 orcish chain mail 300 5 1 orcish ring mail 250 2 1 plate mail / tanko 450 7 2 splint mail 400 6 1 studded leather armor 200 3 1 cloak of displacement 10 1 2 cloak of invisibility 10 1 2 cloak of magic resist 10 1 3 cloak of protection 10 3 3 dwarvish cloak 10 0 2 elven cloak 10 1 3 mummy wrapping 3 0 1 oilskin cloak 10 1 3 orcish cloak 10 0 2 Cancellation affects the chance of success of the following special 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) and energy drain. 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). The chances of any one of the above special attacks succeeding are calculated in the following way: - the attack must first hit, i.e. pass your AC. If it did, then you take the associated physical damage (if any); - some of the attacks succeed only sometimes - the probability is: 1/3 - drain level and paralysis 1/4 - lycanthropy, steal speed and drain energy 1/5 - sleep 1/8 - poison - the attack must then pass the cancellation test. The probability of this depends on your cancellation factor: Cancellation = 0: 150/150 (100%) Cancellation = 1: 101/150 (~67%) Cancellation = 2: 52/150 (~35%) Cancellation = 3: 3/150 (2%) If all the above tests have been passed, then you suffer the effect of the special attack. For example: if you are wearing a gray dragon scale mail, and are attacked by a vampire, then 1/3 of his successful bites will end in you losing a level. If you however wear a lowly orcish cloak over your armour (MC=2), the probability will immediately drop to about 1/9 (1/3 * 52/150) and an oilskin cloak will reduce the probability to below 1%. Incidentally, if you wondered about the similarity between the name of this property ("magic cancellation") and the name of a certain wand and spell - it is no accident. Zapping the attacker with the wand of cancellation (or equivalent spell) effectively makes the last test always fail - you never suffer from special attacks from this creature. Note also that the magical cancellation is different from intrinsic resistance for fire/cold/electricity attacks. If you are e.g. hit by a fire attack while fire resistant you get no physical damage, but there's still a chance of losing your scrolls/spellbooks/potions. If you are protected from a fire attack by cancellation, the attacks fails and your equipment is safe. WARNING: There is a bug in version 3.1.3 (confirmed with the Dev Team - probably it affects all the 3.1 releases) - the logic of the magical cancellation check is reversed for drain energy and steal speed attacks. Thus a player with magical cancellation 0 happens to be completely immune to the intrinsic speed stealing by shades/skeletons, whereas high cancellation (or zapping the creatures with WoC) makes you more susceptible to it...