art2-340.txt  Last edited 2002-03-26 for NetHack 3.4.0
Magicbane and artifact selection strategy in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.0 by Dylan O'Donnell <psmith@spod-central.org>.

Magicbane
~~~~~~~~~
[Adapted from a spoiler courtesy of David Grabiner.]

Magicbane has several special effects when wielded that make this
artifact a very useful item.  It resists 95% of curses thrown at you,
gives magic resistance, and can engrave without dulling.  As a weapon,
it adds at least another d4 damage, and 40% of your hits (based on your
to-hit die roll) have a magical effect.

    ENCHANT  NORMAL  PROBE  STUN  SCARE  SCARE   SCARE   SCARE  AVE DMG
                                         +STUN  +PURGE  +ST+PG
    ~~~~~~~  ~~~~~~  ~~~~~  ~~~~  ~~~~~  ~~~~~  ~~~~~~  ~~~~~~  ~~~~~~~
    Damage    2d4     3d4    4d4   4d4    5d4     5d4     6d4     --
    Ave dmg   5.0     7.5   10.0  10.0   12.5    12.5    15.0     --
      +0      60%      0%    20%    0%    10%      0%     10%    7.750
      +1      60%      2%    18%    1%     9%      1%      9%    8.650
      +2      60%      4%    16%    2%     8%      2%      8%    9.550
      +3      60%      9%    21%   1.5%   3.5%    1.5%    3.5%  10.075
      +4      60%     12%    18%    2%     3%      2%      3%   10.975
      +5      60%     15%    15%   2.5%   2.5%    2.5%    2.5%  11.875
      +6      60%     21%    14%    3%     2%      0%      0%   12.525
      +7      60%     24.5%  10.5% 3.5%   1.5%     0%      0%   13.425
      +8      60%     28%     7%    4%     1%      0%      0%   14.325
      +9      60%     36%     4%    0%     0%      0%      0%   15.100
     more     60%     40%     0%    0%     0%      0%      0%    6.000+bonus

The above table describes the probability that each of the magical
effects will occur.  The ENCHANTment of Magicbane affects these
probabilities; note that higher enchantments reduce the likelihood of
the better effects. (Negative enchantments have the same probabilities
as at +0.)  Even the NORMAL, non-magical damage that occurs 60% of the
time has an extra d4 damage above that of a normal athame.  If any
magical attacks occur, an automatic extra d4 of damage is caused; the
individual attacks have further effects as follows.

The PROBE attack usually does nothing special beyond adding the d4 for
the magical attack; there is a 1 in (4*enchantment) chance that the probe
is insightful, giving the effect of a wand of probing.  The probe attack
never occurs at enchantment +0 or less.

The STUN attack causes an additional d4 of damage and stuns the monster.
If that monster is you, it is for 3 (more) turns.

The SCARE attack scares the monster for 3 (more) turns; the monster may
resist the attack.  If you are attacked by Magicbane and aren't magic-
resistant, you are paralyzed for 3 (more) turns.  The defender will
release any monsters it has grabbed.  There is also an additional d4
damage.

Finally, the PURGE attack causes another additional d4 damage and has
the same effect as a wand of cancellation. If the monster has the
ability to cast spells, the attack adds one to your current and
maximum spell energy; the monster may resist.  If you are hit with
Magicbane and you don't have magic-resistance, you are cancelled and
lose one current and maximum spell energy.

In addition, any magical attack has a 1 in 12 chance of confusing the
defender.  The AVE DMG column in the table above summarizes the expected
average damage for each enchantment level; it includes bonuses due to
enchantment but not to weapon skills (athames are in the dagger class).
The Damage row lists the amount of damage each type of attack causes;
the average of each attack type is given in the Ave dmg row.

For those source divers who are interested in how the above values were
obtained, the following table may help:
    Enchant     +0   +1   +2   +3   +4   +5   +6   +7   +8   +9   more
    * Probes    0.0  0.1  0.2  0.3  0.4  0.5  0.6  0.7  0.8  0.9  1.0
    * Stuns     1.0  0.9  0.8  0.7  0.6  0.5  0.4  0.3  0.2  0.1  0.0
    Scare roll   4    4    4    2    2    2    1    1    1    0    0
    Purge roll   2    2    2    1    1    1    0    0    0    0    0
    Die roll 1  Pur  Pur  Pur  Pur  Pur  Pur  Sca  Sca  Sca   *    *
    Die roll 2  Pur  Pur  Pur  Sca  Sca  Sca   *    *    *    *    *
    Die roll 3  Sca  Sca  Sca   *    *    *    *    *    *    *    *
    Die roll 4  Sca  Sca  Sca   *    *    *    *    *    *    *    *
    Roll 5-8     *    *    *    *    *    *    *    *    *    *    *
    Roll 9-20   ----------- Normal, non-magical damage -------------

What is the best enchantment for Magicbane?  If you simply want to cause
the most damage, then the table indicates that you should enchant it as
high as possible (safely to +7).  Fortunately, your odds of magic-
resistance, curse-resistance, and engraving do not depend upon the
enchantment.  However, if you want to maximize the best magical effects
of this artifact, it should be enchanted to +2.  Note that the only
difference in the magical effects between the +0 and the +2 Magicbane is
a 4% change between probing and stunning.

Magicbane is generally not the best weapon for combat, although
medium-level characters with good dagger skill and poor skills in other
weapon may find it their best choice.  Higher-level characters may want
to wield it as their regular weapon to absorb curses while they are
travelling through the dungeon, switching to something else to fight
powerful monsters.


Which artifact should I choose?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Adapted from a spoiler courtesy of David Grabiner.]

If you get an early wish and decide to use it for a weapon, or if you
have accumulated several artifact weapons, which weapon you should wield
depends highly on your class because of the class limits on weapon
skills.

ARTIFACT weapons that are worth keeping are listed in the table below.
Some are artifacts are not listed, because they are only effective
against a small subset of monsters.  The SKILL category of each artifact
is listed, as well as the maximum skill level for each class (ABCH KMPRaRo
STVW): - means restricted to unskilled, b means basic skill, s means
skilled, and E means expert.  Note that if you receive an artifact as a
gift by crowning or sacrificing, any restriction on its weapon class will
be removed and you will be able to advance to basic skill.

The table also indicates the damage range of each artifact against
typical SMALL creatures, LARGE creatures, and major DEMONs.  The damage
calculations assume that the artifact is enchanted as shown, you have
expert skill, and that the artifact's special attacks apply to the
monster; the Longbow of Diana assumes that you are using normal +0
arrows fired at a rate of up to 4 a round (expert Ranger). Damage
against major demons further assumes that the weapon is blessed and that
the demon hates silver, is fire-resistant, and is drain-resistant.
Finally, the table summarizes the average damage against major demons
(DAVE), which are often the nastiest creatures in the dungeon. 
Magicbane's actual damage is slightly greater due to its special
attacks, but it doesn't make a difference here.

ARTIFACT              SKILL         ABCH KMPRaRo STVW  SMALL LARGE DEMON DAVE
~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~ ~~~~~~~ ~~~~  ~~~~~ ~~~~~ ~~~~~ ~~~~
+2 Magicbane    (MB)  Dagger        bbbs b--E E  bEEE   6-12  6-11  7-15 11.0
+7 Staff Aesculapius  Quarterstaff  sbEE -bEb -  bbbE  19-36 19-36 11-19 15.0
+7 Stormbringer (SB)  Broadsword    -s-- s--- s  sbs-  13-27 13-26 12-20 16.0
+7 Grimtooth          Dagger        bbbs b--E E  bEEE  11-18 11-18 12-22 17.0
+7 Sunsword           Long sword    -s-- E--- s  EbE-  10-17 10-21 11-25 18.0
+7 Fire Brand         Long sword    -s-- E--- s  EbE-  18-32 18-40 11-25 18.0
+7 Vorpal Blade       Long sword    -s-- E--- s  EbE-  11-18 11-22 12-26 19.0
+7 Longbow Diana      Bow           -bs- b-bE -  Eb--   1-32  1-32  2-48 19.9
+7 Snickersnee        Long sword    -s-- E--- s  EbE-  11-27 11-29 12-33 22.5
+7 Excalibur    (EX)  Long sword    -s-- E--- s  EbE-  11-27 11-31 12-35 23.5
+7 Cleaver            Axe           -Es- s--s -  -bEs  12-27 13-29 14-33 23.5
+7 Sceptre of Might   Mace          -sEb s-E- s  -b-b  20-30 18-28 19-32 25.5
+7 Mjollnir     (MJ)  Hammer        -Es- b-Eb b  -bE-  12-38 11-37 12-41 26.5
+7 Tsurugi Muramasa   Two-hand swd  -E-- s--- b  EbE-  11-32 13-37 14-41 27.5
+7 Demonbane          Long sword    -s-- E--- s  EbE-  10-17 10-21 19-44 31.5
+7 Frost Brand  (FB)  Long sword    -s-- E--- s  EbE-  18-32 18-40 19-44 31.5
+7 Grayswandir  (GS)  Saber         Eb-b s--- s  bsb-  18-32 18-32 20-56 38.0

Six artifacts are particularly good all-purpose weapons and will be
considered further.  Magicbane (MB) has several magical effects (see
section above) that make it a good weapon even though it doesn't cause
much damage.  It works best when enchanted at +2, as it loses its
magical powers rapidly if you enchant it more.  Magicbane is also good
if you don't have magic resistance or are short of ways to remove curses.
Stormbringer (SB) permanently drains levels from monsters -- although
some species are resistant, including major demons -- and will attack
tame or peaceful creatures without confirmation, so it's bad if you're
trying to keep a pet.  Excalibur (EX) is easy to get if you are lawful
(dip a long sword in a fountain), has automatic searching, and is a
somewhat effective weapon.  Mjollnir (MJ) causes lightning damage, and
when thrown by a Valkyrie with strength 25, will usually return to your
hand.  Being a hammer, it is good for classes who are restricted from
blades.  Frost Brand (FB) causes cold damage, which makes it an excellent
all-around weapon.  Although Fire Brand similarly causes fire damage, most
major demons are fire-resistant.  Finally, Grayswandir (GS) doubles most
of its damage (working best when fully enchanted) and causes silver
damage.  Even though Grayswandir causes the most damage to major demons,
Frost Brand is slightly better against ordinary large monsters.

The table below compares these six artifacts for each character CLASS.
The EARLY GAME recommendation assumes that you will quickly reach maximum
skill in the weapon and that the weapon is enchanted to +2, which
might be expected from wishing or limited enchantment.  The LATE GAME
recommendation assumes that you are maximally skilled and that the weapon
is enchanted as in the above table.  If a weapon is listed with a slash,
this means that several are comparable and the choice may depend on other
factors.  An artifact is listed in parentheses if its skill starts as
restricted; you will usually want to obtain it or a weapon of its class
as a divine gift in order to unrestrict the skill before using it.

The weapons listed include any weapon which could reasonably be the best
for that class, as well as weapons which may be obtained without a wish
and which are close in quality.  Excalibur is a good weapon early in the
game for lawful characters, because it does almost as much damage as
Frost Brand and can be obtained without a wish; its lack of double
damage makes it inferior later, as Frost Brand's damage and strength
bonuses will be doubled.  The Staff of Aesculapius and the Tsurugi of
Muramasa, Quest Artifacts for Healers and Samurai, are powerful weapons;
they have the disadvantage of requiring two hands, but both do more
damage early in the game than any other available weapon.  The Tsurugi
becomes inferior late in the game, because its damage bonus is not
doubled.  The Longbow of Diana, Quest Artifact for Rangers, is a highly
useful back-up weapon for fighting at a distance, but has the disadvantage
of extremely variable damage depending on the vagaries of multiple shots,
and the fact that the supply of arrows is unenchanted.

    CLASS  EX  FB  GS  MB  MJ  SB  EARLY GAME      LATE GAME
    ~~~~~  ~~  ~~  ~~  ~~  ~~  ~~  ~~~~~~~~~~~~~~  ~~~~~~~~~
     Arc   -   -   E   b   -   -   GS              GS
     Bar   s   s   b   b   E   s   MJ              FB
     Cav   -   -   -   b   s   -   MJ/(FB)/(EX)    (FB)/GS/MJ
     Hea   -   -   b   s   -   -   SoA/MB/(MJ)/GS  SoA/(FB)/GS
     Kni   E   E   s   b   b   s   FB/MJ/EX        FB
     Mon   -   -   -   -   -   -   None            None
     Pri   -   -   -   -   E   -   MJ/(FB)/(EX)    (FB)/MJ/(GS)
     Ran   -   -   -   E   b   -   MB/LoD          MJ
     Rog   s   s   s   E   b   s   MJ/SB/MB        FB/GS
     Sam   E   E   b   b   -   s   ToM/FB/EX       FB
     Tou   b   b   s   E   b   b   MJ/MB           GS/FB
     Val   E   E   b   E   E   s   MJ/EX           FB/MJ
     Wiz   -   -   -   E   -   -   MB              (FB)/(GS)

It's interesting that Magicbane does so well early in the game; this is
a side effect of the weapon skills.  Even for those classes which don't
have it listed, it's a good artifact to wish for because it serves other
useful purposes (magic resistance, engraving, and curse resistance).
It's a useful weapon to keep as your main weapon after you have killed
the Wizard; you can switch to Frost Brand when a lot of nasties appear,
because Magicbane takes a long time to kill them, and powerful creatures
will resist Magicbane's special attacks.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks again to David Grabiner.
Corrections and clarifications provided by Steven Bush, Andreas Dorn,
Kate Nepveu, and Darshan Shaligram.
