Difference between revisions of "Katana"
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− | A '''katana''' | + | A '''katana''' is a one-handed [[weapon]] that deals d10 damage to small monsters and d12 to large monsters, with a +1 bonus to hit. When unidentified, it appears as a '''samurai sword'''; [[Samurai]] start with one. The sole artifact katana is [[Snickersnee]]. |
− | The only differences between | + | The only differences between a katana and a [[long sword]] are the +1 bonus to hit, the katana's d10 damage to small monsters (as opposed to d8 for a long sword), and the fact that a katana cannot be converted into [[Excalibur]] by dipping in a fountain (attempting to do so will only rust the katana). Because a katana is the most damaging non-artifact weapon to use the long sword weapon skill, it is often a desirable off-hand weapon for [[Twoweapon|two-weapon combat]]. |
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==Generation== | ==Generation== | ||
− | Katanas are | + | Katanas are very rare; only 4 in 1000 (0.4%)<ref>http://www.steelypips.org/nethack/343/weap-343.html#table1</ref> of all randomly spawned weapons will be katanas, making them the seventh-rarest weapon in the game (tied with [[lance]]s, among others). This makes getting one for most classes largely dependent on random chance. |
− | As noted above, Samurai start with one in their initial inventory, and a Samurai hoping to | + | As noted above, Samurai start with one in their initial inventory, and a Samurai hoping to [[twoweapon]] should generally keep their original, as they're quite rare; should anything happen to it, it's possible to get another during the [[Samurai quest]]. [[Bones]] from a Samurai are another chancy way to get a katana. While a [[Samurai (player monster)|samurai player monster]] has a 50% chance of getting a katana, they're only normally generated in the Samurai quest or on the [[Astral Plane]]. [[Reverse genocide]] never spawns monsters with items, so trying it would waste the genocide scroll. |
− | One good place to look is the [[Castle]] stores—collectively, there is a decent 5.46% chance of finding one there. [[Death drop]]s are another small chance of getting a katana—in [[Gehennom]], where weapons are spawned with about 20% of all items, there is about a 0.0136% chance that a given monster will have a katana in their inventory. At such minuscule odds, however, one must slay | + | One good place to look is the [[Castle]] stores—collectively, there is a decent 5.46% chance of finding one there. [[Death drop]]s are another small chance of getting a katana—in [[Gehennom]], where weapons are spawned with about 20% of all items, there is about a 0.0136% chance that a given monster will have a katana in their inventory. At such minuscule odds, however, one must slay 2115 creatures to attain just 25% confidence of getting one. |
− | <!-- 5.456704178% for the castle stores | + | <!-- 5.456704178% for the castle stores; 2115.165511966 monsters in Gehennom for 25% confidence --> |
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− | Randomly spawned [[shop | + | Randomly spawned [[shop]]s are another—though by the time the player is worrying about acquiring one, they've likely gone through all the stores that the [[Dungeons of Doom]] have to offer. Late in the game, [[Orcus-town]] in particular has a small chance of having a katana spawned. The two general stores have a collective 3.15% chance of having a katana, assuming there are no mimics. |
<!-- 3.150582134%, assumes that it follows normal spawning of items for Gehennom (20% weapons) --> | <!-- 3.150582134%, assumes that it follows normal spawning of items for Gehennom (20% weapons) --> | ||
− | If the game has a portal to [[Fort Ludios]], each [[soldier]] has a guaranteed weapon, as well as the usual death drops. The 87 [[Yendorian army]] members there have a | + | If the game has a portal to [[Fort Ludios]], each [[soldier]] has a guaranteed weapon, as well as the usual death drops. The 87 [[Yendorian army]] members there have roughly a 0.59% chance of spawning a katana to plunder through death drops alone. However, the large number of weapons otherwise spawned may make it possible to [[polypile]] for the katana. To be 50% confident to attain a katana, one need polymorph 173 items—easily doable with the 87 weapons assured to be there. |
− | <!-- 0.58987349%, assumes it follows Dungeons of Doom generation (10%) | + | <!-- 0.58987349%, assumes it follows Dungeons of Doom generation (10%); 172.939990037 trials, assuming it follows the usual weapon generation odds --> |
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− | The table below relates the chance of getting a katana, assuming all the weapons are placed onto one pile, are uncursed, and the player has maximized their [[luck]], so as to lessen the chance of hostile iron golems. The confidence given is | + | The table below relates the chance of getting a katana, assuming all the weapons are placed onto one pile, are uncursed, and the player has maximized their [[luck]], so as to lessen the chance of hostile iron golems. The confidence given is overall, or cumulative; if the player does not get it the first time, the odds do not increase. |
<!-- All of these figures are rounded to the nearest two decimal places. --> | <!-- All of these figures are rounded to the nearest two decimal places. --> | ||
{|class="prettytable" | {|class="prettytable" | ||
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− | == | + | ==Origin== |
− | Despite | + | Despite being better than ordinary long swords in ''NetHack'', historically speaking, katanas were no better than an equivalent European sword.<ref>http://tvtropes.org/pmwiki/pmwiki.php/Main/KatanasAreJustBetter</ref><!-- I really don't like referencing off-site, and to a place like TV Tropes even less, but it's the best I got right now. --> In the same era, while many katanas were better than European broadswords, this was simply because katanas were not mass produced (recall that Europe was often at war, and Japan quite isolated); in fact, owing to poorer quality steel in Japan, in a fairer comparison (non-mass-produced European sword) katanas were actually worse. The fact that ''NetHack''<nowiki>'</nowiki>s katanas are better than long swords likely stems from ''[[Dungeons & Dragons]]''. |
− | + | Due to the large number of [[soldier]]s in the game, the long swords in ''NetHack'' are most likely mass-produced. Furthermore, the +1 to-hit may be a nod to ''D&D'', in that that is the same bonus given to masterwork equipment. However, this still does not account for the fact that the stereotypically better elven equipment, the [[elven broadsword]], is still worse (on average) than a katana. | |
==Average damage calculation== | ==Average damage calculation== | ||
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+ | ==References== | ||
<references/> | <references/> | ||
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[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 02:53, 14 March 2020
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
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Name | katana |
Appearance | samurai sword |
Damage vs. small | 1d10 |
Damage vs. large | 1d12 |
To-hit bonus | +1 |
Weapon skill | long sword |
Size | one-handed |
Base price | 80 zm (+10/positive enchant) |
Weight | 40 |
Material | iron |
A katana is a one-handed weapon that deals d10 damage to small monsters and d12 to large monsters, with a +1 bonus to hit. When unidentified, it appears as a samurai sword; Samurai start with one. The sole artifact katana is Snickersnee.
The only differences between a katana and a long sword are the +1 bonus to hit, the katana's d10 damage to small monsters (as opposed to d8 for a long sword), and the fact that a katana cannot be converted into Excalibur by dipping in a fountain (attempting to do so will only rust the katana). Because a katana is the most damaging non-artifact weapon to use the long sword weapon skill, it is often a desirable off-hand weapon for two-weapon combat.
Generation
Katanas are very rare; only 4 in 1000 (0.4%)[1] of all randomly spawned weapons will be katanas, making them the seventh-rarest weapon in the game (tied with lances, among others). This makes getting one for most classes largely dependent on random chance.
As noted above, Samurai start with one in their initial inventory, and a Samurai hoping to twoweapon should generally keep their original, as they're quite rare; should anything happen to it, it's possible to get another during the Samurai quest. Bones from a Samurai are another chancy way to get a katana. While a samurai player monster has a 50% chance of getting a katana, they're only normally generated in the Samurai quest or on the Astral Plane. Reverse genocide never spawns monsters with items, so trying it would waste the genocide scroll.
One good place to look is the Castle stores—collectively, there is a decent 5.46% chance of finding one there. Death drops are another small chance of getting a katana—in Gehennom, where weapons are spawned with about 20% of all items, there is about a 0.0136% chance that a given monster will have a katana in their inventory. At such minuscule odds, however, one must slay 2115 creatures to attain just 25% confidence of getting one.
Randomly spawned shops are another—though by the time the player is worrying about acquiring one, they've likely gone through all the stores that the Dungeons of Doom have to offer. Late in the game, Orcus-town in particular has a small chance of having a katana spawned. The two general stores have a collective 3.15% chance of having a katana, assuming there are no mimics.
If the game has a portal to Fort Ludios, each soldier has a guaranteed weapon, as well as the usual death drops. The 87 Yendorian army members there have roughly a 0.59% chance of spawning a katana to plunder through death drops alone. However, the large number of weapons otherwise spawned may make it possible to polypile for the katana. To be 50% confident to attain a katana, one need polymorph 173 items—easily doable with the 87 weapons assured to be there.
The table below relates the chance of getting a katana, assuming all the weapons are placed onto one pile, are uncursed, and the player has maximized their luck, so as to lessen the chance of hostile iron golems. The confidence given is overall, or cumulative; if the player does not get it the first time, the odds do not increase.
Charges | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|---|
Confidence | 00.00% | 23.01% | 36.72% | 45.38% | 51.09% | 54.97% | 57.68% | 59.6% | 60.99% |
Polyfodder left (avg) | 87 | 65.25 | 48.94 | 36.70 | 27.53 | 20.65 | 15.48 | 11.61 | 8.71 |
Total items polymorphed | 00.00% | 66.25 | 114.19 | 150.89 | 178.42 | 199.06 | 214.55 | 226.16 | 234.87 |
Origin
Despite being better than ordinary long swords in NetHack, historically speaking, katanas were no better than an equivalent European sword.[2] In the same era, while many katanas were better than European broadswords, this was simply because katanas were not mass produced (recall that Europe was often at war, and Japan quite isolated); in fact, owing to poorer quality steel in Japan, in a fairer comparison (non-mass-produced European sword) katanas were actually worse. The fact that NetHack's katanas are better than long swords likely stems from Dungeons & Dragons.
Due to the large number of soldiers in the game, the long swords in NetHack are most likely mass-produced. Furthermore, the +1 to-hit may be a nod to D&D, in that that is the same bonus given to masterwork equipment. However, this still does not account for the fact that the stereotypically better elven equipment, the elven broadsword, is still worse (on average) than a katana.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons.
Weapon | Small monsters | Large monsters |
---|---|---|
+0 katana | ||
+7 katana |
Encyclopedia entry
The katana is a long, single-edged samurai sword with a
slightly curved blade. Its long handle is designed to allow
it to be wielded with either one or two hands.