Difference between revisions of "Lance"

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The '''lance''' is a [[weapon]] that appears in ''[[NetHack]]''. It is designed for use in [[mount]]ed combat.
+
A '''lance''' is a type of [[weapon]] that appears in ''[[NetHack]]''. It is a one-handed weapon that is designed for use in [[mount]]ed combat, and is made of [[iron]].
 +
 
 +
Lances behave similarly to [[polearm]]s, only dealing full damage when used for [[pounding]] monsters as well as mounted [[melee]] attacks.
  
 
==Generation==
 
==Generation==
Lances make up about 0.4% of randomly generated weapons (on the floor, as [[death drop]]s, or in [[shop]]s), and are included among the [[polearm]]s that [[watchmen]] and [[soldier]]s in the [[Yendorian army]] can get as [[Monster starting inventory|starting weapons]].{{refsrc|src/makemon.c|196|version=NetHack 3.6.0}}{{refsrc|src/objects.c|236|version=NetHack 3.6.0}}
+
Lances make up about 0.4% of randomly generated weapons (on the floor, as [[death drop]]s, or in [[shop]]s).
 +
 
 +
All [[Knight]]s start with a [[Enchantment|+1]] lance.{{refsrc|src/u_init.c|75|version=NetHack 3.6.7}}
  
All [[Knight]]s start with a [[Enchantment|+1]] lance.{{refsrc|src/u_init.c|74|version=NetHack 3.6.0}}
+
[[Watchmen]] and [[soldier]]s may [[Monster starting inventory|be generated with]] a lance.{{refsrc|src/makemon.c|194|version=NetHack 3.6.7}}{{refsrc|src/objects.c|236|version=NetHack 3.6.7}}
  
{{upcoming|NetHack 3.7.0|Lances no longer generate as starting weapons on watchmen and soldiers.<ref>[https://github.com/NetHack/NetHack/commit/da859c5eb88e17d04ec2bb37e2c12842e9f4c4a9 fix github issue #623 - soldiers and mattocks]</ref>}}
+
{{upcoming|NetHack 3.7.0|Per {{commit|da859c5eb88e17d04ec2bb37e2c12842e9f4c4a9}}, lances no longer generate on watchmen and soldiers.}}
  
 
==Lance skill==
 
==Lance skill==
 
{{lance skill table}}
 
{{lance skill table}}
  
The lance is the only weapon to use the lance skill, and there are no [[artifact weapon]] lances.
+
The lance is the only weapon to use the '''lance [[skill]]''', and there are no [[artifact]] lances.
 
 
The range at which a character can pound with a lance varies with skill level:
 
<div class="ttyscreen"><replacecharsblock>
 
newline=<br>
 
default={{lightgray|$1}}
 
@={{white|@}}
 
x={{lightgray|x}}
 
U={{yellow|U}}
 
S={{brightgreen|S}}
 
E={{green|E}}
 
  
.......
+
The range at which a character or monster can [[pound]] with a lance varies with skill level - see that article for more information.
.ESUSE.
 
.SxxxS.
 
.Ux@xU.
 
.SxxxS.
 
.ESUSE.
 
.......
 
</replacecharsblock></div>
 
The {{white|@}} is where your character is standing. Spaces marked with a {{lightgray|x}} are too close to be hit, spaces marked with a {{yellow|U}} can be hit even while unskilled, spaces marked with a {{brightgreen|S}} can only be hit when skilled or expert, and spaces marked with an {{green|E}} can only be hit when expert.
 
  
==Description==
+
==Jousting==
A lance can also be [[applied]] to [[pound]] enemies that are two [[square]]s away; however, there is a [[to-hit]] penalty for applying the lance when the wielder is at Basic [[skill]] or lower. The range increases with skill level, up to a knight's jump and eventually two diagonal spaces away at Expert skill.
+
When a mounted character attacks an adjacent monster in melee with a lance, there is a skill-dependent chance of '''jousting''' the monster:{{refsrc|src/uhitm.c|1445|version=NetHack 3.6.7|comment=<code>joust</code> function}}. the base chance is {{frac|5}}, and increases by an additional {{frac|5}} for each skill level (i.e. {{frac|2|5}} at Basic, {{frac|3|5}} at Skilled, and {{frac|4|5}} at Expert). If jousting as part of [[twoweapon]]ing, the skill level used is the lower between the character's lance skill and their twoweapon skill, e.g. the chance of jousting with an offhand lance is {{frac|5}} if the character is unskilled in two-weapon combat.
  
If you are riding, you may use a lance for regular melee attacks; doing so on foot will only bash them with the shaft, dealing d2 damage with no bonuses and not training the skill.
+
A monster that is jousted monster takes +2d10 damage (or +2d2 if the lance is twoweaponed in the offhand), loses all its movement points for that turn, and becomes [[stun]]ned; the monster is also pushed back one [[square]] in the direction of the melee attack, if they are not currently immobilized (e.g. they are trapped, as opposed to being [[sessile]]) and are of medium [[size]] or smaller, and the target square is not occupied or deadly. Each joust also has a [[luck]]-based chance of breaking the lance (with a hypothetical artifact lance resisting this chance completely), unless the jousting occurs against an [[unsolid]] monster:{{refsrc|src/uhitm.c|1466|version=NetHack 3.6.7|comment=odds of lance breaking}}
  
===Jousting===
+
{|class="prettytable"
When attacking an adjacent monster in melee with a lance while mounted, there is a [[skill]]-dependent chance that you will '''joust''' the monster.{{reffunc|src/uhitm.c|joust.c|version=NetHack 3.6.0}}
 
* You deal an additional 2d10 damage (2d2 if the lance is your secondary weapon).
 
* The monster loses all its movement points, and is thus unable to act (again) this turn.
 
* The monster is [[stun]]ned. This has little effect except making it easier to hit.
 
* The monster is pushed back one space, unless it is too heavy ([[huge]] or larger), that space is occupied or deadly (e.g. a lava pool), or it cannot move (e.g. it is trapped).
 
* Your lance has a chance of breaking. Positive luck will greatly reduce this chance. Your lance cannot break when jousting an [[unsolid]] monster. If there were an artifact lance, it would never break. Enchantment and [[beatitude]] do not affect the chance of the lance breaking.<ref>Breaking: {{frac|5}} of the time, if rnl(50)==(50&minus;1), the lance will break. It has a chance of 0.4% at 0 luck, about 0.01% at any positive luck, and for each negative luck the chance increases by about 0.4%.  See [[Source:NetHack 3.6.0/src/uhitm.c#line1256]]</ref>
 
 
 
The approximate chance of your lance breaking per attempt to hit a solid monster is provided here:
 
:{|class="prettytable"
 
 
!Luck  
 
!Luck  
 
!Break chance
 
!Break chance
Line 85: Line 62:
 
|}
 
|}
  
Your chance of jousting is determined solely based on your lance skill (or, if you are using two weapons, the worse of lance or [[twoweapon]]):
+
==Strategy==
:{|class="prettytable"
+
The lance is an extremely heavy weapon that is only second in [[weight]] to the [[heavy iron ball]], and as its base damage is quite low for that weight, a character seeking a weapon solely for pounding will prefer any polearm - the lance's primary perks lie in its jousting ability, which more than makes up for the lance's base damage and turns it into one of the most powerful non-artifact weapons.
!Rank
+
 
!Jousting chance
+
Jousts can push monsters into pounding range, and with sufficient player skill it is possible to stay a knight's jump away from monsters with ranged attacks and pound at them without fear of retaliation. Lances are difficult to come by, meaning that most players only attempt this with Knights and their starting lance once they secure enough positive luck - until then, a lance is most safely applied at range, ideally with a backup weapon and/or space to retreat when opponents close in; even low-skill Knights in an open space can make particularly good use of this strategy with their role's [[jumping]] ability.
 +
 
 +
[[Barracks]] offer the best odds of finding a backup lance, particularly in the [[Castle]] and [[Fort Ludios]], and dedicated lancers can [[wish]] up a spare or backup if all else fails - a [[light source]] is also worth carrying around to keep the character's pounding range illuminated. A deadly jousting tactic at high skill level is to pound at a monster that comes in range until it moves adjacent to the character, then melee with the lance to push it back into pounding range: this potentially stunlocks monsters to death without them getting a chance to attack, and with enough movement speed even covetous monsters like many of the [[demon lords and princes]] are unlikely to get a single turn in.
 +
 
 +
{{upcoming|NetHack 3.7.0|The removal of lances from watchmen and soldier starting inventories means that lances will be much more difficult to come by through regular means for most characters.}}
 +
 
 +
==History==
 +
The lance first appears in [[NetHack 1.3d]].
 +
 
 +
==Origin==
 +
{{wikipedia|Lance}}
 +
A lance is a long thrusting spear designed to be used by a mounted warrior or cavalry soldier (called a lancer). In ancient and medieval warfare, it evolved into the leading weapon in cavalry charges, and was unsuited for throwing or for repeated thrusting unlike similar weapons typically used by infantry. Lances were often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact; beginning in the late 14th century, they were used in conjunction with a lance rest attached to the breastplate.
 +
 
 +
Though best known as a military and sporting weapon carried by European knights and men-at-arms, the use of lances was widespread throughout Eastern Asia, the Middle East, and Northern Africa wherever suitable mounts were available. Lancers of the medieval period also carried secondary weapons such as swords, battle axes, war hammers, maces and daggers for use in hand-to-hand combat, since the lance was often a one-use-per-engagement weapon; assuming the lance survived the initial impact without breaking, it was often too long, heavy, and/or slow to be effective in a melee.
 +
 
 +
==Variants==
 +
Some variants add artifact lances, which will not break when jousting as explained above.
 +
 
 +
===SLASH'EM===
 +
In [[SLASH'EM]], the range of pounding is also unrestricted, and lances can hit any square that is two squares away from the wielder.
 +
 
 +
Two of the five roles that are new to SLASH'EM can raise their skill in lances:
 +
 
 +
{| class="prettytable"
 +
! colspan="2" style="font-size:larger" | Polearms
 
|-
 
|-
|Unskilled
+
! Max !! Role
|20%
 
 
|-
 
|-
|Basic
+
| Basic
|40%
+
|
 +
* [[Ice Mage]]
 
|-
 
|-
|Skilled
+
| Skilled
|60%
+
|
|-
+
* [[Yeoman]]
|Expert
 
|80%
 
 
|}
 
|}
  
==Strategy==
+
===SporkHack===
The lance is an extremely heavy weapon (more so than any other weapon in the game except the [[heavy iron ball]]), and its base damage is quite low. If you simply want a weapon for pounding, any other polearm is preferable to it - the lance's primary perks lie in its jousting ability, which more than makes up for the lance's base damage and allows it to become potentially the most powerful non-artifact weapon in the game. Jousts can push monsters into pounding range (though melee will still trigger passive attacks regardless), and with sufficient skill it is possible to stay a knight's jump away from monsters with ranged attacks and pound at them without them being able to retaliate.
+
[[SporkHack]] changes the additional jousting damage from 2d10 to 2d(5 + {{frac|XL|3}}).
  
As lances are difficult to come by, it will be hard for you to find a replacement should yours break. Positive Luck reduces the chance of breakage - with Luck of 0 or lower, you should probably only apply your lance at range, and switch to another weapon or retreat when opponents close in.
+
===dNetHack===
 +
In [[dNetHack]] and [[notdNetHack]], the lance's weight is reduced to 80 aum, and both variants add the [[elven lance]], [[droven lance]], [[white vibrospear]], [[gold-bladed vibrospear]], and [[force pike]] as weapons that use the lance skill.
  
A deadly jousting tactic is to let the monster come into applying range, then apply the lance on it until it moves adjacent, then hit it normally. Since at high skill levels a joust is nearly guaranteed, the monster will be pushed back for another round of lance thrusts, then will move adjacent again only to be jousted and so on until the monster is dead, usually without ever having an opportunity to attack.
+
[[Iron golem]]s may be generated with a lance.
  
With their [[jump]]ing ability, even low-skill [[Knight]]s in an open space can make particularly good use of the strategy of keeping just enough distance between themselves and an opponent to apply their lance, denying it an opportunity to retaliate.
+
There are several artifact lances:
  
Because jousting robs monsters of their movement points, at high lance skill many single opponents can be readily dealt with simply by repeatedly attacking them in melee with a lance. A successful joust will guarantee you get another turn before they can act. If you are fortunate enough to get jousts on the first action of every game turn, this will immobilize even extremely fast monsters. If the opponent in question is slower than normal speed, as with many of the [[demon lords and princes]], they are unlikely to get a single turn before you are through with them.
+
* [[dNetHack artifacts#Dragonlance|Dragonlance]] is an unaligned artifact that is made of [[dragontooth]]. It has +1d10 [[to-hit]] and deals +1d20 bonus damage against dragons and reptilians, with a {{frac|10}} chance of [[canceling]] those monsters on hit, subject to their [[Magic resistance (monster)|MR score]]. While wielded, Dragonlance confers [[Warned of monster types|warning of dragons and reptilians]], and grants vanilla-strength [[reflection]].
 +
* [[dNetHack artifacts#Rhongomyniad|Rhongomyniad]] is a lawful artifact that favors Knights and is the first [[sacrifice gift]] for Knights. It has +1d3 to-hit and double damage versus all monsters, and if gifted to a character, it unrestricts the riding, [[martial arts]] and lance skills and comes with a [[saddle]].
 +
* [[dNetHack artifacts#Lance of Uriel|The Lance of Uriel]] is a lawful intelligent artifact that is large and made of [[silver]]. It has +1d7 to-hit and +1d10 damage versus all monsters, and while wielded it grants [[automatic searching]] and [[blindness resistance]], and acts as a [[light source]]; targets that it strikes may be [[blind]]ed, [[gremlin]]s are reduced to dust, and [[Troll (monster class)|trolls]] are [[petrified]].
 +
* [[The Rod of Lordly Might]], [[dNetHack artifacts#The Rod of the Elvish Lords|The Rod of the Elvish Lords]] and [[dNetHack artifacts#The Sceptre of Lolth|The Sceptre of Lolth]] can be [[invoke]]d to take on the form of an appropriate lance.
  
As of [[NetHack 3.6.0]], applying a lance can scuff [[engraving]]s beneath you, just like attacking in melee.{{refsrc|src/apply.c|2879|version=NetHack 3.6.0}}
+
===FIQHack===
 +
In [[FIQHack]], [[Dragonbane]] has its [[base item]] changed from a [[broadsword]] to a lance. Dragonbane is the first sacrifice gift for Knights, and deals +1d20 against [[dragon]]s - it also confers reflection while wielded, as in ''NetHack''. Dragonbane has half the weight of a regular lance at 90 aum, and being gifted Dragonbane unrestricts riding and provides a free saddle.
  
==Origin==
+
===SpliceHack===
{{wikipedia|Lance}}
+
In [[SpliceHack]], [[Bradamante's Fury]] is a neutral artifact lance that has +1d5 to-hit and +1d10 damage bonuses versus all monsters. It has a {{frac|10}} chance of stunning a monster on each hit, and instantly dismounts any mounted monsters it hits and stuns them.
The lance is basically a type of spear designed for use by mounted warriors. The stereotypical European knight's lance has a vamplate to prevent it from sliding out of their grip upon impact. They were usually one-use only, as they often broke.
 
  
In contrast, the related [[spear]] is designed for thrusting and the [[javelin]] for throwing. A lance is too big for either thrusting or throwing.
+
===EvilHack===
 +
In [[EvilHack]], a lance can be created at a [[Forge (dungeon feature)|forge]] by combining a [[glaive]] and a [[javelin]].
  
==Variants==
+
The ability to forge lances of a desired (usually lighter) material and/or [[object property]] makes them much more attractive propositions for most EvilHack characters compared to vanilla ''NetHack''.
===SLASH'EM===
 
In [[SLASH'EM]], lances and other polearms can be used to pound squares only an Expert in vanilla ''NetHack'' could reach, even when unskilled.
 
  
===SporkHack===
+
===Hack'EM===
[[SporkHack]] changes the additional jousting damage from 2d10 to 2d(5&nbsp;+ level&nbsp;/&nbsp;3).
+
[[Hack'EM]] adds Bradamante's Fury from SpliceHack, improving the damage bonus to +1d12 and changing its alignment to lawful to match the source material. Forging recipes are the same as in EvilHack.
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
Line 146: Line 148:
 
           Cervantes Saavedra ]
 
           Cervantes Saavedra ]
 
}}
 
}}
 
==See also==
 
* [[Polearm]]
 
  
 
==References==
 
==References==
 
<references/>
 
<references/>
{{nethack-366}}
+
{{nethack-367}}
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Revision as of 19:36, 13 April 2024

) Lance.png
Name lance
Appearance lance
Damage vs. small 1d6
Damage vs. large 1d8
To-hit bonus +0
Weapon skill lance
Size one-handed
Base price 10 zm
(+10/positive
enchant)
Weight 180
Material iron

A lance is a type of weapon that appears in NetHack. It is a one-handed weapon that is designed for use in mounted combat, and is made of iron.

Lances behave similarly to polearms, only dealing full damage when used for pounding monsters as well as mounted melee attacks.

Generation

Lances make up about 0.4% of randomly generated weapons (on the floor, as death drops, or in shops).

All Knights start with a +1 lance.[1]

Watchmen and soldiers may be generated with a lance.[2][3]

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Per commit da859c5e, lances no longer generate on watchmen and soldiers.

Lance skill

Lance
Max Role
Basic
Skilled
Expert

The lance is the only weapon to use the lance skill, and there are no artifact lances.

The range at which a character or monster can pound with a lance varies with skill level - see that article for more information.

Jousting

When a mounted character attacks an adjacent monster in melee with a lance, there is a skill-dependent chance of jousting the monster:[4]. the base chance is 15, and increases by an additional 15 for each skill level (i.e. 25 at Basic, 35 at Skilled, and 45 at Expert). If jousting as part of twoweaponing, the skill level used is the lower between the character's lance skill and their twoweapon skill, e.g. the chance of jousting with an offhand lance is 15 if the character is unskilled in two-weapon combat.

A monster that is jousted monster takes +2d10 damage (or +2d2 if the lance is twoweaponed in the offhand), loses all its movement points for that turn, and becomes stunned; the monster is also pushed back one square in the direction of the melee attack, if they are not currently immobilized (e.g. they are trapped, as opposed to being sessile) and are of medium size or smaller, and the target square is not occupied or deadly. Each joust also has a luck-based chance of breaking the lance (with a hypothetical artifact lance resisting this chance completely), unless the jousting occurs against an unsolid monster:[5]

Luck Break chance
−13 1 in 18
−5 1 in 43
−1 1 in 126
0 1 in 250
+1 1 in 9550
+5 1 in 10500
+13 1 in 12500

Strategy

The lance is an extremely heavy weapon that is only second in weight to the heavy iron ball, and as its base damage is quite low for that weight, a character seeking a weapon solely for pounding will prefer any polearm - the lance's primary perks lie in its jousting ability, which more than makes up for the lance's base damage and turns it into one of the most powerful non-artifact weapons.

Jousts can push monsters into pounding range, and with sufficient player skill it is possible to stay a knight's jump away from monsters with ranged attacks and pound at them without fear of retaliation. Lances are difficult to come by, meaning that most players only attempt this with Knights and their starting lance once they secure enough positive luck - until then, a lance is most safely applied at range, ideally with a backup weapon and/or space to retreat when opponents close in; even low-skill Knights in an open space can make particularly good use of this strategy with their role's jumping ability.

Barracks offer the best odds of finding a backup lance, particularly in the Castle and Fort Ludios, and dedicated lancers can wish up a spare or backup if all else fails - a light source is also worth carrying around to keep the character's pounding range illuminated. A deadly jousting tactic at high skill level is to pound at a monster that comes in range until it moves adjacent to the character, then melee with the lance to push it back into pounding range: this potentially stunlocks monsters to death without them getting a chance to attack, and with enough movement speed even covetous monsters like many of the demon lords and princes are unlikely to get a single turn in.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

The removal of lances from watchmen and soldier starting inventories means that lances will be much more difficult to come by through regular means for most characters.

History

The lance first appears in NetHack 1.3d.

Origin

A lance is a long thrusting spear designed to be used by a mounted warrior or cavalry soldier (called a lancer). In ancient and medieval warfare, it evolved into the leading weapon in cavalry charges, and was unsuited for throwing or for repeated thrusting unlike similar weapons typically used by infantry. Lances were often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact; beginning in the late 14th century, they were used in conjunction with a lance rest attached to the breastplate.

Though best known as a military and sporting weapon carried by European knights and men-at-arms, the use of lances was widespread throughout Eastern Asia, the Middle East, and Northern Africa wherever suitable mounts were available. Lancers of the medieval period also carried secondary weapons such as swords, battle axes, war hammers, maces and daggers for use in hand-to-hand combat, since the lance was often a one-use-per-engagement weapon; assuming the lance survived the initial impact without breaking, it was often too long, heavy, and/or slow to be effective in a melee.

Variants

Some variants add artifact lances, which will not break when jousting as explained above.

SLASH'EM

In SLASH'EM, the range of pounding is also unrestricted, and lances can hit any square that is two squares away from the wielder.

Two of the five roles that are new to SLASH'EM can raise their skill in lances:

Polearms
Max Role
Basic
Skilled

SporkHack

SporkHack changes the additional jousting damage from 2d10 to 2d(5 + XL3).

dNetHack

In dNetHack and notdNetHack, the lance's weight is reduced to 80 aum, and both variants add the elven lance, droven lance, white vibrospear, gold-bladed vibrospear, and force pike as weapons that use the lance skill.

Iron golems may be generated with a lance.

There are several artifact lances:

FIQHack

In FIQHack, Dragonbane has its base item changed from a broadsword to a lance. Dragonbane is the first sacrifice gift for Knights, and deals +1d20 against dragons - it also confers reflection while wielded, as in NetHack. Dragonbane has half the weight of a regular lance at 90 aum, and being gifted Dragonbane unrestricts riding and provides a free saddle.

SpliceHack

In SpliceHack, Bradamante's Fury is a neutral artifact lance that has +1d5 to-hit and +1d10 damage bonuses versus all monsters. It has a 110 chance of stunning a monster on each hit, and instantly dismounts any mounted monsters it hits and stuns them.

EvilHack

In EvilHack, a lance can be created at a forge by combining a glaive and a javelin.

The ability to forge lances of a desired (usually lighter) material and/or object property makes them much more attractive propositions for most EvilHack characters compared to vanilla NetHack.

Hack'EM

Hack'EM adds Bradamante's Fury from SpliceHack, improving the damage bonus to +1d12 and changing its alignment to lawful to match the source material. Forging recipes are the same as in EvilHack.

Encyclopedia entry

With this the wind increased, and the mill sails began to turn
about; which Don Quixote espying, said, 'Although thou movest
more arms than the giant Briareus thou shalt stoop to me.'
And, after saying this, and commending himself most devoutly
to his Lady Dulcinea, desiring her to succor him in that trance,
covering himself well with his buckler, and setting his lance
on his rest, he spurred on Rozinante, and encountered with the
first mill that was before him, and, striking his lance into
the sail, the wind swung it about with such fury, that it broke
his lance into shivers, carrying him and his horse after it,
and finally tumbled him a good way off from it on the field in
evil plight.

[ Don Quixote of La Mancha by Miquel de
           Cervantes Saavedra ]

References