Katar
| ) | |
|---|---|
| Name | katar |
| Appearance | katar |
| Damage vs. small | 1d6 |
| Damage vs. large | 1d4 |
| Damage type | slashing, piercing |
| To-hit bonus | +0 |
| Weapon skill | bare hands |
| Primary attribute | strength |
| Magical item? | no |
| Properties | (none) |
| Base size | small |
| Base price | 4 zm (+10/positive enchant) |
| Default weight | 5 |
| Base material | iron |
- For the weapon that has the "gun-katar" appearance, see shanta-pata.
A katar is a type of martial weapon that appears in dNetHack, notnotdNetHack, and notnotdNetHack. It is a medium-sized slashing and piercing weapon that has a base-material of iron.
The artifacts Fire Brand and Frost Brand may be re-shaped into katars by dipping them into forges and fountains, respectively.
Generation
Katars make up 1⁄200 of all randomly generated weapons, and can be wished for.
The quest nemesis of the Kensei quest, the blue-eyed fox has a 1⁄16 chance of being generated with a filth-crusted and dire poison coated katar.
Terracotta soldiers generated in the Monk quest have a 1⁄3 chance of being generated with huge stone katars.
Dao lao gui monks have a 1⁄7 of being generated with a katar, with a 1⁄4 chance of being generated with an enchantment ranging from +0 to +4 and a separate 1⁄50 of being given an object property, each with a 1⁄3 chance: anarchic, holy or unholy.
Desciption
At Skilled and Expert skill, katars gain the create opening and penetrate armor expert traits.
Katars count as monk weapons, and can be used to perform mystic moves even while wielding them. All monks start the game with knowledge of the katar's identified appearance. Hitting with a chakram gives monks full base attack bonus.