- Wand of Sparking
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- Gray Zapinator
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- Zapinator
Hallowed Jousting Lance

Type | |
---|---|
Damage | 90 (Melee) |
Knockback | 13 (Insane) |
Critical chance | 4% |
Use time | 24 (Fast) |
Velocity | 3.5 |
Tooltip | Build momentum to increase attack power |
Rarity | ![]() |
Sell | 460 |
Research | 1 required |
- Hallowed Jousting Lance
Use | |
---|---|
- Internal Item ID: 4790
- Internal Projectile ID: 879

The Hallowed Jousting Lance is a Hardmode melee weapon. When attacking using ⚒ Use / Attack, the lance will extend, and holding ⚒ Use / Attack will keep it extended at a fixed angle. The damage and knockback will increase depending on the player's movement speed, making mounts, sprinting accessories, or dash abilities (such as those granted by Shield of Cthulhu, Tabi/Master Ninja Gear, or Solar Flare armor) useful for maximizing damage.
When the player takes damage, the Hallowed Jousting Lance will stop being active.
It is the upgrade of the Jousting Lance and the precursor to the Shadow Jousting Lance.
Its best modifier is Godly or Demonic. Both modifiers increase the average damage output by the same amount.
Crafting
Recipes
Result | Ingredients | Crafting station |
---|---|---|
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Notes
This content is transcluded from Jousting Lance § Notes.
- The damage ([1] ) and knockback ( ) values can be approximated with the following formulas:
- and
- ,
- where
- The more accurate formulas are based on the player's velocity in tiles per second ( ):
is the player's velocity in mph, is the weapon's damage (90 base damage), and is the weapon's knockback (13 base knockback).
- Examples (with unmodified base damage and knockback):
Velocity Damage Knockback 0 mph 9 0 (No knockback) 5 mph 20 1.82 (Very weak) 15 mph 42 5.45 (Average) 20 mph 54 7.27 (Very strong) 30 mph 76 10.9 (Extremely strong) 60 mph 144 21.79 (Insane) 100 mph 235 36.32 (Insane) 150 mph 348 54.48 (Insane) 179 mph 414 65.01 (Insane)
Tips
This content is transcluded from Jousting Lance § Tips.
- Because the weapon is retracted as soon as damage is taken, it is not very effective at fighting enemies that can survive more than a single hit. However, it is adept at clearing weak crowds.
- This makes jousting matches between players feasible, as the losing player will not be able to deal damage to the winning one.
- This can be mitigated somewhat with Feral Claws or its upgrades, as autoswing makes the player automatically ready their next attack after taking damage. Additionally, the knockback bonus from Titan Glove accessories will make the player less likely to take damage in the first place.
- The damage that Jousting Lances get from momentum does not have a limit. They can be paired with the Mollusk Whistle or the Inner Tube and a very deep pool of water to gain extraordinary amounts of momentum, and, in turn, damage, by surfacing from the bottom to the top of the pool of water. With the right setup, this damage is even able to defeat the Dungeon Guardian in one hit.Verify
- Holding the lance straight up or down gives it a much taller hitbox, which can make hitting flying or less predictable enemies easier when charging.
- Holding the lance straight down when falling down a hellevator will prevent Cobwebs, such as those created in a Spider Nest, from slowing the player's descent. The high fall speed can also help deal with enemies.
Trivia
This content is transcluded from Jousting Lance § Trivia.
- Holding the lance in the opposite direction of travel will cause mounts to "moonwalk" at full speed, e.g. a Unicorn Mount can gallop backwards. Similarly, holding the lance in a Minecart can result in the player visually holding it behind themselves.
History
- Desktop 1.4.4: Damage increased from 78 to 90.
- Desktop 1.4.1.2: Jousting Lances can no longer receive melee speed prefixes.
- Desktop 1.4.0.1: Introduced.
- Console 1.4.0.5.4.1: Introduced.
- Switch 1.4.0.5.5: Introduced.
- Mobile 1.4.0.5.0: Introduced.