Difference between revisions of "Scalpel"

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A '''scalpel''' is a kind of [[melee]] [[weapon]]. It uses the knife [[skill]], but unlike an actual [[knife]], it is not suitable for [[throw]]ing—doing so will attract a -2 [[to-hit]] penalty, rather than a +2 bonus.{{refsrc|dothrow.c|833}}  It does slightly more damage in melee as compared to a regular knife, and does not rust.
 
A '''scalpel''' is a kind of [[melee]] [[weapon]]. It uses the knife [[skill]], but unlike an actual [[knife]], it is not suitable for [[throw]]ing—doing so will attract a -2 [[to-hit]] penalty, rather than a +2 bonus.{{refsrc|dothrow.c|833}}  It does slightly more damage in melee as compared to a regular knife, and does not rust.
  
[[Healer]]s start with a scalpel.<ref>[[u_init.c#line59]]</ref>
+
[[Healer]]s start with a scalpel.{{refsrc|u_init.c|59}}
  
 
==Strategy==
 
==Strategy==

Revision as of 16:24, 10 September 2012

) Scalpel.png
Name scalpel
Appearance scalpel
Damage vs. small 1d3
Damage vs. large 1d3
To-hit bonus +2
Weapon skill knife
Size one-handed
Base price 6 zm
(+10/positive
enchant)
Weight 5
Material metal

A scalpel is a kind of melee weapon. It uses the knife skill, but unlike an actual knife, it is not suitable for throwing—doing so will attract a -2 to-hit penalty, rather than a +2 bonus.[1] It does slightly more damage in melee as compared to a regular knife, and does not rust.

Healers start with a scalpel.[2]

Strategy

The best strategy regarding the scalpel is to find something better as soon as possible, as it is a very poor weapon. It is worth keeping as backup weapon against acid blobs and the like, at least until you can rustproof your primary weapon.

References


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