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. | + | [[Healer]]s start with a scalpel.{{refsrc|u_init.c|59}} |
==Strategy== | ==Strategy== |
Revision as of 16:24, 10 September 2012
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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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