Difference between revisions of "Scalpel"
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==Strategy== | ==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. | + | The best strategy regarding the scalpel is to find something better as soon as possible, as it is a very poor weapon, on par with the [[orcish dagger]]. It is worth keeping as a backup weapon against acid blobs and the like, at least until you can [[rustproof]] your primary weapon. |
== References == | == References == |
Revision as of 01:03, 21 October 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, on par with the orcish dagger. It is worth keeping as a backup weapon against acid blobs and the like, at least until you can rustproof your primary weapon.
References
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