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Scalpel
| ) | |
|---|---|
| Name | scalpel |
| Appearance | scalpel |
| Damage vs. small | 1d3 |
| Damage vs. large | 1d3 |
| To-hit bonus | +2 |
| Weapon skill | knife |
| Size | one-handed |
| Cost | 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]
Forcing
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If you try to force a lock, there is a large chance the scalpel will break.
Strategy
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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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