) | |
---|---|
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[]
If you try to force a lock, there is a large chance the scalpel will break.
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[]
- This page is a stub. You could probably expand this page should you wish to do so.