Critical Hit Chance
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This page contains some non specific data which NEEDS SPADING: How does it work on ranged weapons multiple hits? |
- The effect of critical hits is to double the damage an attack does. This doubling is not applied to Bonus elemental damage or to Bonus melee damage, i.e. bonus damage is added after the doubling.
- The basic chance for a critical hit is 5%.
- As the note on each of the item says, the total increase on the rate of critical hits is capped at +/- 20%.
Source | Source type | Increase | Duration | Requirements | Notes |
---|---|---|---|---|---|
Claw | Melee weapon | +20% | Always | Level 15 | +12 Melee damage -5 seconds to the duration of each turn Rental equipment is lost at rollover |
N'Gah-Kthun's Lancer | Ranged weapon | +20% | Always | Level 55 | +4 extra attack(s) per turn +20% to hit +20 fire damage |
gilt scabbard | Melee weapon | +10% | Always | Devastating Criticals Temporally unstable gear disappears at rollover | |
ginormous club | Melee weapon | +10% | Always | Level 12 | -10 to hit Gives wearer a slightly brutish appearance |
Mecha Nist's Night-vision Helmet | Helmet | +10% | Always | Level 5 | +10 Ranged damage |
n-barreled shotgun (septuple) | Ranged weapon | +10% | Always | Level 10 | +4 extra attack(s) per turn |
Nutcracker's hat | Helmet | +10% | Always | Cracks Nuts Prevents bad injuries -5 seconds to the duration of each turn | |
switchboard garrote | Melee weapon | +10% | Always | Level 10 | Successful hit weakens opponents (by 10 points) +5 Melee damage |
Atmos Spear (extended) | Melee weapon | +8% | Always | Level 10 | +10% to your maximum Hit Points Grants wearer the ability to fly Can call down lightning 5 times per day |
B.L.T. | Ranged weapon | +8% | Always | Level 12 | |
Argent Archer's arrow | Talisman | +6% | Always | +2 extra ranged attack(s) per turn Lunar critical hits Draws you to an Abandoned Chemistry Lab in Somerset -15% defense | |
Automatic for the Weapon | Item | +6% | 50 minutes | Obtained from motor | |
B.L.ighT. gun | Ranged weapon | +6% | Always | Level 14 | +10 to hit |
chameleon clasp | Talisman | +6% | Always | Provides unsurpassed blending-in abilities Grants invisibility (chat effect) -6% chance of weapon fumbles 30% additional damage taken from robots 30% less damage dealt to robots from weapons or skills | |
desert eagle | Ranged weapon | +6% | Always | Level 14 | +2 extra attack(s) per turn |
Misericorde of the Squid | Melee weapon | +6% | Always | Level 40 | +20% to hit Successful hit weakens opponents |
Robe of Summanus | Full-body suit | +6% | Always | Level 40 | Increased chance of noncombat adventures +10% resist fire, ice, electric, and acid damage Increases the effectiveness of reputation-affecting choices |
Captain Nocturnal's Serpent Skin Pants | Pants | +5% | Always | Level 9 | +10 Melee damage +5 HP per turn |
ceremonial knife | Melee weapon | +5% | Always | +10% spell damage Some of critical weapon damage returned as PP | |
chain mail bikini | Full-body suit | +5% | Always | Level 11 | +5 PP per turn +10 to initiative -10% ice resistance |
golden knight's bracelet | Talisman | +5% | Always | +2 extra ranged attack(s) per turn +20% acid resistance This game is too hard | |
great Scottish kilt | Pants | +5% | Always | +10 foe toughness Spectacular critical hits Allows use of the Flounce skill 5x per day | |
kombat kat | Transportation | +5% | Always | Increased chance of combat adventures Fights alongside you Transforms when it gets tired of fighting | |
MechaPinata mask | Helmet | +5% | Always | Level 20 | +5% chance of spell critical hits MechaPinata Fortitude |
multiversal autohammer | Melee weapon | +5% | Always | +10 electric damage +5% item drops Rental equipment is lost at rollover | |
Queen of the Apocalypse | Accessory | +5% | Always | Level 7 | -5 seconds to the duration of each turn |
scoped revolver | Ranged weapon | +5% | Always | Level 13 | +20% offense Gives wearer a slightly brutish appearance |
scorpion | Ranged weapon | +5% | Always | Level 12 | -3 extra ranged attack(s) per turn Gives wearer a slightly brutish appearance |
super-advanced weapon | Ranged weapon | +5% | Always | Level 12 | +5 to hit +5 Ranged damage +5 electric damage +5% chance of weapon fumbles |
Umbra's Shadow Blaster | Ranged weapon | +5% | Always | Level 9 | +3 extra ranged attack(s) per turn +20 ice damage |
x-ray glasses | Accessory | +5% | Always | +20% damage to foes' weaknesses +20% item drops | |
black gloves | Gloves | +4% | Always | Level 8 | |
Chuck van Arnolde's tank top | Shirt | +4% | Always | Level 10 | +15% Strength |
Jimmy Six's laser | Ranged weapon | +4% | Always | Level 13 | +12 fire damage |
lucky punk special | Ranged weapon | +4% | Always | Level 8 | |
neverending red pen | Offhand Item | +4% | Always | Level 10 | -1 HP per turn +10 fire damage |
Red Pasha's Silver Spoon | Talisman | +4% | Always | +30% Reflexes +2 extra attack(s) per turn -15% resistance to all elements | |
Roderick's Gloves | Gloves | +4% | Always | +5 Strength +10% Strength if worn with Roderick's Boots | |
rubber cutlass | Melee weapon | +4% | Always | Level 10 | Successful hit weakens opponents (by 5 points) |
small statuette | Offhand Item | +4% | Always | Level 12 | +20 Ranged damage |
Typhoon's Bracers | Talisman | +4% | Always | +30% Reflexes +2 extra attack(s) per turn -15% resistance to all elements | |
Quizzically Quivering Quadraphonic Quad-Quadrant | Offhand Item | +3% | Always | Level 11 | +5 fire damage +5 psychic damage +3% effectiveness from your sidekick |
razor glove | Melee weapon | +3% | Always | Level 11 | +10 Melee damage +5% fire resistance |
U.F.O. | Ranged weapon | +3% | Always | Level 5 | |
shadow orb | Offhand Item | +3% | Always | Level 8 | +4 offense |
golden apple | Offhand Item | +2% | Always | Level 4 | |
fingerless gloves | Gloves | +2% | Always | Level 8 | -4% chance of weapon fumbles -5% resist fire, ice, electric, and acid damage |
goodly bent knife | Melee weapon | +1% | Always | Combat Usable | |
Bubble Bauble | Talisman | None | Always | Foes never have critical hits +10% defense Regenerates HP as a function of level -5 weapon damage (ranged or melee) |