Difference between revisions of "Bonus melee damage"

From Twilight Heroes Wiki
Jump to: navigation, search
(wonderful weapon)
(Claw)
Line 32: Line 32:
 
|-
 
|-
 
| [[special wooden cup]] || Talisman || '''15''' || Always || || +10% to hit<br>+3 XP per combat<br>-15% dodging ability
 
| [[special wooden cup]] || Talisman || '''15''' || Always || || +10% to hit<br>+3 XP per combat<br>-15% dodging ability
 +
|-
 +
| [[Claw]] || Melee weapon || '''12''' || Always || Level 15 || +20% chance of critical hits<br>-5 seconds to the duration of each turn<br>Rental equipment is lost at rollover
 
|-
 
|-
 
| [[Seeing Red]] || Item || '''12''' || 180 minutes || || Obtained from [[ruby treacle]]<br>+12 Ranged damage
 
| [[Seeing Red]] || Item || '''12''' || 180 minutes || || Obtained from [[ruby treacle]]<br>+12 Ranged damage

Revision as of 10:32, 21 July 2011

  • Bonus melee damage is applied to attacks made with Melee Weapons.
  • Amounts for Skills are affected by S, the number of Skill-point.gif skill points invested in the skill.
Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill Multiple 3 + (S/5) one attack Level 16 Multiple 3 + (S/5) Ranged damage
15% + S%, minimum of 20 + S to hit
Trample of the Rhino Naturalist Combat Skill Multiple 2.5 + (S/10) one attack Level 10 Multiple 2.5 + (S/10) Ranged damage
10 + 2*S + level, cap 50 to hit
Charge of the Bovine Naturalist Combat Skill Multiple 1.5 + (S/10) one attack Level 2 Multiple 1.5 + (S/10) Ranged damage
10 + S + level, cap 30 to hit
Torch of Nug Melee weapon 50% Always Level 70 +50 fire damage
+10% of weapon damage returned as HP
Super, Man Effect 10% 35 minutes Gained from *@=g3,8d\&fbb=-q/hk%fg
+10% Ranged damage
datagun Ranged weapon 5% Always Level 6 +5% to hit
+5% Ranged damage
Diamond Dagger of Derring-Do Melee weapon 5% Always Level 10 +2% XP per combat
+5% Ranged damage
snug breeches Pants 5% Always Level 9 +5% Ranged damage
Shark's Tooth Necklace Talisman .5*level Always -1 Intellect
Scourge of Souls Melee weapon 50 Always Level 55 5% chance to stun opponents
-10 foe toughness
+10% of weapon damage returned as HP
Talons of the Raptor Naturalist Skill 3 + S + round(level/3),
cap 10 + S
30 + 3*S minutes Level 9
juggling clubs Ranged weapon 15 Always
saw glove Melee weapon 15 Always Level 12
special wooden cup Talisman 15 Always +10% to hit
+3 XP per combat
-15% dodging ability
Claw Melee weapon 12 Always Level 15 +20% chance of critical hits
-5 seconds to the duration of each turn
Rental equipment is lost at rollover
Seeing Red Item 12 180 minutes Obtained from ruby treacle
+12 Ranged damage
badger gauntlets Gloves 10 Always Level 5 for Naturalists only
+10 to-hit ability - for Naturalists only
Captain Nocturnal's Serpent Skin Pants Pants 10 Always Level 9 +5 HP per turn
+5% chance of critical hits
Fighting Club Melee weapon 10 Always +X offense
+20% Strength
+5% of weapon damage returned as HP
You do know Jack. Specifically, Jack's physiology.
ham banner Melee weapon 10 Always Level 6
lamp post Melee weapon 10 Always Level 8 -8 to hit
quill blade Melee weapon 10 Always Level 12 +5% to hit
razor claw Melee weapon 10 Always Level 10 Take 5 fire damage per round of combat
razor glove Melee weapon 10 Always Level 11 +3% chance of critical hits
+5% fire resistance
Reticulated Roundel of Ribald Resoluteness Offhand Item 10 Always Level 10 +20 to maximum HP
+10 Ranged damage
Shadow Mist's Iron Scythe Melee weapon 10 Always Level 5 Successful hit weakens opponents (by 5 points)
Sockin' it to 'Em Item 10 60 minutes Obtained from lost sock
stranglet needle Melee weapon 10 Always Level 10 Against Positronic Robots only
the Night Mare Transportation 10 Always Level 5 +10% to initiative
+10 ranged damage
Treader of the Dust's Sandals Boots 10 Always Level 55 +10 PP per turn
Increased chance of combat adventures
+10 Ranged damage
-5 seconds to the duration of each turn
bun's blade Melee weapon 9 Always Level 17 +20 Reflexes
Grants wearer the ability for super jumps
jack boots Boots 8 Always level 7
poly stilettos Boots 8 Always Level 13 +5% Reflexes
+8 Ranged damage
The Tenderizer's hammer Melee weapon 8 Always Level 13 +15% Strength
astral spline Melee weapon 7 Always Level 9 +10 to hit
Got the Beat Item 7 30 minutes Obtained from drumsticks
+7 Ranged damage
rolled-up newspaper Melee weapon 6 Always Level 3 Only against animals
unbalanced club Melee weapon 6 Always Level 9 +3 foe toughness
wakizashi Offhand Item 6 Always Level 8
Ace Up Your Sleeve Item 5 60 minutes Sometimes obtained from playing card
frusion neoleash Offhand Item 5 Always Level 4
Hobbes' nail boots Boots 5 Always Occasionally grants a bonus tiger pounce attack if you win initiative
+5% item drops
Increased chance of combat adventures
invisible claymore Melee weapon 5 Always Level 3 +5% to initiative
Pawn of Destruction Offhand Item 5 Always Level 5 +5 ranged damage
+5 spell damage
plastic wrap armband Accessory 5 Always Level 3 +5 ranged damage
Scratch Your Eyes Out Item 5 60 minutes Obtained from nail file
spiky heels Boots 5 Always Level 10 Attacker takes 5 damage
switchboard garrote Melee weapon 5 Always Level 10 Successful hit weakens opponents (by 10 points)
+10% chance of critical hits
Thirsty Item 5 120 minutes Obtained from dehydrated water
+5 Ranged damage
-2 PP regen/turn
truepenny blade Melee weapon 5 Always Level 7 +5 to hit
white noise knuckles Melee weapon 5 Always Level 3 Against Electronic Robots only
Bass-O-Matic 77 Melee weapon 4 Always Level 4
cat o' five tails Melee weapon 4 Always Level 2 +5 foe toughness
Mega Hurts Effect 4 65 minutes Gained from There's a Blog.Org for This
+4 Ranged damage
warmaking baton Melee weapon 4 Always Level 7
Circle A Accessory 3 Always Level 5 +3 Ranged damage
combative 'tank' top Shirt 3 Always Level 9 Increased chance of combat adventures
3% chance to stun opponents
+3 ranged damage
Doctor Worm's surgical gloves Gloves 3 Always level 12 No weapon fumbles, ever
+3 Ranged damage
filigreed foil hat Helmet 3 Always +3 ranged damage
+3 spell damage
hammer time Melee weapon 3 Always Level 6 -5 seconds to the duration of each turn
roller blades Boots 3 Always level 5
spiked gloves Gloves 3 Always level 3
Thewsday day of the week 3 Always
paper machete Melee weapon 2 Always
nicknack Accessory 1 Always Level 7 +1 foe toughness
+1 ranged damage
+1 spell damage
+1 damage absorption
+1% item drops
+1% chips
+1% effectiveness from your sidekick
pirate hook Offhand item 1 Always
plastic fangs Accessory 1 Always
Dangerously Dour Item scales with level 90 minutes Obtained from grim pill
Ranged damage
Smoldering with Fury Item scales with level 90 minutes Obtained from rusty brick
Ranged damage
Spell damage
Thunder in a Bottle Talisman -3 Always Using skills costs -2 PP
+10% to your maximum PP
Bubble Bauble Talisman -5 Always Foes never have critical hits
+10% defense
Regenerates HP as a function of level
No critical hits, ever
-5 Ranged damage


Notes

Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration