Hit Chance modifiers
| This page is UNDER CONSTRUCTION: How to-hit works should be spaded out and explained on this page. |
The following table lists all game mechanics which affect to-hit chance.
| Source | Source type | Increase | Duration | Requirements | Notes |
|---|---|---|---|---|---|
| Bat out of hell | Melee weapon | 10% | Always | Level 10 | |
| Needler | Ranged weapon | 10% | Always | Level 9 | |
| Smart shirt | Shirt | 10% | Always | Level 12 | |
| Special wooden cup | Talisman | 10% | Always | Level 0 | +15 Melee damage -15% dodging +3 XP per combat |
| astral spline | Melee weapon | 10 | Always | Level 9 | +7 Melee damage |
| Digital rapier | Melee weapon | 10 | Always | Level 3 | +5 to initiative |
| Truepenny blade | Melee weapon | 5 | Always | Level 7 | +5 Melee damage |
| Aura: Vim | Psion Skill | ?? | 30 minutes | +?? dodging ability | |
| Automatic for the Weapon | Item | ?? | 50 minutes | Obtained from motor. | |
| Basic Martial Arts | Gadgeteer Skill | ?? | Always | Level 3 | |
| Upgrade Weapons: Frickin' Sharp | Gadgeteer Skill | 30 | 45 minutes | Level 10 | |
| Upgrade Weapons: Sharpness | Gadgeteer Skill | 15 | 30 minutes | Level 6 | |
| Big honkin' hammer | Melee weapon | -5 | Always | Level 5 | +8 electric damage |
| Lamp post | Melee weapon | -8 | Always | Level 8 | +10 Melee damage |
| Air tank | Accessory | -10 | Always |
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