Bonus melee damage

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Revision as of 08:25, 14 November 2009 by Muhandes (talk | contribs) (not decreased)

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Bonus melee damage is applied to attacks made with Melee Weapons.

Source Source type Increase Duration Requirements Notes
Maul of the Cave Bear Naturalist Combat Skill 300% one attack Level 16 +300% Ranged damage
+20% to hit
Trample of the Rhino Naturalist Combat Skill 200% one attack Level 10 +200% Ranged damage
+40 to hit
Charge of the Bovine Naturalist Combat Skill 100% one attack Level 2 +100% Ranged damage
+20 to hit
Torch of Nug Melee weapon 50% Always Level 70 +50 fire damage
+10% of weapon damage returned as HP
Shark's Tooth Necklace Talisman .5 x your 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
saw glove Melee weapon 15 Always Level 12
special wooden cup Talisman 15 Always +10% to hit
+3 XP per combat
-15% dodging ability
Seeing Red Item 12 180 minutes Obtained from ruby treacle
+12 Ranged damage
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
Sockin' it to 'Em Item 10 60 minutes Obtained from lost sock
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
jack boots Boots 8 Always level 7
poly stilettos Boots 8 Always Level 13 +5% Reflexes
+8 Ranged damage
astral spline Melee weapon 7 Always Level 9 +10 to hit
Upgrade Weapons: Serration Gadgeteer Skill 6 30 minutes Level 6-9
Ace Up Your Sleeve Item 5 60 minutes Sometimes obtained from playing card
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.
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
Bass-O-Matic 77 Melee weapon 4 Always Level 4
warmaking baton Melee weapon 4 Always Level 7
Circle A Accessory 3 Always Level 5 +3 Ranged 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
Upgrade Weapons: Elemental Gadgeteer Skill 3 45 minutes Level 10 +3 fire, ice, and electric damage
Thewsday day of the week 3 Always
paper machete Melee weapon 2 Always
peacekeeping baton Melee weapon 2 Always
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
Talons of the Raptor Naturalist Skill scales with level 45 minutes Level 9
Thunder in a Bottle Talisman -3 Always Using skills costs -2 PP
+10% to your maximum PP
polyphonic spree-gun Ranged weapon -10 Always Level 13 +10% Reflexes
Take 1 sonic damage per round of combat
+30 sonic damage
-10 Ranged damage
third rail gun Ranged weapon -10 Always Level 14 Take 1 electric damage per round of combat
+30 electric damage
+10 fire damage
-10 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