Melee Weapons Summary Table

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Revision as of 03:13, 12 December 2007 by Starker (talk | contribs) (Made source more compact for editing purposes and replaced the heading with a table caption.)

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Melee weapons
Item Power Level Required Autosell Value Notes
Astral spline 80 7 120 +7 Melee Damage
+10 to Hit
Badly bent knife 5 1 1
Baseball bat 10 1 5
Bass-O-Matic 77 52 4 60 +4 Melee Damage
Bat out of hell 115 10 180 +10% to hit
Big honkin' hammer 65 5 80 -5 to Hit
+8 Electric Damage
Big left hook 85 6 72 +5 Strength
Brass knuckles 13 1 8
Colossal mandible 50 4 50
Digital rapier 45 3 56 +10 to Hit
+5 to Initiative
Digital saber 55 4 60 +3 Electric Damage
Ethereal club 65 5 90 +5% of Weapon Damage Returned as PP
Extension cord 10 1 5 +1 Electric Damage
Gallagher's mallet 110 10 175 +30 Damage to Melons
Golf club 20 1 10
Hammer 10 1 5
Hedge slammer 26 1 16 +3 Strength
Large knife 15 1 8
Lead pipe 20 1 5
Long arm of the law 72 6 70 +5% Chips
Metaphoric claws 45 3 45
Pandimensional scepter 40 3 100 -1 Cost of Combat Spells
+10 Spell Damage
Paper machete 23 1 15 +2 Melee Damage
Peacekeeping baton 18 1 9 +2 Melee Damage
Shattered protest sign 3 1 1
Short end of the stick 45 3 42 +3% item drops
Steel knuckles 25 1 NA
The whole nine yards 83 7 110 +10 Strength
Titanium mace 48 3 48
Titanium pipe 38 2 32
Truepenny blade 85 7 120 +5 to Hit
+5 Melee Damage
Ubiquitous chainsaw 30 2 30