PLASMA CUTTER
- BASE ITEM
- WEAPON
- MELEE
- LEVEL 5
PLASMA CUTTER is a melee weapon, wielded from level 5. STRENGTH is the stat that scales it.
The requirement cuts both ways: nothing below level 5 ever drops one, and a hero below it banks the find rather than wearing it.
Cleanroom tooling rated for rocket hulls, from the vault PAYLOAD-1 guarded. It was built to open spaceships; everything between here and Ada is considerably softer.
What it does
- SWEEPThe swing carves a 70° cone and strikes everything standing in it. INTELLECT widens that cone as you grow, out to a full half circle.
- EDGEDIt has an edge. A blow that takes a body's whole health in one goes clean through it, and the two halves fall apart along the swing.
- PRICED FORAbout 1.3 target a swing. That is what the damage budget assumes it reaches, which is why a wide weapon carries a smaller blow than a narrow one of the same level.
- CRIT WEIGHTA critical hit lands for 1.9× — a flat trait of the melee class, the same on every weapon in it. Your build earns the crit CHANCE; the class fixes what a crit is worth.
- SALVAGEIt melts down: the merchant pays double what an ordinary piece of its worth fetches.
A dropped copy carries 260 swings of wear. At zero it does not shatter — it falls into the bag unusable until a repair kit mends it, and the hero draws the best thing left.
A fresh find in the hands of a hero who has spent no stat points — the piece itself, with nothing of the wielder in it. Your own STRENGTH, DEXTERITY or INTELLECT lifts these from there, as does an item level found deeper than the requirement.
Make quality
Every plain drop of this base rolls a make quality on top of the numbers above — the craftsmanship of that particular copy, stamped at the moment it drops and frozen for life. It scales the damage and the wear budget together, and it leads the name: a BROKEN PLASMA CUTTER and a PERFECT PLASMA CUTTER are the same base item and not the same find.
The bands overlap on purpose, so a good CRUDE can out-swing a poor NORMAL while a PERFECT always clears a NORMAL. Which one you get depends on the level of whatever dropped it: the two odds columns below are a level-1 killer and a level-60 one, and everything between is interpolated. Craftsmanship and magic are exclusive — a magic-or-better find is always normal make.
| MAKE | DAMAGE | SCALE | ODDS AT MLVL 1 | ODDS AT MLVL 60 |
|---|---|---|---|---|
| BROKEN | 8–11 | 0.58–0.82× | 20% | 0% |
| CRUDE | 10–14 | 0.73–0.97× | 25% | 6% |
| NORMAL | 13–15 | 0.90–1.10× | 52% | 54% |
| SUPERIOR | 14–18 | 1.03–1.27× | 3% | 28% |
| PERFECT | 16–20 | 1.16–1.44× | 0% | 12% |
Where it comes from
- PAYLOAD-1 always hands it over.