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Are clubs better than untrained unarmed combat? (i.e. should my weak and noodly mage pick up a club for use as an emergency weapon at the very beginning of the game if that's the only thing I can find for the first couple floors?) --spudwalt 07:42, 4 March 2013 (CET)

Clubs are 5 damage, +3 acc, 13 delay. Unarmed at zero is 3 damage, +2 acc, 10 delay. While the club does do more damage per aut, I'd still go with the unarmed: with 10 delay, you're not going to get surprised by getting hit twice and annihilated: you can always start kiting the monster if you get hit. One other point, though, is that a dagger or whip will be preferable to either, and both are fairly common D:1 trash items. -Ion frigate 08:28, 4 March 2013 (CET)
Also, don't forget that a cursed club can disrupt your diet pretty badly, especially if you're casting spells regularly. Remove Curse is common, but not guaranteed. Just ask any ogre player... --MoogleDan 13:50, 4 March 2013 (CET)
Thanks. I've generally used a club because it seems to break through AC better on some of the sturdier enemies on the first few floors (like giant cockroaches). I guess it all comes down to personal preference as to which type of crap one's early mage will be flailing away with. --spudwalt 20:41, 4 March 2013 (CET)


So, hey, I came across a +8 club, Jessica was carrying it. I imagine it should be recorded here that that CAN, in fact, happen to them, and we should get the special graphic for it, right? --Haelyn (talk) 03:20, 24 June 2016 (CEST)

Don't forget that those enchanted clubs are *very* rare, cursed bad ones are much more frequent. But indeed, a special graphic is logically necessary. -- Bwijn (talk) 13:10, 24 June 2016 (CEST)