Difference between revisions of "Club"

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''From the learndb: "Not a terrible weapon forged in the fires of hell -- just a terrible weapon."''
 
''From the learndb: "Not a terrible weapon forged in the fires of hell -- just a terrible weapon."''
  
There is almost no reason you should ever fight with a '''club'''; they are strictly inferior to [[whip]]s, which are almost as commonplace. While a club is marginally more powerful than unskilled [[Unarmed Combat]], a whip, [[dagger]], or [[short sword]] are overall better options, and should be taken whenever possible.
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There is almost no reason you should ever fight with a '''club'''; they are strictly inferior to [[whip]]s, which are almost as commonplace. While a club is marginally more powerful than 0 skill [[Unarmed Combat]], you should take a whip, [[dagger]], or [[short sword]] whenever possible, as they are all better options.
  
 
Very occasionally, an early [[unique]] like [[Jessica]] or [[Ijyb]] might spawn with a highly-enchanted club, giving you a vaguely acceptable weapon early on, but you'll still want to look for something stronger, faster, and/or with a [[brand]]. [[Killer Klown]]s all carry branded, highly-enchanted clubs, but by the time you've reached the [[Realm of Zot]], you'll have access to dozens of better weapons.
 
Very occasionally, an early [[unique]] like [[Jessica]] or [[Ijyb]] might spawn with a highly-enchanted club, giving you a vaguely acceptable weapon early on, but you'll still want to look for something stronger, faster, and/or with a [[brand]]. [[Killer Klown]]s all carry branded, highly-enchanted clubs, but by the time you've reached the [[Realm of Zot]], you'll have access to dozens of better weapons.

Revision as of 00:07, 23 May 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Name Club
Skill Maces & Flails
Damage 5
Accuracy +3
Base delay (%) 13 (130%)
Min delay 6 at skill 14
Hands 1H
Size Medium
Ranged? No
A heavy piece of wood. While clubs are rather primitive weapons, bashing someone's skull in with one remains a very popular and effective means of dispute resolution.

From the learndb: "Not a terrible weapon forged in the fires of hell -- just a terrible weapon."

There is almost no reason you should ever fight with a club; they are strictly inferior to whips, which are almost as commonplace. While a club is marginally more powerful than 0 skill Unarmed Combat, you should take a whip, dagger, or short sword whenever possible, as they are all better options.

Very occasionally, an early unique like Jessica or Ijyb might spawn with a highly-enchanted club, giving you a vaguely acceptable weapon early on, but you'll still want to look for something stronger, faster, and/or with a brand. Killer Klowns all carry branded, highly-enchanted clubs, but by the time you've reached the Realm of Zot, you'll have access to dozens of better weapons.

Mundane Magical Unrandart shillelagh "Devastator"
Club.png Club2.png Devastator.png

History

  • Prior to 0.23, Killer Klowns didn't spawn with highly enchanted, branded clubs.
  • Prior to 0.16, club-stabbing a monster would confuse it for 1-3 turns.
  • Prior to 0.14, clubs also qualified as throwing weapons, and they were suitable for use with the Sticks to Snakes spell.
Weapons
Axes BattleaxeBroad axeExecutioner's axeHand axeWar axe
Maces & Flails ClubDemon whipDire flailEveningstarFlailGiant clubGiant spiked clubGreat maceMace (Hammer) • MorningstarSacred scourgeWhip
Long Blades Demon bladeDouble swordEudemon bladeFalchionGreat swordLong swordScimitarTriple sword
Polearms BardicheDemon tridentGlaiveHalberd (Scythe) • SpearTridentTrishula
Ranged Weapons ArbalestHand cannonLongbowOrcbowShortbowSlingTriple crossbow
Short Blades DaggerQuick bladeRapierShort sword
Staves LajatangMagical staffQuarterstaff
Throwing BoomerangDartJavelinLarge rockStoneThrowing net