Difference between revisions of "Club"

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{{weapon
 
{{weapon
 
  |name        = Club
 
  |name        = Club
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  |damtype  = Crushing
 
  |damtype  = Crushing
 
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{{flavour|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.}}
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{{flavour|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.
  
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“I have always been fond of the West African proverb: ‘Speak softly and carry a big stick; you will go far.’  If I had not carried the big stick, the organization would not have gotten behind me, and if I had yelled and blustered, as Pankhurst and the similar dishonest lunatics desired, I would not have had ten votes.”
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-Theodore Roosevelt, in a letter to Henry L. Sprague. January 26, 1900.}}
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{{crawlquote|This weapon falls into the [[Maces & Flails]] category. It is a one handed weapon.}}
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'''Clubs''' are extremely basic weapons, found in the early Dungeon.
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==Strategy==
 
''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 0 skill [[Unarmed Combat]], you should take a whip, [[dagger]], or [[short sword]] whenever possible, as they are all better options.
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Clubs are strictly inferior to [[whip]]s, which are almost as commonplace. They are marginally more powerful than 0 skill [[Unarmed Combat]], but whips, [[dagger]]s, and [[short sword]]s are all stronger for a 0 skill character.
  
 
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.
  
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
! Mundane || Magical || [[Unrandart]] shillelagh [[Devastator|"Devastator"]]
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! Mundane || Magical || [[Devastator|"Devastator"]]
 
|-
 
|-
 
| [[File:Club.png]] || [[File:Club2.png]] || [[File:Shillelagh_devastator.png]]
 
| [[File:Club.png]] || [[File:Club2.png]] || [[File:Shillelagh_devastator.png]]

Latest revision as of 02:23, 13 February 2024

Version 0.31: 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.

“I have always been fond of the West African proverb: ‘Speak softly and carry a big stick; you will go far.’ If I had not carried the big stick, the organization would not have gotten behind me, and if I had yelled and blustered, as Pankhurst and the similar dishonest lunatics desired, I would not have had ten votes.”

-Theodore Roosevelt, in a letter to Henry L. Sprague. January 26, 1900.

This weapon falls into the Maces & Flails category. It is a one handed weapon.

Clubs are extremely basic weapons, found in the early Dungeon.

Strategy

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

Clubs are strictly inferior to whips, which are almost as commonplace. They are marginally more powerful than 0 skill Unarmed Combat, but whips, daggers, and short swords are all stronger for a 0 skill character.

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 "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