Difference between revisions of "Club"
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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.}} | {{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.}} | ||
− | 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 no reason you should ever fight with a '''club''' | + | There is almost no reason you should ever fight with a '''club'''; they are strictly inferior to [[whip]]s, which are almost as commonplace. |
− | Even freshly started spellcaster characters should avoid using clubs | + | Even freshly started spellcaster characters should avoid using clubs whenever possible. A club is only marginally more powerful than unskilled [[Unarmed Combat]]; you might as well wait until you get a [[dagger]] or [[whip]] off of a [[kobold (monster)|kobold]] or something. |
+ | |||
+ | 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 an [[ego]]. [[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. | ||
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Revision as of 09:41, 5 November 2022
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.
Even freshly started spellcaster characters should avoid using clubs whenever possible. A club is only marginally more powerful than unskilled Unarmed Combat; you might as well wait until you get a dagger or whip off of a kobold or something.
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 an ego. 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" |
---|---|---|
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 | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |