Difference between revisions of "Club"
m |
|||
| Line 1: | Line 1: | ||
| − | {{ | + | {{version030}} |
{{weapon | {{weapon | ||
|name = Club | |name = Club | ||
| Line 19: | Line 19: | ||
''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. | + | 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. |
| − | + | 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 | ||
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center" | {| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center" | ||
Revision as of 00:06, 23 May 2023
| 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 unskilled Unarmed Combat, a whip, dagger, or short sword are overall better options, and should be taken whenever possible.
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" |
|---|---|---|
| |
|
|
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) • Partisan • 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 |