Talk:Club
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
trashitems. -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)