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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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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.
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.