Difference between revisions of "Club"

From CrawlWiki
Jump to: navigation, search
(Add "Devastator", since its base type is a club. Also, remove the "better for the strong" section, which is irrelevant since 0.9 (commit 4132b1ac))
m (update, rip curses)
Line 1: Line 1:
{{version024}}
+
{{version028}}
 
{{weapon
 
{{weapon
 
  |name        = Club
 
  |name        = Club
Line 21: Line 21:
 
There is no reason you should ever fight with a '''club'''. They are strictly inferior to [[whip]]s, which are almost as commonplace.
 
There is 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; a club is only marginally more powerful than unskilled [[Unarmed Combat]] and has a decent chance of being [[curse]]d. Wait until you get a [[dagger]] or [[whip]] off of a [[kobold (monster)|kobold]] or something.
+
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.
  
 
{| 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 21:26, 31 March 2022

Version 0.28: 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.

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. 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.

Mundane Magical Unrandart shillelagh "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