Difference between revisions of "Club"

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{{version012}}
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{{weapon
 
{{weapon
 
  |name        = Club
 
  |name        = Club
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  |accuracy    = +3
 
  |accuracy    = +3
 
  |basedelay  = 13 (130%)
 
  |basedelay  = 13 (130%)
  |mindelay    = 6 (14)
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  |mindelay    = 6 at skill 14
 
  |hands      = 1H
 
  |hands      = 1H
 
  |size        = Medium
 
  |size        = Medium
  |ranged      = Thrown
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  |ranged      = No
 
  |acquirement = 0
 
  |acquirement = 0
 
  |damtype  = Crushing
 
  |damtype  = Crushing
 
}}
 
}}
{{flavour|A heavy piece of wood, with a place to grip on one end and most of its weight at the other, making it suitable for swinging or throwing at a foe. 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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{{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.}}
{{crawlquote|This weapon falls into the '[[Maces & Flails]]' category. It is a one handed weapon, and it is better for the strong.}}
 
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 both [[whip]]s and [[hammer]]s. They can be thrown, but not with any particular effectiveness. [[Stabbing]] a monster with a club will confuse it, but stabbing with a [[dagger]] instead will usually kill it. One potential use for clubs is that you can cast [[Sticks to Snakes]] on them to create a marginally useful summoned [[snake]] to attack your foes. However, the spell has much better results if cast on [[poisoned]] [[arrow]]s or larger sticks like [[quarterstaff|quarterstaves]] or [[giant club]]s.
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''From the learndb: "Not a terrible weapon forged in the fires of hell -- just a terrible weapon."''
  
Even freshly started spellcaster characters should avoid using clubs; a club is only marginally more powerful than unskilled [[Unarmed Combat]]. Wait until you get a [[dagger]] or [[whip]] off of a [[kobold (monster)|kobold]] or something.
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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 0 skill [[Unarmed Combat]], you should take a whip, [[dagger]], or [[short sword]] whenever possible, as they are all better options.
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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.
  
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
 
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"
! Club
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! Mundane || Magical || [[Unrandart]] shillelagh [[Devastator|"Devastator"]]
 
|-
 
|-
| [[File:Club.png]]
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| [[File:Club.png]] || [[File:Club2.png]] || [[File:Shillelagh_devastator.png]]
 
|}
 
|}
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==History==
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*Prior to [[0.23]], [[Killer Klown]]s didn't spawn with highly enchanted, branded clubs.
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*Prior to [[0.16]], club-[[Stabbing|stabbing]] a monster would confuse it for 1-3 turns.
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*Prior to [[0.14]], clubs also qualified as throwing weapons, and they were suitable for use with the [[Sticks to Snakes]] spell.
  
 
{{weapons}}
 
{{weapons}}
 
[[Category:Maces & Flails]]
 
[[Category:Maces & Flails]]

Revision as of 00:07, 23 May 2023

Version 0.30: 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 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.

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