Talk:Club

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Revision as of 09:28, 4 March 2013 by Ion frigate (talk | contribs)
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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 trash items. -Ion frigate 08:28, 4 March 2013 (CET)