Club
) | |
---|---|
Name | club |
Appearance | club |
Damage vs. small | 1d6 |
Damage vs. large | 1d3 |
To-hit bonus | +0 |
Weapon skill | club |
Size | one-handed |
Base price | 3 zm (+10/positive enchant) |
Weight | 30 |
Material | wood |
A club is a type of weapon that appears in NetHack. It is made of wood.
Generation
Clubs make up about 1.2% of randomly generated weapons (on the floor, as death drops, or in shops).
Cavepeople start the game with a +1 club.[1]
Ogres have a varying chance of being generated with a club: 11⁄12 for ogres, 5⁄6 for ogre lordss, and 2⁄3 for ogre kings.[2] Keystone Kops have a 1⁄6 chance of generating with a club.[3] Ettins are always generated with a club.[4]
Club skill
Club | |
---|---|
Max | Role |
Basic | |
Skilled | |
Expert |
The club and the aklys both use the club skill. There are no artifact clubs.
Notably, it is the only weapon skill that Tourists cannot reach basic proficiency in.
Strategy
While an adequate weapon for a starting Caveman, most characters will prefer stronger weapons. A major exception is the aklys, which has the same damage dice as a club and is made of iron, but can double as a ranged weapon and easily serves as a solid replacement for some projectiles such as the Caveman's sling, flint and rocks.
Variants
SLASH'EM
SLASH'EM adds two new items that use the club skill: the baseball bat and the torch.
The club skill is considerably more useful in SLASH'EM than vanilla NetHack, due to the addition of two endgame-quality artifacts that use it:
- Skullcrusher is a lawful artifact club that serves as the guaranteed first sacrifice gift for Cavepeople, and does a flat +10 damage to all monsters.
- The Bat from Hell is a chaotic artifact baseball bat that does a flat +20 damage against all monsters. It is the first sacrifice gift for Rogues.