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.
Contents
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]
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
As of commit 20cbadc, which makes quest leaders significantly stronger and prevents killing them from making the game unwinnable, Shaman Karnov generates with a +5 club.
As of commit e5c73d0, wood golems have a chance of dropping clubs among the wooden items they leave behind as their special death drop instead of a corpse.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 the club is 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 it easily serves as a solid replacement for some projectiles such as the Caveman's sling, flint and rocks, and can even serve as a primary melee weapon until an artifact weapon is obtained.
History
The club first appears in NetHack 1.3d.
Variants
Some variants give player gnomes an increased skill cap with clubs, due to their perceived affinity with the aklys.
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 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 serves as the guaranteed first for Rogues, and does a flat +20 damage against all monsters.
dNetHack
In dNetHack, all players dwarves begin the game with a club that staves can be carved into, as well as a knife to carve with.
Living lecterns leave behind 2-6 clubs as part of their special death drop instead of a corpse.
NetHack Fourk
In NetHack Fourk, player gnomes have increased skill caps in clubs.