Difference between revisions of "Club"

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A '''club''' is a kind of [[weapon]]. Clubs are made of [[wood]] and therefore will not be [[Erosion|rusted]] by [[rust monster]]s or [[wet]]ting; however, most [[iron]] weapons do more damage.
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A '''club''' is a type of [[weapon]] that appears in ''[[NetHack]]''. It is made of [[wood]].
  
== Club skill ==
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==Generation==
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Clubs make up about 1.2% of randomly generated weapons (on the floor, as [[death drop]]s, or in [[shop]]s). 
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[[Cavepeople]] start the game with a [[Enchantment|+1]] club.{{refsrc|src/u_init.c|52|version=NetHack 3.6.7}}
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[[Ogre (monster class)|Ogres]] have a varying chance of [[Monster starting inventory|being generated with]] a club: {{frac|11|12}} for [[ogre]]s, {{frac|5|6}} for [[ogre lords]]s, and {{frac|2|3}} for [[ogre king]]s.{{refsrc|src/makemon.c|433|version=NetHack 3.6.7}}
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[[Keystone Kop (monster class)|Keystone Kops]] have a {{frac|6}} chance of [[Monster starting inventory|generating with]] a club.{{refsrc|src/makemon.c|389|nethack=3.6.7}} [[Ettin]]s are always generated with a club.{{refsrc|src/makemon.c|185|version=NetHack 3.6.7}}
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[[Player monster]]s, including those on the [[Astral Plane]], have a roughly {{frac|100}} chance of generating with a club as their initial weapon before role-based replacements. [[Caveman (player monster)|Cavepeople]] have an effective {{frac|8}} chance of their initial weapon being made into a club.{{refsrc|src/mplayer.c|183|version=NetHack 3.6.7|comment=cavefolk have a {{frac|3|4}} chance of forcing a mace, making it {{frac|4}} to miss and then {{frac|2}} to obtain the club instead}}
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{{upcoming|NetHack 3.7.0|As of {{commit|20cbadcf85544cf9d0c3f4e4200b2800bab49c8e|commit 20cbadc}}, which makes quest leaders significantly stronger and prevents killing them from making the game [[unwinnable]], Shaman Karnov generates with a +5 club.
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As of {{commit|e5c73d01fefff13d49d9af83a52615dfe20e2699|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]].}}
  
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==Club skill==
 
{{club skill table}}
 
{{club skill table}}
  
 
The club and the [[aklys]] both use the club skill. There are no [[artifact weapon|artifact]] clubs.
 
The club and the [[aklys]] both use the club skill. There are no [[artifact weapon|artifact]] clubs.
  
==Generation==
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Notably, it is the only weapon skill that [[Tourist]]s cannot reach basic proficiency in.
Clubs make up about 1.2% of randomly generated weapons (on the floor, as [[death drop]]s, or in [[shop]]s).
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 +
==Strategy==
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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 can easily be a solid replacement for some projectiles such as the Caveman's [[sling]], [[flint]] and [[rock]]s, and can even serve as a primary melee weapon until an artifact weapon is obtained.
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==History==
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The club first appears in [[NetHack 1.3d]].
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 +
==Variants==
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Some variants give player [[Gnome (starting race)|gnomes]] an increased skill cap with clubs, due to their perceived affinity with the aklys. Specific variants based on [[NetHack 3.4.3]] and earlier versions may not include the ability to tether an aklys and use it as a long-range weapon introduced in [[NetHack 3.6.1]].
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===SLASH'EM===
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[[SLASH'EM]] adds two new items that use the club skill: the [[baseball bat]] and the [[torch]].
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A club can be [[upgraded]] into an aklys, and vice versa; SLASH'EM does not alter the aklys from NetHack 3.4.3.
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The club skill is considerably more useful in SLASH'EM due to the addition of two endgame-quality [[artifact]]s that use it:
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* [[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.
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* The [[Bat from Hell]] is a chaotic artifact baseball bat that serves as the guaranteed first for [[Rogue]]s, and does a flat +20 damage against all monsters.
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===dNetHack===
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In [[dNetHack]], all player [[Dwarf (starting race)|dwarves]] begin the game with a wooden club that [[stave]]s can be carved into, as well as a [[knife]] to carve with. Clubs can also be used to make torches by [[dip]]ping them into a [[potion of oil]].
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[[Living lectern]]s leave behind 2-6 clubs as part of their special death drop instead of a corpse.
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===NetHack Fourk===
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In [[NetHack Fourk]], player gnomes have increased skill caps in clubs.
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The [[Big Stick]] is a chaotic artifact club that replaces [[The Sceptre of Might]] as the Caveman [[quest artifact]].
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===xNetHack===
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In [[xNetHack]], the Big Stick also replaces The Sceptre of Might as the Caveman quest artifact.
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===SpliceHack===
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In [[SpliceHack]], a club can be combined with a [[rubber hose]] at a [[furnace]] to create a baseball bat.
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===EvilHack===
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In [[EvilHack]], Keolewa is a neutral artifact club that acts as the first sacrifice gift artifact for Cavepeople.
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A club can be created at a [[Forge (dungeon feature)|forge]] by combining 2 [[arrow]]s and 2 [[crossbow bolt]]s. A club can be used to forge a couple of items:
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* A club can be combined with a [[dagger]] to create a [[mace]].
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* A club can be combined with a [[flail]] to create an akyls.
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Player [[Giant (starting race)|giants]] wielding a club have a chance of [[stun]]ning any monsters they hit with it.
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===SlashTHEM===
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In [[SlashTHEM]], in addition to SLASH'EM details, the [[metal club]] is a new weapon that uses the club skill, and deals the most damage among non-artifact clubs.
  
In addition, [[ogre]]s,{{refsrc|src/makemon.c|385|version=NetHack 3.6.0}} [[ettin]]s,{{refsrc|src/makemon.c|187|version=NetHack 3.6.0}} and [[Keystone Kop]]s of all ranks{{refsrc|src/makemon.c|346|version=NetHack 3.6.0}} may be generated with a club.
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[[Petslayer]] is a chaotic artifact club that has +5 to-hit and deals +10 damage against [[domestic animal]]s.
  
[[Caveman|Cavepeople]] start with a [[Enchantment|+1]] club.{{refsrc|src/u_init.c|51|version=NetHack 3.6.0}}
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===Hack'EM===
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In [[Hack'EM]], Skullcrusher and the Bat from Hell from SLASH'EM appear as artifacts along with Keolewa from EvilHack.
  
==SLASH'EM==
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A club can be upgraded into an aklys and vice versa, as in SLASH'EM. Clubs can also be dipped in oil to make torches, as in dNetHack.
[[SLASH'EM]] added two new items that use the club skill: the [[baseball bat]] and the [[torch]]. The first sacrifice gift for [[Rogue]]s is the [[Bat from Hell]], a chaotic baseball bat. The first sacrifice gift for Cavemen is [[Skullcrusher]], a lawful club.
 
  
 
==References==
 
==References==
 
<references/>
 
<references/>
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{{nethack-367}}
 
[[Category:Weapons]]
 
[[Category:Weapons]]
{{nethack-360}}
 

Latest revision as of 01:43, 26 February 2024

) Club.png
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: 1112 for ogres, 56 for ogre lordss, and 23 for ogre kings.[2] Keystone Kops have a 16 chance of generating with a club.[3] Ettins are always generated with a club.[4]

Player monsters, including those on the Astral Plane, have a roughly 1100 chance of generating with a club as their initial weapon before role-based replacements. Cavepeople have an effective 18 chance of their initial weapon being made into a club.[5]

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 can easily be 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. Specific variants based on NetHack 3.4.3 and earlier versions may not include the ability to tether an aklys and use it as a long-range weapon introduced in NetHack 3.6.1.

SLASH'EM

SLASH'EM adds two new items that use the club skill: the baseball bat and the torch.

A club can be upgraded into an aklys, and vice versa; SLASH'EM does not alter the aklys from NetHack 3.4.3.

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 player dwarves begin the game with a wooden club that staves can be carved into, as well as a knife to carve with. Clubs can also be used to make torches by dipping them into a potion of oil.

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.

The Big Stick is a chaotic artifact club that replaces The Sceptre of Might as the Caveman quest artifact.

xNetHack

In xNetHack, the Big Stick also replaces The Sceptre of Might as the Caveman quest artifact.

SpliceHack

In SpliceHack, a club can be combined with a rubber hose at a furnace to create a baseball bat.

EvilHack

In EvilHack, Keolewa is a neutral artifact club that acts as the first sacrifice gift artifact for Cavepeople.

A club can be created at a forge by combining 2 arrows and 2 crossbow bolts. A club can be used to forge a couple of items:

  • A club can be combined with a dagger to create a mace.
  • A club can be combined with a flail to create an akyls.

Player giants wielding a club have a chance of stunning any monsters they hit with it.

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, the metal club is a new weapon that uses the club skill, and deals the most damage among non-artifact clubs.

Petslayer is a chaotic artifact club that has +5 to-hit and deals +10 damage against domestic animals.

Hack'EM

In Hack'EM, Skullcrusher and the Bat from Hell from SLASH'EM appear as artifacts along with Keolewa from EvilHack.

A club can be upgraded into an aklys and vice versa, as in SLASH'EM. Clubs can also be dipped in oil to make torches, as in dNetHack.

References