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 a one-handed melee weapon that uses the club skill, and is made of wood.
Generation
Cave Dwellers start each game with a +1 club.[1]
Clubs make up 3⁄250 (1.2%) of all weapons that are randomly generated on the ground, in general shops or as death drops. Used armor dealerships and antique weapons outlets can also stock clubs.
Several monsters can be generated with clubs.
- Ettins have a roughly 1⁄2 chance of generating with clubs.[2]
- Thugs and neanderthals are always generated with clubs.[3][4]
- Keystone Kops each have a roughly 1⁄6 chance of generating with a club.[5]
- Ogres have a varying chance of being generated with a club: 11⁄12 for ogres, 5⁄6 for ogre leaders, and 2⁄3 for ogre tyrants.[6]
- Shaman Karnov, the quest leader for the Cave Dweller quest, is always generated with a +5 club.[7]
- Player monsters that are not monks and are created on the Astral Plane have an effective 6⁄291 chance (~2.06%) of generating with a club as their initial weapon before role-based replacements are applied.[9][10]
- Cave dwellers have an effective 1⁄8 chance of forcing a club as their initial weapon, raising their effective odds to ~14.3%.[11]
Wood golems may leave behind wooden objects as a special death drop instead of a corpse that each have a roughly 1⁄9 chance of being a club.[12]
Description
A club inflicts blunt damage, and deals 1d6 damage versus small monsters and 1d3 versus large monsters.
In terms of monster weapon preference, monsters will prefer the club to a pick-axe, and will prefer an aklys or better to the club.[13]
Strategy
While the club is an adequate weapon for a starting Cave Dweller, most heroes will prefer stronger weapons such as the aklys, which has the same damage dice as a club but is made of iron and can easily double as a ranged weapon.
History
The club first appears in NetHack 1.3d.
NetHack 5.0.0 adds clubs to the wood golem's death drop via commit e5c73d01, and also adds Shaman Karnov's club as part of commit 20cbadcf, which makes it so that a hero killing their quest leader no longer makes the game unwinnable and strengthens all quest leaders accordingly.
Variants
SLASH'EM
In SLASH'EM, upgrading a club successfully will produce an aklys and vice versa[14][15]—note that the aklys behaves as it does in NetHack 3.4.3 and previous contemporary versions.
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.
SporkHack
SporkHack adds Keolewa, an artifact club that acts as the first gift for Cavepeople, and it has a +1d5 bonus to-hit and a +1d6 bonus to damage versus all monsters and grants shock resistance while wielded.
UnNetHack
In UnNetHack, cutting down a tree will leave behind 1-3 clubs and/or quarterstaves.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, all dwarven heroes begin the game with a wooden club that staves can be carved into, as well as a knife to carve them with.
Clubs can be used to make torches by dipping them into a potion of oil. When a torch or a shadowlander's torch burns out, it may turn into a club with 1-3 levels of burnt erosion.
Living lecterns leave behind 2-6 clubs as part of their special death drop instead of a corpse.
NetHack Fourk
In NetHack Fourk, 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 replaces The Sceptre of Might as the Caveman quest artifact, similar to Fourk.
SpliceHack
In SpliceHack, a club can be combined with a rubber hose at a furnace to create a baseball bat.
EvilHack
In EvilHack, giant heroes wielding a club have a chance of stunning any monsters they hit with it.
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.
EvilHack also adds Keolewa from SporkHack, where it is the first gift for Cavepeople and has stronger to-hit and damage bonuses that are only applied to monsters without shock resistance—combining Keolewa with Giantslayer at a forge will create Harbinger.
SlashTHEM
In addition to SLASH'EM details, SlashTHEM adds Petslayer, a chaotic artifact club that has +5 to-hit and deals +10 damage against domestic animals.
Hack'EM
In Hack'EM, upgrading a club successfully will produce an aklys and vice versa, as in SLASH'EM. Clubs can also be dipped in oil to make torches, as in dNetHack.
Hack'EM also adds the artifact club Skullcrusher from SLASH'EMm as well as Keolewa from earlier versions of EvilHack.
References
- ↑ src/u_init.c in NetHack 5.0.0, line 69
- ↑ src/makemon.c in NetHack 5.0.0, line 180-L182
- ↑ src/makemon.c in NetHack 5.0.0, line 316
- ↑ src/makemon.c in NetHack 5.0.0, line 323
- ↑ src/makemon.c in NetHack 5.0.0, line 407-L408
- ↑ src/makemon.c in NetHack 5.0.0, line 446-L451
- ↑ dat/Cav-strt.lua in NetHack 5.0.0, line 59
- ↑ include/objects.h in NetHack 5.0.0, line 174-L392
- ↑ src/mplayer.c in NetHack 5.0.0, line 150: roughly 1⁄2 to get a random weapon—the designated range of objects covers weapons from the spear to the bullwhip inclusively in objects.h, and uses normal generation odds[8]
- ↑ src/mplayer.c in NetHack 5.0.0, line 199: monks will always have no melee weapon
- ↑ src/mplayer.c in NetHack 5.0.0, line 177-L178: cavefolk have a 3⁄4 chance of forcing a mace, making it a 1⁄4 chance of proceeding to else for the 1⁄2 chance of the club
- ↑ src/mon.c in NetHack 5.0.0, line 674-L680
- ↑ src/weapon.c in NetHack 5.0.0, line 698
- ↑ potion.c in SLASH'EM 0.0.7E7F2, line 2244
- ↑ potion.c in SLASH'EM 0.0.7E7F2, line 2247