Greatclub
| ) | |
|---|---|
| Name | greatclub |
| Appearance | reeking club |
| Damage vs. small | 3d6 |
| Damage vs. large | 1d12 |
| Damage type | blunt |
| To-hit bonus | -1 |
| Weapon skill | club |
| Primary attribute | strength |
| Magical item? | no |
| Properties | (none) |
| Base size | huge |
| Base price | 1 zm (+10/positive enchant) |
| Default weight | 80 |
| Base material | wood |
A gratclub is a type of club that appears in dNetHack, notnotdNetHack, and notnotdNetHack. It is a huge blunt weapon that has a base-material of wood. It appears as a reeking club when unidentified.
Generation
Greatclubs make up 1⁄500 of all randomly generated weapons.
A greatclub is randomly placed on the Bard quest goal level.
Description
At Skilled and Expert skill, greatclubs gain the hew, fell, knock back, and back charge expert traits.
Greatclubs always count poisoned weapons, gaining bonus damage against monsters without poison resistance ranging from +6 to +15 with a 9⁄10 chance, or +80 with a 1⁄10 chance. At 20 insight and with at least 20 impurity, greatclubs also become dire poisoned.
For most races, greatclubs are two-handed weapons, making them gain double strength bonus damage.