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{{Infobox main|weapon
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<onlyinclude>
| name = Club
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{{infobox main|weapon|
| image = Club.png
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|name = Club
| type = Equipment
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|image = Club.png|Club
| type2 = Weapons
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|type = Equipment
| tech level = Neolithic
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|type2 = Weapons
| description = A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club.
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|description = "A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club."
| class = Neolithic
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|class = Neolithic
| meleeattack1dmg = 9
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|meleeattack1dmg = 9
| meleeattack1type = poke
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|meleeattack1type = poke
| meleeattack1part = handle
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|meleeattack1part = handle
| meleeattack1cool = 2
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|meleeattack1cool = 2
| meleeattack1ap = 13
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|meleeattack2dmg = 14
| meleeattack2dmg = 14
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|meleeattack2type = blunt
| meleeattack2type = blunt
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|meleeattack2part = head
| meleeattack2part = head
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|meleeattack2cool = 2
| meleeattack2cool = 2
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|MeleeWeaponAverageDPS = 6.27
| meleeattack2ap = 21
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|mode = Melee
| MeleeWeaponAverageDPS = 6.27
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|buy = {{icon|buildingmat|40}}
| MeleeWeaponAverageAP = 19
 
| mode = Melee
 
| damage type = Blunt
 
| production facility 1 = Crafting spot
 
| production facility 2 = Fueled smithy
 
| production facility 3 = Electric smithy
 
| resource 1 = Stuff
 
| resource 1 amount = 40
 
| stuff tags = Metallic, Woody, Stony
 
| work to make = 1200
 
| mass base = 2
 
| weaponTags = NeolithicMeleeBasic
 
| has quality = False
 
 
}}
 
}}
The '''club''' is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.
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</onlyinclude>
  
== Acquisition ==
 
Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s drops.
 
  
== Analysis ==
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The '''club''' is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fare better against armor when compared to sharp weapons. Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]] and {{ticks|500}} of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s of any faction.  
Clubs are generated without a [[quality]] level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again.  
 
  
Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are clearly superior weapons, especially when high quality, for only 10 more material.
 
  
{{Weapon Stats Table}}
 
  
== Styles ==
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Clubs are generated without a quality level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again. Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are unambiguously superior (albeit more expensive) weapons, especially if they are high quality.
{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
  
<gallery>
 
Club.png|Base variant
 
HoraxianClub.png|Horaxian{{AnomalyIcon}}
 
</gallery>
 
  
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* Beta 18 - clubs no longer generate with a quality value.
 
* 1.1 - Wooden club is burnable now and the metallic variants are smeltable
 
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality
 
<gallery>
 
Club Old.png|Texture prior to 1.5
 
</gallery>
 
  
{{Nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
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[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Clubs]]
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<!--
 +
===Possible Attacks===
 +
 
 +
{| {{STDT| c_12 text-center}}
 +
!Tool
 +
!Attack
 +
!Damage Type
 +
!Power
 +
!Cooldown
 +
!Likelihood<ref>Weighted based on the amount of damage that the tool does.</ref>
 +
!Base DPS<ref>Damage Per Second.</ref>
 +
!Armored DPS<ref>Against a normal quality armor vest (50% sharp damage reduction and 10% deflection chance; 20% blunt damage reduction), including coverage.</ref>
 +
|-
 +
!Overall
 +
!-
 +
!-
 +
!11.966
 +
!2.15s
 +
!-
 +
!5.566
 +
!5.12
 +
|- newline
 +
|Handle
 +
|Poke
 +
|Blunt
 +
|8
 +
|2.15s
 +
|36%
 +
|3.721
 +
|3.423
 +
|- newline
 +
|Head
 +
|Smash
 +
|Blunt
 +
|14.2
 +
|2.15s
 +
|64%
 +
|6.605
 +
|6.076
 +
|}
 +
-->
 +
<references/>
 +
 
 +
==History==
 +
 
 +
Prior to Beta 18, clubs were generated with a quality value.
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 +
 
 +
 
 +
 
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[[Kind::Weapons| ]]
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{{nav|weapon|wide}}
 +
[[Category:Weapons]]
 +
[[Category:Equipment]]

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