Difference between revisions of "Club"

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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 a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally fare better against armor when compared to sharp weapons.
  
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.
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== Acquisition ==
  
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Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; with 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 drops.
  
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== Analysis ==
  
 
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.
 
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.
 
 
 
  
  
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==History==
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== Version History ==
 
 
Prior to Beta 18, clubs were generated with a quality value.
 
 
 
  
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* Prior to Beta 18, clubs were generated with a quality value.
  
  

Revision as of 02:43, 3 November 2018

Club

Club

"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."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
0% AP
2 seconds cooldown
Melee Attack 2 
Head
14 dmg (Blunt)
0% AP
2 seconds cooldown
Melee Average DPS
6.27


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 fare better against armor when compared to sharp weapons.

Acquisition

Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; with 40 of any metallic, wooden, or stony material and 500 ticks (8.33 secs) of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.

Analysis

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, maces are unambiguously superior (albeit more expensive) weapons, especially if they are high quality.



Version History

  • Prior to Beta 18, clubs were generated with a quality value.