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"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

2 kg

Melee Combat

Melee Attack 1
9 dmg (poke)
2 seconds cooldown
13% armor penetration
Melee Attack 2 
14 dmg (blunt)
2 seconds cooldown
21% armor penetration
Melee Average DPS
Melee Average AP


Crafted At
Crafting spot.png/Fueled smithy.png/TableSmithing.png
Work To Make
1,200 ticks (20 secs)
Stuff tags
Metallic, Woody, Stony
Resources to make
Building Material (steel, wood, plasteel, etc.) 40

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.


Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; with Building Material (steel, wood, plasteel, etc.) 40 Stuff (Wood/Metals/Stone) and 1,200 ticks (20 secs) of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.


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 clearly superior (although more expensive) weapons, especially if they are high quality.

Material table

In the following table, clubs of different types along with their damage charts are displayed.

Material Beauty Market Value Work To Make Melee Damage Per Second Melee Armor Penetration
Gold 17 $4005 18 6.27 19%
Granite -3 $41.62 26 4.82 19%
Jade 7 $205 28 7.23 28%
Limestone -3 $41.62 26 4.82 19%
Marble -2 $40.97 23 4.82 19%
Plasteel -3 $370 44 7.05 17%
Sandstone -3 $40.75 22 4.82 19%
Silver 3 $405 20 6.27 19%
Slate -3 $41.62 26 4.82 19%
Steel -3 $80.32 20 6.27 19%
Uranium -3 $250 38 8.55 28%
Wood -3 $51.02 14 5.64 17%

Club vs. Comparable Weapons

This section goes over how well the club fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.


  • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
  • All pawns have a skill level of 8 in melee
  • No pawns have any traits that affect combat performance
  • All pawns are of 18 years of age and completely healthy

Results in the table below are the percentages of battles that clubs either won or tied against the weapon listed in the first column of said table, with a sample size of 2,000 battles per result. Higher percentages are better.

The following armor categories are:

Steel club vs. Unarmored Flak Marine
Fists 81.35% 83.85% 83.11%
Wood 68.87% 69.47% 72.25%
Steel knife 43.45% 67.60% 84.95%
Steel mace 38.95% 39.90% 39.85%
Uranium club 25.70% 25.10% 20.90%

Uranium club vs. Unarmored Flak Marine
Fists 94.65% 95.60% 96.65%
Wood 89.00% 91.00% 91.40%
Plasteel knife 52.50% 71.95% 90.20%
Uranium mace 43.90% 39.40% 40.68%
Jade club 57.15% 58.65% 59.10%
Steel club 74.30% 74.90% 79.10%

Version History

  • 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