Difference between revisions of "Clubs"
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Clubs are one of the three melee weapon types available to be used, most effectively by knights, alongside [[Axes]] and [[Swords]].<br>They have lower attack values than axes, but fairly well-balanced offensive and defensive [[Attributes]].<br> | Clubs are one of the three melee weapon types available to be used, most effectively by knights, alongside [[Axes]] and [[Swords]].<br>They have lower attack values than axes, but fairly well-balanced offensive and defensive [[Attributes]].<br> | ||
The strongest one-handed club | The strongest one-handed club weapon is the [[Calamity]], followed by the [[Thunder Hammer]], [[Meteorite Hammer]] and [[Mace of the Primordial Fire]]. The strongest two-handed club weapon is the [[Great Mace]], followed by the [[Mithril Hammer]] and [[Heavy Truncheon]]. | ||
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A special category is separated for so-called [[Wands & Staves]], they are technically club weapons but offer no attack value and are intended for mages to use for shooting [[Small Explosive Rune]]s. They offer some defence and the damage reduced while wearing them is counted off of their club fighting skill in place of shielding.<br><br> | A special category is separated for so-called [[Wands & Staves]], they are technically club weapons but offer no attack value and are intended for mages to use for shooting [[Small Explosive Rune]]s. They offer some defence and the damage reduced while wearing them is counted off of their club fighting skill in place of shielding.<br><br> | ||
One-handed weapons attack at 2 second intervals, and two-handed weapons at 3 second intervals.<br> | One-handed weapons attack at 2 second intervals, and two-handed weapons at 3 second intervals.<br> | ||
Most stronger clubs can be enchanted with [[Attributes]]. Some of them have | Most stronger clubs can be enchanted with [[Attributes]]. Some of them have special inherent [[Properties]].<br> | ||
For more details on melee weapons, skills and the damage formula, take a look at the [[Melee Skills]] page. | For more details on melee weapons, skills and the damage formula, take a look at the [[Melee Skills]] page. | ||
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Revision as of 02:50, 2 November 2022
Clubs are one of the three melee weapon types available to be used, most effectively by knights, alongside Axes and Swords.
They have lower attack values than axes, but fairly well-balanced offensive and defensive Attributes.
The strongest one-handed club weapon is the Calamity, followed by the Thunder Hammer, Meteorite Hammer and Mace of the Primordial Fire. The strongest two-handed club weapon is the Great Mace, followed by the Mithril Hammer and Heavy Truncheon.
A special category is separated for so-called Wands & Staves, they are technically club weapons but offer no attack value and are intended for mages to use for shooting Small Explosive Runes. They offer some defence and the damage reduced while wearing them is counted off of their club fighting skill in place of shielding.
One-handed weapons attack at 2 second intervals, and two-handed weapons at 3 second intervals.
Most stronger clubs can be enchanted with Attributes. Some of them have special inherent Properties.
For more details on melee weapons, skills and the damage formula, take a look at the Melee Skills page.
One-Handed Club Weapons
Two-Handed Club Weapons
Back to Items.