Difference between revisions of "Clubs"
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| [[Vampiric Mace|{{#tip-text: | | [[Vampiric Mace|{{#tip-text: Mace| This weapon can only be used by characters over level 100 without damaging the user.<br> Attack value increases and sprite changes temporarily with first 3 consecutive hits until it reaches the 4th stage. Reverts back to original state once 'Vampiric Strike' is triggered. }}]]* | ||
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| style="text-align: center" | [[Properties#Passive Damage Properties|{{#tip-text: Drain Strike| Deals an additional 25-35 lifedrain damage on every hit. }}]], <br>[[Properties#Passive Damage Properties|{{#tip-text: Vampiric Strike| Once the weapon reaches its 4th stage (after the first 3 hits starting from its 1st stage) each following hit has a 15% chance to heal the wielder for 55-85 health points and revert the weapon to its original state. }}]] | |||
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Revision as of 19:27, 21 June 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 weapons are 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 Mage Staves and Wands, usually low-atk and high-def clubs generally intended to be used by mages (they often have mage Attributes). They are also all listed on the Wands & Staves page.
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 hidden 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.