Difference between revisions of "Club"

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<onlyinclude>
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{{Infobox main|weapon
{{infobox main|weapon|
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| name = Club
|name = Club
+
| image = Club.png
|image = Club.png|Club
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| type = Equipment
|type = Equipment
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| type2 = Weapons
|type2 = Weapons
+
| tech level = Neolithic
|description = "The oldest human weapon - a shaped stick, heavy at one end, for bashing enemies to death. Primitive but effective."
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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
|damage = 12
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| meleeattack1dmg = 9
|mode = Melee
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| meleeattack1type = poke
|cooldown = 129
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| meleeattack1part = handle
|DPS = DPS
+
| meleeattack1cool = 2
|sell = 40 x Material Value
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| meleeattack1ap = 13
|damage type=Blunt
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| meleeattack2dmg = 14
 +
| meleeattack2type = blunt
 +
| meleeattack2part = head
 +
| meleeattack2cool = 2
 +
| meleeattack2ap = 21
 +
| 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
 +
| work speed stat = General Labor Speed
 +
| mass base = 2
 +
| weaponTags = NeolithicMeleeBasic
 +
| has quality = False
 
}}
 
}}
</onlyinclude>
+
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.
  
The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.
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== Acquisition ==
 +
{{Acquisition}}
  
 +
They can also be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s drops.
  
As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the [[mace]], the club is cheaper to produce, but has a longer cooldown period which puts it at a DPS disadvantage.
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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 clearly superior weapons, especially when high quality, for only 10 more material.
  
Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper and has a significantly shorter cooldown time - but also has a somewhat lower damage output, and does sharp damage. However, the latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.
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{{Weapon Stats Table}}
  
 +
== Styles ==
 +
{{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.
  
However, the club somewhat redeems itself against armored targets; the [[steel]] club is a dark horse in the respect that it actually edges out even the infamous [[plasteel]] [[longsword]] in terms of damage output - albeit only by a 3.4% margin.
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<gallery>
 +
Club.png|Base variant
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HoraxianClub.png|Horaxian{{AnomalyIcon}}
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</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>
  
Interestingly, [[jade]] clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown.
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{{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]]
===Obtaining===
 
Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee [[raider]]s. Maces can also be crafted at [[crafting spot]], or [[fueled smithy|any]] [[electric smithy|smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]], and {{ticks|500}} of work.
 
 
 
 
 
===Combat Performance per Material===
 
{| {{STDT| c_12 text-center}}
 
!Materials
 
!Wood
 
!Stone
 
!Steel
 
!Plasteel
 
!Silver
 
!Gold
 
!Uranium
 
!Jade
 
|-
 
|Damage
 
|10
 
|12
 
|12
 
|12
 
|13
 
|14
 
|17
 
|18
 
|- newline
 
|Cooldown
 
|1.94s
 
|2.9s
 
|2.15s
 
|1.72s
 
|2.15s
 
|2.37s
 
|2.9s
 
|2.37s
 
|- newline
 
|Base DPS <ref>Damage per second</ref>
 
|5.155
 
|4.138
 
|5.581
 
|6.977
 
|6.047
 
|5.907
 
|5.862
 
|7.595
 
|- newline
 
|Armored DPS <ref>Normal quality armor vest (50% sharp damage reduction and 10% deflection; 20% blunt damage reduction)</ref>
 
|4.444
 
|3.448
 
|4.651
 
|5.814
 
|4.651
 
|4.641
 
|4.828
 
|5.907
 
|}
 
 
 
<references/>
 
 
 
 
 
[[Kind::Weapons| ]]
 
{{nav|weapon|wide}}
 
[[Category:Weapons]]
 
[[Category:Equipment]]
 

Latest revision as of 07:05, 15 November 2024

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
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Head
14 dmg (Blunt)
21% AP
2 seconds cooldown

Creation

Crafted At
Crafting spot / Fueled smithy / Electric smithy
Work To Make
1,200 ticks (20 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 40
Technical
Has Quality
False
weaponTags
NeolithicMeleeBasic


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.

Acquisition[edit]

Clubs can be crafted at a crafting spot, fueled smithy, or electric smithy, each requiring Stuff 40 Stuff (Metallic/Woody/Stony, 400 for SMVs) and 1,200 ticks (20 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.

They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.

Analysis[edit]

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 weapons, especially when high quality, for only 10 more material.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Club Club Handle (Poke) Head (Blunt) Human: Left & right fist (Blunt) HP Value
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Bioferrite Bioferrite Content added by the Anomaly DLC 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 200 41 Silver
    Gold Gold 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 60 4005 Silver
    Granite blocks Granite blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 170 42 Silver
    Limestone blocks Limestone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 155 42 Silver
    Marble blocks Marble blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 120 41 Silver
    Plasteel Plasteel 6.9 17.15% 8.1 1.6s 11.7% 5.06 8.33% 12.6 1.6s 18.9% 7.88 75% 8.2 2s 12% 4.1 8.33% 280 370 Silver
    Sandstone blocks Sandstone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 140 41 Silver
    Silver Silver 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 70 405 Silver
    Slate blocks Slate blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 130 42 Silver
    Steel Steel 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 100 80 Silver
    Jade Jade 7.3 27.25% 13.5 2.6s 19.5% 5.19 8.33% 21 2.6s 31.5% 8.08 75% 8.2 2s 12% 4.1 8.33% 50 205 Silver
    Uranium Uranium 8.42 27.25% 13.5 2.2s 19.5% 6.14 8.33% 21 2.2s 31.5% 9.55 75% 8.2 2s 12% 4.1 8.33% 250 250 Silver
    Wood Wood 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 65 51 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Styles[edit]

    Ideoligions 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.

    Version history[edit]

    • 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
    • 1.5.4062 - Texture recreated with higher quality