Club

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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

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
Melee Average DPS
6.27
Melee Average AP
19%

Creation

Crafted At
Crafting spot / Fueled smithy / Electric smithy
Work To Make
1,200 ticks (20 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 40
Technical
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

Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; with Stuff 40 Stuff (Metallic/Woody/Stony) 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.

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

Material table

  • Material DPS[1] AP[1] Handle (Poke) Head (Blunt) HP Value [ExpandCollapse]
    Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Wooden Club 5.74 17.1% 8.1 2s 11.7% 4.05 25% 12.6 2s 18.9% 6.3 75% 65 51 Silver
    Granite Club 4.9 19% 9 3.38s 13% 2.66 25% 14 3.38s 21% 4.14 75% 170 42 Silver
    Limestone Club 4.9 19% 9 3.38s 13% 2.66 25% 14 3.38s 21% 4.14 75% 155 42 Silver
    Marble Club 4.9 19% 9 3.38s 13% 2.66 25% 14 3.38s 21% 4.14 75% 120 41 Silver
    Sandstone Club 4.9 19% 9 3.38s 13% 2.66 25% 14 3.38s 21% 4.14 75% 140 41 Silver
    Slate Club 4.9 19% 9 3.38s 13% 2.66 25% 14 3.38s 21% 4.14 75% 130 42 Silver
    Jade Club 7.36 28.5% 13.5 3.38s 19.5% 3.99 25% 21 3.38s 31.5% 6.21 75% 50 205 Silver
    Bioferrite Club 5.74 17.1% 8.1 2s 11.7% 4.05 25% 12.6 2s 18.9% 6.3 75% 200 41 Silver
    Golden Club 6.38 19% 9 2s 13% 4.5 25% 14 2s 21% 7 75% 60 4005 Silver
    Plasteel Club 7.17 17.1% 8.1 1.28s 11.7% 6.33 25% 12.6 1.28s 18.9% 9.84 75% 280 370 Silver
    Silver Club 6.38 19% 9 2s 13% 4.5 25% 14 2s 21% 7 75% 70 405 Silver
    Steel Club 6.38 19% 9 2s 13% 4.5 25% 14 2s 21% 7 75% 100 80 Silver
    Uranium Club 8.69 28.5% 13.5 2.42s 19.5% 5.58 25% 21 2.42s 31.5% 8.68 75% 250 250 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.

    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
    2. 2.0 2.1 Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder

    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