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Crude bashing weapons typically are for the person who needs a weapon but can't afford a decent one. Despite not being powerful attack value wise, these weapons can, in the right hands, make the enemy hurt. If you have Weapons Mastery in Bashing Weapons ability, your attacks will cause bashing damage.

  • Against an armored target you will cause Fatigue if you crit, with Fatigue lasting lasting 4 rounds.
  • If the target is not armored, Minor Broken Bones and Fatigue apply if you crit.
  • You can make a strength check to daze the target for 1d3 rounds.
     

1. Small Club

Small clubs are ideal for the small character who lacks the funds for a decent pair of daggers. The right hit with a small club might knock out the target giving the character a chance to escape. 

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Ash Small Club 1d6 + 1d4 0 1 6.3 2 flammable; 10% chance to knock out target for 1 round 16.40
Oak Small Club 2d6 0 1 7 2 flammable; 10% chance to knock out target for 1 round 19.47
Cherry Wood Small Club 1d6 + 1d10 0 1 9.1 2 flammable; 10% chance to knock out target for 1 round 28.44
Bone Small Club 1d6 + 2d8 0 1 7 2 10% chance to knock out target for 1 round 30.40

1.1. Small Club Enhancements

Here are the enhancements that you can have applied to your small club by the local blacksmith. 

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Steel Small Nail 2 0 0 0.25 0 N/A 2.07
Silver Small Nail 2 0 0 0.25 0 + 1d4 against undead 2.69
Gold Small Nail 2 0 0 0.25 0 + 1d4 against death element; + 1d4 if wielded by life element 3.63

2. Large Club

A favorite of the orc races, large clubs are twice the size and length of the small club. The orc races have no trouble dual wielding these.

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Ash Large Club 1d8 + 1d4 0 2 9 4 flammable; 15% chance to knock out target for 1 round 29.23
Oak Large Club 1d8 + 1d6 0 2 10 4 flammable; 15% chance to knock out target for 1 round 33.60
Cherry Wood Large Club 1d8 + 1d10 0 2 13 4 flammable; 15% chance to knock out target for 1 round 46.42
Bone Large Club 3d8 0 2 10 4 15% chance to knock out target for 1 round 49.23

2.1. Large Club Enhancements

Here are the enhancements that you can have applied to your large club by the local blacksmith.

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Steel Large Nail 4 0 0 0.5 0 N/A 4.13
Silver Large Nail 4 0 0 0.5 0 + 1d4 against undead 5.38
Gold Large Nail 4 0 0 0.5 0 + 1d4 against death element; + 1d4 if wielded by life element 7.25

3. Night Stick

The night stick, also called a billyclub, is a club of less than arm's length made of wood, rubber, plastic or metal. They are carried for forced compliance and self-defense by law-enforcement officers, correctional staff, and (less often) military personnel. Other uses include crowd control or the dispersal of belligerent or non-compliant people. These weapons can easily be dual wielded.

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Ash Night Stick 2d4 15 1 2.7 2 flammable; 20% chance to knock target down 14.63
Oak Night Stick 1d4 + 1d6 17 1 3 2 flammable; 20% chance to knock target down 15.94
Cherry Wood Night Stick 1d4 + 1d10 20 1 3.9 2 flammable; 20% chance to knock target down 19.79

3.1. Night Stick Enhancements

Here are the enhancements that you can have applied to your night stick by the local blacksmith.

ItemAttackBlockRangeWeightSpace TakenOther InformationCost
Steel Recessed Blade 6 0 0 0.5 0 N/A 4.38
Silver Recessed Blade 6 0 0 0.5 0 + 1d4 against undead 5.63
Gold Recessed Blade 6 0 0 0.5 0 + 1d4 against death element; + 1d4 if wielded by life element 7.50