Club: Difference between revisions
Californ1a (talk | contribs) mNo edit summary |
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{{Infobox Variant Category
|name = Club
|image = [[File:Club (basic).png]]
|release = 2024-11-06
|episode = None
|
|variant_type = Item
|profession_a = Guardian
|profession_a_level = 0-500
}}
A '''Club''' is a one-handed melee [[Weapon]] for the [[Guardian]] faction. They have an attack speed of 2.25 seconds and deal {{plink|Necromae|pic=Necromae damage icon|size=18px}} damage. All enemies capable of dropping combat equipment have a chance to drop Clubs, provided that the player has progressed through the main story to the point where they have chosen a [[Faction]], as before this point only non-faction equipment can be received.
Players who have chosen the Guardian faction are able to receive Clubs in {{Common}}, {{Uncommon}}, {{Rare}}, or {{Epic}} [[Rarity]]. Players who chose the [[Hammermage]] or [[Cryoknight]] factions will receive Clubs much less frequently, and only in {{Rare}} rarity, as these items are intended for other factions to use with the [[Infusion]] system to make {{Epic}} rarity weapons for their own faction.
Clubs are also able to be crafted by the [[Bonewright]] profession, at an item level up to the Bonewright level of the crafter. Different level ranges of Club require different variants of the materials, but they all require 3 [[Rams Horn (Brewed)]] and 1 [[Oak Pole]].
==Variants==
The visual appearance of a Club is dependent only on its level. Clubs crafted by the Bonewright profession use different variants of the materials for each different visual appearance of the Club.
{{ItemVariantsTable|variant=Club}}
==Combat Stats==
{{Incomplete|The exact damage ranges of weapons are still being investigated}}
All Clubs attack at a speed of 2.25 seconds, and as one-handed weapons can be wielded alongside a [[Shield]]. They all deal {{plink|Impact|pic=Impact damage icon|size=18px}} damage, with a chance to convert the damage to {{plink|Necromae|pic=Necromae damage icon|size=18px}}. The weapon strength and elemental chance of a Club obey formulae with slight variation:
:<math>\text{Strength} = L + 15\times R + [0-6] </math>
:<math>\text{Chance} = [30-49]% </math>
Where
*<math>L</math> is the Item Level
*<math>R</math> is the Rarity, expressed as number of stars
There is random variation in the stats for a Club, determined by the terms <math>[0-6]</math> for the strength and <math>[30-49]</math> for the elemental chance. Generally, a weapon with a lower roll on the chance will have a higher roll for the strength. It is believed that rarity affects the distribution of strength rolls, as {{Common}} items almost always roll 0-2, and higher values have only rarely been recorded.
From this formula it can be seen that each increase in Rarity of a Club is equivalent to 15 additional levels. Thus a Club at level 0 {{Epic}}, at level 15 {{Rare}}, at level 30 {{Uncommon}}, or at level 45 {{Common}} will all have the same minimum combat strength of '''60'''.
The strongest possible Club is a level 500 {{Epic}} Club with a maximum strength roll, which has the following stats:
{{Infobox weapon
|rarity = epic
|damage = 566
|element = Necromae
|element% = 30
|range = Melee
|slot = one-hand
}}
A list of all different level and rarity combinations of Clubs, including their sell values, can be found here:
{{main|Club/Levels}}
==Item Sources==
The Club is able to be dropped by any monster that can access the [[Equipment drop table]].
{{ItemSources|Club}}
==Update
{{UH|
* {{UL|update=2024-11-06|date=6 November 2024}}
Line 767 ⟶ 57:
}}
{{Weapons}}
{{
{{Bonewright}}
[[Category:Variant Main (Weapons)]]
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Latest revision as of 23:43, 28 December 2024
Club | |||||||||||||||||||
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Release | 6 November 2024 (Update) | ||||||||||||||||||
Episode | None | ||||||||||||||||||
Premium | No | ||||||||||||||||||
Variant type | Item | ||||||||||||||||||
A Club is a one-handed melee Weapon for the Guardian faction. They have an attack speed of 2.25 seconds and deal Necromae damage. All enemies capable of dropping combat equipment have a chance to drop Clubs, provided that the player has progressed through the main story to the point where they have chosen a Faction, as before this point only non-faction equipment can be received.
Players who have chosen the Guardian faction are able to receive Clubs in Common, Uncommon, Rare, or Epic Rarity. Players who chose the Hammermage or Cryoknight factions will receive Clubs much less frequently, and only in Rare rarity, as these items are intended for other factions to use with the Infusion system to make Epic rarity weapons for their own faction.
Clubs are also able to be crafted by the Bonewright profession, at an item level up to the Bonewright level of the crafter. Different level ranges of Club require different variants of the materials, but they all require 3 Rams Horn (Brewed) and 1 Oak Pole.
Variants[edit | edit source]
The visual appearance of a Club is dependent only on its level. Clubs crafted by the Bonewright profession use different variants of the materials for each different visual appearance of the Club.
Item | Level | |
---|---|---|
Club (basic) | 0➨53 | |
Club (moderate) | 54➨105 | |
Club (fine) | 106➨157 | |
Club (strong) | 158➨224 | |
Club (superior) | 225➨392 | |
Club (perfect) | 393➨500 |
Combat Stats[edit | edit source]
All Clubs attack at a speed of 2.25 seconds, and as one-handed weapons can be wielded alongside a Shield. They all deal Impact damage, with a chance to convert the damage to Necromae. The weapon strength and elemental chance of a Club obey formulae with slight variation:
Where
- is the Item Level
- is the Rarity, expressed as number of stars
There is random variation in the stats for a Club, determined by the terms for the strength and for the elemental chance. Generally, a weapon with a lower roll on the chance will have a higher roll for the strength. It is believed that rarity affects the distribution of strength rolls, as Common items almost always roll 0-2, and higher values have only rarely been recorded.
From this formula it can be seen that each increase in Rarity of a Club is equivalent to 15 additional levels. Thus a Club at level 0 Epic, at level 15 Rare, at level 30 Uncommon, or at level 45 Common will all have the same minimum combat strength of 60.
The strongest possible Club is a level 500 Epic Club with a maximum strength roll, which has the following stats:
★ ★ ★ ★
566
30%
Melee
1-Hand
A list of all different level and rarity combinations of Clubs, including their sell values, can be found here:
Item Sources[edit | edit source]
The Club is able to be dropped by any monster that can access the Equipment drop table.
Source | Level | Quantity | Frequency |
---|---|---|---|
Equipment drop table | Unknown | 1 | Unknown |
Update history[edit | edit source]
Factionless |
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