Long Spiked Club
| Long Spiked Club | |
|---|---|
| Class | Improvised Weapon |
| Skill | Long Blunt |
| Damage | 0.9-1.5 |
| Range | 0.61-0.9 |
| Crit | 10% x5 |
| Condition | 10 |
| Weight | 2 |
| Hands | Two-handed |
| Crafting Skill | Blacksmithing: 5 |
| Crafting | See How to Craft |
| Location | Crafted only |
| Spawn ID | /additem Base.LongSpikedClub
|
| Crafting XP | 50 XP (Blacksmithing) |
The Long Spiked Club is a Large Handle fitted with forged iron spikes, used as a two-handed blunt weapon. It trains the Long Blunt skill. It weighs 2.
The spikes give it good damage and a crit that deals five times the damage. Its reach is short for a two-handed weapon, and it wears out fast. The Long Spiked Club never spawns as loot. It is forged at a Simple or better Forge with Blacksmithing 5.
Combat
The Long Spiked Club swings at base speed and reaches only 0.9 tiles. Each hit deals between 0.9 and 1.5 damage. The crit chance starts at 10 percent, but a crit deals five times the damage.
The weapon is two-handed but fairly light, so its endurance cost stays moderate. The short reach means a zombie is close when the hit lands. It suits a fight against one zombie at a time.
The Long Blunt skill raises its speed, damage and crit chance as it levels. Against the plain Large Handle, it hits far harder. It suits a blacksmith who wants a quick weapon from a spare handle and some scrap.
How to Craft Long Spiked Club
Each recipe that makes the Long Spiked Club is listed with its materials and the tools it keeps.
Make Spiked Club
The Make Spiked Club recipe makes the Long Spiked Club. It needs Blacksmithing level 5. It is made at a Simple Forge. The recipe has to be learned first.
| Name | Image | Amount | Kept | Spawn ID |
|---|---|---|---|---|
| Charcoal | 4x | No | /additem Base.Charcoal
| |
| Iron Band - Small | 1x | No | /additem Base.IronBandSmall
| |
| Iron Piece | 5x | No | /additem Base.IronPiece
| |
| Smithing Hammer | 1x | Yes | /additem Base.SmithingHammer
| |
| Tongs | 1x | Yes | /additem Base.Tongs
| |
| Metalworking Punch | 1x | Yes | /additem Base.MetalworkingPunch
| |
| Bone Club | 1x | No | /additem Base.BoneClub
|
Repair
The Long Spiked Club has 10 condition. Each hit has a 1 in 2 chance of taking a point off, so it wears out very fast. The Long Blunt and Maintenance skills both lower that chance. Duct tape, adhesive tape and glue repair it with no skill needed. Zip ties need Maintenance 1, and wood glue needs Carpentry 2. Epoxy needs Maintenance 3, and epoxy with rags needs Maintenance 4. Each repair restores less condition than the one before.
Notes
- The recipe needs four charcoal, an Iron Band - Small and five metal pieces.
- A smithing hammer, tongs and a metalworking punch are kept after forging.
- The same recipe adds spikes to bone clubs and a Short Bat.
- Researching it can teach the Forge Mace Head, Make Jawbone Morningstar and several spiked weapon recipes.
- Carry tape or glue, since the club loses condition on about every other hit.
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All Improvised Weapons