QL | Name | Damage | Speed | Max sockets | Range | Str req | Dex req | Lv req |
---|---|---|---|---|---|---|---|---|
1 | Club | 1–6 | −10 | 2 | 0 | — | — | — |
4 | Spiked Club | 5–8 | 0 | 2 | 1 | — | — | — |
30 | Cudgel | 6–21 | −10 | 2 | 0 | 25 | — | 18 |
32 | Barbed Club | 13–25 | 0 | 3 | 1 | 30 | — | 20 |
52 | Truncheon | 35–43 | −10 | 2 | 0 | 88 | 43 | 39 |
57 | Tyrant Club | 32–58 | 0 | 3 | 1 | 133 | — | 42 |
Class | Base attack frames | Base attacks per second |
---|---|---|
Amazon | 13 | 1.92 |
Assassin | 14 | 1.78 |
Barbarian | 15 | 1.66 |
Druid | 18 | 1.38 |
Necromancer | 18 | 1.38 |
Paladin | 14 | 1.78 |
Sorceress | 17 | 1.47 |
Clubs are one-handed blunt, melee weapons in Diablo II.
Club damage scales with the wielder's Strength, with each point of Strength equivalent to 1% enhanced damage.[3] Magic and rare clubs can have either Barbarian or Druid skill prefixes.[4] Like other blunt weapons, Clubs are compatible with Barbarian Mace Mastery, and have an inherent +50% damage to undead modifier.
Clubs, maces, hammers and scepters are all labeled "mace class" in-game, but the four weapon types have distinct properties.
The quest item Wirt's Leg is a club. Wirt's Leg is nonmagic and can be imbued with club affixes, such as Druid skills. It can also have sockets, but rune words do not function in quest items.
There are no set clubs.
Unique clubs[]
Additional unique clubs in the expansion are:
- Dark Clan Crusher (Cudgel)
- Fleshrender (Barbed Club)
- Nord's Tenderizer (Truncheon)
- Demon Limb (Tyrant Club)
Club rune words[]
The maximum number of sockets possible in a club is 3.
In the expansion, the following weapon rune words function in nonmagic clubs (except Wirt's Leg) with exactly the specified number of sockets:
- Black (3 sockets)
- Fury (3 sockets)
- Malice (3 sockets)
- Strength (2 sockets)
- Venom (3 sockets)
- Wind (2 sockets)
There are no additional rune words for clubs in ladder play.
References[]
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