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Club Fighting is the skill of fighting with a club weapon.

The Tibian with the highest Club skill is Odoicoleus from Menera with 122.

Vocations

Like the other Melee skills, Club Fighting advances more quickly for Knights than any other vocation.

Paladins will only ever use melee skills as a back-up in case they run out of Ammunition for their Distance Weapons.

Druids and Sorcerers will also use melee skills as a back-up in case they run out of Runes or Mana. They also use melee skills when hunting casually while they are making runes or collecting food.

Benefits and Drawbacks

Club Fighting is the most defensive of all of the melee skills.

The primary benefit of club fighting is that most Club Weapons have strong defense values. They are also less expensive than Sword Weapons and Axe Weapons. You can for example buy war hammer, which has 45 attack, very cheap, since it's easy to get hold of. Also, Skull Staff is one of the lightest melee weapons. Another advantage is that the Club Ring is much easier to obtain than the Sword Ring and Axe Ring, and therefore cheaper.

The greatest drawback to club fighting is that Club Weapons have lower attack values. They are also heavier than most Sword Weapons and even most Axe Weapons.

Creatures

Club fighting can be used on almost any creature, but it is best when used against creatures that do not have a melee attack, or have a very weak melee attack. This way, you can approach them quickly and attack them. Many creatures without melee attacks will not use their distance attacks if you are right next to them, they will be to busy trying to run away from you.

Club fighting is least effective against creatures that have strong defense or shielding, and strong melee attacks.

Club Fighting Bonuses

Club Fighting bonuses can either be temporary or permanent. The following items provide a Club Fighting bonus:

Weapons

Name Lvl Atk Element Def Def. mod Hands Weight Skill Boost Dropped By
Mycological Mace Mycological Mace 120 50 31 +3 One 59.00 club fighting +1
Umbral Master Hammer Umbral Master Hammer 250 55 34 Two 160.00 club fighting +3
Umbral Master Mace Umbral Master Mace 250 52 30 +3 One 80.00 club fighting +1

Helmets

Name Arm Weight Attributes Resist Required Level Required Vocation Dropped By
Enchanted Werewolf Helmet (Club) Enchanted Werewolf Helmet (Club) 9 25.00 club fighting +1 physical +4% 100 knights

Armors

Name Arm Weight Attributes Resist Required Level Required Vocation Dropped By
Earthheart Platemail Earthheart Platemail 18 145.00 club fighting +4 earth +8%, fire -8% 200 knights
  • This item is not dropped by any creatures.
Fireheart Platemail Fireheart Platemail 18 145.00 club fighting +4 fire +8%, ice -8% 200 knights
  • This item is not dropped by any creatures.
Frostheart Platemail Frostheart Platemail 18 145.00 club fighting +4 ice +8%, energy -8% 200 knights
  • This item is not dropped by any creatures.
Thunderheart Platemail Thunderheart Platemail 18 145.00 club fighting +4 energy +8%, earth -8% 200 knights
  • This item is not dropped by any creatures.
Windborn Colossus Armor Windborn Colossus Armor 15 120.00 club fighting +2 energy +5%, earth -5% 100 knights
  • This item is not dropped by any creatures.

Legs

There are no Legs that boost Club Fighting.

Boots

There are no Boots that boost Club Fighting.

Shields

There are no Shields that boost Club Fighting.

Rings

Name Arm Weight Attributes Resist Duration Charges Required Level Required Vocation Dropped By
Club Ring Club Ring 0.90 club fighting +4 30 minutes
Ring of Red Plasma Ring of Red Plasma 0.90 sword fighting +3, club fighting +3, axe fighting +3 physical +3% 30 minutes 100 knights

Amulets and Necklaces

Name Arm Weight Attributes Resist Required Level Required Vocation Dropped By
Collar of Red Plasma Collar of Red Plasma 5.00 sword fighting +4, club fighting +4, axe fighting +4 physical +5% 150 knights

Consumables

 

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