The Clubs skill governs your character's ability to effectively wield any blunt, bludgeoning weapons you may come across in Hellmoo. Effectively wielding a club demands that your character has brawn and reflexes enough to swing around these often bulky, heavy, and unwieldy weapons. Clubs weapons usually tend to do mostly beat damage, and get a large damage boost from a high brawn score.
Contrary to popular belief, axes are considered clubs rather then blades, and they do slashing damage. This includes the fireaxe and the RIP-4 Combat Shiver Axe.
There are a wide variety of weapons that constitute clubs. For more information, see Clubs.
|Weapon Skills||Blades • Clubs • Fists • Flails • Medic • Pistols • Rifles • Science • Spears • Whips|
|Combat Skills||Bombs • Dodge • Focus • Quickdraw • Torture • Wrestle|
|Mobility Skills||Climb • Pilot • Ride • Swim|
|Support Skills||Hack • Locksmith • Medic • Repair • Teach • Track|
|Crafting Skills||Chemistry • Craft • Science|
|Miscellaneous Skills||Appraise • Fish • Fuck • Linguist • Persuade • Scavenge • Sneak • Throw|
|Defunct Skills||Feet • Steal|