Diablo Item Guide: Rare And Unique Weapons In The Original Diablo Game – Clubs

Written by:  • Edited by: Michael Hartman
Updated Jan 27, 2009
• Related Guides: Diablo

When nothing else will do, beat 'em into submission with any of the original Diablo game's rare and unique clubs.

Clubs And Hammers Overview

Characters in Diablo have a range of weapons with which to battle the minions of the Demon Lord. For those who like to bludgeon their opponents, there are several rare and unique clubs and hammers which are up to the job.

While some clubs and hammers can be used one handed and so allow for the use of a shield, others are two handed weapons and so they cannot be used in conjunction with shields. All the rare and unique weapons in the Club category can be found randomly and are not given as a reward for the completion of a quest.

There are ten rare and unique clubs and hammers in Diablo.

Rare And Unique Clubs And Hammers In Diablo

Baranar's Star (Morning Star – 1 Handed Weapon) – Costs 6,850

Gives the wielder -4 Dexterity; +4 Vitality; +12% To hit; +80% Damage; Quick attack; Altered durability (60)

Qualifying level to use: 5

The Celestial Star (Flail – 1 Handed Weapon) - Costs 7,810

Gives the wielder AC -8; +10 Damage; +20% Light radius; No strength requirement

Qualifying level to use: 2

Civerb's Cudgel (Mace – 1 Handed Weapon) - Costs 2,000

Gives the wielder -2 Magic; -5 Dexterity; +200% Damage versus demons

Qualifying level to use: 1

Crackrust (Mace – 1 Handed Weapon) - Costs 11,375

Gives the wielder +2 All attributes; +15% Resist all; +50% Damage; -1 Spell level; Indestructible

Qualifying level to use: 1

The Cranium Basher (Maul – 2 Handed Weapon) - Costs 36,500

Gives the wielder +15 Strength; -150 Mana; +20 Damage; +5% Resist all; Indestructible

Qualifying level to use: 12

Dreamflange (Mace – 1 Handed Weapon) - Costs 26,450

Gives the wielder +30 Magic; +50 Mana; +50% Resist magic; +1 Spell levels; +20% Light radius

Qualifying level to use: 26

Gnarled Root (Club or Spiked Club – 1 Handed Weapon) – Costs 9,820

Gives the wielder AC -10; +5 Magic; +10 Dexterity; +20% To hit; +10% Resist all; +300% Damage

Qualifying level to use: 9

Hammer of Jholm (Maul – 2 Handed Weapon) – Costs 8,700

Gives the wielder +3 Strength; +4 to +10% Damage; +15% To hit; Indestructible

Qualifying level to use: 1

Lightforge (Mace – 1 Handed Weapon) - Costs 26,675

Gives the wielder +8 All attributes; +25% To hit; +150% Damage; +10 to +20 Fire damage; +40% Light radius; Indestructible

Qualifying level to use: 1

Schaefer's Hammer (War Hammer – 1 Handed Weapon) - Costs 56,125

Gives the wielder +50 Life; +75% Resist lightning; +30% To hit; -100% Damage; 1-50 Lightning damage; +10% Light radius

Qualifying level to use: 16

Clubs and hammers, like all weapons and armor have strength requirements before they can be used. Clubs and hammers are especially effective against undead creatures. In the next part of this guide to Diablo, we'll look at Staves weapons.


Comment

Showing all 1 comments
 
Tom Nov 21, 2010 2:01 PM
Don't understand unspecified attributes
Hey there, I know I'm pretty late with this question, considering I have already beat this game awhile ago, but I enjoyed it so much that I am now playing it again.

So here's my problem. I just found a magical weapon (Weak club) and its atts. are Damage 1-6, Dur:7/12 , -38% Damage <???What does this mean??? Is this saying that the weapon takes away this percent of damage from you, your attacker or from itself?

Tried looking it up, not having any luck. So you would be doing me a big favor if someone could explain this for I have found other items with similar confusing Thanks for your attention.
 
blog comments powered by Disqus
Email to a friend