Clubs



Note: For all gameplay purposes, Clubs count as Axes.

Name Rank Mt Hit Crit Avoid Rng Worth Description
Brass Club E 5 85 0 0 1 500 Critical Evade +10, cannot trigger critical hits or special skills *1
Iron Club D 6 75 5 0 1 1000
Steel Club C 10 70 5 -5 1 2000 Follow up attack speed -3
Silver Club B 14 75 5 0 1 4000 Critical Evade -5; after battle, stats are reduced *2
Venge Club A 10 75 5 -20 1 8000 Might is doubled when enemy initiates the battle
Iron Mace D 6 75 5 0 1~2 0 Enemy only; same effect as Iron Club
Steel Mace C 10 70 5 -5 1~2 0 Enemy only; same effect as Steel Club
Silver Mace B 14 75 5 0 1~2 0 Enemy only; same effect as Silver Club
Throwing Club D 6 70 0 0 1~2 1800 Cannot make follow up attacks, enemy’s follow up attack speed +5, cannot trigger critical hits or special skills *1
Battering Club B 12 60 5 0 2 4500 Cannot make follow up attacks, enemy’s follow up attack speed +5
Pike-Ruin Club D 10 60 5 -10 1 3400 Effective against lances, Might and Hit rate reduced otherwise
Dual Club C 9 60 10 0 1 4000 Reverses the weapon triangle and doubles weapon triangle effects
Great Club C 6 45 55 -5 1 1900 Critical Evade -5, Critical hits deal 4x damage
Carp Streamer E 1 95 5 10 1 0 Critical Evade +10, not designed for battle…
Hoe D 5 70 5 0 1 0 Ignores user and enemy’s terrain effects
Adamant Club C 3 80 5 0 1 0 Defence +4
Rinkah’s Club C 8 75 15 0 1 0 Critical Evade -5, follow up attack speed -3
Ryoma’s Club D 16 55 15 -10 1 0 Speed -5
Fuga’s Club B 13 80 5 0 1 0 Speed +3, Defence and Resistance -3; after battle, stats are reduced *2

*1 Special skills: Offensive skills with a trigger rate, eg. Astra, Luna, Sol.
*2 Reduced stats: Strength -2 and Skill -2. Only applies if the character is the Lead Unit (and, if using a melee weapon, their attack connects). Stacks for multiple battles. Stats recover by 1 each Turn.