Use Club as a weapon 1-hand decision. Compare type Weapon 1-Hand, damage 5 Damage Blunt Damage Type, requirement 5 Req. Strength before you sell, equip, or build around it, then open Swamp Camp, New Camp, Darrion and Sharky.
Item / Weapon 1-Hand
Club
Club is a Weapon 1-Hand item with damage 5 Damage Blunt Damage Type, requires 5 Req. Strength. Check vendors, drops before spending ore or reshaping a build.
Facts
Club Details
- Type
- Weapon 1-Hand
- Damage
- 5 Damage Blunt Damage Type
- Requirement
- 5 Req. Strength
- Range
- 100 Range
- Merchants
- 2 merchants
- NPC Drops
- 4 npc drops
Player route
How to use Club
Club is a weapon 1-hand item check. Open it when you need to decide whether to keep, equip, buy, sell, farm, or use it for a quest. The values that matter here are type Weapon 1-Hand, damage 5 Damage Blunt Damage Type, requirement 5 Req. Strength. Useful connected entries include Swamp Camp, New Camp, Darrion and Sharky. Open items or a connected route only when it helps the current save.
Keep Club until you know whether it gates a quest or equipment breakpoint; the listed requirement is 5 Req. Strength. Check Swamp Camp, New Camp, Darrion and Sharky before selling.
Do not sell or spend around Club until you know whether it gates Swamp Camp, New Camp, Darrion and Sharky.
Route decisions
Decide what to do with Club
Use these rows before you spend LP, ore, time, or quest progress around this entry.
Check damage 5 Damage Blunt Damage Type, then compare your current stats and trainer route before spending ore.
Use Club as a weapon 1-hand decision. Compare type Weapon 1-Hand, damage 5 Damage Blunt Damage Type, requirement 5 Req. Strength before you sell, equip, or build around it, then open Swamp Camp, New Camp, Darrion and Sharky.
Open routeDo not sell or spend around Club until you know whether it gates Swamp Camp, New Camp, Darrion and Sharky.
Use the page for planning, then confirm the current save before committing.
Keep Club until you know whether it gates a quest or equipment breakpoint; the listed requirement is 5 Req. Strength. Check Swamp Camp, New Camp, Darrion and Sharky before selling.
Do not sell or spend around Club until you know whether it gates Swamp Camp, New Camp, Darrion and Sharky.
Use connected pages after the facts answer the immediate question.
Open items, then branch into map, quest, trainer, item, or build pages only if they match your current route.
Open routeNo special risk if it matches your current save.
Route preset
Safe route preset for Club
Follow the short preset when this entry is part of your current save route.
Deciding whether Club belongs in your current quest, equipment, or merchant route using type Weapon 1-Hand, damage 5 Damage Blunt Damage Type, requirement 5 Req. Strength.
- Compare the listed values first: type Weapon 1-Hand, damage 5 Damage Blunt Damage Type, requirement 5 Req. Strength.
- Check the connected entries before selling or equipping it: Swamp Camp, New Camp, Darrion and Sharky.
- Judge Club against the next weapon, quest, or camp route in this save rather than a generic endgame build.
Check in your save before selling or spending ore around Club; the listed requirement is 5 Req. Strength.
Relations
Connected Routes
Use these links to move between NPCs, quests, items, skills, locations, factions, and creatures without backing out to search.
Where to Get 8
Merchants 4
NPC Drops 4
FAQ
Common Gothic 1 Remake Questions
What is Club in Gothic 1 Remake?
Club is a Weapon 1-Hand item with damage 5 Damage Blunt Damage Type, requires 5 Req. Strength. Check vendors, drops before spending ore or reshaping a build.
How current is this Club page?
Check in your save: Useful for route planning, but confirm exact values in-game before committing a build.
Official and store sources
Where to verify the current build
Use these first-party links for release status, purchase pages, patch notes, platform listings, and system requirements.