Clubs
Begun Training to Skilled
Swing your Club against an opponent for the first time.
1 Day Cooldown
Knock out an opponent in a legitimate combat encounter with your Club.
1 Day Cooldown
Swing too hard with your Club in combat, leaving yourself exposed and causing you to lose the encounter.
1 Day Cooldown
Break an opponent's bones using your Club.
1 Day Cooldown
Defeat a tough opponent through a two-handed swing of your Club.
1 Day Cooldown
Feat
Skilled to Proficient
Defeat an opponent while wielding your Club in your off-hand.
4 Day Cooldown
Kill an opponent in a legitimate combat encounter by striking them in the head with a Club.
4 Day Cooldown
Block a blaster bolt with your Club, before defeating the shooter.
4 Day Cooldown
Defeat an armoured opponent in a legitimate combat scenario using a Club.
4 Day Cooldown
Use a spiked club to defeat an equal-tiered opponent.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Defeat an equally skilled Sabre Combat user in a legitimate combat encounter using a Club.
1 Week Cooldown
Defeat an opponent in a legitimate combat encounter by throwing your Club at them.
1 Week Cooldown
Bonk an equal-tiered player character into submission.
1 Week Cooldown
Defeat a nimble opponent with your Club in a legitimate combat encounter.
1 Week Cooldown
Destroy the shield someone is carrying using your Club in a legitimate combat encounter.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Design and create, or commission, your own unique design of Club.
3 Week Cooldown
Teach someone in Clubs to the level of Skilled.
3 Week Cooldown
Defeat an equal tiered opponent, player or NPC, in a legitimate combat encounter; using your Club being held in the reverse grip.
3 Week Cooldown
Bonk a higher tiered player character into submission.
3 Week Cooldown
Defeat a group of at least 50+ competent enemies in a nightclub setting, using only your Club.
3 Week Cooldown
Feat
Mastery to Extreme Mastery
Dual wield Clubs in a legitimate combat scenario successfully, defeating your opponent.
6 Week Cooldown
Defeat a giant creature, e.g. Aklay, Rancor, Krayt Dragon, Mire, Skriton, etc; using nothing but a Club and with no strength or speed advantage.
6 Week Cooldown
Use a club the same size as your body reliably in combat against an equal-tiered player character. Win the combat encounter with this oversized club.
6 Week Cooldown
Defeat an opponent who is beyond your Keep Up Speed in a legitimate combat encounter, using a Club.
6 Week Cooldown
Destroy an armoured vehicle using nothing but a Club.
6 Week Cooldown
Feat
Extreme Mastery to The Mastery
Defeat a Tier 2 or higher player character in a legitimate combat encounter while they are using their full power, with a single swing of your club.
9 Week Cooldown
Swing your Club so hard it creates a blast of air that defeats an opponent (Unique context applicable).
9 Week Cooldown
Destroy a Starfighter making a fly-by using nothing but a single swing of your Club, jumping up to meet it to do so.
9 Week Cooldown
Defeat an equally skilled opponent of Dagger Combat, who is also faster than you, using a Club in a legitimate combat encounter.
9 Week Cooldown
Defeat a Tier 1 or higher player character in a legitimate combat encounter, being drunk while doing so.
9 Week Cooldown