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Alex's Bat


Alex's Bat
Alex's Bat
Type Weapon
Type Club
Level 7
Damage 40-55
Crit Chance 2%
Stats Speed (-2)
Location Alex during Desert Festival for 70

Alex talks about gridball, not baseball, yet the weapon he brings to the Desert Festival is a bat with a dented sweet spot and a story about a Grand Slam attached. For 70 Calico Eggs it becomes a club that hits for 40 to 55 and throws monsters several tiles backwards, which is a serious weapon for the middle stretch of the Mines. The catch is the swing: two points slower than normal, so each hit has to count. Alex only sets up a stall in some years, since six villagers trade across the three festival days and only two appear each day. That Grand Slam, incidentally, is never mentioned anywhere else in the game.


Location


The bat exists only at the Desert Festival, which takes over the Calico Desert for three Spring days. The bus has to be running before that is possible, so the earliest a farm can shop there is its second year.

Calico Eggs buy everything on the day and are worthless afterwards, since they disappear from the bag when the festival closes. The quickest way to pile them up for a combat weapon is to fight for them: Gil and Marlon set a daily challenge in the Skull Cavern, monsters killed down there pay out, and egg nodes can be broken open for a few more. Passing out in the cavern costs two eggs, which is a mild but real penalty. Away from the fighting, a correct bet on the critter races pays 20, and the scholar standing near the egg merchant rewards four right answers once a year.

Alex's stall is the uncertain part. The festival picks which villagers trade when it generates, so a farm hoping for the bat should visit on all three days and look for him.

Stats


Damage of 40 to 55 is roughly double what a mid-Mines sword manages, and the spread is wide enough that a good hit feels like a reward. Against the Dust Sprites and Ghosts of the fifties and sixties, one swing is usually all it takes.

The speed penalty of two points is the price. A club already recovers slowly, and this one leaves a visible gap after every swing, which is exactly when a Shadow Brute closes in. The usual answer is the ground smash: slamming the bat into the floor damages everything in range and pushes it away, buying the time that the swing costs.

Knockback is where the bat shines. It sits at the top of the range, so monsters hit by it travel, and a farmer who keeps backing up while swinging rarely gets surrounded. Critical hits stay ordinary at two percent and a triple multiplier, so this is not a weapon to build a crit setup around.

Notes


The bat is one of several villager clubs with identical numbers, so Harvey, Maru, Penny, Sam and Sebastian all sell something that hits exactly as hard. The Slammer, found free in the Mines and the Skull Cavern, matches them too, which means the bat is bought for the story rather than the stats.

That makes it a good candidate for the Forge. Emerald undoes the speed penalty, a point or two at a time, and turns the bat into something far more pleasant to use. Amethyst goes the other way and makes the knockback ridiculous, while Ruby simply raises the damage on a weapon that is already about damage.

As a club it carries the ground smash as its alternate attack, and on a weapon with knockback this strong the smash is close to a panic button on a crowded floor.

All Clubs


Every entry in this group, with its key details.

Name Image Type Level Damage
Alex's Bat Alex's Bat Club 7 40-55
Dragontooth Club Dragontooth Club Club 14 80-100
Dwarf Hammer Dwarf Hammer Club 13 75-85
Femur Femur Club 2 6-11
Galaxy Hammer Galaxy Hammer Club 12 70-90
Harvey's Mallet Harvey's Mallet Club 7 40-55
Infinity Gavel Infinity Gavel Club 17 100-120
Kudgel Kudgel Club 5 27-40
Lead Rod Lead Rod Club 4 18-27
Penny's Fryer Penny's Fryer Club 7 40-55
Sam's Old Guitar Sam's Old Guitar Club 7 40-55
Seb's Lost Mace Seb's Lost Mace Club 7 40-55
The Slammer The Slammer Club 7 40-55
Wood Club Wood Club Club 2 9-16
Wood Mallet Wood Mallet Club 3 15-24