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Dragontooth Club


Dragontooth Club
Dragontooth Club
Type Weapon
Type Club
Level 14
Damage 80-100
Crit Chance 2%
Stats Crit. Power (+50); Weight (+3)
Location Ginger Island (Volcano Dungeon Chest)

The Dragontooth Club is the hardest-hitting weapon that can be found rather than bought or forged, and on a lucky swing it is the hardest-hitting weapon in the game full stop. An ordinary hit lands 80 to 100, and a critical hit multiplies that by four instead of the usual three, which no other weapon manages at this damage. It comes out of chests in the Volcano Dungeon on Ginger Island, which means it cannot be planned for, only hoped for. Farmers who find one tend to keep using it well past the point where the Infinity Gavel would be the sensible upgrade, because the crits are simply more fun. The +50 crit power bonus on top of that multiplier is what pushes those lucky swings into absurd territory.


Location


The club exists in exactly one place: the chests scattered through the ten floors of the Volcano Dungeon, inside the volcano at the north end of Ginger Island. The dungeon splits its chests into common and rare, and the Dragontooth weapons come from the rare ones, so a run can easily finish with none of them.

Getting through those floors is its own job. The lava has to be cooled with a watering can to make a path across, and a steel can or better lays five tiles in one go. Gates on each floor stay shut until every pressure pad on that floor has been stood on. The whole dungeon regenerates once a day rather than when the farmer leaves, so a bad run cannot be reset by walking out and back in.

Nothing about the drop improves with mining skill or combat level, though luck does tilt the odds between a common chest and a rare one. Most farms end up with their Dragontooth weapons as a side effect of hunting Golden Walnuts, since the same chests hold those too, and the first rare chest opened in a save hands one over.

Stats


Base damage of 80 to 100 already beats the Galaxy Hammer, and the gap widens on criticals. Where most weapons treble the hit, this club quadruples it, and the crit power bonus adds half again on top. The result is a swing that occasionally removes a Skull Cavern monster that should have taken three.

The trade is speed, and the club makes no apology for it. The swing is the full club arc at its natural pace, with a long recovery after every hit. Against a single heavy target that hardly matters. In a corner surrounded by Serpents it very much does, and the usual answer is to lead with the ground smash and swing into the gap it opens.

Three points of weight give the knockback that keeps the fight survivable. Enemies hit by this club travel, which buys the time the slow swing costs. It is less knockback than the Dwarf Hammer carries but enough to clear a tile and reset the fight.

Notes


Jade is the obvious gem for this club at the Forge on floor ten. Each level adds ten percent to critical damage, which on a weapon that already quadruples its hits compounds faster than it would on anything else. Aquamarine is the other serious option, since more frequent crits are worth more here than anywhere.

Enchantments matter less than usual. Vampiric gives back health on a kill and suits a slow weapon that takes hits while winding up, and Crusader turns the club into a Skull Cavern specialist against Mummies, Ghosts and Skeletons.

The club sells for 700g, which is more than any Mines weapon, but selling one is close to a waste: the Adventurer's Guild will never stock a replacement, and only another rare chest will provide one.

As a club it also carries the ground smash. Slamming the head into the floor damages everything standing nearby and shoves it outwards, and with this much damage behind it the smash alone clears a pack of Magma Sprites that would otherwise take half a minute of swinging.

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