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Femur


Femur
Femur
Type Weapon
Type Club
Level 2
Damage 6-11
Crit Chance 2%
Stats Speed (+2)
Location Floor 10 of The Mines
Price 350g

The Femur is the cheapest way into club fighting, and it behaves nothing like the heavy mallets that follow it. Marlon sells it for 350g once floor 10 of the Mines has been reached, which puts it within reach in the first few weeks on the farm. It only hits for 6 to 11, yet it swings two points faster than normal and throws monsters as far as the biggest clubs in the game do. That combination makes it a crowd-control tool for a farmer who has not yet got the health or the boots to stand and trade blows. The description, an old bone caked in centuries of grime, suits a weapon dug out of the Mines rather than forged.

The in-game description reads: An old, heavy bone caked in centuries of grime.


Location


The Adventurer's Guild is the dependable source, and the unlock is shallow: floor 10 of the Mines, which also opens Leather Boots and Work Boots on the same shelf. Marlon keeps afternoon and evening hours and shuts on festival days.

On a farm created with remixed mine rewards enabled, the chest on floor 10 can hold a Femur in place of the boots that normally sit inside. Since that is the first Treasure Chest in the Mines, a remixed save can produce the club before the farmer has earned a single gold piece towards it.

Older guidance claims the Femur comes out of tilled dirt outside the Mines. That is not how it works now, and the only two routes are Marlon's counter and the remixed chest.

Stats


Damage of 6 to 11 is close to what the starting swords manage, so nothing here is going to kill a Rock Crab quickly. The two interesting numbers sit elsewhere.

Knockback is at the top of the scale, the same as The Slammer and the villager bats and mallets that hit five times harder. Every connected swing throws a monster several tiles clear, which on the upper floors means a Green Slime or a Bug spends most of the fight travelling backwards instead of biting.

The speed bonus is the other half. Clubs normally give up two to four points of swing speed, and the Femur gains two, so it recovers quickly enough to keep a monster airborne and moving away. Critical hits stay at the common two percent chance with the ordinary triple multiplier, so the club's value sits entirely in speed and distance.

Notes


What the Femur really buys is time. A farmer in the first spring has little health, no defence from boots and no food stockpile, and the knockback gives breathing room that a sword simply does not. Clearing an infested floor, where no ladder appears until every monster is dead, is far safer with a weapon that keeps the room spread out.

The club smash makes that explicit. Holding the alternate attack slams the bone into the ground, damaging everything nearby and shoving it outwards, and on a weapon with knockback this high the move clears a surprising amount of space for the damage it does.

Forging is rarely worth it this early, but a Ruby or two does lift the damage noticeably in percentage terms, and Amethyst pushes the knockback into absurdity for players who enjoy watching slimes fly. By the time Cinder Shards are available, though, the Galaxy Hammer and the dungeon clubs have long since made the Femur a keepsake rather than a weapon.

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