Galaxy Hammer
| Galaxy Hammer | |
|---|---|
| Type | Weapon |
| Type | Club |
| Level | 12 |
| Damage | 70-90 |
| Crit Chance | 2% |
| Stats | Speed (+2); Weight (+5) |
| Location | Adventurer's Guild |
| Price | 75000g |
Clubs ask the farmer to accept a slower swing in exchange for a heavier hit, and the Galaxy Hammer is the one club that stops asking. Marlon puts it on the counter for 75,000g once a Galaxy Sword has been claimed, and it lands 70 to 90 damage while still swinging faster than an ordinary mallet. That combination makes it the hardest-hitting weapon any shop in the valley will sell. The ground smash that every club carries turns into a genuine crowd-clearing move at this damage, which is what makes it the usual pick for deep Skull Cavern runs. It is also the raw material for the Infinity Gavel, the heaviest hitter in the game.
Location
The hammer never appears in a chest or on a monster. It sits in Marlon's shop at the Adventurer's Guild, and it stays hidden there until a Galaxy Sword has been obtained from the three pillars out in the Calico Desert. Reaching those pillars means repairing the bus first, so a hammer this early in a save is unlikely.
The price is the real barrier. At 75,000g it is the most expensive weapon on the shelf, more than the Galaxy Sword's own replacement cost and three times the Lava Katana. Most farms buy it in the second or third year, usually off the back of a wine cellar or a few Ancient Fruit beds, and the Galaxy Dagger at 35,000g tends to get bought first simply because it is cheaper.
The Guild opens in the afternoon and shuts at night, and Marlon closes on festival days, so the trip has to be planned around whatever else is happening in town.
Stats
A hit for 70 to 90 lands in the same band as the Galaxy Sword but comes down on a club's wider arc. The +2 speed bonus is the surprise. Most clubs drag the swing out by two to four points, so the Dwarf Hammer and the Dragontooth Club both feel sluggish beside this one even though their numbers look similar.
The +5 weight bonus adds knockback, the main strength of a club. Enemies get thrown several tiles back, which breaks up the rings of Serpents and Mummies that form around a farmer standing in one spot. The gap bought by one swing is usually enough time to eat something or line up the next hit.
Critical hits stay at the ordinary two percent chance with a triple multiplier. The hammer is not a crit weapon and does not pretend to be; its case is that an average swing already removes most of what the Skull Cavern can send.
Notes
Three Galaxy Souls and sixty Cinder Shards at the volcano Forge turn the hammer into the Infinity Gavel, which pushes damage to 100 to 120 and adds a point of defence. Nothing else in the game hits harder, and the gavel keeps the speed bonus that makes the hammer bearable in the first place. Souls come from Qi's Walnut Room, from trading Radioactive Bars, or off the monsters in the dangerous Mines.
Before that upgrade, gems are worth spending on it. Three forges are allowed, and a Ruby in each adds ten percent damage a level to a weapon that already starts high, which is the simplest way to make the Skull Cavern floors stop mattering. Amethyst goes the other way and adds knockback on top of the +5 the hammer brings, a choice that suits farmers who like clearing a path rather than killing everything on it.
The smash move deserves more use than it gets. Holding the alternate attack slams the club into the ground, damaging everything nearby and shoving it away, and it hits a wider patch than any swing. On a floor packed with Dust Sprites or Tiger Slimes, one smash scatters the lot and buys room to reach the ladder.
All Clubs
Every entry in this group, with its key details.
| Name | Image | Type | Level | Damage |
|---|---|---|---|---|
| Alex's Bat | Club | 7 | 40-55 | |
| Dragontooth Club | Club | 14 | 80-100 | |
| Dwarf Hammer | Club | 13 | 75-85 | |
| Femur | Club | 2 | 6-11 | |
| Galaxy Hammer | Club | 12 | 70-90 | |
| Harvey's Mallet | Club | 7 | 40-55 | |
| Infinity Gavel | Club | 17 | 100-120 | |
| Kudgel | Club | 5 | 27-40 | |
| Lead Rod | Club | 4 | 18-27 | |
| Penny's Fryer | Club | 7 | 40-55 | |
| Sam's Old Guitar | Club | 7 | 40-55 | |
| Seb's Lost Mace | Club | 7 | 40-55 | |
| The Slammer | Club | 7 | 40-55 | |
| Wood Club | Club | 2 | 9-16 | |
| Wood Mallet | Club | 3 | 15-24 |