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Galaxy Sword


Galaxy Sword
Galaxy Sword
Type Weapon
Type Sword
Level 13
Damage 60-80
Crit Chance 2%
Stats Speed (+4)
Location Three Pillars in the Calico Desert; Adventurer's Guild
Price 50000g

Carrying a Prismatic Shard to the three pillars in the Calico Desert turns the shard into the Galaxy Sword, and that trade is the single biggest jump in fighting power the valley offers. Everything Marlon sells before it asks the farmer to pick between damage and swing speed, and the Galaxy Sword simply refuses the choice: it hits for 60 to 80 and swings faster than almost any blade in the game. Holding one also puts the Galaxy Hammer and the Galaxy Dagger on the Adventurer's Guild shelves, so one shard opens the whole top shelf of ordinary weapons. Marlon will sell a second sword for 50,000g once the first has been claimed, which matters because the pillars only answer once. At the Forge it becomes the Infinity Blade, so the shard spent here keeps paying all the way to the end of the game.

The in-game description reads: It's unlike anything you've ever seen.


Location


The desert comes first. The bus needs repairing through the Vault bundles before Pam will drive anyone out to Calico, and the pillars stand in the north east corner of the sand, three stones in a rough triangle. Standing on the middle tile while holding a Prismatic Shard consumes the shard and leaves the sword in its place.

Finding the shard is the real work. Mystic Stones in the Skull Cavern are the surest supply, since roughly a quarter of them give one up. Omni Geodes crack open with them occasionally, Serpents and Mummies in the Skull Cavern drop them around one time in a thousand, and any monster below the bottom of the Mines carries the same slim chance. A Rainbow Trout pond will eventually produce shards too, which is the patient farmer's route: no fighting, just feeding fish.

Once the sword exists in a save, the pillars go quiet. A second shard does nothing there, so a sold or binned sword has to be bought back from Marlon at the Guild counter for 50,000g. That is also the only way a late starter skips the desert trip entirely, and the price explains why most players do it the hard way first.

Stats


A swing lands somewhere between 60 and 80, which is roughly double what the Lava Katana's worst hit does and well clear of anything found in the Mines. The +4 speed bonus is the part players notice first. Heavy blades like the Claymore spend so long recovering between swings that a Shadow Brute gets a free hit in; the Galaxy Sword comes back round quickly enough to keep a monster stunned and backing away.

Critical hits are left deliberately plain, at the common two percent chance and a triple multiplier, which is why crit builds tend to look at the Dragontooth weapons instead. What the Galaxy Sword offers is a high floor: even its weakest hit beats most weapons' best, so damage stays predictable from Skull Cavern floor one to floor one hundred.

Knockback sits at the middling default. Enemies are pushed back a step rather than flung, so a crowd stays reachable without wandering off the screen.

Notes


Forging is where the sword stops being an ending and starts being a foundation. Three Galaxy Souls and sixty Cinder Shards at the volcano Forge turn it into the Infinity Blade, which adds defence and pushes damage to 80 to 100. Galaxy Souls are bought with Qi Gems in the Walnut Room, traded for Radioactive Bars, or taken off the monsters in the dangerous Mines, so the upgrade belongs to the Ginger Island half of the game.

Gems go in before or instead of that. Three forges are allowed, each taking one gem and a handful of Cinder Shards, and the choice says a lot about how the owner fights. Ruby adds ten percent damage a level, Jade pushes critical damage up, Aquamarine makes those crits land more often, and Topaz quietly adds the defence the sword was born without. An enchantment slot sits on top of all that: Vampiric returns health on kills, Crusader tears through Mummies and Skeletons, and Artful halves the wait on the blocking move.

One quiet privilege separates it from every other weapon. Collapsing in the Mines costs gold and scatters items out of the bag, and a farmer can wake up on the ground floor having lost something expensive, with whatever survived waiting to be reclaimed from Marlon. The Galaxy Sword is exempt from that list, so the worst run in the game cannot take it away.

Blocking is the sword's special move, and it stays useful at every tier. A held block soaks damage, nicks whatever walked into it, and swats flying Bats and Serpents backwards. With a swing this fast, alternating a block with an attack is a reasonable way to cross a crowded Skull Cavern floor without touching a single health item.

All Swords


Every entry in this group, with its key details.

Name Image Type Level Damage
Bone Sword Bone Sword Sword 5 20-30
Claymore Claymore Sword 5 20-32
Cutlass Cutlass Sword 3 9-17
Dark Sword Dark Sword Sword 9 30-45
Dragontooth Cutlass Dragontooth Cutlass Sword 13 75-90
Dwarf Sword Dwarf Sword Sword 13 65-75
Forest Sword Forest Sword Sword 3 8-18
Galaxy Sword Galaxy Sword Sword 13 60-80
Haley's Iron Haley's Iron Sword 6 30-45
Holy Blade Holy Blade Sword 7 20-27
Infinity Blade Infinity Blade Sword 17 80-100
Insect Head Insect Head Sword 6 20-30
Iron Edge Iron Edge Sword 3 12-25
Lava Katana Lava Katana Sword 10 55-64
Leah's Whittler Leah's Whittler Sword 6 30-45
Meowmere Meowmere Sword 4 20-20
Neptune's Glaive Neptune's Glaive Sword 5 18-35
Obsidian Edge Obsidian Edge Sword 6 30-45
Ossified Blade Ossified Blade Sword 6 26-42
Pirate's Sword Pirate's Sword Sword 2 8-14
Rapier Rapier Sword 4 15-25
Rusty Sword Rusty Sword Sword 1 2-5
Silver Saber Silver Saber Sword 2 8-15
Steel Falchion Steel Falchion Sword 8 28-46
Steel Smallsword Steel Smallsword Sword 1 4-8
Tempered Broadsword Tempered Broadsword Sword 7 29-44
Templar's Blade Templar's Blade Sword 5 22-29
Wooden Blade Wooden Blade Sword 1 3-7
Yeti Tooth Yeti Tooth Sword 7 26-42