Infinity Gavel
| Infinity Gavel | |
|---|---|
| Type | Weapon |
| Type | Club |
| Level | 17 |
| Damage | 100-120 |
| Crit Chance | 2% |
| Stats | Speed (+2); Defense (+1); Weight (+5) |
| Location | Forge in Volcano Dungeon |
Infinity Gavel is the best club in the game. No melee weapon in the valley lands a heavier blow than the Infinity Gavel. It hits for 100 to 120, which is a fifth again on top of the Infinity Blade, and it does so while swinging two points faster than a normal weapon rather than slower. That is the unusual part, because every other club in the game buys its damage with a sluggish recovery. A Galaxy Hammer, three Galaxy Souls and sixty Cinder Shards at the volcano Forge are the price, and the result is the weapon most players reach for when the Skull Cavern stops being survivable any other way. Only a Master Slingshot loaded with Iridium Ore beats it for damage on a single hit, and that comes with a charge-up and a pocket full of ore.
Location
There is no chest, drop or shop that holds one. The chain runs through the Galaxy Hammer, which Marlon sells at the Adventurer's Guild once a Galaxy Sword has been claimed, and then through the Forge on the tenth floor of the Volcano Dungeon.
Galaxy Souls are the bottleneck. One route avoids both Qi Gems and trading: semi-transparent Big Slimes carrying a visible soul inside them spawn in the dangerous Mines and the dangerous Skull Cavern, and killing one hands the soul over. Any Dangerous Monster can drop a soul once fifty of them have been killed, but the chance is around a tenth of a percent, so the glowing slimes are the ones worth hunting.
The dangerous versions of both areas have to be switched on first. The Shrine of Challenge sits on the hundred and twentieth floor of the Mines and becomes usable after Qi's Danger In The Deep quest, and from the next day onwards the Mines fill with tougher monsters and Radioactive Nodes.
Cinder Shards are straightforward by comparison. Shard nodes are everywhere in the volcano, the magma monsters drop them, and Skull Cavern treasure rooms hold them once the volcano shortcut has been unlocked.
Stats
A hundred damage at the bottom of its range means almost nothing in the game survives one blow. Royal Serpents, Mummies and Shadow Brutes all fall to a single swing, and the floors that used to call for bombs and panic eating turn into simple walking.
Two points of speed sound modest and are not. Clubs normally lose two to four, so the gavel feels roughly four points quicker than the mallets most farmers learned on, which is the difference between confident swinging and praying between hits.
Five points of weight make the knockback extreme. Monsters are thrown far enough to reset a fight entirely, and the ground smash applies the same force in a ring, so one tap of the alternate attack clears the space around the farmer.
One point of defence is a small bonus and the only soft number on the sheet. Critical hits are left plain at two percent with a triple multiplier, because a weapon already hitting for a hundred has little to gain from luck.
Notes
Anything already forged into the Galaxy Hammer carries over, so three Rubies spent before the upgrade push an already absurd weapon to roughly a third again in damage.
The enchantment that suits it least is the obvious one. Vampiric heals a share of the dead monster's own health rather than a share of the damage dealt, so a gavel that overkills everything gains no more from it than a wooden club would. Crusader and Artful are the better rolls, the first for Mummies and void spirits, the second for the smash.
Reach is the quiet advantage nobody mentions. A club's arc is wider than a sword's and far wider than a dagger's, so the gavel hits two or three monsters where the Infinity Blade would hit one. Against the packed floors of the dangerous Skull Cavern, that matters more than the damage figure.
Obtaining it also unlocks the Infinite Power achievement, which fires for whichever Infinity weapon a farm forges first.
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 |