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Iridium Needle


Iridium Needle
Iridium Needle
Type Weapon
Type Dagger
Level 12
Damage 20-35
Crit Chance 0.1
Stats Crit. Chance (+6); Crit. Power (+200)
Location The Mines (Special Slimes)

Iridium Needle is the best dagger in the game for crit chance. The Iridium Needle is built around one idea taken to an extreme. Its critical chance is the highest of any weapon in the game, and a critical hit from it multiplies damage seven times over instead of the usual three. Base damage of 20 to 35 looks ordinary beside a Galaxy weapon, but with the right rings, professions and food the needle crits roughly half the time, and those hits land for fourteen times a normal blow. Special slimes in the dangerous Mines drop it, so it belongs to the late game and to farms that have switched the Shrine of Challenge on. Nothing else in the valley rewards a dedicated critical build the way this blade does.


Location


The needle only drops once the Mines have been made dangerous. The Shrine of Challenge sits on the hundred and twentieth floor and becomes usable after Qi's Danger In The Deep quest, and from the following morning the Mines fill with tougher monsters and Radioactive Nodes.

In that state, the special slimes down there carry the needle. Roughly one in seven gives it up, which is a generous rate for a weapon this strong, so the limiting factor is surviving the floors rather than grinding them.

Danger In The Deep itself comes from Mr. Qi, which means Ginger Island and the Walnut Room have to be open first. In practice the needle and the Infinity weapons arrive in the same stretch of a save, and a farm often ends up choosing between a crit build and a raw damage build.

Stats


Ten percent is the base critical chance, five times the figure almost every other weapon carries. The stacking is where it becomes absurd: the Scout profession adds half again on top, an Aquamarine Ring adds a tenth, and Aquamarine forges add more. Fully invested, the needle reaches just under forty-nine percent, and with luck food pushing the numbers further it passes sixty.

Critical power of two hundred takes the multiplier from three times damage to seven. The Desperado profession doubles critical damage on top of that, which is how a dagger hitting for 35 ends up dealing fourteen times a normal strike.

Base damage is the honest weakness. Twenty to thirty-five is Neptune's Glaive territory, so a run of unlucky stabs feels thin. The needle is a weapon of averages, and the averages are extraordinary.

Knockback is almost nothing, which is deliberate rather than a flaw. A monster that stays pressed against the farmer keeps taking stabs, and a dagger that strikes several times a second wants its target standing still.

Notes


The dagger's stab burst is what makes the critical chance pay. A single swing gives one roll of the dice; the alternate attack gives a rapid series of them, so the move turns a high chance into a near certainty that something in the burst lands as a critical hit. Artful halves the wait before it can be used again.

Ring choices matter more here than on any other weapon. An Aquamarine Ring raises the chance, a Jade Ring raises the damage of each critical hit, and an Iridium Band combines light, magnetism and ten percent damage for farmers who prefer a general bonus.

Forging follows the same logic. Jade pushes critical damage higher, Aquamarine pushes frequency, and Ruby lifts the base damage that everything else is multiplying. Three forges are allowed, and all three paths are defensible.

Level twelve keeps the innate enchantments in reach, since those close off above level fifteen. A roll of extra critical power or attack compounds with the needle's own numbers, and the result is the single hardest-hitting critical strike available anywhere in the game.

All Daggers


Every entry in this group, with its key details.

Name Image Type Level Damage
Abby's Planchette Abby's Planchette Dagger 8 24-30
Broken Trident Broken Trident Dagger 5 15-26
Burglar's Shank Burglar's Shank Dagger 4 7-12
Carving Knife Carving Knife Dagger 1 1-3
Crystal Dagger Crystal Dagger Dagger 4 4-10
Dragontooth Shiv Dragontooth Shiv Dagger 12 40-50
Dwarf Dagger Dwarf Dagger Dagger 11 32-38
Elf Blade Elf Blade Dagger 2 3-5
Elliott's Pencil Elliott's Pencil Dagger 8 24-30
Galaxy Dagger Galaxy Dagger Dagger 8 30-40
Infinity Dagger Infinity Dagger Dagger 16 50-70
Iridium Needle Iridium Needle Dagger 12 20-35
Iron Dirk Iron Dirk Dagger 1 2-4
Shadow Dagger Shadow Dagger Dagger 4 10-20
Wicked Kris Wicked Kris Dagger 8 24-30
Wind Spire Wind Spire Dagger 1 1-5