Seb's Lost Mace
| Seb's Lost Mace | |
|---|---|
| Type | Weapon |
| Type | Club |
| Level | 7 |
| Damage | 40-55 |
| Crit Chance | 2% |
| Stats | Speed (-2) |
| Location | Sebastian during the Desert Festival for 70 Calico Eggs |
Sebastian keeps to the basement of his mother's house on the mountain, writes code for strangers and collects the sort of medieval props that go with it. One of those replicas reaches the Desert Festival as a working club, priced at 70 Calico Eggs, hitting for 40 to 55 and throwing monsters a long way back. It is the heaviest kind of weapon the game offers: slow by two points, forgiving of nothing, and capable of ending a Skull Cavern Serpent in one blow. Sebastian only trades in the years the festival draws his name, and the mace shares the counter with Frozen Geodes and bottles of Energy Tonic. For a farm heading into the desert for the first time, it is a serious upgrade dressed up as a costume piece.
Location
Only the Desert Festival sells it, across the three Spring days it occupies the Calico Desert, and only when Sebastian is one of the two villagers drawn to run a stall that day. Stalls shut at midnight.
Earning 70 Calico Eggs takes planning. The steadiest route for anyone buying a weapon is the Skull Cavern: an egg rating builds up as the floors go by and as Calico Statues are activated, and handing that rating to Gil once a day pays out. Marlon sets a combat task alongside it. Up at the racetrack, a bet on the right critter pays 20, and the Suspicious Man beside the Oasis will take a single egg to arrange for one chosen racer to lose, which is the cheapest way to tilt a bet.
Nothing survives the closing day, since eggs vanish from bags and chests when the festival ends. A farm that wants the mace should buy it on the day it appears rather than saving.
Stats
The Skull Cavern is where the mace earns its keep. Serpents arrive in numbers and close fast, and a weapon that hits for 40 at worst drops them before they can circle. Mummies are the exception, since they fold and then stand back up, and only a bomb or the Crusader enchantment finishes them for good.
Knockback is set to the strongest value a club carries. A hit throws a monster several tiles, which on a narrow cavern floor usually means it lands behind a rock and has to walk back. That delay is the mace's real defence, because nothing about the weapon reduces incoming damage.
The ground smash hits everything in a ring and pushes it outwards, so a farmer caught between three Serpents has an answer that a sword cannot match. Critical hits, at two percent with a triple multiplier, are an afterthought rather than a plan.
The two points of lost speed are felt most when a swing misses. Clubs have a wide arc, which helps, but a miss against a fast monster is a free hit for the monster.
Notes
Weapons cost no energy to swing, which is why a heavy club is still practical at the end of a long mining day when the Pickaxe has become unusable. That alone makes a 40 to 55 hit worth carrying into the cavern.
At the Forge the mace responds well to Emerald, which hands back two or three points of speed each time it is used and can be applied more than once. Topaz covers the missing defence a point at a time. Level seven also leaves the innate enchantments available, since those only attach to weapons at level ten or below, and a roll of extra attack or critical power stacks on top of whatever gems went in.
Marlon buys weapons over the counter at the Adventurer's Guild, so an outgrown mace is worth gold rather than chest space.
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 |