The Slammer
| The Slammer | |
|---|---|
| Type | Weapon |
| Type | Club |
| Level | 7 |
| Damage | 40-55 |
| Crit Chance | 2% |
| Stats | Speed (−2) |
| Location | Floor 110 of The Mines (remixed); The Mines (Floors 81-99); Skull Cavern; Quarry Mine |
The Slammer is the hardest-hitting weapon a farm can find without spending a single coin, swinging for 40 to 55. Crates, barrels and special monster drops on the deep Mines floors produce it, and so do the Skull Cavern and the Quarry Mine. Nothing in the Guild's shop beats that damage until the Lava Katana, and nothing beats it at all until a Prismatic Shard has been spent in the desert. Two points of swing speed are the price, which is mild for a club, and the description promises foes sent flying rather than merely hit. Clubs carry the heaviest knockback in the game and slam the ground as their alternate attack, so The Slammer clears space as well as health bars.
Location
Breaking containers on the deep Mines floors is the usual route, with the same floors' monsters offering it as a special drop. Both are luck, and both improve with daily luck, so a run that turns up nothing is worth repeating.
The Skull Cavern drops it as well, though a farmer strong enough to be comfortable down there has usually passed The Slammer by. The Quarry Mine is friendlier: one long level that stays as it was left, with slimes and Haunted Skulls as the only real opposition, which makes it a sensible place to go container hunting.
A farm created with remixed mine rewards may find The Slammer in the floor 110 chest, which is the only way to receive one rather than dig for it.
The clubs the bachelors and bachelorettes sell at the Desert Festival for Calico Eggs carry exactly the same damage and the same speed penalty, so Alex's Bat or Penny's Fryer will do precisely the same job for anyone who missed the drop.
Stats
Forty to fifty-five is the figure that matters. The Kudgel, the other club found around the same depth, swings for 27 to 40 and makes up the gap with critical power, which is a gamble. The Slammer simply hits hard on every connection, and a Shadow Brute or a Lava Crab that would survive two swings from a mid-game sword goes down to one.
The two-point speed penalty is the lightest on any heavy club. A Lead Rod loses four points and feels like it is being swung underwater. The Slammer is slow in the way clubs are slow, with a wide arc that covers more ground than a sword's swing, and a monster caught at the edge of that arc takes the same damage as one caught in the middle.
Knockback is where clubs earn their place. Whatever The Slammer connects with is thrown far enough that it has to walk back before it can retaliate, which is how a weapon this slow survives a crowded floor. The alternate attack turns that into a crowd-control move: a slam into the ground hits everything in a ring around the farmer and pushes it all away. The slam itself never lands a critical hit, so its value is the knockback and the breathing room rather than the numbers.
Critical hits on ordinary swings stay at the common two percent chance.
Notes
There is a trick worth knowing with any club, and it suits this one best. Right-clicking into the slam and then mashing the attack button lets several attacks happen in quick succession, which is how a low-speed club out-damages weapons it has no business beating. Pressing too early produces an ordinary swing instead, and the game occasionally objects to the abuse by locking up mid-animation, so it is a tool for emergencies rather than a routine.
At the Forge, Emerald is the gem that answers the speed penalty and Ruby raises the damage that is already its best column. Three forges are allowed, each one gem plus a growing pile of Cinder Shards, which makes a found club into something that stays useful on Ginger Island.
Of the enchantments, Artful is the one that changes how the club plays, because halving the cooldown on the slam turns an occasional crowd-breaker into a regular move. Vampiric suits the slower swing, returning health on each kill, and Crusader adds half again against Mummies, Skeletons, Ghosts and Void Spirits.
It sells for 350g, which is nothing against what it does, so The Slammer usually stays in a chest even after a Galaxy Hammer arrives.
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 |