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Wood Mallet


Wood Mallet
Wood Mallet
Type Weapon
Type Club
Level 3
Damage 15-24
Crit Chance 2%
Stats Speed (+2); Weight (+3)
Location Adventurer's Guild after reaching Floor 40 in The Mines
Price 2000g

The Wood Mallet is the club that behaves itself. Marlon stocks it for 2,000g once floor 40 of the Mines has been reached, and the containers and monsters of the floors below that drop it as well. It hits for 15 to 24 and, unusually for the type, comes with two points of swing speed instead of a penalty, so it moves at something close to a sword's rate while keeping a club's wide arc and heavy shove. Three points of weight add to knockback that was already the highest in the game. The description calls it relatively light for a club, and that is the whole appeal: a farmer gets the slam and the arc without the usual lag.


Location


Floor 40 unlocks the shop entry, and the same milestone fills out the Guild's shelves generally, so a single trip to that depth makes the mallet, better boots and a pair of gem rings all available at once. The 2,000g is the real question, since a first-summer farm has other plans for that money.

The free route is the Mines themselves. Breaking boxes and barrels on the floors below 40 can produce a mallet, and the monsters there drop it as a special find, so a farmer who digs regularly may never need to buy one.

On a save using remixed mine rewards, the chest on floor 60 can hold the mallet instead of its usual contents.

Floor 40 is also where the Slingshot waits in its own chest, which makes that depth a natural stopping point: one visit can arm a farm with a ranged weapon and unlock a club worth carrying.

Stats


Fifteen to twenty-four is a solid middle band for the forties and fifties. Dust Sprites, Skeletons and Bats all fall inside one or two connections, and the mallet's arc catches more than one of them at a time, which matters because Dust Sprites rarely arrive alone.

The speed bonus is the stat that sets it apart from its neighbours. The Lead Rod found on the same floors hits for 18 to 27 and loses four points of speed, so it swings three points harder and far more slowly. Over a fight the mallet lands more damage and takes less in return, and that trade is the reason it is worth 2,000g when something stronger can be dug up for nothing.

Knockback is the other half. Three extra points of weight on top of a club's heavy base throw a monster clear across a room, which turns the mallet into a tool for controlling where a fight happens. The alternate attack takes this further: a slam into the ground hits everything in a ring around the farmer and pushes it all away, which breaks up a swarm of Dust Sprites in one press. The slam cannot land a critical hit, so its purpose is the shove rather than the damage.

Ordinary swings crit at the common two percent chance.

Notes


Mashing the attack button straight after the slam lets several attacks land in quick succession, which is the standard club trick and works best on a weapon that is already quick. Pressing too early gives an ordinary swing instead.

The mallet's natural successor is the Kudgel at 27 to 40 with heavy critical power, found on the deepest floors, and after that The Slammer at 40 to 55. A farmer who likes the mallet's pace will find the heavier clubs a step backwards in speed, which is worth knowing before spending the gold.

At the Forge, Ruby raises damage a tenth at a time and Emerald pushes the speed advantage further, with three forges allowed in all. Amethyst instead doubles down on knockback, which turns the mallet into a crowd-herding tool rather than a killer.

Of the enchantments, Artful is the one that changes the weapon, because halving the slam's cooldown makes the ring-clearing move something to use every few seconds rather than every fight. Bug Killer suits the floors the mallet is bought for, doubling damage against the bugs and grubs that infest them.

It sells for 150g, well under its purchase price, so the mallet is kept rather than cashed in once something heavier arrives.

All Clubs


Every entry in this group, with its key details.

Name Image Type Level Damage
Alex's Bat Alex's Bat Club 7 40-55
Dragontooth Club Dragontooth Club Club 14 80-100
Dwarf Hammer Dwarf Hammer Club 13 75-85
Femur Femur Club 2 6-11
Galaxy Hammer Galaxy Hammer Club 12 70-90
Harvey's Mallet Harvey's Mallet Club 7 40-55
Infinity Gavel Infinity Gavel Club 17 100-120
Kudgel Kudgel Club 5 27-40
Lead Rod Lead Rod Club 4 18-27
Penny's Fryer Penny's Fryer Club 7 40-55
Sam's Old Guitar Sam's Old Guitar Club 7 40-55
Seb's Lost Mace Seb's Lost Mace Club 7 40-55
The Slammer The Slammer Club 7 40-55
Wood Club Wood Club Club 2 9-16
Wood Mallet Wood Mallet Club 3 15-24