Stardew Valley - Weapons
Weapons are for the mines, the Skull Cavern and the volcano. Swords swing in an arc, daggers stab fast, clubs hit hard and slow, and slingshots fire ore from a distance. The Adventurer's Guild sells the early ones, and the best come from chests deep underground.
Weapon Groups
Weapons sorted by type.
Overview
Weapons sit outside the rest of the farm's equipment, and the differences are deliberate. Swinging one costs no energy, so a fight never competes with the watering. None of them passes through the blacksmith's furnace either, so the ladder that governs every tool does not apply: a better weapon is found, bought from the Adventurer's Guild or handed over for a pile of corpses, and it arrives whole rather than upgraded.
Four shapes cover everything. A blade sweeps an arc and can be raised as a guard, a blunt weapon swings slowly and throws things backwards, a short blade stabs the square ahead at speed, and the sling throws whatever is loaded into it. The farm's own axe, pickaxe and scythe will do at a pinch, and only the scythe swings without burning energy.
What actually separates one weapon from another is the stat line rather than the damage range. Speed changes how often a swing lands, weight decides how far a monster is flung, defence cuts the damage that comes back, and the two critical figures govern how often a lucky hit happens and how hard it lands. The game sums all five into one hidden level, and that level fixes both the shop price and what the Guild pays, which is why a modest blade with good speed and a fat critical figure costs more than a heavy one that hits harder.
Groups
Read the branch as four roles rather than four weapon racks. The all-rounder is the blade, and most saves keep one in hand permanently because its reach is wide and its guard is the only way to stop damage outright. Crowd control belongs to the blunt weapons, whose knockback buys room on a floor that has filled up. The assassin's work belongs to the short blades, which carry far higher critical figures and take one dangerous monster apart. The sling is the answer to anything out of reach.
A second grouping runs across all four: weapons that arrive with something extra written into them. Two blades come already enchanted, one returning health on a kill and one striking harder at the undead, and one short blade carries the heaviest critical statistics in the game. Several of each shape also sit on neighbours' stalls at the spring festival in the desert, bought with eggs rather than gold. The top of every shape is the same ladder: a Prismatic Shard carried into the desert produces the first galaxy weapon, the Guild sells the other two, and the forge on Ginger Island turns any of them into its infinity form.
Order
Combat skill opens the branch and then paces it. Killing things raises the skill, every level adds a little health, and the levels hand over the gear that makes fighting survivable: a Sturdy Ring at the first, a Life Elixir at the second, an Oil of Garlic that keeps monsters off at the sixth, a ring of Yoba at the seventh and the Iridium Band at the ninth. The fifth level forces a choice between hitting harder and critically striking half again as often, and the tenth splits each of those once more, into raw damage or extra health on one side and faster special moves or far deadlier criticals on the other.
The Adventurer's Guild unlocks alongside it. A letter arrives after the fifth floor of the mine asking for ten slimes, and killing them opens the door east of the mine entrance for the rest of the save. From then on Marlon's counter adds stock at measured depths, roughly every ten or fifteen floors from the tenth down to the ninetieth, and the bottom of the shaft puts the first genuinely powerful purchase within reach. Boots and rings unlock on the same ladder, which matters because those two slots usually do more for survival than the weapon does.
Only three moments in a run make an upgrade urgent. The twentieth floor is the first, where a chest and the shop between them replace the rusty blade the farmer started with. The bottom of the mine is the second, since it puts a weapon on sale that carries the whole Skull Cavern. The island is the third. Everything between is an improvement rather than a necessity, and gold spent on bombs and food usually buys more floors than a slightly better swing does.
Best
Across all four shapes the infinity weapons are the end of the road, and choosing between them is a question of playing style rather than of power. The gavel hits hardest and flings everything away. The blade is balanced and the only one that can be raised as a guard. The dagger is the quickest and keeps the best critical chance. All three cost the same three galaxy souls, so a farm that forges only one should pick by how it likes to fight.
One tier down, the volcano's chests answer for a farm that would rather not spend gold at all. Each shape gets a dwarvish version weighted towards defence and a dragontooth version weighted towards critical damage, and owning both and swapping by floor is the usual outcome.
For a farm still in its first year, the shop ladder beats the chests. The blade sold after the bottom of the mine is the single most important purchase in the branch, because it needs no luck, costs one good Summer and covers everything between the mine and the island.
Locations
The Guild is the branch's institution rather than merely its shop. Marlon sells, buys back and runs the recovery service that posts one lost item home after a farmer passes out underground, charging whatever it would have sold for. Gil keeps the rocking chair by the fire and hands over the eradication rewards. The board beside the counter tracks twelve kill tallies, and its rewards are the reason to care about them: a ring that makes slimes harmless after a thousand of them, one that returns health after two hundred bats, one that speeds the farmer up after a hundred and fifty void spirits, one that improves every monster's drops after five hundred dust sprites, one that makes corpses explode after two hundred and fifty serpents, and a phone number after a hundred and fifty magma sprites that brings the recovery service into the farmhouse. A back room opens once a thousand monsters have died, and the book inside it halves the recovery fee thereafter.
Everything else is scattered. The mine's reward chests hold specific weapons at six of its landings, and a remixed-rewards save shuffles those placements around. Monsters, crates and barrels give up the ordinary stock at every depth, and a fishing Treasure Chest occasionally hands a weapon to somebody who never goes underground. The volcano's chests carry the best found weapons in the game, and the forge at its summit does the rest.
Prices
Buying is where the branch becomes expensive, and the three galaxy weapons are the reason. Between them they ask more gold than a greenhouse, and the hammer alone is the priciest item on Marlon's shelf. The blade below them costs a quarter of that, the two nine-thousand-gold mine weapons rather less, and everything in the Guild's early stock is a few hundred apiece.
Selling is pocket money, because both figures come from the same hidden level and the counter pays half of what it charges. The eradication rewards are the exception worth remembering: anything Gil hands over can be bought again from Marlon at a steep price, which turns a lost reward into an annoyance rather than a disaster.
The forge charges in cinder shards instead of gold, and those come out of the volcano's own rock, its magma-dwelling monsters and a pond stocked with stingrays.
Strategy
Spend on the slots that are not the weapon. Boots and rings unlock at the same mine depths for a fraction of the price, and a pair of defence rings with decent footwear changes survival far more than another ten points of damage. Food that raises defence does the same, more cheaply still.
Carry two shapes rather than one. A corridor of slimes and a single serpent want opposite tools, and switching slot is faster than repositioning.
Let the eradication board set the itinerary. Every tally on that wall is filled by fighting a farm does anyway, so picking floors by which reward is still outstanding costs nothing. The slime tally is the long one and worth starting early.
Enchant the tools, not only the weapons. The same forge will put a random effect on a watering can, a rod, a hoe, a pickaxe, an axe or a pan, and some of those are transformative: endless water, no energy cost, a far wider charged swing, a doubled chance of artifacts, bait and tackle that survive a cast. An enchantment survives a trip to the blacksmith for an upgrade, so it can go on early.
Notes
Enchanting is deliberately uncontrollable. The result is drawn from a list, a second attempt at the same price replaces the first, and tools remember the last two they were given so those two stay out of the draw. The draw depends on how many things have been enchanted in total, so reloading the day and changing the order produces a different outcome.
Reaching Combat Mastery allows a miniature forge to be crafted and placed anywhere, which removes the long trip to the volcano for every future improvement.
Unforging is free, hands back some of the cinder shards and strips the gem upgrades while leaving any enchantment in place. Two weapons of the same shape can also be merged, so the first keeps its statistics and takes the second's appearance, though a galaxy weapon loses a borrowed look the moment it becomes an infinity weapon.
All Weapons
Every entry in this group, with its key details.
| Name | Image | Type | Level | Damage |
|---|---|---|---|---|
| Abby's Planchette | Dagger | 8 | 24-30 | |
| Alex's Bat | Club | 7 | 40-55 | |
| Bone Sword | Sword | 5 | 20-30 | |
| Broken Trident | Dagger | 5 | 15-26 | |
| Burglar's Shank | Dagger | 4 | 7-12 | |
| Carving Knife | Dagger | 1 | 1-3 | |
| Claymore | Sword | 5 | 20-32 | |
| Crystal Dagger | Dagger | 4 | 4-10 | |
| Cutlass | Sword | 3 | 9-17 | |
| Dark Sword | Sword | 9 | 30-45 | |
| Dragontooth Club | Club | 14 | 80-100 | |
| Dragontooth Cutlass | Sword | 13 | 75-90 | |
| Dragontooth Shiv | Dagger | 12 | 40-50 | |
| Dwarf Dagger | Dagger | 11 | 32-38 | |
| Dwarf Hammer | Club | 13 | 75-85 | |
| Dwarf Sword | Sword | 13 | 65-75 | |
| Elf Blade | Dagger | 2 | 3-5 | |
| Elliott's Pencil | Dagger | 8 | 24-30 | |
| Femur | Club | 2 | 6-11 | |
| Forest Sword | Sword | 3 | 8-18 | |
| Galaxy Dagger | Dagger | 8 | 30-40 | |
| Galaxy Hammer | Club | 12 | 70-90 | |
| Galaxy Slingshot | Slingshot | - | Depends on ammo used | |
| Galaxy Sword | Sword | 13 | 60-80 | |
| Haley's Iron | Sword | 6 | 30-45 | |
| Harvey's Mallet | Club | 7 | 40-55 | |
| Holy Blade | Sword | 7 | 20-27 | |
| Infinity Blade | Sword | 17 | 80-100 | |
| Infinity Dagger | Dagger | 16 | 50-70 | |
| Infinity Gavel | Club | 17 | 100-120 | |
| Insect Head | Sword | 6 | 20-30 | |
| Iridium Needle | Dagger | 12 | 20-35 | |
| Iron Dirk | Dagger | 1 | 2-4 | |
| Iron Edge | Sword | 3 | 12-25 | |
| Kudgel | Club | 5 | 27-40 | |
| Lava Katana | Sword | 10 | 55-64 | |
| Lead Rod | Club | 4 | 18-27 | |
| Leah's Whittler | Sword | 6 | 30-45 | |
| Master Slingshot | Slingshot | - | Depends on ammo used | |
| Meowmere | Sword | 4 | 20-20 | |
| Neptune's Glaive | Sword | 5 | 18-35 | |
| Obsidian Edge | Sword | 6 | 30-45 | |
| Ossified Blade | Sword | 6 | 26-42 | |
| Penny's Fryer | Club | 7 | 40-55 | |
| Pirate's Sword | Sword | 2 | 8-14 | |
| Rapier | Sword | 4 | 15-25 | |
| Rusty Sword | Sword | 1 | 2-5 | |
| Sam's Old Guitar | Club | 7 | 40-55 | |
| Seb's Lost Mace | Club | 7 | 40-55 | |
| Shadow Dagger | Dagger | 4 | 10-20 | |
| Silver Saber | Sword | 2 | 8-15 | |
| Slingshot | Slingshot | - | Depends on ammo used | |
| Steel Falchion | Sword | 8 | 28-46 | |
| Steel Smallsword | Sword | 1 | 4-8 | |
| Tempered Broadsword | Sword | 7 | 29-44 | |
| Templar's Blade | Sword | 5 | 22-29 | |
| The Slammer | Club | 7 | 40-55 | |
| Wicked Kris | Dagger | 8 | 24-30 | |
| Wind Spire | Dagger | 1 | 1-5 | |
| Wood Club | Club | 2 | 9-16 | |
| Wood Mallet | Club | 3 | 15-24 | |
| Wooden Blade | Sword | 1 | 3-7 | |
| Yeti Tooth | Sword | 7 | 26-42 |
Subcategories
This category has the following 56 subcategories, out of 56 total.
S
- Stardew Valley
- Stardew Valley - Animal Products
- Stardew Valley - Animals
- Stardew Valley - Artifacts
- Stardew Valley - Artisan Goods
- Stardew Valley - Books
- Stardew Valley - Boots
- Stardew Valley - Buildings
- Stardew Valley - Bundles
- Stardew Valley - Clothing
- Stardew Valley - Clubs
- Stardew Valley - Collections
- Stardew Valley - Cooking
- Stardew Valley - Crab Pot Catches
- Stardew Valley - Crafting
- Stardew Valley - Crops
- Stardew Valley - Daggers
- Stardew Valley - Equipment
- Stardew Valley - Fall Crops
- Stardew Valley - Farm Types
- Stardew Valley - Festivals
- Stardew Valley - Fish
- Stardew Valley - Fishing Rods
- Stardew Valley - Foraged Minerals
- Stardew Valley - Foraging
- Stardew Valley - Fruit Trees
- Stardew Valley - Furniture
- Stardew Valley - Gems
- Stardew Valley - Geode Minerals
- Stardew Valley - Geodes
- Stardew Valley - Hats
- Stardew Valley - Legendary Fish
- Stardew Valley - Locations
- Stardew Valley - Marriage Candidates
- Stardew Valley - Mechanics
- Stardew Valley - Minerals
- Stardew Valley - Monsters
- Stardew Valley - Multi-Season Crops
- Stardew Valley - Quests
- Stardew Valley - Resources
- Stardew Valley - Rings
- Stardew Valley - Seeds
- Stardew Valley - Shops
- Stardew Valley - Slimes
- Stardew Valley - Slingshots
- Stardew Valley - Special Orders
- Stardew Valley - Spring Crops
- Stardew Valley - Summer Crops
- Stardew Valley - Swords
- Stardew Valley - Tackle and Bait
- Stardew Valley - Tools
- Stardew Valley - Trees
- Stardew Valley - Trinkets
- Stardew Valley - Villagers
- Stardew Valley - Weapons
- Stardew Valley - Winter Crops
Pages in category "Stardew Valley - Weapons"
The following 200 pages are in this category, out of 1,941 total.
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- Stardew Valley:'1000 Years From Now'
- Stardew Valley:'A Night On Eco-Hill'
- Stardew Valley:'Abstract'
- Stardew Valley:'Blueberries'
- Stardew Valley:'Boat'
- Stardew Valley:'Burnt Offering'
- Stardew Valley:'Checkers'
- Stardew Valley:'Clouds'
- Stardew Valley:'Community Center'
- Stardew Valley:'Dancing Grass'
- Stardew Valley:'Frozen Dreams'
- Stardew Valley:'Groovy'
- Stardew Valley:'Hut'
- Stardew Valley:'It Howls In The Rain'
- Stardew Valley:'Jade Hills Extended'
- Stardew Valley:'Jade Hills'
- Stardew Valley:'Journey Of The Prairie King: The Motion Picture'
- Stardew Valley:'Kitemaster '95'
- Stardew Valley:'Land Of Clay'
- Stardew Valley:'Little Buddies'
- Stardew Valley:'Little Tree'
- Stardew Valley:'Mysterium'
- Stardew Valley:'Natural Wonders: Exploring Our Vibrant World'
- Stardew Valley:'Pathways'
- Stardew Valley:'Physics 101'
- Stardew Valley:'Portrait Of A Mermaid'
- Stardew Valley:'Primal Motion'
- Stardew Valley:'Queen of the Gem Sea'
- Stardew Valley:'Red Eagle'
- Stardew Valley:'Runes'
- Stardew Valley:'Solar Kingdom'
- Stardew Valley:'Spires'
- Stardew Valley:'Squid Kid'
- Stardew Valley:'Stardrop'
- Stardew Valley:'Starship'
- Stardew Valley:'Sun 44'
- Stardew Valley:'Sun 45'
- Stardew Valley:'The Brave Little Sapling'
- Stardew Valley:'The Miracle At Coldstar Ranch'
- Stardew Valley:'The Muzzamaroo'
- Stardew Valley:'The Serpent'
- Stardew Valley:'The Zuzu City Express'
- Stardew Valley:'Three Trees'
- Stardew Valley:'Tropical Fish 173'
- Stardew Valley:'UFO'
- Stardew Valley:'Vanilla Villa'
- Stardew Valley:'Vista'
- Stardew Valley:'Void Swirls'
- Stardew Valley:'Volcano' Photo
- Stardew Valley:'Wizard's Tower'
- Stardew Valley:'Wumbus'
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A
- Stardew Valley:A Curious Substance
- Stardew Valley:Abandoned House
- Stardew Valley:Abby's Planchette
- Stardew Valley:Abigail
- Stardew Valley:Abigail's Bow
- Stardew Valley:Achievements
- Stardew Valley:Acorn
- Stardew Valley:Advanced Iridium Rod
- Stardew Valley:Adventurer's Guild
- Stardew Valley:Aerinite
- Stardew Valley:Aged Roe
- Stardew Valley:Alamite
- Stardew Valley:Albacore
- Stardew Valley:Alex
- Stardew Valley:Alex's Bat
- Stardew Valley:Algae Soup
- Stardew Valley:Aluminum Can
- Stardew Valley:Amaranth
- Stardew Valley:Amaranth Seeds
- Stardew Valley:Amethyst
- Stardew Valley:Amethyst Crystal Ball
- Stardew Valley:Amethyst Ring
- Stardew Valley:Amphibian Fossil
- Stardew Valley:Anchor
- Stardew Valley:Anchovy
- Stardew Valley:Ancient Doll
- Stardew Valley:Ancient Drum
- Stardew Valley:Ancient Fruit
- Stardew Valley:Ancient Seed
- Stardew Valley:Ancient Seeds
- Stardew Valley:Ancient Sword
- Stardew Valley:Angler
- Stardew Valley:Animal Catalogue
- Stardew Valley:Animal Products Profitability
- Stardew Valley:Anvil
- Stardew Valley:Apple
- Stardew Valley:Apple Sapling
- Stardew Valley:Apple Tree
- Stardew Valley:Apricot
- Stardew Valley:Apricot Sapling
- Stardew Valley:Apricot Tree
- Stardew Valley:Aquamarine
- Stardew Valley:Aquamarine Crystal Ball
- Stardew Valley:Aquamarine Ring
- Stardew Valley:Aquatic Overpopulation
- Stardew Valley:Aquatic Sanctuary
- Stardew Valley:Arcane Hat
- Stardew Valley:Archer's Cap
- Stardew Valley:Armored Bug
- Stardew Valley:Armored Bug (dangerous)
- Stardew Valley:Arrowhead
- Stardew Valley:Art Photo
- Stardew Valley:Art Photo 2
- Stardew Valley:Artichoke
- Stardew Valley:Artichoke Dip
- Stardew Valley:Artichoke Seeds
- Stardew Valley:Artifact Spot
- Stardew Valley:Artifact Trove
- Stardew Valley:Artist Bookcase
- Stardew Valley:Attack
- Stardew Valley:Auto-Grabber
- Stardew Valley:Auto-Petter
- Stardew Valley:Autumn's Bounty
- Stardew Valley:Axes
B
- Stardew Valley:Backwoods
- Stardew Valley:Bait
- Stardew Valley:Bait (item)
- Stardew Valley:Bait And Bobber
- Stardew Valley:Bait Maker
- Stardew Valley:Baked Fish
- Stardew Valley:Bamboo Mat
- Stardew Valley:Bamboo Pole
- Stardew Valley:Banana
- Stardew Valley:Banana Pudding
- Stardew Valley:Banana Sapling
- Stardew Valley:Banana Tree
- Stardew Valley:Barbed Hook
- Stardew Valley:Barn
- Stardew Valley:Barrel Brazier
- Stardew Valley:Baryte
- Stardew Valley:Basalt
- Stardew Valley:Basic Fertilizer
- Stardew Valley:Basic Log
- Stardew Valley:Basic Retaining Soil
- Stardew Valley:Basic Window
- Stardew Valley:Basilisk Paw
- Stardew Valley:Bat Wing
- Stardew Valley:Bats
- Stardew Valley:Battery Pack
- Stardew Valley:Beach Farm
- Stardew Valley:Bean Hotpot
- Stardew Valley:Bean Starter
- Stardew Valley:Beanie
- Stardew Valley:Bear Statue
- Stardew Valley:Bear's Knowledge
- Stardew Valley:Bee House
- Stardew Valley:Beer
- Stardew Valley:Beet
- Stardew Valley:Beet Seeds
- Stardew Valley:Big Chest
- Stardew Valley:Big Green Cane
- Stardew Valley:Big Red Cane
- Stardew Valley:Big Stone Chest
- Stardew Valley:Biome Balance
- Stardew Valley:Birch Bench
- Stardew Valley:Birch Chair
- Stardew Valley:Birch Double Bed
- Stardew Valley:Birch Dresser
- Stardew Valley:Birch End Table
- Stardew Valley:Birch Lamp End Table
- Stardew Valley:Birch Table
- Stardew Valley:Birch Tea-Table
- Stardew Valley:Bird House
- Stardew Valley:Birdie
- Stardew Valley:Bixite
- Stardew Valley:Black Cushion
- Stardew Valley:Blackberry
- Stardew Valley:Blackberry Cobbler
- Stardew Valley:Blacksmith
- Stardew Valley:Blobfish
- Stardew Valley:Blobfish Mask
- Stardew Valley:Blossom Rug
- Stardew Valley:Blue Armchair
- Stardew Valley:Blue Bonnet
- Stardew Valley:Blue Book
- Stardew Valley:Blue Bottle
- Stardew Valley:Blue Bow
- Stardew Valley:Blue Couch
- Stardew Valley:Blue Cowboy Hat
- Stardew Valley:Blue Cushion
- Stardew Valley:Blue Diner Chair
- Stardew Valley:Blue Discus
- Stardew Valley:Blue Grass Starter
- Stardew Valley:Blue Jazz
- Stardew Valley:Blue Pinstripe Bed
- Stardew Valley:Blue Pinstripe Double Bed
- Stardew Valley:Blue Ribbon
- Stardew Valley:Blue Sleeping Junimo
- Stardew Valley:Blue Squid
- Stardew Valley:Blue Stool
- Stardew Valley:Blueberry
- Stardew Valley:Blueberry Seeds