Help us keep improving this website

Silver Saber


Silver Saber
Silver Saber
Type Weapon
Type Sword
Level 2
Damage 8-15
Crit Chance 2%
Stats Defense (+1)
Location Adventurer's Guild after reaching Floor 20 in The Mines
Price 750g

Marlon puts the Silver Saber on the Adventurer's Guild shelf once a farmer has stood on floor 20 of the Mines, and 750g buys the first sword that feels like real equipment. It swings for 8 to 15, about twice what the Steel Smallsword found at the same depth manages, and it carries a point of defence that no earlier weapon offers. Defence reduces every hit the farmer takes, so the saber shortens fights and softens the ones that go wrong. What it gives up is swing speed, since the cheaper early blades come with a speed bonus and the saber does not. It is the sensible purchase for a first push past the slime floors, and it holds its place until the Mines start throwing Skeletons and Ghosts around.


Location


Reaching floor 20 is the only unlock condition, and the elevator stops there, so a farmer can walk in, ride down, walk back up and find the sword waiting in the shop that afternoon. Marlon also buys weapons, so the broken sword from the mine entrance can part-fund the purchase.

On a farm started with remixed mine rewards, the chest on floor 50 can hold a Silver Saber instead of its usual contents. That is a pleasant surprise for a save that has not yet raised 750g, though the remixed setting shuffles chest contents, so nothing can be planned around it.

Floor 20 is a busy stop for other reasons. Its chest holds a Steel Smallsword, there is water to fish in, and the Guild's shelf fills out with boots at the same milestone. A single trip down pays for itself several times over.

Stats


The damage band is the useful part. A top-end swing of 15 kills a Green Slime or a Bug outright, and even a weak connection of 8 ends a Grub. Monsters on floors 20 to 40 have small health pools, so a sword that reaches the mid teens turns most encounters into one or two swings rather than four.

The point of defence is easy to overlook because nothing on screen announces it. It takes the edge off every hit that lands, which stacks with whatever boots the Guild has sold by then. Early farms have small health bars and no Combat profession yet, so one point matters more at floor 25 than it ever will at floor 100.

Swing speed is where the saber loses to its shelf-mates. The Steel Smallsword costs the same 750g and swings faster, and the Cutlass hits for 9 to 17 with the same speed bonus for twice the money. The saber answers by being steadier: faster blades at that price all hit for less.

Critical hits sit at the usual two percent chance, and knockback is at the plain sword value, so monsters are pushed back a step rather than flung across the room. Nothing about the saber spikes. It is a weapon of reliable middles, which suits the depth it is bought for.

Notes


The saber is the first weapon worth thinking about defensively rather than offensively. Holding the alternate attack puts the farmer into a block that absorbs an incoming hit, scratches whatever caused it and knocks flying monsters away. Blocking suits a sword without a speed bonus, because the time spent guarding is time the blade was not going to be swinging anyway.

Its silver plating is described as rust protection, which is flavour rather than mechanics, but the theme carries through the stat line: this is the armoured option in a tier otherwise built around speed.

Much later, the Forge on Ginger Island can push the saber past its tier. Topaz adds defence to the stat it already leads on, Emerald buys the speed it was born without and Ruby raises damage by a tenth each time. Three forges are allowed, each costing one gem and a growing pile of Cinder Shards. In practice the saber is long retired by then, so the more interesting use of the Forge is on whatever replaced it.

Selling it back to Marlon returns 100g, a loss of 650g on the purchase, so most farms keep the saber in a chest as a spare rather than cashing it in. A second weapon stored at home is worth more than the coins, since items can scatter out of the bag when a farmer is carried out of the Mines unconscious.

All Swords


Every entry in this group, with its key details.

Name Image Type Level Damage
Bone Sword Bone Sword Sword 5 20-30
Claymore Claymore Sword 5 20-32
Cutlass Cutlass Sword 3 9-17
Dark Sword Dark Sword Sword 9 30-45
Dragontooth Cutlass Dragontooth Cutlass Sword 13 75-90
Dwarf Sword Dwarf Sword Sword 13 65-75
Forest Sword Forest Sword Sword 3 8-18
Galaxy Sword Galaxy Sword Sword 13 60-80
Haley's Iron Haley's Iron Sword 6 30-45
Holy Blade Holy Blade Sword 7 20-27
Infinity Blade Infinity Blade Sword 17 80-100
Insect Head Insect Head Sword 6 20-30
Iron Edge Iron Edge Sword 3 12-25
Lava Katana Lava Katana Sword 10 55-64
Leah's Whittler Leah's Whittler Sword 6 30-45
Meowmere Meowmere Sword 4 20-20
Neptune's Glaive Neptune's Glaive Sword 5 18-35
Obsidian Edge Obsidian Edge Sword 6 30-45
Ossified Blade Ossified Blade Sword 6 26-42
Pirate's Sword Pirate's Sword Sword 2 8-14
Rapier Rapier Sword 4 15-25
Rusty Sword Rusty Sword Sword 1 2-5
Silver Saber Silver Saber Sword 2 8-15
Steel Falchion Steel Falchion Sword 8 28-46
Steel Smallsword Steel Smallsword Sword 1 4-8
Tempered Broadsword Tempered Broadsword Sword 7 29-44
Templar's Blade Templar's Blade Sword 5 22-29
Wooden Blade Wooden Blade Sword 1 3-7
Yeti Tooth Yeti Tooth Sword 7 26-42