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Steel Falchion


Steel Falchion
Steel Falchion
Type Weapon
Type Sword
Level 8
Damage 28-46
Crit Chance 2%
Stats Speed (+4); Crit. Power (+20)
Location Adventurer's Guild; Floor 110 of The Mines (remixed); The Mines (Floors 100-119); Skull Cavern; Quarry Mine
Price 9000g

The Steel Falchion is the last sword a farm can simply buy before the Prismatic Shard route opens, and it is the one experienced players point newcomers towards for Skull Cavern runs. Marlon lists it for 9,000g once floor 90 of the Mines has been reached, and the deep floors, the Skull Cavern and the Quarry Mine all cough one up from crates and special monster drops. It swings for 28 to 46 with four points of speed and twenty points of critical power, which is a rare combination: most swords in that damage range drag. The description calls it light and powerful, and for once the game is not exaggerating. Against Mummies and Serpents, a fast blade that occasionally lands a heavy crit beats a slow blade with a bigger number on paper.


Location


Floor 90 unlocks the shop entry, and 9,000g is the real gate. Many farms reach the depth long before the money, which is why so many players meet the falchion as a drop instead. Breaking crates and barrels on the deep Mines floors can produce one, so can the special drops that monsters there leave behind, and both the Skull Cavern and the one long level of the Quarry Mine are on the same list.

The Quarry Mine is the gentlest of those options. It does not reshuffle when a farmer leaves and comes back, and its slimes and Haunted Skulls are manageable with mid-game gear, so it can be farmed for containers in an afternoon.

On a save created with remixed mine rewards, the chest on floor 110 can hold the falchion, which is the earliest a farm will ever see one for free.

Stats


Four points of speed is the headline. The Obsidian Edge hits for a similar 30 to 45 but carries a speed penalty, so the falchion lands noticeably more swings in the same stretch of a fight. That is the whole argument for it: damage per swing is only half the sum, and the half the infobox cannot show is how often the swing comes round.

Twenty points of critical power do nothing on their own, because the critical chance stays at the common two percent. When a crit does land, though, it lands much harder, and that pairs neatly with anything that raises crit frequency. A Scout who took the profession at Combat level 5 sees crits half again as often, and the Aquamarine Ring pushes the same stat.

The damage band is wide at eighteen points between worst and best swing. On the deep Mines floors a bad roll still finishes a Bat and a good roll takes a Shadow Shaman down to nothing. The Lava Katana, the Guild's next shelf up, hits for 55 to 64 and carries defence, but it swings at the plain sword rate, so the falchion is the better weapon for farmers who move constantly and dodge rather than trade.

Knockback is at the standard sword value, which keeps a crowd within reach instead of scattering it across the floor.

Notes


Blocking is more useful on this sword than on most. Because the swing recovers so quickly, a block can be dropped in between attacks almost for free, soaking a Serpent's lunge and knocking it back before the next swing goes in.

At the Forge the falchion rewards doubling down. Aquamarine raises critical chance, which is the stat its crit power is waiting for, and Jade pushes crit damage higher still. Three forges are allowed in total, each one gem and a growing handful of Cinder Shards. Ruby is the plain choice for farmers who would rather every swing improve than gamble on crits.

Enchanting is separate and random, bought with a Prismatic Shard, and three of the results suit this blade. Crusader adds half again against Mummies, Skeletons, Ghosts and Void Spirits and stops Mummies getting back up, which is exactly the problem the Skull Cavern poses. Vampiric returns health on kills, and Artful halves the wait on the block.

Selling it back returns 400g, far less than the 9,000g asking price, so the falchion is kept until the Galaxy Sword replaces it. Even then it earns a spot in a chest, because a weapon this fast is still the right tool for a quick dive through the upper Mines.

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