Best Armor & Weapons Guide

Armor and weapons are what keep your settlers alive when walls fail. Going Medieval's equipment system spans multiple armor tiers from Gambeson to Steel Plate Armour, with helmets, shields, and distinct weapon categories — one-handed, two-handed, ranged, and siege. Each item has material quality tiers (Steel > Iron > Wood; Gold is decorative only) and specific crafting workstation requirements. Choosing the right gear for each settler and upgrading equipment as your colony advances is fundamental to survival. This guide compares every armor tier and weapon type, details crafting requirements, and provides optimal equipment recommendations for every stage of the game. Data below is based on community testing and is for reference only.

Armor Tier Comparison

Armor in Going Medieval reduces incoming damage by a percentage based on the armor tier versus the attacker's weapon penetration. Higher-tier armor provides better protection and improved durability. Material quality follows Steel > Iron > Wood; Gold variants exist for Mail and Plate Armour but are decorative only — they provide identical protection to their Iron counterparts and should never be crafted for combat. All numerical values below are community estimates.

Armor TierMaterialDamage ReductionDurabilityMaterials (Full Set)Mobility PenaltyBest For
GambesonCloth + Leather~30% (est.)~150 (est.)~Cloth x6, Leather x4 (est.)MinimalEarly-game, archers
Leather ArmourLeather~35% (est.)~200 (est.)~Leather x10 (est.)MinimalEarly skirmishers
Mail Armour (Iron)Iron~50% (est.)~350 (est.)~Iron x10, Leather x5 (est.)LightMid-game melee
Mail Armour (Steel)Steel~60% (est.)~500 (est.)~Steel x10, Leather x5 (est.)LightMid-game elite
Plate Armour (Iron)Iron~70% (est.)~550 (est.)~Iron x15, Leather x6 (est.)ModerateLate-game tanks
Plate Armour (Steel)Steel~80% (est.)~750 (est.)~Steel x15, Leather x6 (est.)HeavyEndgame elite

Data source: Community testing estimates. Gold Mail/Plate Armour variants exist but are decorative only — same stats as Iron.

Helmets

HelmetMaterialHead ProtectionCraftable
Leather HelmetLeather (Iron/Steel/Gold)~20% (est.)Yes
Mail HelmetIron/Steel/Gold~40% (est.)Yes
Great HelmIron/Steel/Gold~55% (est.)Yes
Kettle Helmet~35% (est.)No (loot)
Pigface Helmet~50% (est.)No (loot)
Horned Helmet~40% (est.)No (loot)
Bone Helmet~25% (est.)No (loot)
Mask / Horned Mask~15% (est.)No (loot)
Heretic Helmet~30% (est.)No (loot)

Data source: Community testing estimates.

Shields

ShieldBlock ChanceDurabilityMaterials
Wooden Buckler~30% (est.)~80 (est.)~Wood x2 (est.)
Wooden Shield~45% (est.)~150 (est.)~Wood x4 (est.)
Tower Shield~60% (est.)~300 (est.)~Wood x4, Iron x2 (est.)

Data source: Community testing estimates.

Non-Craftable Body Armour

The following armour types can only be acquired as loot from raiders. They cannot be crafted at any workstation: Wood Armour, Savage Plate Armour, and Bone Armour. These are generally inferior to crafted equivalents at comparable colony stages and are best used as temporary replacements while your crafting pipeline catches up.

Key insight: mobility matters. Plate Armour provides exceptional protection but slows settlers down significantly. Archers who need to reposition should stick with Gambeson or Leather Armour. Melee defenders holding chokepoints benefit most from heavy Plate Armour since they don't need to move much once engaged. Always prioritize Steel material over Iron for your top combat settlers — the protection difference is significant.

Weapon Comparison

Weapon choice should be based on the settler's combat role, skill levels, and enemy types. Each weapon has distinct range, damage, speed, and special characteristics. Weapons are organized below by category — one-handed, two-handed, ranged, and siege — with craftable items listed first. All numerical values are community estimates.

One-Handed Melee Weapons

WeaponBase DamageArmor Pen.SpeedMaterialsCraftableBest Role
Short Sword~18-24 (est.)~20% (est.)Medium~Iron x2, Leather x1 (est.)YesBalanced melee
Mace~22-30 (est.)~35% (est.)Slow~Iron x3, Wood x1 (est.)YesArmor-cracker
Hatchet~15-20 (est.)~15% (est.)Fast~Iron x1, Wood x2 (est.)YesTool/weapon hybrid
Cudgel~12-18 (est.)~10% (est.)Fast~Wood x2 (est.)YesCheap starter
Wooden Flail~14-20 (est.)~20% (est.)Medium~Wood x3, Rope x1 (est.)YesEarly blunt
Falchion~22-28 (est.)~25% (est.)MediumLoot onlyNoSlashing damage
Knightly Sword~26-32 (est.)~30% (est.)MediumLoot onlyNoElite one-handed
War Hammer~28-36 (est.)~45% (est.)SlowLoot onlyNoHeavy armor counter
Dagger~10-14 (est.)~25% (est.)Very FastLoot onlyNoFinisher/backup
Bludgeon~18-24 (est.)~30% (est.)SlowLoot onlyNoBlunt damage
Military Pick~20-26 (est.)~40% (est.)MediumLoot onlyNoArmor-piercing
Reinforced Flail~24-30 (est.)~35% (est.)MediumLoot onlyNoShield bypass

Two-Handed Melee Weapons

WeaponBase DamageArmor Pen.SpeedMaterialsCraftableBest Role
Long Sword~26-34 (est.)~30% (est.)Medium~Iron x3, Leather x1 (est.)YesBalanced two-handed
Two-Handed Mace~30-40 (est.)~40% (est.)Slow~Iron x4, Wood x2 (est.)YesHeavy blunt
Berdiche~32-42 (est.)~45% (est.)Slow~Iron x4, Wood x2 (est.)YesSweeping attacks
Greataxe~35-45 (est.)~50% (est.)Very Slow~Iron x5, Wood x2 (est.)YesMaximum damage
Wooden Spear~16-22 (est.)~15% (est.)Fast~Wood x3 (est.)YesReach advantage
Two-Handed Flail~28-36 (est.)~35% (est.)Medium~Iron x3, Wood x2, Rope x1 (est.)YesShield bypass
Greatsword~38-48 (est.)~40% (est.)SlowLoot onlyNoElite two-handed
Two-Handed Flanged Mace~35-45 (est.)~50% (est.)SlowLoot onlyNoArmor destruction
Two-Handed War Hammer~40-50 (est.)~55% (est.)Very SlowLoot onlyNoMaximum AP
Billhook~28-36 (est.)~35% (est.)MediumLoot onlyNoReach + slash
Warfork~30-38 (est.)~40% (est.)MediumLoot onlyNoPiercing
Spear~22-28 (est.)~25% (est.)FastLoot onlyNoReach, gate defense
Staff~12-16 (est.)~10% (est.)FastLoot onlyNoLow-tier starter

Ranged Weapons

WeaponBase DamageArmor Pen.SpeedMaterialsCraftableBest Role
Short Bow~14-18 (est.)~10% (est.)Fast~Wood x2 (est.)YesCheap ranged
Longbow~18-24 (est.)~15% (est.)Fast~Wood x3, Rope x1 (est.)YesWall archer
Crossbow~28-36 (est.)~40% (est.)Slow~Wood x2, Iron x2 (est.)YesArmor-piercing sniper
Heavy Crossbow~35-45 (est.)~50% (est.)Very Slow~Wood x2, Iron x3 (est.)YesMaximum ranged AP
War Bow~22-28 (est.)~20% (est.)FastLoot onlyNoUpgraded longbow
Masterwork Bow~28-35 (est.)~25% (est.)MediumLoot onlyNoElite archer
Light Crossbow~24-32 (est.)~35% (est.)MediumLoot onlyNoMobile crossbowman

Siege Weapons

WeaponBase DamageStructure DamageSpeedMaterialsBest Role
Wooden Battering Ram~50-70 (est.)Very HighVery Slow~Wood x8 (est.)Gate/door destruction
Metal Battering Ram~80-100 (est.)ExtremeVery Slow~Iron x6, Wood x4 (est.)Endgame siege

Data source: Community testing estimates. All numerical values are approximate.

Material quality matters for weapons too: Steel > Iron > Wood. A Steel Short Sword will outperform an Iron Falcon. Gold weapons exist but are decorative only — they deal the same damage as Iron equivalents. When choosing between craftable and non-craftable weapons, prioritize what your colony can produce reliably. Relying on loot drops for your frontline settlers' weapons creates a fragile equipment pipeline.

Crafting Requirements & Production Pipeline

Equipment crafting requires specific workstations, raw materials, and skilled settlers. Setting up an efficient production pipeline ensures your colony always has backup weapons and replacement armor ready. Each item type requires a specific verified crafting station and minimum skill level.

Bowyer's Table (Ranged Weapons)

Crafts: Short Bow, Longbow, Crossbow, Heavy Crossbow, arrows/bolts. Requires: Carpentry skill 3+. Production pipeline: Wood (Lumberjack) → Bowyer's Table → Ammo stockpile. Keep steady wood supply — each bow needs 2-3 wood plus ammunition.

Blacksmith's Forge (Metal Weapons)

Crafts: Short Sword, Mace, Hatchet, Long Sword, Two-Handed Mace, Berdiche, Greataxe, Two-Handed Flail, Cudgel, Wooden Flail. Requires: Smithing skill 5+ for basic items, 8+ for steel-quality items. Production pipeline: Iron Ore → Smelter → Iron Ingots → Blacksmith's Forge → Weapon stockpile. Steel weapons require additional coal and a blast furnace.

Armourer's Table (Metal Armour)

Crafts: Mail Armour, Plate Armour, Mail Helmet, Great Helm (Iron/Steel/Gold variants). Requires: Smithing skill 7+. Production pipeline: Iron Ore → Smelter → Iron Ingots → Armourer's Table → Armour stockpile. Steel variants require blast furnace processing.

Sewing Station (Cloth & Leather)

Crafts: Gambeson, Leather Armour, Leather Helmet, clothing. Requires: Tailoring skill 3+. Materials: Leather (from butchering animals), Cloth (from flax farming). Production pipeline: Flax/Animals → Sewing Station → Armour/Clothing stockpile.

Woodwork Bench (Shields & Wooden Items)

Crafts: Wooden Buckler, Wooden Shield, Tower Shield, Wooden Battering Ram, Wooden Spear, training weapons. Requires: Carpentry skill 3+. Production pipeline: Wood → Woodwork Bench → Shield stockpile. Metal Battering Ram additionally requires Blacksmith's Forge for iron components.

Optimal Equipment by Game Stage

Equipment priorities shift as your colony develops. Rushing for Plate Armour before you have iron production is wasteful; settling for Gambeson when facing well-armed raiders is suicidal. Here is the optimal equipment roadmap by colony progression stage.

Early game (0-5 settlers, Year 1): Short Bows or Longbows for all combat settlers, Gambeson for melee defenders. Do not invest in metal weapons until you have established iron mining. Mid game (6-10 settlers, Year 2-3): Upgrade melee to Short Swords and Mail Armour (Iron). Add 1-2 Crossbows for your best marksmen. Leather Armour for archers. Late game (10+ settlers, Year 3+): Plate Armour (Steel) on elite melee defenders, Long Swords or Two-Handed Maces for front-line fighters. Heavy Crossbows for top marksmen. Maintain a stockpile of 2 backup weapons and 1 backup armor set per combat settler.

FAQ

Should I equip every settler with weapons?

Yes — every settler, even non-combat specialists, should carry at least a basic weapon. Raiders can breach your walls and reach civilians. A cook with a Cudgel or Wooden Spear is far more useful than a cook fighting bare-handed. Keep a stockpile of basic weapons for emergency armament of non-combat settlers.

How often does armor need replacing?

Armor durability degrades with each hit taken. Gambeson typically lasts 2-3 battles, Leather Armour 3-4 battles, Mail Armour 5-7 battles, Plate Armour (Steel) 10+ battles. Check armor condition after every raid. Replace any armor piece below 30% durability — damaged armor provides reduced protection.

Is steel worth the production chain investment?

For your best melee defenders, yes. Steel Plate Armour and Steel Long Swords provide a significant combat advantage that justifies the complex production chain (iron → smelt → coal → blast furnace → steel). However, only produce steel for your top 2-3 combat settlers; the rest can use Iron Mail Armour or Iron Plate Armour perfectly well. Gold variants should never be crafted for combat — they are purely decorative.