Going Medieval Best Weapons Ranked

Every raid in Going Medieval is a test of your colony's military preparedness, and the weapons your settlers carry determine whether you repel the attack or bury your dead. With over 25 weapons spanning one-handed, two-handed, ranged, and siege categories — each further modified by material (Steel, Iron, Gold) and quality tiers (Flimsy through Flawless) — the equipment landscape is complex. This guide cuts through the noise with a definitive tier list ranking every major weapon type by DPS, armor penetration, armor damage, and practical combat utility. Whether you are building an arrow tower defense line or forging a steel longsword for your champion, these rankings reflect the current game build. All stats shown are for Steel material at Good quality unless otherwise noted, providing a realistic mid-to-late game baseline.

Melee Weapons Tier List

Melee weapons in Going Medieval fall into two categories: one-handed weapons that allow a shield in the off-hand, and two-handed weapons that trade defensive capability for raw damage output. One-handed weapons all have 100% base precision, while two-handed weapons share a 95% base precision. The tier rankings below weigh DPS, armor penetration, armor damage (critical for fighting armored raiders in later waves), and whether the weapon can be paired with a shield. Stats reflect Steel material at Good-to-Flawless quality range. For a broader overview of armor and weapon crafting, see our Armor & Weapons Guide.

TierWeaponTypeDamageDPSArmor PenArmor DmgBest Use
SLongsword (Steel)Two-Handed38.4–53.7610.67–14.9370%60%Best all-round melee — highest DPS, slash + pierce
ATwo-Handed Mace (Iron)Two-Handed24–424.44–7.7860%190%Best anti-armor — smashes shields, stuns raiders
BShort Sword (Steel)One-Handed15.36–26.884.27–7.4770%60%Best one-handed — pair with shield for shield walls
BMace (Steel, 1H)One-Handed15.36–26.883.79–6.6460%200%Anti-armor one-handed — shield-compatible mace
CWooden SpearTwo-HandedLow (est.)Low (est.)Medium (est.)LowEarly-game budget weapon — craft at Woodwork Bench
CHatchetOne-HandedLow (est.)Low (est.)Low (est.)MediumMulti-purpose tool — chopping wood and emergency combat
CCudgelOne-HandedLow (est.)Low (est.)Low (est.)High (est.)Cheapest craftable weapon — early game only
DDaggerOne-HandedVery low (est.)Very low (est.)Low (est.)LowLoot only — collect from dead raiders, do not equip

Damage and DPS ranges shown from Flimsy to Flawless quality. All melee weapons require the Blacksmith's Forge (metal weapons) or Woodwork Bench (wooden weapons) for crafting.

Melee Tier Analysis

S S-Tier: Longsword — The Colony's Finest

The Longsword is the undisputed king of melee combat in Going Medieval. A Steel Longsword at Flawless quality delivers 53.76 damage per hit with an attack interval of 3.6 seconds, yielding approximately 14.93 DPS — the highest sustained melee damage output in the game. Its 70% armor penetration ensures that even heavily armored raiders take meaningful damage, and its 60% armor damage means it steadily degrades enemy protective gear with each strike. The longsword is a two-handed weapon, which means your settler cannot equip a shield alongside it, but the sheer offensive power compensates: most raiders die in two to three hits, minimizing the window for return attacks.

The catch is accessibility. The Longsword requires the Blacksmithing research tree to be fully completed, a Smithing skill of 20 to craft, and a Melee skill of 15 to wield. This makes it a mid-to-late game weapon — you will not be forging longswords in your first season. The recipe costs 35 metal and 25 fuel per sword, so stockpiling iron and steel ingots is essential. Once you have a settler with the requisite melee skill wielding a Steel Longsword, they become a one-colonist raid defense force. Position them at chokepoints or behind your defensive walls, and they will hold the line against any ground assault. For more on defensive positioning, see our Defense Guide.

A A-Tier: Two-Handed Mace — The Armor Breaker

The Two-Handed Mace earns A-tier for one extraordinary stat: 190% armor damage. While its raw DPS (approximately 4.44–7.78 depending on material and quality) is lower than the Longsword, no weapon in the game shreds enemy armor faster. Each swing pulverizes shields, helmets, and chest plates, stripping raiders of their protection so that subsequent hits — from the mace wielder or adjacent settlers — deal full damage to unarmored bodies. The Two-Handed Mace also boasts 150% building damage, making it useful for demolishing enemy siege structures or clearing rubble.

With a Smithing requirement of only 10 (versus the Longsword's 20), the Two-Handed Mace is accessible much earlier in the game. It costs 15 metal and 10 fuel to craft — less than half the material cost of a Longsword. The 5.4-second attack duration is slow, meaning missed swings are punishing, but when paired with a high-melee-skill settler, each connecting hit sends raiders staggering. The ideal setup is a Two-Handed Mace wielder behind a shield wall of one-handed fighters: the shield bearers absorb incoming arrows and hold the line, while the mace swings overhead to crush armor. This combination is devastating against mid-game raider waves that begin arriving with iron and steel armor.

B B-Tier: Short Sword & Mace (One-Handed) — The Shield Wall

Short Sword and Mace (one-handed variants) share B-tier because they fill the same critical role: shield-compatible melee weapons. In Going Medieval, a settler with a one-handed weapon and a shield gains the defensive benefits of blocking — dramatically reducing incoming damage from arrows and melee attacks — while still contributing offensive output. A Steel Short Sword at Flawless quality deals 26.88 damage per hit with 7.47 DPS, which is respectable for a one-handed weapon. Its 70% armor penetration matches the Longsword, making it effective against lightly-to-moderately armored foes.

The one-handed Mace trades raw DPS (6.64 at Steel Flawless) for extraordinary armor damage: 200%, the highest of any weapon in the game. This makes the one-handed mace the premier choice for settler bodyguards who need to break through enemy armor while maintaining shield protection. Both weapons require zero Smithing skill to craft and zero Melee skill to wield, making them available from the very start of the game. Their low material cost (15 metal, 10–15 fuel) means you can outfit an entire colony quickly. For early-game defense before Longswords become available, a wall of Short Sword and shield settlers backed by archers is the gold standard. Learn more about combining melee and ranged in our Crossbow Defense Guide.

C C-Tier: Wooden Spear, Hatchet & Cudgel — Early Game Fillers

These weapons exist for one reason: you need something sharp before you have a functioning blacksmith. The Wooden Spear, Hatchet, and Cudgel are all craftable at the Woodwork Bench with basic materials and no skill requirements. They deal low damage and have poor armor penetration, but they are better than sending settlers into combat unarmed. The Hatchet doubles as a woodcutting tool, making it a pragmatic early-game choice. The Cudgel is the cheapest weapon in the game to produce. Once you establish a Blacksmith's Forge and begin producing Iron Short Swords, retire these wooden weapons immediately — the damage gap is enormous.

D D-Tier: Dagger & Gold Weapons — Avoid in Combat

The Dagger is a loot-only weapon with negligible damage and no crafting path — collect them from dead raiders and store them as trade goods, never equip them on a settler you intend to survive. Gold weapons of any type deserve special mention: gold is the softest weapon material in the game. A Gold Longsword at Flawless quality deals only 31.36 damage with a slower 3.96s attack interval, compared to the Steel equivalent's 53.76 damage at 3.6s. Gold weapons have the lowest durability, lowest damage, and slowest attack speed of any material tier. They exist for display on weapon racks and for trade value — never for combat. If you are spending gold ingots on weapons, you are wasting your most precious resource.

Ranged Weapons Tier List

Ranged weapons are the backbone of Going Medieval defense. A settler positioned on a tower three levels above ground gains significant range bonuses, allowing them to engage raiders long before they reach your walls. All ranged weapons are two-handed, meaning no shield — if enemies close to melee range, archers must switch to fists or a backup weapon. Ranged weapon precision starts at 95% (Flimsy) and improves to 100% (Good and above), with distance-based falloff that varies by weapon type. The rankings below weigh single-shot damage, DPS, armor penetration, range, and practical requirements.

TierWeaponDamageDPSRangeArmor PenAttack SpeedBest Use
SHeavy Crossbow28.8–50.42.60–5.4125m92%9.3–11.1sHighest single-shot damage and armor penetration — endgame ranged
ALongbow22 (fixed)~4.0718m80%5.4sBest sustainable ranged DPS — fast fire rate, good damage
ACrossbow20.8–31.22.06–3.4725m90%9.0–10.1sExcellent armor penetration — 25m range, no Marksman requirement
BWar Bow (Loot)High (est.)High (est.)18m+80%+ (est.)~5.4s (est.)Superior to crafted longbow — raider drop only
CShort Bow12 (fixed)~2.2218m80%5.4sEntry-level ranged — zero skill requirements, early game
DGold Weapons (Any)LowestLowestSameSlowestDecorative only — never craft for combat, sell or display

Damage ranges from Flimsy to Flawless quality. All ranged weapons crafted at the Bowyer's Table. Crossbows require Mechanical Components.

Ranged Weapon Analysis

S Heavy Crossbow — The Siege Stopper

The Heavy Crossbow is the most powerful ranged weapon in Going Medieval. At Flawless quality, a single bolt deals 50.4 damage — enough to kill or cripple most unarmored raiders in one shot. Its 92% armor penetration means that even steel-clad enemies absorb only 8% of the bolt's force, making it the premier counter to late-game armored raids. The 25-meter range matches the standard Crossbow, giving your marksmen maximum engagement distance from tower positions.

The trade-off is speed: with an attack duration of 9.3–11.1 seconds depending on quality, the Heavy Crossbow has the slowest fire rate of any ranged weapon. This makes misses extremely costly. Additionally, it requires a Marksman skill of 15 to wield and Carpentry 20 plus the Crossbows II research to craft. The recipe demands 45 wood and 3 Mechanical Components — a mid-to-late game resource that requires advance preparation. The Heavy Crossbow truly shines when positioned on elevated towers where it can fire multiple shots before enemies close the distance. Pair it with Longbow archers who provide covering fire during reload windows for a devastating combined-arms defense.

A Longbow & Crossbow — The Workhorses

The Longbow delivers the best sustained ranged DPS in the game. With 22 damage per shot and a 5.4-second attack interval, it produces approximately 4.07 DPS — nearly matching the Heavy Crossbow's output while firing twice as fast. Its 80% armor penetration and 18-meter range make it effective against most raiders through the mid-game. The Longbow requires only a Marksman skill of 10 and 40 wood to craft, with no metal or mechanical components needed. This accessibility, combined with strong performance, makes the Longbow the default ranged weapon for most of the game.

The standard Crossbow trades fire speed for armor penetration. Its 90% armor penetration and 50% armor damage outperform the Longbow against armored targets, and its 25-meter range gives it a 7-meter advantage in engagement distance. However, the slow 9–10 second reload and lower DPS (2.06–3.47) make it less efficient against unarmored foes. The Crossbow requires zero Marksman skill to use — any settler can pick one up and fire it — but needs Carpentry 20 and the Crossbows I research to craft, plus 35 wood and 2 Mechanical Components. The ideal ranged defense combines both: Longbows for volume of fire against light raiders, Crossbows for armor-piercing shots against heavy units.

C Short Bow — The Starter

The Short Bow is the entry point to ranged combat. With 12 damage per shot and approximately 2.22 DPS, it is strictly inferior to the Longbow in every metric except accessibility: zero skill requirements for both crafting and wielding, and only 20 wood to produce. Every colony should craft a handful of Short Bows in the first few days to arm settlers for hunting wildlife and deterring early raids. Once you unlock the Longbow through Fletching II research, replace all Short Bows immediately. The damage difference — 12 versus 22 per shot — is almost double, and there is no reason to keep Short Bows in service once Longbows are available.

Weapon Stats Comparison Table

The comprehensive table below compares the key stats of every major weapon type at Steel material, Good quality — a realistic benchmark for a colony with a functioning blacksmith and moderate resources. DPS is calculated as Damage divided by Attack Duration. Note that damage values for Gold material are approximately 60% of Iron values, and Steel values are roughly 120% of Iron values. Quality modifiers range from 0.8x (Flimsy) to 1.4x (Flawless) of the base Good-quality stats.

WeaponCategoryDamageDPSAtk SpeedArmor PenArmor DmgRangeSkill Req.
Longsword (Steel)2H Melee38.410.673.6s70%60%0.3mMelee 15
Two-Handed Mace (Iron)2H Melee30.65.675.4s60%190%0.3mMelee 0
Short Sword (Steel)1H Melee19.25.333.6s70%60%0.3mMelee 0
Mace 1H (Steel)1H Melee19.24.744.05s60%200%0.3mMelee 0
Heavy CrossbowRanged36.03.4810.35s92%40%25mMarksman 15
LongbowRanged22.04.075.4s80%40%18mMarksman 10
CrossbowRanged26.02.759.45s90%50%25mMarksman 0
Short BowRanged12.02.225.4s80%40%18mMarksman 0

All values at Steel material, Good quality. Two-Handed Mace shown at Iron/Good as its Steel values appear inconsistent. DPS = Damage / Attack Duration.

Situational Weapon Guide

No single weapon is optimal in every situation. The right choice depends on the enemy composition, your settler's skills, available resources, and your defensive layout. Below are the most common combat scenarios and the recommended weapon loadouts for each.

ScenarioPrimary WeaponSecondary / SupportWhy This Loadout
Early game raids (Year 1)Short Sword + Wooden ShieldShort Bow archers on wallsLow skill requirements, shield blocks arrows, Short Bow provides ranged support. Craftable from Day 1.
Armored raider wavesTwo-Handed MaceCrossbow / Heavy Crossbow190% armor damage shreds enemy plate. Crossbows' 90–92% armor pen picks off armored targets at range.
Tower defense (elevated)LongbowHeavy CrossbowHeight extends effective range. Longbows for volume of fire, Heavy Crossbows for one-shot kills on priority targets.
Chokepoint holdingLongswordShort Sword + Shield wall behindLongsword's 10.67 DPS clears chokepoints fast. Shield bearers absorb arrows from raiders behind the front line.
Siege weapon destructionTwo-Handed MaceHeavy Crossbow150% building damage on the mace destroys siege engines fast. Heavy Crossbow bolts kill siege operators at 25m.
Hunting wildlifeShort Bow / LongbowRanged kills at distance prevent animal retaliation. Short Bow for small game, Longbow for wolves and boars.

Recommendations assume Steel material at Good quality or better. Adjust based on available resources and settler skill levels.

Material & Quality Effects on Weapon Performance

Every weapon in Going Medieval is modified by two independent factors: material and quality. Understanding these modifiers is essential for evaluating weapon stats and planning your smithing production pipeline. The material determines the base damage tier, while quality acts as a multiplier on top of that base. Together, they can make the same weapon type vary by over 70% in damage output.

MaterialDamage vs Iron BaseDurability vs Iron BaseAttack SpeedCombat Verdict
Steel~120%~200%NormalBest combat material — always prioritize for weapons
Iron100% (baseline)100% (baseline)NormalReliable mid-tier — use until steel production is established
Gold~60%~50%~10% slowerDecorative only — never use in combat

Quality multipliers apply on top of material base: Flimsy 0.8x, Sturdy 0.95x, Good 1.0x, Fine 1.1x, Superior 1.2x, Flawless 1.4x (approximate).

Frequently Asked Questions

What is the best weapon in Going Medieval overall?

The Steel Longsword is the best all-around weapon, delivering approximately 10.67 DPS at Good quality and up to 14.93 DPS at Flawless. It has 70% armor penetration, making it effective against both armored and unarmored targets. However, "best" depends on context: for anti-armor duty, the Two-Handed Mace with 190% armor damage is superior. For ranged defense, the Heavy Crossbow's 50.4 damage per shot at Flawless quality is unmatched. The Longsword wins as a general-purpose weapon because it combines top-tier DPS with good armor penetration and a fast 3.6-second attack speed, making it effective in nearly every combat scenario.

Should I use a bow or a crossbow for colony defense?

Use both. The Longbow offers the best sustained DPS (4.07) with a fast 5.4-second reload, making it ideal for engaging waves of lightly armored raiders. The Crossbow and Heavy Crossbow trade fire rate for armor penetration (90–92%) and range (25m vs 18m), making them essential against armored enemies. A typical defense setup places Longbow archers on towers for volume of fire, with 1–2 Heavy Crossbow marksmen targeting priority threats like armored raiders or siege weapon operators. If you must choose one, the Longbow is more versatile for most of the game due to its lower skill requirements and faster output.

Are gold weapons worth crafting?

No, never for combat. Gold weapons have approximately 60% of Iron weapon damage, 50% of Iron durability, and a 10% slower attack speed. A Gold Longsword at Flawless quality (31.36 damage, 3.96s interval) is dramatically worse than a Steel Longsword at the same quality (53.76 damage, 3.6s interval). Gold weapons exist for two purposes: display on weapon racks for colony decoration, and trade value with merchants. If you have gold ingots, spend them on trade goods or save them — do not forge them into weapons. The same gold ingot used to make a decorative sword could buy iron or steel from a trader, which would produce a far superior weapon.

What weapon should I craft first in a new colony?

Craft Short Swords and Short Bows immediately. Short Swords require no Smithing skill and only 15 metal + 15 fuel, giving your settlers a serviceable one-handed weapon that can pair with a Wooden Shield. Short Bows require no Carpentry skill and only 20 wood, providing basic ranged capability for hunting and early raids. Once you have a Blacksmith's Forge operational, upgrade to Iron Maces (one-handed) for anti-armor capability. Prioritize researching Fletching II to unlock Longbows as soon as possible — the jump from 12 to 22 damage per arrow is the single biggest early-game combat upgrade available. For a full early game walkthrough, see our Armor & Weapons Guide.

Do weapon skills affect damage, or just accuracy?

In Going Medieval, the Melee skill affects a settler's ability to hit targets and dodge incoming attacks, while the Marksman skill governs ranged accuracy and effective range. Higher skill levels do not directly increase weapon damage — that is determined by the weapon's base stats, material, and quality. However, higher skills indirectly increase effective DPS by improving hit rates and reducing wasted attacks. A settler with Melee 20 wielding a Steel Longsword will land a higher percentage of swings than one with Melee 5, resulting in significantly more damage dealt over the course of a fight. Always assign your highest-skill settlers to your best weapons.

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