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  3. Going Medieval>
  4. Weapons

All 38 Weapons, Skills and How They Fight in Going Medieval

Updated on November 1, 2026 (3 days ago)

Going Medieval is a settlement-building survival game where you run a castle community and defend it from raiders and beasts. Your settlers fight with weapons, and each type suits a different job. The main Going Medieval weapon groups are one-handed melee, two-handed melee, and ranged, and a few weapons can be used in more than one of these ways.

View

Weapon Group

One-handed Melee

12 items

Bludgeon

Basic wooden club with the same numbers as the Cudgel, but it can't be crafted.

Class
Mace
Grip
One-handed
Base Damage
12
Attack Duration
4.95 s
Range
0 m
Armour Penetration
50%
Materials
Wood
Crafting
Uncraftable

Cudgel

Simple club you can make from wood or bone; slower than the metal one-handers.

Class
Mace
Grip
One-handed
Base Damage
12
Attack Duration
4.95 s
Range
0 m
Armour Penetration
50%
Materials
Wood or bone
Crafting
Craftable

Dagger

Fast metal blade with low damage, the weakest of the quick one-handed blades.

Class
Sword
Grip
One-handed
Base Damage
12
Attack Duration
3.15 s
Range
0 m
Armour Penetration
70%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Falchion

Quick one-handed blade with the same numbers as the Short Sword; it can't be crafted.

Class
Sword
Grip
One-handed
Base Damage
16
Attack Duration
3.15 s
Range
0 m
Armour Penetration
70%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Flail

Wooden flail with the lowest base damage of any weapon, but a quicker swing than a club.

Class
Mace
Grip
One-handed
Base Damage
10
Attack Duration
3.6 s
Range
0 m
Armour Penetration
50%
Materials
Wood
Crafting
Craftable

Hatchet

Strongest one-handed melee weapon at 18 damage, and you can craft it from metal.

Class
Axe
Grip
One-handed
Base Damage
18
Attack Duration
3.6 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Knightly Sword

Quick one-handed sword with the best armour penetration among one-handers; it can't be crafted.

Class
Sword
Grip
One-handed
Base Damage
16
Attack Duration
3.15 s
Range
0 m
Armour Penetration
75%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Mace

Quick craftable metal mace that hits for 16.

Class
Mace
Grip
One-handed
Base Damage
16
Attack Duration
3.15 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Military Pick

Slow metal pick with 16 damage; it can't be crafted.

Class
Mace
Grip
One-handed
Base Damage
16
Attack Duration
4.95 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Reinforced Flail

Slightly stronger version of the wooden Flail that can't be crafted.

Class
Mace
Grip
One-handed
Base Damage
11
Attack Duration
3.6 s
Range
0 m
Armour Penetration
50%
Materials
Wood
Crafting
Uncraftable

Short Sword

Quick craftable metal sword, the standard one-handed blade.

Class
Sword
Grip
One-handed
Base Damage
16
Attack Duration
3.15 s
Range
0 m
Armour Penetration
70%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Warhammer

One-handed hammer with 16 damage and a medium-speed swing; it can't be crafted.

Class
Mace
Grip
One-handed
Base Damage
16
Attack Duration
4.05 s
Range
0 m
Armour Penetration
50%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Weapon Group

Two-handed Melee

15 items

Battering Ram

Slow, heavy wooden ram that hits for 40 but takes over 8 seconds per swing.

Class
Ram
Grip
Two-handed
Base Damage
40
Attack Duration
8.1 s
Range
0.1 m
Armour Penetration
40%
Materials
Wood
Crafting
Uncraftable

Berdiche

Craftable metal polearm with 0.7 m reach and 90% armour penetration, one point stronger than the Spear.

Class
Spear
Grip
Two-handed
Base Damage
27
Attack Duration
6.3 s
Range
0.7 m
Armour Penetration
90%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Billhook

Metal polearm with the same reach and penetration as the Spear; it can't be crafted.

Class
Spear
Grip
Two-handed
Base Damage
26
Attack Duration
6.3 s
Range
0.7 m
Armour Penetration
90%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Greataxe

Hard-hitting craftable two-handed axe at 36 damage, paid for with a slow swing.

Class
Axe
Grip
Two-handed
Base Damage
36
Attack Duration
6.75 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Greatsword

One of the hardest hitters at 40 damage with a fairly quick swing; it can't be crafted.

Class
Sword
Grip
Two-handed
Base Damage
40
Attack Duration
4.05 s
Range
0.3 m
Armour Penetration
70%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Longsword

Fastest two-handed weapon, swinging as quickly as a short sword for 32 damage.

Class
Sword
Grip
Two-handed
Base Damage
32
Attack Duration
3.15 s
Range
0.3 m
Armour Penetration
70%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Metal Battering Ram

The hardest-hitting weapon of all at 46 base damage, with the same slow swing as the wooden ram.

Class
Ram
Grip
Two-handed
Base Damage
46
Attack Duration
8.1 s
Range
0.1 m
Armour Penetration
40%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Reinforced Spear

Longest melee reach of any weapon at 0.8 m, with a slightly quicker thrust than the Spear; it can't be crafted.

Class
Spear
Grip
Two-handed
Base Damage
27
Attack Duration
5.85 s
Range
0.8 m
Armour Penetration
90%
Materials
Wood
Crafting
Uncraftable

Spear

Craftable wood or bone spear with 0.7 m reach and 90% armour penetration.

Class
Spear
Grip
Two-handed
Base Damage
26
Attack Duration
6.3 s
Range
0.7 m
Armour Penetration
90%
Materials
Wood or bone
Crafting
Craftable

Staff

Wooden two-handed staff with 28 damage and a little reach; it can't be crafted.

Class
Staff
Grip
Two-handed
Base Damage
28
Attack Duration
4.95 s
Range
0.2 m
Armour Penetration
50%
Materials
Wood
Crafting
Uncraftable

Two Handed Flail

Craftable two-handed wooden flail with 26 damage.

Class
Mace
Grip
Two-handed
Base Damage
26
Attack Duration
5.85 s
Range
0 m
Armour Penetration
50%
Materials
Wood
Crafting
Craftable

Two Handed Flanged Mace

Same numbers as the Two Handed Mace, but it can't be crafted.

Class
Mace
Grip
Two-handed
Base Damage
30
Attack Duration
4.95 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Two Handed Mace

Craftable two-handed metal mace with 30 damage.

Class
Mace
Grip
Two-handed
Base Damage
30
Attack Duration
4.95 s
Range
0 m
Armour Penetration
60%
Materials
Iron, steel, gold or silver
Crafting
Craftable

Two Handed Warhammer

Two-handed hammer with 30 damage and a slower swing than the two-handed maces; it can't be crafted.

Class
Mace
Grip
Two-handed
Base Damage
30
Attack Duration
6.3 s
Range
0 m
Armour Penetration
50%
Materials
Iron, steel, gold or silver
Crafting
Uncraftable

Warfork

Wooden polearm with the same numbers as the Spear; it can't be crafted.

Class
Spear
Grip
Two-handed
Base Damage
26
Attack Duration
6.3 s
Range
0.7 m
Armour Penetration
90%
Materials
Wood
Crafting
Uncraftable

Weapon Group

Ranged

11 items

Crossbow

Craftable crossbow with 25 m range, the longest of any weapon, and a long reload.

Class
Crossbow
Grip
Two-handed
Base Damage
26
Attack Duration
12.6 s
Range
25 m
Armour Penetration
90%
Materials
Wood
Crafting
Craftable

Curved Bow

Strongest bow at 24 damage with a quick draw; it can't be crafted.

Class
Bow
Grip
Two-handed
Base Damage
24
Attack Duration
4.95 s
Range
18 m
Armour Penetration
80%
Materials
Wood
Crafting
Uncraftable

Heavy Crossbow

The hardest-hitting ranged weapon, with the best armour penetration and the slowest reload.

Class
Crossbow
Grip
Two-handed
Base Damage
36
Attack Duration
13.5 s
Range
25 m
Armour Penetration
92%
Materials
Wood
Crafting
Craftable

Javelins

Thrown spears with 10 m range that only need one hand.

Class
Thrown
Grip
One-handed
Base Damage
16
Attack Duration
6.3 s
Range
10 m
Armour Penetration
35%
Materials
Wood
Crafting
Craftable

Light Crossbow

Fastest-firing crossbow, matching the standard Crossbow's damage; it can't be crafted.

Class
Crossbow
Grip
Two-handed
Base Damage
26
Attack Duration
11.25 s
Range
25 m
Armour Penetration
90%
Materials
Wood
Crafting
Uncraftable

Longbow

The strongest bow you can craft yourself, at 22 damage.

Class
Bow
Grip
Two-handed
Base Damage
22
Attack Duration
5.4 s
Range
18 m
Armour Penetration
80%
Materials
Wood
Crafting
Craftable

Short Bow

Entry-level bow made from wood or bone, with low damage but full bow range.

Class
Bow
Grip
Two-handed
Base Damage
12
Attack Duration
4.95 s
Range
18 m
Armour Penetration
80%
Materials
Wood or bone
Crafting
Craftable

Sling

Cloth or leather sling with 12 m range and the lowest armour penetration of any weapon.

Class
Sling
Grip
One-handed
Base Damage
15
Attack Duration
5.85 s
Range
12 m
Armour Penetration
30%
Materials
Linen, wool or any leather
Crafting
Craftable

Stave Sling

Two-handed sling with more range and damage than the regular Sling, at a slower pace.

Class
Sling
Grip
Two-handed
Base Damage
20
Attack Duration
7.2 s
Range
15 m
Armour Penetration
35%
Materials
Wood
Crafting
Craftable

Throwing Axes

Iron throwing axes with 10 m range and slightly more punch than javelins.

Class
Thrown
Grip
One-handed
Base Damage
17
Attack Duration
6.75 s
Range
10 m
Armour Penetration
40%
Materials
Iron
Crafting
Craftable

War Bow

Bow with 20 damage that shoots as fast as the Short Bow; it can't be crafted.

Class
Bow
Grip
Two-handed
Base Damage
20
Attack Duration
4.95 s
Range
18 m
Armour Penetration
80%
Materials
Wood
Crafting
Uncraftable

Going Medieval Weapon Types and How They Fight

Melee weapons are for close fighting, and they come in two groups. One-handed weapons leave a hand free for a shield, while two-handed weapons usually hit harder but need both hands. Ranged weapons hit from a distance, and they include bows, crossbows, javelins, throwing axes, and slings.

Throwing axes, javelins, slings, and stave slings are built to be used both ways, so a settler can use them as melee weapons too. Bows work differently. An archer who is attacked up close swings the bow like a staff instead of fighting bare-handed. When a ranged weapon is used up close, the fight is judged by the settler's melee skill.

Drafted settlers, the ones you've pulled into a fight, can follow one of two stances. Default is the usual setting, and they join in as soon as an enemy comes into sight. Hold Ground keeps them in place, so they only fight enemies that are close at hand or that attack them directly, and archers stop chasing targets beyond their range. The stance ends if the settler moves, which makes it useful for guarding a doorway or a set spot, where melee fighters can form a wall.

Which Going Medieval Weapons Matter Most

Bows are the backbone of ranged fighting, and archers are the settlers who handle them. Crossbows are the other main ranged pick. They shoot bolts instead of arrows, and bolts have the smallest arc of any projectile, which suits them to longer shots.

Throwing axes and javelins matter when enemies are protected. Throwing axes are short-ranged and lose accuracy with distance, but they're very strong against shields and armor. Javelins are especially good at taking down shields.

So the choice often comes down to the target. Bows and crossbows cover distance, and throwing weapons deal with shielded or armored enemies.

How to Get Weapons in Going Medieval

Many weapons are unlocked in the Research window before anyone can make them. Throwing axes come from the Axes research and are made at the Blacksmith's Forge, javelins come from Wooden Weaponry 2 and are made at the Woodwork Bench, and slings are made at the Bowyer's Table.

You can also recover weapons from bodies. The gear stays inside a corpse until a settler strips it, and a pyre or butcher strips it automatically. Hover over each item to see its quality and hitpoints, which helps you pick the best gear to use.

How to Equip Weapons on Your Settlers

The Manage Weapon panel is where you decide what each settler carries. If you turn on Force Un-equip, any weapon you uncheck drops right away.

Presets can be copied, and a paste-all option applies one preset to every settler at once. That's handy when a whole squad needs the same setup.

Weapon Skills and Training in Going Medieval

Every weapon needs a certain skill, and the Almanac lists the skill each one requires. Settlers build their Marksman skill at the Archery Range and their Melee skill at the Practice Dummy. Both stations need supplies brought to them first, such as a dummy for the Practice Dummy or practice targets for the Archery Range. Higher levels train more slowly, and no settlers get hurt during training.

Hunting is the other big route. Archers also level up by hunting animals.

Martial Training adds a group option. Hosted at a Sergeant's Podium, these events let you choose which settlers train which weapon skill, and attendees gain a boost in that skill. You'll need enough targets and dummies for everyone, and a sergeant-at-arms on hand gives the event an extra boost.

Shields, Blocking and Weapon Durability

Any weapon can block, and each one has its own cover values, but shields are built for it. A shield's cover is split into a ranged value and a melee value, so the buckler gives excellent melee protection but less against arrows. A shield also has a cover angle, so hitting a shielded enemy from behind counts as a direct hit. Settlers with shields turn toward whoever attacks them, even when the attack comes from range.

Blocking has a cost. Every hit a weapon deals or takes lowers its durability, so the material a weapon is made from matters a lot in battle. Using a bow to stop a heavy blow can damage it and even break it. Ranged weapons used up close wear out much faster than they do at range.

FAQ

Q.

Can weapons damage buildings in Going Medieval?

Some can. Throwing axes, javelins, slings, and stave slings can damage buildings, but arrows can't. Drafted settlers can also right-click enemy gates and doors that haven't been breached to attack them.

Q.

Can you craft a war bow in Going Medieval?

No. The war bow can't be made at any crafting station, so you'll need to find one through loot instead.

Q.

Which bows can shoot fire arrows in Going Medieval?

Only the short bow, longbow, war bow, and curved bow can. Any flame source, such as a brazier or torch, makes fire arrows available, and drafted archers get a Use Fire Arrows option next to the Attack command. Fire arrows are less precise and do less damage than regular arrows, and they wear the bow down much faster. When one lands on oil, the oil catches fire.

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