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  2. Grounded Series>
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  4. Weapons and Tools

All 113 Weapons and Tools and How to Get Them in Grounded

Updated on November 1, 2026 (3 days ago)

Grounded is a survival game where you shrink to the size of an insect in a backyard, and your weapons and tools are how you get by. They fight off bugs and other creatures, and they also break, cut, dig and gather the materials you need to build and craft. They're grouped into categories such as melee, ranged, shields, light sources and underwater gear.

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Showing 83 of 113 items.

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Category

Melee

39 items

Mint Mace

Its final combo hit can send out a slowing shockwave after an upgrade, helping keep nearby bugs from closing in.

Type
Club
Damage Type
-
Element
Fresh
Tier
3
Damage
100 / 100 / 125
Stun
20
Speed
Slow

Club of the Mother Demon

Pairing it with Apex Predator can trigger a venom effect that keeps draining a target after a hit.

Type
Club
Damage Type
Generic
Element
-
Tier
3
Damage
105 / 105 / 131
Stun
15/20/25
Speed
Slow

Antlion Greatsword

A later upgrade rewards finishing its attack combo with a stronger final strike.

Type
Sword
Damage Type
Slashing
Element
-
Tier
3
Damage
83 / 83 / 104
Stun
0
Speed
Average

Salt Morning Star

Its coating can turn edible creatures into jerky, adding food to a successful hunt.

Type
Club
Damage Type
-
Element
Salty
Tier
3
Damage
55 / 55 / 69
Stun
8/16/20
Speed
Average

Spicy Coaltana

It can turn edible creatures into roasted meat when they are defeated.

Type
Sword
Damage Type
-
Element
Spicy
Tier
3
Damage
85 / 85 / 106
Stun
0
Speed
Average

Fire Ant Club

Critical hits briefly daze opponents, slowing their attacks and creating safer openings.

Type
Club
Damage Type
Generic
Element
-
Tier
3
Damage
80 / 80 / 100
Stun
20
Speed
Slow

Tick Macuahuitl

Successful hits return health to its wielder, making it a strong choice for aggressive close-range play.

Type
Sword
Damage Type
Slashing
Element
-
Tier
3
Damage
46 / 46 / 58
Stun
0
Speed
Fast

Scythe of Blossoms

It doubles as a harvesting tool, so carrying it can free a slot while gathering advanced plant materials.

Type
Dagger
Damage Type
Chopping / Slashing
Element
-
Tier
3
Damage
70 / 70 / 88
Stun
2
Speed
Fast

Toenail Scimitar

Its infection effect weakens an opponent's attack speed and damage, helping blunt threats that rely on pressure.

Type
Sword
Damage Type
Slashing
Element
-
Tier
3
Damage
55 / 55 / 69
Stun
0
Speed
Fast

Widow Dagger

Its poison keeps draining a target after the initial strike, rewarding quick openings and repeated hits.

Type
Dagger
Damage Type
Slashing
Element
-
Tier
3
Damage
38 / 38
Stun
0
Speed
Fast

Rusty Spear

Its infection weakens a target's damage and attack speed, useful for making a dangerous creature less punishing.

Type
Spear
Damage Type
Stabbing
Element
-
Tier
3
Damage
46 / 46 / 58
Stun
0
Speed
Fast

Acid Edge

It can harvest advanced plant materials while its finishing combo briefly increases attack speed.

Type
Axe
Damage Type
Chopping
Element
Sour
Tier
3
Damage
95 / 95 / 118
Stun
17
Speed
Average

Tiger Mosquito Rapier

Its life-steal effect turns successful hits into recovery, which suits close-range play without a shield.

Type
Sword
Damage Type
Stabbing
Element
-
Tier
3
Damage
40 / 40 / 50
Stun
4
Speed
Fast

Sizzle Striker

Its upgraded combo finisher releases a fiery burst that can catch nearby enemies.

Type
Club
Damage Type
-
Element
Spicy
Tier
3
Damage
100 / 100 / 125
Stun
20
Speed
Slow

Pucker Thumper

Its finishing blow can release an area burst, making it useful when several enemies crowd around.

Type
Club
Damage Type
-
Element
Sour
Tier
3
Damage
100 / 100 / 125
Stun
20
Speed
Slow

Fresh Coldtana

A well-timed block can empower its next strike after a combo finisher, rewarding defensive timing.

Type
Sword
Damage Type
Slashing
Element
Fresh
Tier
3
Damage
85 / 85 / 106
Stun
0
Speed
Average

Sour Katanga

Its parry-focused finale rewards players who can time a block after completing the full combo.

Type
Sword
Damage Type
-
Element
Sour
Tier
3
Damage
85 / 85 / 106
Stun
0
Speed
Average

Fresh Edge

Cutting advanced plant nodes makes it practical for gathering when you also need to defend yourself.

Type
Axe
Damage Type
Chopping
Element
Fresh
Tier
3
Damage
95 / 95 / 118
Stun
15
Speed
Average

Blazing Edge

Its finishing effect can speed up the wielder's next swings, rewarding players who stay on target.

Type
Axe
Damage Type
Chopping
Element
Spicy
Tier
3
Damage
95 / 95 / 118
Stun
15
Speed
Average

Breathslayer

Its final combo hit can send out a slowing shockwave, adding crowd control to close-range attacks.

Type
Sword
Damage Type
Slashing
Element
Fresh
Tier
3
Damage
85 / 85 / 106
Stun
0
Speed
Average

Tingle Tongue

Its final combo attack sends out a burst that can stagger several nearby targets.

Type
Sword
Damage Type
Slashing
Element
Sour
Tier
3
Damage
85 / 85 / 106
Stun
0
Speed
Average

Frosted Flake

A combo finisher can immediately restore stamina, helping sustain longer exchanges.

Type
Axe
Damage Type
Chopping
Element
Fresh
Tier
3
Damage
95 / 95 / 118
Stun
15
Speed
Average

Pepper Flake

Its combo finisher can replenish stamina on the spot, helping with longer fights.

Type
Axe
Damage Type
Chopping
Element
Spicy
Tier
3
Damage
95 / 95 / 118
Stun
15
Speed
Average

WallopeƱo

The finishing effect of its combo can increase attack speed, so staying on a target pays off.

Type
Club
Damage Type
-
Element
Spicy
Tier
3
Damage
100 / 100 / 125
Stun
20
Speed
Slow

Picklemaul

Its finishing effect briefly speeds up the wielder's next swings, rewarding players who can keep attacking.

Type
Club
Damage Type
-
Element
Sour
Tier
3
Damage
100 / 100 / 125
Stun
20
Speed
Slow

Salt Chipper

Use it to break high-tier nodes, and an upgraded combo finisher can inflict a lingering bleed.

Type
Hammer
Damage Type
Busting
Element
Salty
Tier
3
Damage
100 / 100 / 125
Stun
16
Speed
Slow

Fungnir

A charged attack causes an area explosion, making it useful when several nearby enemies need to be hit at once.

Type
Spear
Damage Type
Stabbing
Element
-
Tier
3
Damage
55 / 55 / 69
Stun
0
Speed
Fast

Stinger Spear

Its reach helps keep threats at a distance, and it can be thrown when a quick finish matters.

Type
Spear
Damage Type
Stabbing
Element
-
Tier
2
Damage
32 / 32 / 40
Stun
0
Speed
Fast

Red Ant Club

A dependable early heavy hitter that can be thrown when a fight becomes unsafe at close range.

Type
Club
Damage Type
Generic
Element
-
Tier
2
Damage
58 / 58 / 73
Stun
10
Speed
Slow

Spider Fang Dagger

Its poisoned edge leaves a target taking damage after the strike, letting you keep moving while it works.

Type
Dagger
Damage Type
Slashing
Element
-
Tier
2
Damage
23 / 23
Stun
0
Speed
Fast

Mosquito Needle

Its life-steal effect makes successful hits a way to regain health during a fight.

Type
Sword
Damage Type
Stabbing
Element
-
Tier
2
Damage
25 / 25 / 31
Stun
3/2/2
Speed
Fast

Black Ant Sword

An upgraded combo adds a stronger finishing strike, rewarding players who can stay aggressive.

Type
Sword
Damage Type
Slashing
Element
-
Tier
2
Damage
39 / 39 / 49
Stun
0
Speed
Fast

Ant Queen Scepter

Its ranged acid projectiles let you pressure targets without stepping into biting range.

Type
Hammer
Damage Type
Generic
Element
-
Tier
2
Damage
15 / 15 / 19
Stun
0
Speed
Slow

Pebblet Spear

A quick starter weapon that can be thrown to hit a distant target when approaching is risky.

Type
Spear
Damage Type
Stabbing
Element
-
Tier
1
Damage
20 / 20 / 25
Stun
0
Speed
Fast

Spiky Sprig

A simple early option for clearing small threats before better crafting materials are available.

Type
Club
Damage Type
Generic
Element
-
Tier
1
Damage
40 / 40 / 50
Stun
8
Speed
Slow

Larva Blade

Its poisoned edge adds lingering pressure, letting you keep moving while an enemy continues to lose health.

Type
Dagger
Damage Type
Slashing
Element
-
Tier
1
Damage
20 / 20 / 25
Stun
0
Speed
Fast

BURG.L's Old Flipper

A close-range New Game+ option with a straightforward swing for players who prefer simple melee combat.

Type
Club
Damage Type
Generic
Element
-
Tier
3
Damage
60 / 60 / 75
Stun
5
Speed
Slow

Pinch Whacker

A chance electrical burst can strike nearby enemies, so its hits may affect more than the target in front of you.

Type
Club
Damage Type
Generic
Element
-
Tier
3
Damage
45 / 45 / 56
Stun
5
Speed
Average

Prod Smacker

Its special attack can shock a target, rewarding deliberate swings over button-mashing.

Type
Club
Damage Type
Generic
Element
-
Tier
3
Damage
110 / 110 / 138
Stun
25
Speed
Slow

Category

Busting

3 items

Black Ox Hammer

Use it to break the toughest cracked rocks and the hardest marble or quartzite deposits in the yard.

Type
Hammer
Damage Type
Busting
Element
-
Tier
3
Damage
72 / 72 / 90
Stun
6/12/24
Speed
Slow

Insect Hammer

It breaks mid-tier materials such as marble and quartzite after the first hammer upgrade.

Type
Hammer
Damage Type
Busting
Element
-
Tier
2
Damage
42 / 42 / 53
Stun
5/11/20
Speed
Slow

Pebblet Hammer

Your first hammer opens basic stone resources and helps gather materials for better equipment.

Type
Hammer
Damage Type
Busting
Element
-
Tier
1
Damage
26 / 26 / 33
Stun
2/8/15
Speed
Slow

Category

Chopping

3 items

Termite Axe

It can chop the toughest plant nodes, making it useful for gathering in the upper yard.

Type
Axe
Damage Type
Chopping
Element
-
Tier
3
Damage
59 / 59 / 74
Stun
5
Speed
Average

Insect Axe

This upgrade opens sturdier plant materials that a starter axe cannot harvest.

Type
Axe
Damage Type
Chopping
Element
-
Tier
2
Damage
35 / 35 / 44
Stun
5
Speed
Average

Pebblet Axe

A basic gathering tool for clearing grass and collecting early plant materials.

Type
Axe
Damage Type
Chopping
Element
-
Tier
1
Damage
20 / 20 / 25
Stun
5
Speed
Average

Category

Digging

2 items

Black Ant Shovel

Use it to dig buried treasure and uncover items hidden beneath the sand.

Type
Shovel
Damage Type
-
Element
-
Tier
2
Damage
20
Stun
15
Speed
Slow

Acorn Shovel

A simple digging tool for grubs, clay, and other buried materials.

Type
Shovel
Damage Type
-
Element
-
Tier
1
Damage
10
Stun
15
Speed
Slow

Category

Ranged

33 items

Splinter Arrow

A stronger standard shot for situations where you want a plain projectile without an added status effect.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
3
Damage
15
Stun
-
Speed
-

Super Gas Arrow

Its impact leaves a broad poison cloud, useful when several bugs are packed into one area.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
3
Damage
15
Stun
-
Speed
-

Mint Staff

Its charged projectiles can chill targets, giving staff users crowd control against groups.

Type
Staff
Damage Type
-
Element
Fresh
Tier
3
Damage
78
Stun
5
Speed
Fast

Spicy Staff

Its charged shots build sizzle and can pressure several enemies in the same area.

Type
Staff
Damage Type
-
Element
Spicy
Tier
3
Damage
75
Stun
0
Speed
Fast

Sour Staff

Landing attacks can speed up later charged shots, rewarding players who keep the staff in use.

Type
Staff
Damage Type
-
Element
Sour
Tier
3
Damage
80
Stun
30
Speed
Fast

Super Venom Arrow

Its venom continues draining an enemy after impact, letting a careful shot keep working while you reposition.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
3
Damage
15
Stun
-
Speed
-

Bomb Arrow

It explodes on impact and can destroy cracked surfaces, giving bows a way to clear blocked paths.

Type
Arrow
Damage Type
Explosive
Element
-
Tier
3
Damage
60
Stun
-
Speed
-

Black Ox Crossbow

Its heavy bolts suit deliberate shots from a safe distance when there is time to aim.

Type
Crossbow
Damage Type
-
Element
-
Tier
3
Damage
Varies
Stun
5
Speed
Slow

Sour Arrow

Use this shot when a creature resists your usual ammunition and a different weakness needs to be targeted.

Type
Arrow
Damage Type
-
Element
Sour
Tier
3
Damage
15
Stun
5
Speed
-

Bard's Bow

Its upgrade path can support critical-hit builds, giving it a role beyond ordinary ranged attacks.

Type
Bow
Damage Type
-
Element
-
Tier
3
Damage
Varies
Stun
0
Speed
Average

Ant Queen Staff

Its ranged projectiles weaken a target's defenses, setting up stronger follow-up attacks.

Type
Staff
Damage Type
Acid
Element
-
Tier
3
Damage
50
Stun
0
Speed
Fast

Burny Rounds

These turret rounds ignite targets, adding continuing damage after each hit.

Type
Turret Rounds
Damage Type
Burning
Element
-
Tier
3
Damage
100
Stun
0
Speed
2.5 Sec

Splody Rounds

An explosive turret round for catching nearby enemies when shots land in a crowded fight.

Type
Turret Rounds
Damage Type
Explosive
Element
-
Tier
3
Damage
120
Stun
0
Speed
3.5 Sec

'Merica Rounds

A Creative and Playgrounds option for explosive turret experiments; it is unavailable in Survival.

Type
Turret Rounds
Damage Type
Explosive / Burning
Element
-
Tier
3
Damage
75
Stun
0
Speed
2 Sec

Blaster of the Moldy Matriarch

Its fungal shots burst on impact, helping spread pressure across a cluster of enemies.

Type
Blaster
Damage Type
Explosive
Element
-
Tier
3
Damage
125
Stun
0
Speed
Average

Insect Bow

A balanced bow for keeping distance while staying mobile against approaching bugs.

Type
Bow
Damage Type
-
Element
-
Tier
2
Damage
Varies
Stun
0
Speed
Average

Crow Crossbow

Its deliberate firing rhythm suits players who prefer careful, high-impact shots over rapid fire.

Type
Crossbow
Damage Type
-
Element
-
Tier
2
Damage
Varies
Stun
5
Speed
Slow

Feather Arrow

Use it to make specialty ammunition when basic shots are not enough for a particular fight.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
2
Damage
10
Stun
-
Speed
-

Cupid's Arrow

A hit charms an eligible creature into attacking other bugs instead of you for a short time.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
2
Damage
7
Stun
-
Speed
-

Salt Arrow

Swap to it when a fight calls for ammunition matched to a different creature weakness.

Type
Arrow
Damage Type
-
Element
Salty
Tier
2
Damage
15
Stun
-
Speed
-

Mint Arrow

It builds chill on impact, giving ranged players a way to slow down a difficult target.

Type
Arrow
Damage Type
-
Element
Fresh
Tier
2
Damage
15
Stun
-
Speed
-

Spicy Arrow

Its sizzle buildup helps pressure targets that are vulnerable to fiery attacks.

Type
Arrow
Damage Type
-
Element
Spicy
Tier
2
Damage
15
Stun
-
Speed
-

Roman Candle

It fires a continuous stream while lit, but the flame consumes the weapon, so save shots for short fights.

Type
Firework
Damage Type
Burning
Element
-
Tier
2
Damage
75
Stun
0
Speed
Fast

Pointy Rounds

Use these turret rounds for straightforward piercing fire when a target needs no special status effect.

Type
Turret Rounds
Damage Type
Stabbing
Element
-
Tier
2
Damage
25
Stun
0
Speed
.2 Sec

Sappy Rounds

Sticky shots slow crawling targets, helping keep bugs from closing the distance.

Type
Turret Rounds
Damage Type
Generic
Element
-
Tier
2
Damage
25
Stun
5
Speed
1 Sec

Sprig Bow

An early ranged option that lets you pressure a bug before it can reach you.

Type
Bow
Damage Type
-
Element
-
Tier
1
Damage
Varies
Stun
0
Speed
Average

Arrow

Basic arrows can be collected after a shot, so a missed projectile does not always cost materials.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
1
Damage
5
Stun
-
Speed
-

Venom Arrow

Its poison keeps draining a target after impact, so the shooter can reposition while the effect works.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
1
Damage
5
Stun
-
Speed
-

Lure Arrow

It draws nearby creatures toward its landing spot, useful for moving them away from a base or path.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
1
Damage
5
Stun
-
Speed
-

Gas Arrow

The landing cloud can damage several nearby bugs, though its gas also makes close-range use risky.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
1
Damage
5
Stun
-
Speed
-

Pollen Arrow

Its payload helps bring airborne bugs down to a reachable height.

Type
Arrow
Damage Type
Stabbing
Element
-
Tier
1
Damage
5
Stun
-
Speed
-

Rocky Rounds

A hit can push its target back, helping a turret create space around a defended area.

Type
Turret Rounds
Damage Type
Generic
Element
-
Tier
1
Damage
60
Stun
0
Speed
1 Sec

Groundy Rounds

Sticky shots can ground flying insects, making airborne threats easier to reach.

Type
Turret Rounds
Damage Type
Generic
Element
-
Tier
1
Damage
30
Stun
25
Speed
1 Sec

Category

Explosive

3 items

Killbasa

It sticks to the first surface it hits, making it useful for hitting a target or blasting a harvestable node.

Type
Bomb
Damage Type
Explosive
Element
-
Tier
3
Damage
450
Stun
-
Speed
-

Splatburst

This sticky explosive attaches before detonating, allowing a more deliberate blast against a target or surface.

Type
Bomb
Damage Type
Explosive
Element
-
Tier
2
Damage
300
Stun
-
Speed
-

Bratburst

Its blast can break cracked rocks and clear blocked routes while exploring.

Type
Bomb
Damage Type
Explosive
Element
-
Tier
1
Damage
300
Stun
-
Speed
-
Prev12Next

How Weapons and Tools Work in Grounded

Weapons and tools overlap more than their names suggest. Many melee items can gather as well as fight, but each category is built around a main job, such as breaking open materials, digging up grubs or holding off creatures. The category is the quickest way to tell what an item is for before you craft it.

Every item also has a tier, from Tier 1 for the first things you can make up to Tier 3 for the strongest gear before New Game+. Moving up is the simplest way to get stronger. The Tier 4 items are the Infused weapons, which only appear in New Game+.

Melee Weapons: Combos, Speed and Stun

Melee weapons are the swords, daggers, spears and other items you swing or stab with at close range. Most have a three-hit combo, and the third hit does extra damage, so it pays to finish the combo instead of stopping after two swings. Daggers are the exception, with a shorter two-hit combo.

Each melee item has a speed rating and a stun value. Fast weapons such as daggers chain hits quickly but do less damage per swing. Heavy two-handed weapons swing slowly, but they stun enemies hard and hit hard. The big weapons also burn through stamina faster, so you may only get a handful of swings before you need a breather.

Many melee weapons carry an extra effect. Life Steal heals you when you hit, Poison and Bleed keep hurting enemies after the hit lands, and Crit Daze briefly slows enemy attacks after a critical hit.

Shields and Blocking

Shields are your defense. Every shield comes with a Defensive Stance, and the tougher ones add their own protection. The Fire Ant Shield helps block corrosion, and the Infected Ant Shield resists explosions. Most melee weapons can block too, but raising your guard cancels a swing you've already started.

Ranged Weapons and Explosives

Ranged weapons let you attack from a distance, and bows and crossbows are the most common kind. Bows deal more damage when you hold the shot until it's fully charged, while the Crow Crossbow can't be charged at all. Crossbows trade speed for power: they reload more slowly, but the stronger ones hit much harder per shot.

Staves are a different kind of ranged weapon. The Sour Staff, for example, hits a group with magic and can knock back enemies that charge at you. Each cast costs a lot of stamina, though, and the magic takes a moment to reach its target.

Ammo matters as much as the weapon, because each arrow or round changes what a shot does. Basic arrows are the everyday choice. Gas arrows leave a cloud that hurts enemies but can hurt you too. Pollen arrows slow enemies and stun flying bugs, and Lure arrows pull creatures toward a spot.

Explosives are thrown instead of fired. The Bratburst is the basic one. After a short timer, it blows up, damaging creatures nearby and clearing away grass, which makes it handy for gathering. The Splatburst is a sticky version that clings to the first thing it hits, and you make one by combining a Bratburst with sap and web fiber.

Busting, Chopping and Digging Tools

These three groups are the tools you'll reach for most when gathering. Busting tools, the hammers, break open natural materials. Chopping tools, the axes, cut through plants and other natural materials. Digging tools, the shovels, dig up grubs and harvest from the ground. Some melee weapons can gather in a pinch, but they are poor at breaking things, so keep a dedicated tool on hand.

Tiers matter for gathering too. The first hammer can already mine quartzite, a stone you find underground, and higher tiers work through tougher materials.

Underwater Weapons and Tools

The pond has its own set of gear. The Pebblet Dagger is the early option, used to gather pond plants like Eelgrass and to hold off creatures in the water. The Bone Dagger and Bone Trident are the sturdier picks, made from Sunken Bone, and the trident is built for fighting underwater.

Your choice of weapon matters more in the water. Spears and daggers are the reliable options, while swords and other heavy swinging weapons lose much of their punch under the surface. The Slime Lantern rounds out the set as the pond's light source, and it has an upgrade of its own.

Light, Repair and Misc Tools

Light tools go in your off hand, so you can carry a torch while you swing or shoot with your main hand. The basic Torch burns out over time, and the Torch+ upgrade lasts longer. The EverChar Torch is the one to keep, since it can keep going indefinitely as long as you keep up its repairs.

Repair tools are for buildings, not your gear. The Repair Tool fixes damaged structures but is no use as a weapon, and the Ant Queen Repair Tool mends buildings within a radius around you.

The Misc group is small. Decoy Bait draws off larger predators, and the two basketball items fill out the category.

Infused Weapons in New Game+

New Game+ is a harder replay where enemies and bosses come infused. The Infused weapons sit at Tier 4, the top of the range. Most weapon types have an infused version, from axes and blasters to spears and swords. Some don't, including elemental weapons such as the Salt Chipper and Breathslayer.

Infused weapons don't appear until New Game+4, and each one drops from a particular boss. The Wasp Queen is the source for the infused bows and crossbows, and the Hedge Broodmother is the source for the infused club and dagger. Each infused bow rolls two random effects when you get it, and those effects stay on the weapon. The bows and crossbows are among the strongest weapons of their class.

How to Get Weapons and Tools

Most weapons and tools unlock by analyzing materials at the Resource Analyzer. Once you analyze a material, the recipes for items that use it become available. Analyzing Lilypad Wax, for example, opens the Pebblet Dagger.

Brainpower is the second route. It rises as you analyze things, and reaching a set level unlocks items without any analysis at all. The early tools open at low levels, while the strongest tools wait for a much higher Brainpower level.

The third route is buying. The terminal in the Advanced System Library (ASL) sells some tools and upgrades for Raw Science, including the Mint Mace and the Torch+. Some good gear is hidden in the world instead, such as the Pinch Whacker, which sits in a crevice in the Berry Outpost.

Durability, Repairs and Upgrades

Weapons and tools wear down with use. A small meter beside each item shows how much life it has left, and when it runs out, the item breaks. A broken item stays in your inventory, so you can repair it or craft a new one, and repairing usually saves materials.

Each repair needs specific materials, and each item lists its own. They are usually the same kind of material the item is made from, so a broken dagger tends to ask for more of the parts it was built with. Keeping a few of those parts on hand saves a trip back out to gather them.

Most weapons and tools can also be upgraded at the Smithing Station to raise their damage and durability. Once a weapon reaches level 5, you can give it Fresh, Spicy, Salty or Sour damage if it doesn't already have one.

Which Weapons and Tools to Get First

Early on, the Pebblet hammer, axe, dagger and spear cover the basics. The Sprig Bow is the first ranged option, and the Insect Bow is the one most players find worth the effort, since it works with most arrow types.

In the middle of the game, the Black Ox Hammer and Termite Axe are the gathering picks, since they open or cut almost any natural material. The Black Ox Crossbow is the ranged pick for the same stage. The Weevil Shield is the usual first shield, with the Black Ant Shield as the next step up.

For melee, the Club of the Mother Demon hits hardest per swing among the blunt two-handed weapons, though it's slow.

FAQ

Q.

How long does a torch last in Grounded?

A basic torch burns out after about eight minutes. The Torch+ upgrade roughly doubles that to around 16 minutes, and you buy it at the ASL terminal. Submerging a torch in water puts it out and pauses the countdown until you equip it again.

Q.

Can you pick up a Bratburst after throwing it?

Yes. Picking it up stops the fuse, and so does letting it land in water. A badly aimed throw can be saved instead of wasted.

Q.

What do Infused weapons need to be repaired?

Each repair takes 10 Infused Ooze. Stock up before a long run, since infused gear will need it.

Q.

What is Repair Glue used for?

Repair Glue fixes some of the stronger weapons with unique repair needs, such as the Prod Smacker and BURG.L's Old Flipper. It also works on armor that has been upgraded far enough. You unlock it by buying the Advanced Smithing: Glue Masher upgrade.

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