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Weapons of the Deep
Below five thousand rows a weapon from the surface starts to feel small. Fifty-two weapons are made for the deep: forged from what each band gives, left by its great ones, given at the end of the long quest lines, and sold by the Delvers' Lodge's curio-keeper for the rare things you bring up. The deeper a weapon comes from, the harder it hits, and what waits at the floor of the world is still the strongest of all.
Four of them fight in new ways: the spear, the greathammer, the flail and twin blades. The tooltip of each weapon says how it fights and how to get it.
Four new ways to fight
Each deals about a sword's damage a second, in its own way. They work everywhere a sword does, rift floors included, and the page shows your hit at once, as it does a sword's.

- Spear. A thrust straight at where you aim, out to twice a sword's reach, that hits every Grown in the line. It swings as often as a sword. Good in tunnels and on ledges, where the Grown come at you in a row.

- Greathammer. One slow, heavy blow every 0.6 seconds, each nearly twice a sword's. It knocks back what it hits, sends a shockwave along the ground (three tiles each side) that hurts the Grown standing there for 40% of the blow, and when it lands on a block instead of a Grown it cracks it, if your best pickaxe would break it at once and you may dig there: never in a town, on someone else's land or in a protected place. Great ones and bosses stand their ground.

- Flail. A ball on a chain swung right round you: it hits every Grown within reach, in front and behind. Each swing within 1.2 seconds of the last hits 10% harder, up to 30% more; stop for 1.2 seconds and it starts again. Keep it going.

- Twin blades. Two quick cuts each swing, a breath apart, at a short reach, and ten points more chance of a critical hit. The second cut finds whatever the first one hit, if it is still standing and still in reach.
Every weapon's own effect (slowing, poison, bleeding, lightning) works with every way of fighting, and so do the powers on your right click. In a duel or a fight between players the knock-back, the shockwave and the crack never touch a player.
Forged
Each band of the Twenty gives a weapon to whoever brings ten of its material and three Embersteel bars to an anvil, with gold. The seven bands of the Descent each give one made at a Deep anvil from the band's ore, a second thing it gives and a good deal of gold. The forge's gold is where the price is: a forged weapon sells for far less than it took.
Before you can forge one you must read its forging notes. The Recipe column says where they are surest to come from; the next part has every place, and how often.
| Weapon | Band | Fights as | Damage | Rarity | Made from | Special | Recipe |
|---|---|---|---|---|---|---|---|
| Cinder-glass cleaver | The Ember Sea | sword | 60 | Rare | 3 Embersteel bar and 10 Cinder glass, 5k gold, at an anvil | – | Notes: the end of Orla’s “A Light Carried Down”, or Old Bellows |
| Rootheart lash | The Hollow Roots | whip (long reach) | 65 | Rare | 3 Embersteel bar and 10 Rootheart resin, 7,500 gold, at an anvil | poisons | Notes: the end of Orla’s “The Gardener’s Mark”, or Mother Tuber |
| Hum-shard flail | The Choir Caverns | flail | 69 | Rare | 3 Embersteel bar and 10 Hum shard, 10k gold, at an anvil | – | Notes: the end of Orla’s “Sing Back”, or the First Note |
| Hush-silk twins | The Still Dark | twin blades | 74 | Rare | 3 Embersteel bar and 10 Hush silk, 12,500 gold, at an anvil | – | Notes: the end of Orla’s “Three Lanterns”, or the Snuffer |
| Graphite staff | The Grey Fold | staff (shoots) | 79 | Rare | 3 Embersteel bar and 10 Grey graphite, 15k gold, at an anvil | – | Notes: the end of Orla’s “The Wrong Drawing”, or the Sketch |
| Slag maul | The Slag Galleries | greathammer | 84 | Rare | 3 Embersteel bar and 10 Slag pearl, 17,500 gold, at an anvil | – | Notes: the end of Orla’s “The Miners’ Tally”, or Foreman Ash |
| Amber disc | The Fungal Vaults | glaive (thrown) | 88 | Rare | 3 Embersteel bar and 10 Spore amber, 20k gold, at an anvil | poisons | Notes: the end of Orla’s “Spore Season”, or Grandmother Mould |
| Echo bow | The Echo Wells | bow (shoots) | 93 | Rare | 3 Embersteel bar and 10 Echo stone, 22,500 gold, at an anvil | lightning jumps on | Notes: the end of Orla’s “Your Own Voice”, or the Answerer |
| Inkstone pike | The Blackwater Steps | spear | 98 | Rare | 3 Embersteel bar and 10 Inkstone, 25k gold, at an anvil | slows | Notes: the end of Orla’s “The Drowned Survey”, or Old Gulp |
| Gilt rapier | The Faded Court | sword | 103 | Rare | 3 Embersteel bar and 10 Faded gilt, 27,500 gold, at an anvil | bleeds (and heals you) | Notes: the end of Orla’s “The Chancellor’s Question”, or the Grey Chancellor |
| Magma-rose whip | The Magma Gardens | whip (long reach) | 107 | Epic | 3 Embersteel bar and 10 Magma seed, 30k gold, at an anvil | bleeds (and heals you) | Notes: the end of Orla’s “A Garden Under the Fire”, or the Burning Rose |
| Gnawer’s maul | The Wormways | greathammer | 112 | Epic | 3 Embersteel bar and 10 Gnawer tooth, 32,500 gold, at an anvil | bleeds (and heals you) | Notes: the end of Orla’s “Follow the Worm”, or the Long Hunger |
| Prism bow | The Glass Canyon | bow (shoots) | 117 | Epic | 3 Embersteel bar and 10 Canyon glass, 35k gold, at an anvil | – | Notes: the end of Orla’s “Seven Colours”, or the Prism Hawk |
| Rime lance | The Frozen Dark | spear | 122 | Epic | 3 Embersteel bar and 10 Deep rime, 37,500 gold, at an anvil | slows | Notes: the end of Orla’s “Frost Without a Sky”, or the Winter Below |
| Lost-ink staff | The Hollow Library | staff (shoots) | 126 | Epic | 3 Embersteel bar and 10 Lost ink, 40k gold, at an anvil | – | Notes: the end of Orla’s “The Book Still Being Written”, or the Last Librarian |
| Ever-ember twins | The Burning Stair | twin blades | 131 | Epic | 3 Embersteel bar and 10 Ever-ember, 42,500 gold, at an anvil | – | Notes: the end of Orla’s “Enough”, or the Kindler |
| Bloodroot flail | The Bloodroot Tangle | flail | 136 | Epic | 3 Embersteel bar and 10 Bloodroot, 45k gold, at an anvil | bleeds (and heals you) | Notes: the end of Orla’s “The Cutting”, or the Briar Mother |
| Organ-pipe blade | The Starless Organ | sword | 141 | Epic | 3 Embersteel bar and 10 Organ reed, 47,500 gold, at an anvil | lightning jumps on | Notes: the end of Orla’s “Three Stops”, or the Organist |
| Salt-moon glaive | The Silent Sea | glaive (thrown) | 145 | Epic | 3 Embersteel bar and 10 Silent salt, 50k gold, at an anvil | slows | Notes: the end of Orla’s “A Minute Without a Word”, or the Leviathan of Silence |
| Seal-breaker | The Threshold | greathammer | 150 | Epic | 3 Embersteel bar and 10 Seal dust, 52,500 gold, at an anvil | – | Notes: the end of Orla’s “The Keeper’s Question”, or the Keeper of the Seal |
| Ivory greatsword | the Bone Gardens | sword | 157 | Epic | 6 Elder bone and 12 Old ivory, 300k gold, at a deep anvil | – | Notes: the first kill of the Ossuary Gardener |
| Tide-iron spear | the Drowned Halls | spear | 160 | Epic | 16 Tide-iron and 6 Pearl, 400k gold, at a deep anvil | – | Notes: the first kill of the Drowned King |
| Piston hammer | the Clockwork Under-city | greathammer | 163 | Epic | 20 Brass ingot and 4 Ember core, 500k gold, at a deep anvil | – | Notes: the first kill of the Clockwork Warden |
| Bell-crystal flail | the Crystal Cathedrals | flail | 166 | Legendary | 24 Starquartz and 6 Singing shard, 600k gold, at a deep anvil | – | Notes: the first kill of the Last Cantor |
| Dawngold falchion | the Hollow Sun | sword | 169 | Legendary | 28 Dawngold and 6 Sun-ember, 700k gold, at a deep anvil | – | Notes: the first kill of the Ember of the First Dawn |
| Greyroot bow | the Wane's Root | bow (shoots) | 172 | Legendary | 32 Greyheart and 8 Loose line, 800k gold, at a deep anvil | – | Notes: the first kill of the Root of the Wane |
| Nightsilver twins | the Last Dark | twin blades | 175 | Legendary | 36 Nightsilver and 8 Mote of first light, 900k gold, at a deep anvil | – | Notes: the first kill of the Hushmother |
Forging notes
No one is born knowing how to forge the deep's weapons. Each of the 27 forged weapons has its own forging notes: read them (double click them in your bag, or press its Read it) and you know its recipe for good. Until then the forge greys the weapon out and says where its notes come from, and over the first of them it counts how many of the 27 recipes you know. If you carried one of these weapons when forging notes came to the game, you know its recipe; after that only notes teach, and a weapon bought or given teaches nothing.
The notes come from the weapon's own band:
| Where | A band of the Twenty | A band of the Descent |
|---|---|---|
| Orla’s chronicle of the band | always, at its end | – |
| The band’s great one | one kill in 4 | the first kill always, then one kill in 4 |
| A Grown of the band | one in 400 | one in 500 |
| An elite Grown of the band | one in 50 | one in 60 |
| A chest | the lost camps’ chests: one in 8, the first time you open each | the landmarks’ chests: one in 8, the first time you open each |
- The Twenty: Orla Underhill's chronicle of a band always ends with its notes, so finishing her chronicles is a sure way to every one of them. The band's great one leaves them one kill in four, and its Grown and the chests of its lost camps give them now and then.
- The Descent: the first time you kill a band's great one, it always leaves the band's notes, a set for each of your party beside you whose first kill it is too; after that, one kill in four, to whoever killed it. The band's Grown and the chests of its landmarks give them now and then.
- Notes never come to someone who knows the recipe already, or who carries unread notes of it, and what drops is yours alone. Spare notes sell, or a friend who does not know the recipe can read them.
- When notes fall, the chat says so and names the weapon: pick them up before you move on.
Every set, with its picture and where it comes from, is on the Forging notes page.
The great ones' weapons
The great ones of the Clockwork Under-city and every band below it each leave their own weapon, one kill in five, to whoever killed them. The Gardener and the Drowned King already left theirs; they are made stronger to fit: Gardener’s billhook (173), Tidecaller trident (176).
| Weapon | Band | Fights as | Damage | Special | Who drops it |
|---|---|---|---|---|---|
| The Warden’s Mainspring | the Clockwork Under-city | greathammer | 179 | power: Quaking Smite | the Clockwork Warden, the great one of the Clockwork Under-city |
| The Last Bell | the Crystal Cathedrals | flail | 183 | power: Thundering Nova | the Last Cantor, the great one of the Crystal Cathedrals |
| First Light | the Hollow Sun | sword | 186 | power: Burning Groundwave | the Ember of the First Dawn, the great one of the Hollow Sun |
| The Root’s Reach | the Wane's Root | spear | 189 | power: Hungering Dash | the Root of the Wane, the great one of the Wane’s Root |
| Hushmother’s Veils | the Last Dark | twin blades | 193 | power: Hungering Leap Slam | the Hushmother, the great one of the Last Dark |
For finishing the long lines
The end of each long quest line gives its weapon once, bound to you. If you had finished one before these weapons came, its weapon comes by letter the next time you log in: from Orla Underhill, Captain Rusk, Edda or Bram.
| Weapon | Fights as | Damage | Rarity | Special | Given for |
|---|---|---|---|---|---|
| Underhill’s survey-hook | whip (long reach) | 87 | Epic | power: Quaking Dash | Orla’s chronicles: the fifth band’s, the Grey Fold |
| The Chronicler’s rapier | sword | 113 | Epic | power: Hungering Whirlwind | Orla’s chronicles: the tenth band’s, the Faded Court |
| Margin-knives | twin blades | 139 | Legendary | power: Thundering Leap Slam | Orla’s chronicles: the fifteenth band’s, the Hollow Library |
| Underhill’s edge | sword | 165 | Legendary | power: Quaking Groundwave | Orla’s chronicles: all twenty bands, to the Threshold |
| Rusk’s harpoon | spear | 165 | Legendary | power: Frozen Hurl | Captain Rusk’s hunts: all twenty great ones of the Twenty |
| Edda’s waymarker | greathammer | 150 | Legendary | power: Quaking Nova | Edda’s expeditions: the Lodge’s Banner |
| The Threshold key | sword | 172 | Legendary | power: Hungering Nova | Chapter VII, Past the Threshold: its last part |
| The Last Coal | twin blades | 245 | Legendary | power: Burning Groundwave | Coming all the way down to the Floor of the World and hearing its ending |
Vesna and Lodge marks

Vesna, the curio-keeper of the Delvers' Lodge, stands by Captain Rusk in Aldhearth. She takes the rare things nobody else wants and pays for them in Lodge marks. Marks are kept on your character, like event points: they are never an item, so they cannot be traded, dropped or lost.
Click her and choose Trade curios. Her window lists only what you carry that she takes, never a thing you are wearing or holding or have locked, with Give one and Give all. Pages count only once you have read them. Ores and stained crystal go in whole marks' worth: give thirteen nightsilver and twelve go, one stays in your bag.
| What | Lodge marks |
|---|---|
| A trophy of a great one of the Twenty | 10 for the first band's, one more for each band down: 29 for the twentieth's |
| The Gardener’s shears, The Drowned King’s seal, The Warden’s mainspring, The Cantor’s tuning fork, Heart of the First Dawn, A root of the Wane, The Hushmother’s veil | 20 each |
| A great one's page of the Descent you have already read | 15 each |
| A lost page you have already read | 2 each |
| Pale shard | 3 each |
| Delver’s laurel | 25 each |
| The blank page from the floor of the world | 50 each |
| Old ivory, Tide-iron | 1 for every 6 |
| Brass ingot, Starquartz | 1 for every 4 |
| Dawngold, Greyheart, Nightsilver | 1 for every 2 |
| Stained crystal | 1 for every 10 |
Her relics
Twelve relic weapons, each once per character and bound, each only to someone who has been as deep as its band: the Book of Delvers' own record of the deepest you have stood decides. A relic you cannot have yet is greyed and says how deep to go first.
| # | Relic | Fights as | Damage | Rarity | Special | For one who has been as deep as | Lodge marks |
|---|---|---|---|---|---|---|---|
| 1 | The Choir’s censer | flail | 76 | Rare | slows | the Choir Caverns | 40 |
| 2 | The hushed pair | twin blades | 81 | Epic | power: Hungering Leap Slam | the Still Dark | 60 |
| 3 | Ilse Varrow’s survey pike | spear | 87 | Epic | power: Quaking Dash | the Grey Fold | 80 |
| 4 | The cinderwife’s tongs | greathammer | 92 | Epic | – | the Slag Galleries | 100 |
| 5 | The census-taker’s blade | sword | 113 | Epic | +5% crit | the Faded Court | 140 |
| 6 | The Prism Hawk’s talons | twin blades | 129 | Legendary | power: Thundering Leap Slam | the Glass Canyon | 180 |
| 7 | The librarian’s quill-lance | spear | 139 | Legendary | – | the Hollow Library | 220 |
| 8 | The Leviathan’s rib | greathammer | 160 | Legendary | slows | the Silent Sea | 280 |
| 9 | The Drowned King’s pike | spear | 176 | Legendary | power: Frozen Dash | the Drowned Halls | 360 |
| 10 | The Cantor’s tuning-flail | flail | 183 | Legendary | power: Thundering Nova | the Crystal Cathedrals | 460 |
| 11 | The sunforge brand | sword | 186 | Legendary | power: Burning Groundwave | the Hollow Sun | 560 |
| 12 | The last lantern | staff (shoots) | 193 | Legendary | – | the Last Dark | 700 |
Tips
- Not sure which to make? Take the band's forged weapon first: it is the cheapest way to a weapon of its depth, and the Book of Delvers and Vesna's relics will be waiting when you go further.
- A spear is at its best in a tunnel, a flail in a crowd, a greathammer on open ground where its shockwave can run, and twin blades on one tough Grown.
- Want a spear, a flail or twin blades to knock back as a greathammer does? Set a Ram’s horn in its socket at an anvil (see Crafting).
- Weapons wear as before: an anvil mends them, and the deep's are dearer to mend.
- See The Twenty for the bands and their materials, The Deep for what lies under them, and The Delvers for the Book of Delvers.