Equip a weapon you can support
Put the weapon on your hotbar and select it before using Attack. The default PC input is the left mouse button; follow your Controls if you have changed bindings.
Damage per hit is only part of the choice. Consider reach, safe attack opportunities, attack speed and the resources your route consumes.
Compare the early routes
| Route | Practical entry | What to watch |
|---|---|---|
| Melee | Swords through the wood, copper and tin crafting chain; iron weapons later | Step in to attack, then leave space to dodge |
| Physical ranged | Slingshot at the Tin Anvil; Iron Bow at the Iron Anvil | Keep distance and use bonuses that apply to ranged attacks |
| Magic | The Mage background’s starting staff; more staves from exploration and enemies | Mana and recovery; avoid being stranded in danger when empty |
| Summoning | The Warlock background’s starting book; later drops and workbench options | Minion capacity and related bonuses; not every weapon is craftable |
Account for the 1.3 minion changes
Official 1.3 notes removed timed minion expiry, allowed summoning to full capacity at once, removed the summoning cooldown and added Scepters. An old loadout built around repeatedly refreshing timed summons may no longer fit.
Summoning damage was also rebalanced around the new weapons. A claim that one book or Scepter is strongest needs a version, progress level and resource comparison; this page does not make that ranking.
Check unexpectedly low damage
Check the selected hotbar slot, the route your armor supports, equipment durability, and available resources. Use this page to select an entry route, not as a complete acquisition catalogue of every 1.3 weapon.