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The ancient weapon of kings, the longsword can be used for slashing or stabbing.

Base Stats

Tech Level
2 kg

Melee Combat

Melee Attack 1
9 dmg (Poke)
2 seconds cooldown
13% armor penetration
Melee Attack 2 
23 dmg (Stab)
2.6 seconds cooldown
34% armor penetration
Melee Attack 3 
23 dmg (Cut)
2.6 seconds cooldown
34% armor penetration
Melee Average DPS
Melee Average AP


Crafted At
Fueled smithy/Electric smithy
Required Research
Long blades
Skill Required
Crafting 5
Work To Make
18,000 ticks (5 mins)
Stuff tags
Metallic, Woody
Resources to make
Stuff 100

The longsword is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.


Longswords can be crafted at any smithy, once the Long Blades research has been completed, from Stuff 100 Stuff (Metallic/Woody)s (Metallic or Woody), and 18,000 ticks (5 mins) of work.

Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.


The longsword has the highest base DPS out of any weapon in the game; having a 22.5% higher nominal DPS than the mace, which is the most powerful blunt weapon in the game. Plasteel longswords are extremely dangerous weapons, and can handily cut down opponents, thanks to their gladius-like cooldown and enhanced damage per hit.

The longsword's primary disadvantage is that it suffers against the extremely high sharp-armor values of Flak vests and Marine armor. Against enemies with these armor variants, a mace of equal quality is usually superior, particularly if made of Uranium; even a humble club can often do the job better than a longsword against these armors. However, a plasteel longsword will still outperform a uranium mace against opponents with Flak jackets, Flak pants, or Plate armor, and longswords still reign supreme against unarmored or lightly armored opponents.

As is the case with any sharp weapon, longsword attacks cause bleeding. However, this has little advantage for the player since melee engagements are usually over long before combat penalties due to blood loss can kick in. It could even be seen as a downside, as any potential Prisoners will be more difficult to save from bleeding out, especially if your doctors are busy healing your own colonists.

Material table

  • Material DPS[1] AP[1] Handle (Poke) Point (Stab)
    Blade (Cut) HP Value
    Dam. Cool. AP DPS Chnc[2] Dam. Cool. AP DPS Chnc[2]
    Dam. Cool. AP DPS Chnc[2]
    Wooden Longsword 4.33 12.18% 8.1 1.8s 11.7% 4.5 75% 9.2 2.34s 13.6% 3.93 12.5%
    9.2 2.34s 13.6% 3.93 12.5% 65 165 Silver
    Golden Longsword 6.34 22.86% 10.35 2s 14.95% 5.18 25% 17.25 2.6s 25.5% 6.63 37.5%
    17.25 2.6s 25.5% 6.63 37.5% 60 10060 Silver
    Plasteel Longsword 10.71 30.98% 8.1 1.6s 11.7% 5.06 25% 25.3 2.08s 37.4% 12.16 37.5%
    25.3 2.08s 37.4% 12.16 37.5% 280 1045 Silver
    Silver Longsword 4.79 14.98% 9.9 2s 14.3% 4.95 75% 11.5 2.6s 17% 4.42 12.5%
    11.5 2.6s 17% 4.42 12.5% 70 1065 Silver
    Steel Longsword 7.96 28.75% 9 2s 13% 4.5 25% 23 2.6s 34% 8.85 37.5%
    23 2.6s 34% 8.85 37.5% 100 255 Silver
    Uranium Longsword 8.29 32.93% 13.5 2.2s 19.5% 6.14 25% 25.3 2.86s 37.4% 8.85 37.5%
    25.3 2.86s 37.4% 8.85 37.5% 250 725 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
    2. 2.0 2.1 2.2 Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder