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Clover Time Weapons: Every Documented Weapon, How to Get Them, and How They Differ

Every weapon documented in Clover Time so far: the early melee lineup, the craftable Stone Sword, and pistol- and shotgun-type guns — with how to get each one, their abilities, and which to pick.

Clover Time keeps combat simple at the start: M1 attacks carry your early game, and a short list of weapons layers extra moves on top. The documented lineup is five melee weapons — the Wooden Sword, Bandit Dagger, Iron Sword, Iron Scythe, and the craftable Stone Sword — plus a separate gun category with pistol-type and shotgun-type weapons. Below you'll find where each weapon comes from, which ones have abilities, and how they differ in combat, so you can pick a style without grinding for everything first.

One caveat up front: Clover Time is still in development, and everything here comes from early builds and gameplay showcases. One item showcase counted "practically three types of weapons in the game so far" among the developer-added gear, and the testers themselves flagged missing moves and gun range as things updates could change — so treat this page as a snapshot of what's verified, not a final list.

Clover Time early access artwork of a grinning devil-form character wielding a large sword against a red backdrop.
Early access promotional artwork from Clover Time.

Every documented weapon at a glance

WeaponTypeHow to get itAbilities observed
Wooden SwordMelee swordBuy from a merchant NPC (~200–212 money)None documented — simple starter
Bandit DaggerMelee daggerRare drop from Road Bandits around level 20Two moves: Rapid Slash and Dagger Teleport; scales with the Sword stat
Iron SwordMelee swordNot documentedNone observed in the showcased build; may unlock later
Iron ScytheMelee scytheChain Bandit (Salik) boss dropNone observed in the showcased build; styled idle and run animations
Stone SwordMelee swordCraft at a bench from mined materialsM1 only; no attacks yet
Pistol-type gunRanged gunNot documentedLong range and accurate; click to aim, click again to fire
Shotgun-type gunRanged gunCraft at a benchVery high damage; connected only up close in one test

Melee weapons

Swords

Wooden Sword is one of the basic weapons you can start with, and a review video describes it in exactly those terms: "probably the first and the worst one you can get as a newbie." You buy it from a merchant NPC — one run paid 212 with a 15% discount already applied, and another paid a bit over 200; the merchant's stock refreshes over time, so expect the price to vary. It has no special moves documented. Treat it as a stepping stone, not a keeper.

Iron Sword is another weapon you'll encounter while progressing. In the showcased build it had no moves at all, and the tester wasn't sure whether its abilities unlock through some process — so read "no moves" as "none observed yet," not a permanent trait. How to acquire one isn't documented.

Stone Sword is the craftable option: mine the materials and make it at a crafting bench. In the build shown it had no attacks yet, just a clean M1 swing.

Daggers

Bandit Dagger is the only melee weapon with a fully documented ability set, and it's a rare drop from the Road Bandits you fight around the level-20 quest stage. It comes with two moves:

  1. Rapid Slash — a rapid barrage of slashes.
  2. Dagger Teleport — aim at a target, teleport behind them, and attack.

A tester using it landed about 55 damage per hit against the Chain Bandit boss and called the damage very good. Its scaling is tied to the Sword stat — putting stat points into Sword is how you strengthen it. The dagger also turned up in chest loot in one run, but farming Road Bandits is the route with actual evidence behind it.

Scythes

Iron Scythe drops from the Chain Bandit (Salik), the game's first boss, alongside iron shackles, a normal chest, the Salic cloak and outfit, and shine fragments. Like the Iron Sword, the showcased version had no moves yet, so its kit may still arrive through progression. What it already has is style: its idle animation drew praise, one showcase called its swings "badass," and it leaves a trail effect while you run. If you're a scythe fan, this is the early weapon to try.

Guns: Clover Time's ranged weapons

Guns play differently from every melee weapon. Instead of keybound moves, you click once to aim and click again while aiming to fire — one reviewer noted the extra keybinds on his gun felt pointless because of that two-click system. Two gun types are documented:

  • Pistol-type — "basically for long range." It's the more accurate gun with a lot of range, and the recommended pick for players who want to focus on weapons. How to get one isn't documented yet.
  • Shotgun-type — craftable at the bench, and it hits hard: "this shotgun is powerful, it's no joke." In a separate test, though, its shots connected only up close, so plan around it as a close-range weapon.

One range warning: the gun shown in a gameplay video could shoot practically across the map, and the reviewer flagged it as something that can't go untested — expect balancing updates to change how far guns reach.

How to get weapons in Clover Time

Three acquisition routes are documented:

  1. Buy — the Wooden Sword is sold by a merchant NPC for roughly 200–212 in-game money.
  2. Farm drops — Road Bandits drop the Bandit Dagger (rare), and the Chain Bandit (Salik) boss drops the Iron Scythe.
  3. Craft — the crafting bench turns gathered materials into swords and shotguns; one sword recipe needed 55 wood plus silver ore and looked upgradeable. Axes and pickaxes are the tools that collect that wood and ore, and the full recipe list lives in our Clover Time crafting guide.

Beyond crafting, your profile gains a weapon-upgrade section as you level; one showcase read it as a likely damage boost for weapons, which fits the bench's upgradeable sword recipe.

Which Clover Time weapon should you use?

The honest answer early on is: don't lock in yet. M1 attacks are your foundation, and as one beginner guide puts it, "try swords, daggers, scythes, and anything else you get access to before locking yourself into one style. You don't need the strongest weapon instantly. Early on, learning attack range, enemy patterns, cooldowns, and movement is way more important." That said, here's what the evidence actually supports:

  • Bandit Dagger — the strongest documented kit right now, with two named moves and observed 55-damage hits on the first boss.
  • Pistol-type gun — the accurate, long-range option for a weapon-focused playstyle.
  • Shotgun-type gun — huge close-range burst, but only if you can get near the target.
  • Wooden Sword — a starter to replace as soon as you can.
  • Iron Sword and Iron Scythe — style picks for now; wait for their moves to appear or unlock before judging them.

Weapons are also a full alternative to magic — the game offers "a variety of weapons... besides the grimoire, in case you don't want to use the grimoire," so a sword or gun build stands on its own. Stat points matter either way: the Bandit Dagger scales with the Sword stat, and while the profile also lists a separate "weapon" stat that one player guessed covers guns, that split isn't confirmed. For how these options compare against magic builds, the Clover Time tier list is the next stop.