01 · Guide
Which Starter Should You Choose?
Choose Merchant’s Large Sword if you enjoy deliberate attacks with heavy damage and knockback. Its slower normal attacks make timing important: wait for an opening, land your swings and restore Sharpness with the quicker Special. If that pace makes you take hits, another class may be a better fit for your first runs.
- Heavy hits and knockback: Merchant’s Large Sword.
- Balanced combos and a circular Special: Merchant’s Short Sword.
- Longer reach and recall positioning: Merchant’s Spear.
- Fast close-range pressure and Berserk: Merchant’s Gauntlets.
02 · Guide
Compare the Four Starting Weapons
The four Merchant weapons offer distinct attack rhythms. Compare reach, speed and special-attack timing before choosing where to spend your first materials.
Merchant's Large Sword
Two wide swings lead to a heavy overhead finisher. Normal attacks spend Sharpness, while the rapid Special restores it. This gives the weapon a resource cycle as well as a slower attack rhythm: use the Special to prepare your next heavy opening.
- First upgrade: +20% attack damage at Sharpness level three.
- Practice: alternate normal attacks with the Special and notice how the Sharpness meter changes.
- Tradeoff: slow swings require room to finish the attack. Dodge out when an opening closes instead of forcing the finisher.
Merchant's Short Sword
Three normal slashes lead to an Attack Finisher. You can instead use the circular Special after the third normal hit to perform a Special Finisher. That choice gives the Short Sword a flexible rhythm for nearby groups and single targets.
- Practice: count three normal attacks, then use the Special to learn the alternative finisher.
- Best fit: players who want a balanced pace and a Special that covers nearby angles.
- Tradeoff: completing the sequence still requires an opening; do not stay in danger solely to reach the final hit.
Merchant's Spear
Forward attacks favor reach and a narrow line of contact. The Special recalls planted spearheads through enemies, so your position when recalling matters as much as where the head first landed. Work on creating a useful return path.
- First upgrade: +20% recall damage.
- Practice: place an enemy between Will and a planted head before using the Special.
- Tradeoff: reach helps with spacing, but narrow attacks require more careful alignment when enemies approach from several directions.
Merchant's Gauntlets
Rapid normal punches build Berserk, with a heavier Special providing a change of rhythm. The class rewards repeated close-range contact. Learn when you can maintain pressure and when to leave melee range before an enemy retaliates.
- First upgrade: three additional seconds of Berserk.
- Practice: watch the meter while attacking, then recognize when Berserk gives you an offensive window.
- Tradeoff: staying close to build the meter increases the importance of dodging and keeping a clear escape route.
03 · Guide
Try the Moves Before Spending More
Before committing more resources, practice a normal combo, a special, and a dodge after attacking. Notice which weapon lets you finish attacks safely. If a moveset makes you take unnecessary hits, changing your choice can matter more than a theoretical damage advantage.
- Complete one normal combo and identify its final hit.
- Use the Special on its own, then practice its class-specific interaction with Sharpness, recalls, finishers or Berserk.
- After an attack, move or dodge to learn when you regain control.
- Use your gun when melee range is unsafe instead of forcing another combo.
04 · Guide
Plan Beyond the First Choice
Your starting choice introduces a class, but other base weapons can be crafted as you gather materials. Andrei handles melee crafting and Babyl handles guns. Save the gold and materials for the next weapon or upgrade you actually intend to use, then expand your options as new recipes become available.
05 · Guide
First Upgrade Priorities
Start with the weapon whose attack rhythm you can use consistently. The first upgrades support distinct mechanics, so consider whether you already make use of that mechanic before investing.
- Large Sword: keeping Sharpness at level three lets you benefit from its attack-damage upgrade.
- Spear: line up recall paths to make the recall-damage increase useful.
- Gauntlets: look for safe opportunities to use the longer Berserk duration.
- Short Sword: practice the Special Finisher sequence before building around the damage bonus that follows it.
Questions, answered
Frequently asked questions
What is the best starting weapon in Moonlighter 2?
Merchant’s Large Sword is a strong choice for heavy damage and knockback. Its slow normal swings require deliberate timing, while the Special restores Sharpness. Choose another class if its rhythm lets you land attacks more safely.
Which starter is a balanced choice?
Merchant’s Short Sword combines a regular combo with a circular Special. After three normal hits, using the Special produces a Special Finisher, giving you an alternative to the normal final attack.
Can I craft other starting weapons later?
Yes. The opening resources cover your first Merchant weapon, and other base weapons can be crafted as you collect materials. Your first choice does not have to remain your only melee option.
Should I choose the Spear or Gauntlets?
Choose Spear if you enjoy reach and lining up returning spearheads. Choose Gauntlets if you prefer rapid close-range attacks and building Berserk. Think about which approach helps you avoid damage, not just which feels faster.
Should I choose based on maximum damage?
Consider how reliably you land attacks, trigger the Special effect and avoid retaliation. A weapon you can use safely often makes a better starting investment than one whose strongest combo you rarely complete.