Shields and Ironwork in Sword & Shield Simulator
Boards, bosses, and the small furnace jobs that keep Danburg fed between swords.
Swords get the trailer. Shields and ironwork keep the shop believable. Sword & Shield Simulator lets you build shields piece by piece — boards to boss — and keep a small furnace on horseshoes, scythes, tools, nails, knives, and lockpicks. This page is for the work that is not a four-slot blade. Use it with How to Forge, materials, and Danburg contracts.
Modular shields
A prologue-era devlog described assembling shields part by part: bosses, reinforcements, gathered materials, then a complete shield. The Early Access store page still sells that fantasy. Do not look for a single “craft shield” button that skips the pieces. If an NPC production system is involved, follow the prompt. Forcing sword-designer slots to eat a boss plate is how parts vanish.
Wood is the limiter. Chop marked trees before you promise a board-heavy order. Metal bosses want the same honest smelt as a blade. Quality still matters if a contract says so. If traders ignore shield quality the way they ignore sword quality, keep the good shield for a gate or a story beat anyway.
Everyday ironwork
Horseshoes, scythes, and tools are how a wartime village stays standing. They are also how you practice anvil timing without burning cupronickel. Nails and knives are listed as small anvil crafts. Use them to learn click timing if the big hammer minigame still feels late — then fix the real lag on Performance and Bugs instead of pretending nails are a skill tree.
Lockpicks belong here even though they feel like a thief item. You can craft them at the forge. You will want a handful before the Thieves Guild tunnels under Danburg. Failed picks can mean prison. That is a travel problem. See How to Travel Regions.
Contracts that are not swords
Not every customer wants a masterpiece tang. Some want a tool that works. Deliver the tool. Overbuilding a scythe into a showpiece is a waste of grindstone time. Save the chisel for blades and shield faces that the UI actually scores.
If a contract language is vague, ask the NPC twice and screenshot the requirement. Early Access UI is not a rules lawyer. The Guides Hub will not invent a hidden shield DPS stat.
Bugs that hit this bench too
Ghost meshes, vanished benches, and items that drop out of the cart do not care whether the mesh is a boss or a blade. Save before you assemble a unique shield. Do not store twenty unfinished boards in a pile the smelter can see.
When the full version adds more shield catalogs, this page will name them. Today, modular construction plus small ironwork is the whole honest set. Make a shield that would actually stop a blow, make the lockpicks that keep you out of jail, and go back to the Items Hub when you forget whether a thing is a part or a finished tool.
Ironwork as a teaching tool
If the big sword minigames still feel late, a nail or a horseshoe is a smaller click. That does not mean you should grind nails for an hour instead of fixing VSync. It means you can tell the difference between “I am bad at rhythm” and “the cursor is lying.” Once the click is honest, stop making nails for therapy. Make the shield the contract named. Then make the lockpicks the cellar will demand. Then go back to sword parts for the job that actually pays in story flags. The small furnace is a village, not a side hustle that replaces the designer. Danburg needs both. Your evening does not.
Frequently Asked Questions
Quick answers to the most common questions.
Are shields crafted like swords?
No. They are modular: boards, bosses, reinforcements. Do not force them into sword-designer slots.
Why craft horseshoes at all?
Contracts, practice, and the village loop. They spend iron without wasting rare alloys.
Do I need lockpicks?
If you want cellars and the Thieves Guild rumours, yes. Craft a few. Prison is a listed failure.
Is there a shield tier list?
No. Match the contract. Keep high-grade shields until travel and traders make sense.





