FarmingVerified

The Best Rosary Farms for Every Act

UncleMumble's three best rosary farms in Silksong, one to jump-start Act One, one to carry the rest of Act One, and a peak Act Two circuit that pushes 23,000 rosaries an hour. Rosaries convert into an effectively infinite supply of Shell Shards too, so this route covers both currencies at once. The Act Two circuit drops off hard once Act Three's enemy nerfs and void buffs kick in, so get the shopping done before that point.

9 steps4 stages20 to 30 minutes at the Act Two spot clears out nearly every purchasable upgrade in the gameVerified against 1.0.30000

Before you start

  • The Magnetite Brooch, bought from Pebb for 120 rosaries, for every farm on this list
  • Clawline from the Underworld and a Craft Metal on hand to make Cogflies, for the Act Two circuit
  • Faydown Cloak from Mount Fay to reach the Thief's Mark tool in the Blasted Steps, also for the Act Two circuit

Farming Fundamentals

1

Buy the Magnetite Brooch as Soon as Possible

The Magnetite Brooch is close to a must-run for the entire game. Buy it from the Bone Bottom shopkeeper for 120 rosaries the moment you can afford it. It pulls loose rosary beads toward you automatically, saving a huge amount of time you would otherwise spend crawling around picking up every drop by hand.

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2

Grab the Shard Pendant in the Marrow

Pick up the Shard Pendant in the Marrow, found shortly after first meeting Sherma and before the flea caravan. It boosts the Shell Shards you earn early on, which either keeps you stocked for spamming throwable tools during farming or builds up a reserve for quests later.

itShard Pendant
3

Unlock Swift Step Before Any Dedicated Farming

Get Swift Step from the Deep Docks before committing to any farming route. Since every route here involves running back to a bench to reset enemies after each clear, the faster movement makes a real difference to your clear time. Beyond these three, your early options are limited, so just slot whatever else boosts your combat DPS, like a fire damage tool or any throwables you have picked up.

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Act One, Early: The Marrow Pilgrims

4

Clear the Two-Pilgrim Pocket Near the Marrow Bench

Fast travel to the Marrow and take note of the bench just to the left, since that is what resets this run. From the bench, head right, jump up, and go left into the next area. A small pocket of enemies waits there, giving a surprisingly generous rosary payout for something available within the first 20 minutes of the game. With at least your first Silk Skill and a weapon tool, you can steamroll through them, and even a base needle with no upgrades clears it in reasonable time. A modest, unupgraded build clears the pocket in about 28 seconds, which works out to roughly 4,600 rosaries an hour. Run this 10 to 20 times to clear out the Bone Bottom merchant and the Deep Docks smith. You do not need to manually collect the first three kills, since the Magnetite Brooch handles those automatically. Just grab the last one by hand before heading to the exit to reset the run.

Act One, Mid: The Greymoor Tavern Spears

5

Chuck Four Longpins Outside the Greymoor Tavern

The midpoint of Act One is right beside the tavern in Greymoor, and it is the spot to lean on until Act Two opens up. You do not need the Magnetite Brooch here, so free up that slot, and consider the Shard Pendant for extra Shell Shards instead. Equip Longpin as your weapon tool. You can find it right after heading to Shellwood, just left of Bellhart, and it fully pays for itself in the Shell Shards it recoups here. The alternative found in upper Greymoor costs more Shell Shards to throw and results in a net loss past two throws, so stick with Longpin. If you have it, the Pollip Pouch adds a bit of extra damage on a whiffed throw, though it is not essential. To clear it, exit the tavern, head right, stand close to the marked spot, and throw four pins. That wipes all three enemies for a clean 29 rosaries. It is a little less per clear than the first spot, but much faster, taking only about 17 seconds and pushing the rate up to roughly 6,100 rosaries an hour. Collect the rosaries by hand here rather than waiting for the Magnetite Brooch, since waiting costs you Shell Shards and turns the throws into a net loss. Farm this until you can clear out Bellhart's shop, including the signboard quest that unlocks your bell home, though it is worth saving those purchases for the Act Two spot. Also buy out the Far Fields merchant in one trip, since he charges a rosary fee on every visit and his stock never changes later.

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Act Two Peak: The Grand Reed Circuit

6

Gear Up: Cogfly, Thief's Mark, and Needle Upgrades

This is the single best farm in the game, capable of around 23,000 rosaries an hour with the right setup, or a still-respectable 10,000 or so with a mediocre loadout. Keep the Magnetite Brooch equipped, since you will be killing fast enough that loose rosaries trail behind you. Add the Cogfly weapon tool, which needs Clawline from the Underworld and is found in the High Halls of the Citadel with a Craft Metal on hand. Cogflies hit hard without eating into your own attack DPS and survive a long time before needing to be resummoned. Next is the Thief's Mark, which costs 350 rosaries and needs the Faydown Cloak from Mount Fay to reach. It sits in the Blasted Steps just left of the fast travel point. Thief's Mark bumps enemy drops here from 32 rosaries to 55, a 72% increase from one tool alone, though you lose rosaries whenever you take a hit, sometimes close to 20 per hit. Do not run this route seriously until both Cogfly and Thief's Mark are unlocked, since the Cogfly area is also what unlocks the closer of the two benches for this run. Finally, aim for at least one, ideally two or three, needle upgrades from Bellhart so your needle is pulling real weight. For extra polish, the Barbed Bracelet drops the hits needed per Grand Reed to five when paired with Cogflies, especially strong if you have the Hive Steel Needle from the Gorman quest. Sprintmaster is excellent here given how much running the route involves, the Pollip Pouch adds poison damage, and Longclaw helps your hits connect with a bit more spacing to dodge return damage. Stick to the Hunter, Reaper, or Wanderer crests for this run, since the other crests have worse movesets for clearing and only the Architect Crest matches them for tool slot flexibility.

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7

Run the Grand Reed Circuit Right to Left

Starting from the First Shrine or the High Halls Ventrica station, take a quick rest at the nearby bench in case you die on your first cycle while getting used to the route. Toss out four Cogflies and start sprinting down the path. The right side has three Grand Reeds to kill, the left side has two. Sprint straight at each cluster and attack while sprinting to trigger your crest's special opening move, then keep landing hits, at least five, more if your needle is weaker. With the Hive Steel Needle, five hits should always kill a Grand Reed before it gets a swing in. Going from the First Shrine toward the High Halls, collect the third kill's rosaries by hand in the first cluster, while the first two sync up and get picked up automatically by the Magnetite Brooch. In the second cluster, kill the first Grand Reed, then the second immediately after, then platform up toward the bench. The rosaries should finish collecting themselves before you reach the top.

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8

Reset and Run the Return Leg Left to Right

Run to the right at the top to reset all five Grand Reeds, then path back the other direction with a small change to the routine. This time, manually collect the rosaries from the second kill in the left-side cluster, since there is no extra time to let them sync up while platforming. In the final cluster, just collect the rosaries from the last kill, which usually syncs up with the first two right as you reach the shrine and bench that mark the end of the loop. A clean, hitless lap in either direction pays out 275 rosaries and takes as little as 42 to 43 seconds, which works out to roughly 23,000 rosaries an hour. At that rate, this single route and loadout can buy out nearly every remaining item in the game in under 30 minutes of farming. If you want to run this before unlocking Cogflies, and therefore before the closer bench opens up, the Cogwork Core bench works as a fallback, though expect noticeably slower clears and well under 10,000 rosaries an hour without Thief's Mark either.

9

Expect a Steep Drop in Act Three

Minor spoiler for environmental changes ahead, so be aware before continuing. Once Act Three triggers, this spot loses most of its value. Enemy spawns across the game get flat reductions or shift to smaller randomized sets, and enemies gain a chance to be Void-buffed, multiplying their damage and roughly doubling or tripling their health. On this route specifically, only two of the five Grand Reeds show up per lap once Act Three hits, dropping the rate to around 10,700 rosaries an hour, possibly less against Void-buffed enemies. If you have repaired the second Sentinel, it can help finish off the right-side Grand Reed, but it only respawns if you rest at the bench, pass through a doorway to force a scene change, then return to the bench again, and even then it only shows up once every four runs. Factoring that in brings the average Act Three clear to about 39 seconds for roughly 10,100 rosaries an hour, a real step down from Act Two's 23,000 but still far from worthless. The method itself does not change from the Act Two version, so no new loadout considerations here.

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