Great Hammers

Even larger and more forceful than regular Hammers, Great Hammers deliver tremendous Strike damage capable of toppling even the toughest foes. Due to their weight and slow attacks, proper timing is crucial—connecting with a hit often guarantees substantial follow-up opportunities, but missing leaves you wide open. Players usually need to wield Great Hammers two-handed due to their extreme Strength requirements. Though challenging to use in fast-paced fights, the raw damage and poise-breaking potential justify their hefty demands.

Demon's Great Hammer

Demon weapon built from the stone archtrees.

Used by lesser demons at North Undead Asylum.

This hammer is imbued with no special power,

but can merrily beat foes to a pulp,

providing you have the strength to wield it.

Availability


Asylum Demon drop, but only if killed the first time you encounter it, without using the escape door

Trade a Sack with Snuggly the Crow

To assist in the Asylum Demon fight, choose Black Firebombs as a Gift or wait until NG+ to be able to beat him easier.

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Demon's Great Hammer 138/0/0/0

(Strike)
100 600 22 461/0/0/0

B/-/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

81% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Frampt Souls
Demon's Great Hammer +0 138/0/0/0 B/-/-/- 50
Demon's Great Hammer +1 151/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +2 165/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +3 179/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +4 193/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +5 207/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +6 220/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +7 234/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +8 248/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +9 262/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +10 276/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +11 289/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +12 303/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +13 317/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +14 331/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +15 345/0/0/0 B/-/-/- 1 50

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

60% STR scaling.

Name Damage Stat Bonuses L. Shard Frampt Souls
Raw Demon's Great Hammer +0 238/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +1 254/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +2 270/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +3 286/0/0/0 C/-/-/- 2 50
Raw Demon's Great Hammer +4 302/0/0/0 C/-/-/- 2 50
Raw Demon's Great Hammer +5 318/0/0/0 C/-/-/- 3 50

Crystal


Demon's Great Hammer durability reduced to 60. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

81% STR scaling.

Name Damage Stat Bonuses Chunk Slab Frampt Souls
Cryst.Demon's Great Hammer +0 303/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +1 317/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +2 331/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +3 345/0/0/0 B/-/-/- 2 1
Cryst.Demon's Great Hammer +4 358/0/0/0 B/-/-/- 3 1
Cryst.Demon's Great Hammer +5 372/0/0/0 B/-/-/- 1 1

Lightning


Lighting Damage Added. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Frampt Souls
Ltng. Demon's Great Hammer +0 248/0/0/248 -/-/-/- 55/10/35/35 1 500
Ltng. Demon's Great Hammer +1 267/0/0/267 -/-/-/- 55/10/35/37.8 1 500
Ltng. Demon's Great Hammer +2 287/0/0/287 -/-/-/- 55/10/35/40.6 1 500
Ltng. Demon's Great Hammer +3 306/0/0/306 -/-/-/- 55/10/35/43.4 2 500
Ltng. Demon's Great Hammer +4 325/0/0/325 -/-/-/- 55/10/35/46.2 3 500
Ltng. Demon's Great Hammer +5 345/0/0/345 -/-/-/- 55/10/35/49 1 500

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

23% STR, 58% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Frampt Souls
Magic Demon's Great Hammer +0 156/168/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +1 166/179/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +2 176/190/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +3 187/201/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +4 197/212/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +5 208/224/0/0 D/-/C/- 3 50
Magic Demon's Great Hammer +6 218/235/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +7 228/246/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +8 239/257/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +9 249/268/0/0 D/-/C/- 3 50
Magic Demon's Great Hammer +10 260/280/0/0 D/-/C/- 1 50

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

16% STR, 57% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Chunk Slab Frampt Souls
Ench. Demon's Great Hammer +0 208/220/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +1 216/226/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +2 224/233/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +3 232/239/0/0 E/-/B/- 2 50
Ench. Demon's Great Hammer +4 241/246/0/0 E/-/B/- 3 50
Ench. Demon's Great Hammer +5 249/255/0/0 E/-/A/- 1 50

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

31% STR, 58% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Frampt Souls
Divine Demon's Great Hammer +0 139/171/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +1 148/182/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +2 158/193/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +3 167/205/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +4 176/216/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +5 186/228/0/0 D/-/-/C 0/0/110/- 3 800
Divine Demon's Great Hammer +6 195/239/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +7 204/250/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +8 213/262/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +9 223/273/0/0 D/-/-/C 0/0/110/- 3 800
Divine Demon's Great Hammer +10 232/285/0/0 D/-/-/C 0/0/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

29% STR, 68% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Frampt Souls
Occult Demon's Great Hammer +0 190/208/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +1 201/218/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +2 212/228/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +3 224/239/0/0 D/-/-/C 0/0/-/110 2 800
Occult Demon's Great Hammer +4 235/249/0/0 D/-/-/B 0/0/-/110 3 800
Occult Demon's Great Hammer +5 246/260/0/0 D/-/-/B 0/0/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Frampt Souls
Fire Demon's Great Hammer +0 179/0/179/0 -/-/-/- 50/10/35/35 1 800
Fire Demon's Great Hammer +1 193/0/193/0 -/-/-/- 50/10/35.4/35 1 800
Fire Demon's Great Hammer +2 207/0/207/0 -/-/-/- 50/10/35.7/35 1 800
Fire Demon's Great Hammer +3 220/0/220/0 -/-/-/- 50/10/36/35 2 800
Fire Demon's Great Hammer +4 234/0/234/0 -/-/-/- 50/10/36.4/35 2 800
Fire Demon's Great Hammer +5 248/0/248/0 -/-/-/- 50/10/36.7/35 3 800
Fire Demon's Great Hammer +6 264/0/264/0 -/-/-/- 50/10/37.1/35 1 800
Fire Demon's Great Hammer +7 281/0/281/0 -/-/-/- 50/10/37.5/35 1 800
Fire Demon's Great Hammer +8 298/0/298/0 -/-/-/- 50/10/37.8/35 2 800
Fire Demon's Great Hammer +9 314/0/314/0 -/-/-/- 50/10/38.2/35 3 800
Fire Demon's Great Hammer +10 331/0/331/0 -/-/-/- 50/10/38.5/35 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Frampt Souls
Chaos Demon's Great Hammer +0 216/0/248/0 -/-/-/- 50/10/35/35 1 800
Chaos Demon's Great Hammer +1 228/0/262/0 -/-/-/- 50/10/35.7/35 1 800
Chaos Demon's Great Hammer +2 240/0/276/0 -/-/-/- 50/10/36.4/35 1 800
Chaos Demon's Great Hammer +3 251/0/289/0 -/-/-/- 50/10/37.1/35 2 800
Chaos Demon's Great Hammer +4 264/0/303/0 -/-/-/- 50/10/37.8/35 3 800
Chaos Demon's Great Hammer +5 276/0/317/0 -/-/-/- 50/10/38.5/35 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 31 Strength is required.

Dragon Tooth

Created from an everlasting dragon tooth.

Legendary great hammer of Havel the Rock.

The dragon tooth will never break as it is harder than stone, and it grants its wielder resistance to magic and flame.

Availability


Treasure from a chest in a dark room behind an illusory wall in Anor Londo, along with Havel's Set's chests, Havel's Greatshield's chest, and a Mimic

General Information


Can be enchanted.

Raises Fire and Magic defense by 20 points.

Its description refers to the fact that it has 999 Durability, but it degrades like normal weapons.
In fact, as all Great-Hammers have the Grant magic attack which can forcibly be activated with glitches, it can technically be broken with 5 of its attacks.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Dragon Tooth 290/0/0/0

(Strike)
100 999 18 401/0/0/0

D/-/-/-
50/10/35/35 32 5,000

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

35% STR scaling.

Name Damage Stat Bonuses Dragon Scale Souls
Dragon Tooth +0 290/0/0/0 D/-/-/-
Dragon Tooth +1 319/0/0/0 D/-/-/- 1 10,000
Dragon Tooth +2 348/0/0/0 D/-/-/- 1 10,000
Dragon Tooth +3 377/0/0/0 D/-/-/- 2 10,000
Dragon Tooth +4 406/0/0/0 D/-/-/- 2 10,000
Dragon Tooth +5 435/0/0/0 D/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 27 Strength is required.

Grant

A legendary weapon of the Way of White,

granted to an Undead paladin long ago.

This mass of iron can only be lifted by those with inhuman strength, but it is blessed,

and very effective against agents of Dark.

Availability


Paladin Leeroy drop in the Tomb of the Giants

General Information


Like all weapons that have a Holy modifier, Skeleton enemies in The Catacombs will not reassemble when killed with it even if the Necromancers are still alive.

Image Name Damage Critical Aux Effects Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Grant 130/130/0/0

(Strike)
100 0/0/130/- 600 24 501/0/0/30

B/-/-/A
50/10/35/35 32 100

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Wrath of the Gods. Consumes 200 durability.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

84% STR, 116% FAI scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Grant +0 130/130/0/0 B/-/-/A
Grant +1 143/143/0/0 B/-/-/A 1 2,000
Grant +2 156/156/0/0 B/-/-/A 1 2,000
Grant +3 169/169/0/0 B/-/-/A 2 2,000
Grant +4 182/182/0/0 B/-/-/A 2 2,000
Grant +5 195/195/0/0 B/-/-/A 4 2,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 34 Strength is required.

Great Club

Giant tree branch serves as a wooden club.

Smashes enemies from upside the head.

The leaping attack is a trademark of clubs,

and this giant club is no exception.

Availability


Blighttown treasure, guarded by two Infested Barbarians in the southwest portion of the swamp — Video Guide

General Information


At 99 Strength and 99 Intelligence, an Enchanted Great Club has the highest Attack Rating in the game (824). This should not be confused with it dealing the most damage (see Damage Calculation).

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Great Club 135/0/0/0

(Strike)
100 250 12.0 281/0/0/0

B/-/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Great Club +0 135/0/0/0 B/-/-/-
Great Club +1 148/0/0/0 B/-/-/- 1
Great Club +2 162/0/0/0 B/-/-/- 1
Great Club +3 175/0/0/0 B/-/-/- 2
Great Club +4 189/0/0/0 B/-/-/- 2
Great Club +5 202/0/0/0 B/-/-/- 3
Great Club +6 216/0/0/0 B/-/-/- 1
Great Club +7 229/0/0/0 B/-/-/- 1
Great Club +8 243/0/0/0 B/-/-/- 2
Great Club +9 256/0/0/0 B/-/-/- 2
Great Club +10 270/0/0/0 B/-/-/- 3
Great Club +11 283/0/0/0 A/-/-/- 1
Great Club +12 297/0/0/0 A/-/-/- 1
Great Club +13 310/0/0/0 A/-/-/- 2
Great Club +14 324/0/0/0 A/-/-/- 3
Great Club +15 337/0/0/0 A/-/-/- 1

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard
Raw Great Club +0 232/0/0/0 C/-/-/- 1
Raw Great Club +1 248/0/0/0 C/-/-/- 1
Raw Great Club +2 263/0/0/0 C/-/-/- 1
Raw Great Club +3 279/0/0/0 C/-/-/- 2
Raw Great Club +4 294/0/0/0 C/-/-/- 2
Raw Great Club +5 310/0/0/0 C/-/-/- 3

Crystal


Great Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab
Crystal Great Club +0 297/0/0/0 A/-/-/- 1
Crystal Great Club +1 310/0/0/0 A/-/-/- 1
Crystal Great Club +2 324/0/0/0 A/-/-/- 1
Crystal Great Club +3 337/0/0/0 A/-/-/- 2
Crystal Great Club +4 351/0/0/0 A/-/-/- 3
Crystal Great Club +5 364/0/0/0 A/-/-/- 1

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab
Lightning Great Club +0 243/0/0/243 -/-/-/- 50/10/35/35 1
Lightning Great Club +1 261/0/0/261 -/-/-/- 50/10/35/37.8 1
Lightning Great Club +2 280/0/0/280 -/-/-/- 50/10/35/40.6 1
Lightning Great Club +3 299/0/0/299 -/-/-/- 50/10/35/43.4 2
Lightning Great Club +4 318/0/0/318 -/-/-/- 50/10/35/46.2 3
Lightning Great Club +5 337/0/0/337 -/-/-/- 50/10/35/49 1

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR scaling, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Great Club +0 151/165/0/0 D/-/C/- 1
Magic Great Club +1 161/176/0/0 D/-/C/- 1
Magic Great Club +2 171/187/0/0 D/-/C/- 1
Magic Great Club +3 181/198/0/0 D/-/C/- 2
Magic Great Club +4 191/209/0/0 D/-/C/- 2
Magic Great Club +5 202/220/0/0 D/-/C/- 3
Magic Great Club +6 212/230/0/0 D/-/C/- 1
Magic Great Club +7 222/242/0/0 D/-/C/- 1
Magic Great Club +8 232/253/0/0 D/-/C/- 2
Magic Great Club +9 242/264/0/0 D/-/C/- 3
Magic Great Club +10 252/275/0/0 D/-/C/- 1

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab
Enchanted Great Club +0 202/216/0/0 E/-/C/- 1
Enchanted Great Club +1 210/222/0/0 E/-/C/- 1
Enchanted Great Club +2 218/228/0/0 E/-/B/- 1
Enchanted Great Club +3 226/235/0/0 E/-/B/- 2
Enchanted Great Club +4 234/241/0/0 E/-/A/- 3
Enchanted Great Club +5 242/250/0/0 E/-/A/- 1

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

34% STR scaling, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab
Divine Great Club +0 136/166/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +1 145/177/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +2 154/188/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +3 163/199/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +4 172/210/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +5 182/222/0/0 D/-/-/C 0/0/110/- 3
Divine Great Club +6 191/233/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +7 200/244/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +8 209/255/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +9 218/266/0/0 D/-/-/C 0/0/110/- 3
Divine Great Club +10 227/277/0/0 D/-/-/C 0/0/110/- 1

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab
Occult Great Club +0 186/202/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +1 197/212/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +2 208/222/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +3 219/232/0/0 D/-/-/B 0/0/-/110 2
Occult Great Club +4 230/242/0/0 D/-/-/B 0/0/-/110 3
Occult Great Club +5 241/252/0/0 D/-/-/B 0/0/-/110 1

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Great Club +0 175/0/175/0 -/-/-/- 50/10/35/35 1
Fire Great Club +1 189/0/189/0 -/-/-/- 50/10/35.4/35 1
Fire Great Club +2 202/0/202/0 -/-/-/- 50/10/35.7/35 1
Fire Great Club +3 216/0/216/0 -/-/-/- 50/10/36/35 2
Fire Great Club +4 229/0/229/0 -/-/-/- 50/10/36.4/35 2
Fire Great Club +5 243/0/243/0 -/-/-/- 50/10/36.7/35 3
Fire Great Club +6 259/0/259/0 -/-/-/- 50/10/37.1/35 1
Fire Great Club +7 275/0/275/0 -/-/-/- 50/10/37.5/35 1
Fire Great Club +8 291/0/291/0 -/-/-/- 50/10/37.8/35 2
Fire Great Club +9 307/0/307/0 -/-/-/- 50/10/38.2/35 3
Fire Great Club +10 324/0/324/0 -/-/-/- 50/10/38.5/35 1

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab
Chaos Great Club +0 212/0/244/0 -/-/-/- 50/10/35/35 1
Chaos Great Club +1 224/0/258/0 -/-/-/- 50/10/35.7/35 1
Chaos Great Club +2 236/0/272/0 -/-/-/- 50/10/36.4/35 1
Chaos Great Club +3 247/0/285/0 -/-/-/- 50/10/37.1/35 2
Chaos Great Club +4 259/0/299/0 -/-/-/- 50/10/37.8/35 3
Chaos Great Club +5 271/0/312/0 -/-/-/- 50/10/38.5/35 1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 19 Strength is required.

Large Club

Large wooden club.

The giant Undead of Blighttown wield these clubs, which became poisonous from the influence of their surroundings.

Availability


Drop from the Infested Barbarians in Blighttown (2% drop rate).

General Information


When this weapon is buffed with Rotten Pine Resin, its poison build-up per hit is increased.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Large Club 120/0/0/0

(Strike)
100 250 11.0 261/0/0/0

A/-/-/-
55/10/40/40 32 0/180/-/- 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 — R2 Dashing horizontal swings.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

103% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Large Club +0 120/0/0/0 A/-/-/-
Large Club +1 132/0/0/0 A/-/-/- 1
Large Club +2 144/0/0/0 A/-/-/- 1
Large Club +3 156/0/0/0 A/-/-/- 2
Large Club +4 168/0/0/0 A/-/-/- 2
Large Club +5 180/0/0/0 A/-/-/- 3
Large Club +6 192/0/0/0 A/-/-/- 1
Large Club +7 204/0/0/0 A/-/-/- 1
Large Club +8 216/0/0/0 A/-/-/- 2
Large Club +9 228/0/0/0 A/-/-/- 2
Large Club +10 240/0/0/0 A/-/-/- 3
Large Club +11 251/0/0/0 A/-/-/- 1
Large Club +12 264/0/0/0 A/-/-/- 1
Large Club +13 276/0/0/0 A/-/-/- 2
Large Club +14 288/0/0/0 A/-/-/- 3
Large Club +15 300/0/0/0 A/-/-/- 1

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

78% STR scaling.

Name Damage Stat Bonuses L. Shard
Raw Large Club +0 207/0/0/0 B/-/-/- 1
Raw Large Club +1 220/0/0/0 B/-/-/- 1
Raw Large Club +2 234/0/0/0 B/-/-/- 1
Raw Large Club +3 248/0/0/0 B/-/-/- 2
Raw Large Club +4 262/0/0/0 B/-/-/- 2
Raw Large Club +5 276/0/0/0 B/-/-/- 3

Crystal


Large Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

103% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Large Club +0 264/0/0/0 A/-/-/- 1 800
Crystal Large Club +1 276/0/0/0 A/-/-/- 1 800
Crystal Large Club +2 288/0/0/0 A/-/-/- 1 800
Crystal Large Club +3 300/0/0/0 A/-/-/- 2 800
Crystal Large Club +4 312/0/0/0 A/-/-/- 3 800
Crystal Large Club +5 324/0/0/0 A/-/-/- 1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Large Club +0 216/0/0/216 -/-/-/- 55/10/40/40 1 800
Lightning Large Club +1 232/0/0/232 -/-/-/- 55/10/40/43.2 1 800
Lightning Large Club +2 249/0/0/249 -/-/-/- 55/10/40/46.4 1 800
Lightning Large Club +3 266/0/0/266 -/-/-/- 55/10/40/49.6 2 800
Lightning Large Club +4 283/0/0/283 -/-/-/- 55/10/40/52.8 3 800
Lightning Large Club +5 300/0/0/300 -/-/-/- 55/10/40/56 1 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

29% STR, 74% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Large Club +0 135/147/0/0 D/-/B/- 1 800
Magic Large Club +1 144/156/0/0 D/-/B/- 1 800
Magic Large Club +2 153/166/0/0 D/-/B/- 1 800
Magic Large Club +3 162/176/0/0 D/-/B/- 2 800
Magic Large Club +4 171/186/0/0 D/-/B/- 2 800
Magic Large Club +5 180/196/0/0 D/-/B/- 3 800
Magic Large Club +6 188/205/0/0 D/-/B/- 1 800
Magic Large Club +7 198/215/0/0 D/-/B/- 1 800
Magic Large Club +8 207/225/0/0 D/-/B/- 2 800
Magic Large Club +9 216/235/0/0 D/-/B/- 3 800
Magic Large Club +10 225/245/0/0 D/-/B/- 1 800

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

20% STR, 72% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Large Club +0 180/192/0/0 D/-/B/- 1 800
Enchanted Large Club +1 187/197/0/0 D/-/B/- 1 800
Enchanted Large Club +2 194/203/0/0 D/-/A/- 1 800
Enchanted Large Club +3 201/209/0/0 D/-/A/- 2 800
Enchanted Large Club +4 208/215/0/0 D/-/A/- 3 800
Enchanted Large Club +5 216/222/0/0 D/-/A/- 1 800

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

39% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Large Club +0 121/148/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +1 129/158/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +2 137/168/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +3 145/178/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +4 153/188/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +5 162/198/0/0 D/-/-/B 0/180/110/- 3 800
Divine Large Club +6 170/207/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +7 178/217/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +8 186/227/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +9 194/237/0/0 D/-/-/B 0/180/110/- 3 800
Divine Large Club +10 202/247/0/0 D/-/-/B 0/180/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

37% STR, 87% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Large Club +0 164/180/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +1 173/188/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +2 183/198/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +3 193/207/0/0 D/-/-/B 0/180/-/110 2 800
Occult Large Club +4 203/216/0/0 D/-/-/A 0/180/-/110 3 800
Occult Large Club +5 213/225/0/0 D/-/-/A 0/180/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Large Club +0 156/0/156/0 -/-/-/- 55/10/40/40 1 800
Fire Large Club +1 168/0/168/0 -/-/-/- 55/10/40.4/40 1 800
Fire Large Club +2 180/0/180/0 -/-/-/- 55/10/40.8/40 1 800
Fire Large Club +3 192/0/192/0 -/-/-/- 55/10/41.2/40 2 800
Fire Large Club +4 204/0/204/0 -/-/-/- 55/10/41.6/40 2 800
Fire Large Club +5 216/0/216/0 -/-/-/- 55/10/42/40 3 800
Fire Large Club +6 230/0/230/0 -/-/-/- 55/10/42.4/40 1 800
Fire Large Club +7 244/0/244/0 -/-/-/- 55/10/42.8/40 1 800
Fire Large Club +8 259/0/259/0 -/-/-/- 55/10/43.2/40 2 800
Fire Large Club +9 273/0/273/0 -/-/-/- 55/10/43.6/40 3 800
Fire Large Club +10 288/0/288/0 -/-/-/- 55/10/44/40 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Large Club +0 189/0/217/0 -/-/-/- 55/10/40/40 1 800
Chaos Large Club +1 199/0/229/0 -/-/-/- 55/10/40.8/40 1 800
Chaos Large Club +2 210/0/242/0 -/-/-/- 55/10/41.6/40 1 800
Chaos Large Club +3 220/0/254/0 -/-/-/- 55/10/42.4/40 2 800
Chaos Large Club +4 231/0/266/0 -/-/-/- 55/10/43.2/40 3 800
Chaos Large Club +5 241/0/278/0 -/-/-/- 55/10/44/40 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 18 Strength is required.

Smough's Hammer

Great hammer from the soul of executioner Smough, who guards the cathedral in the forsaken city of Anor Londo.

Smough loved his work, and ground the bones of his victims into his own feed, ruining his hopes of being ranked with the Four Knights.

Availability


Created using Soul of Smough and a +10 Hammer or Great Hammer

General Information


Restores 10 HP each time an enemy is hit.

Cannot be enchanted through the use of any weapon buff sorcery, miracle, or pine resin.

Has a slightly larger hitbox in its 2-handed rolling attacks compared to other Great Hammers.

Has the highest Strength requirement of any weapon

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Smough's Hammer 300/0/0/0

(Strike)
100 600 28.0 581/0/0/0

D/-/-/-
50/10/35/35 32 1

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow right-to-left swing.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

50% STR scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Smough's Hammer +0 300/0/0/0 D/-/-/-
Smough's Hammer +1 330/0/0/0 D/-/-/- 1 5,000
Smough's Hammer +2 360/0/0/0 D/-/-/- 1 5,000
Smough's Hammer +3 390/0/0/0 D/-/-/- 2 5,000
Smough's Hammer +4 420/0/0/0 D/-/-/- 2 5,000
Smough's Hammer +5 450/0/0/0 D/-/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 39 Strength is required.