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
|
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
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
81% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Demon's Great Hammer +5
- Titanite.
Ascended by Andre of Astora with Large Ember.
60% STR scaling.
|
Crystal
Demon's Great Hammer durability reduced to 60. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Demon's Great Hammer +10
- Titanite.
Ascended by the Giant Blacksmith with Crystal Ember.
81% STR scaling.
|
Lightning
Lighting Damage Added. All stat bonuses removed.
Requires
- Demon's Great Hammer +10
- Titanite.
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Demon's Great Hammer +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
23% STR, 58% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Demon's Great Hammer +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
16% STR, 57% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Demon's Great Hammer +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
31% STR, 58% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Demon's Great Hammer +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
29% STR, 68% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Demon's Great Hammer +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Demon's Great Hammer +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- 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.
|
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
- Dragon Scale
35% STR scaling.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- 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.
|
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. |
- Strong attack (2-handed) is replaced by a Wrath of the Gods effect that scales with the weapon's Magic damage. This attack uses 200 durability points per use.
Upgrades
Requires
- Twinkling Titanite
84% STR, 116% FAI scaling.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- 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).
|
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. |
- Strong attacks (1-handed & 2-handed) are replaced by a slow, heavy leaping overhead smash.
Upgrades
Basic
Standard upgrade path.
Requires
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
88% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Great Club +5
- Titanite
Ascended by Andre of Astora with Large Ember.
66% STR scaling.
|
Crystal
Great Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Great Club +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
88% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Great Club +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Great Club +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
25% STR scaling, 63% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Great Club +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
18% STR, 62% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Great Club +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
34% STR scaling, 63% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Great Club +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
32% STR, 74% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Great Club +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Great Club +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- 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.
|
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. |
- Strong attack (1-handed) is replaced by dashing horizontal swings.
- Strong attack (2-handed) is replaced by a slow overhead smash.
Upgrades
Basic
Standard upgrade path.
Requires
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
103% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Large Club +5
- Titanite.
Ascended by Andre of Astora with Large Ember.
78% STR scaling.
|
Crystal
Large Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Large Club +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
103% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Large Club +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Large Club +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
29% STR, 74% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Large Club +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
20% STR, 72% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Large Club +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
39% STR, 74% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Large Club +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
37% STR, 87% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Large Club +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Large Club +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- 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
|
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. |
- Strong attack (1-handed) is replaced by a delayed right-to-left swing.
- Strong attack (2-handed) is replaced by a delayed leaping smash.
Upgrades
Requires
- Demon Titanite
50% STR scaling.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
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:
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. |
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:
|
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
- When two-handing this weapon, only 39 Strength is required.