# 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
- Titanite Shard/Large Shard/Chunk/Slab
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
- Demon's Great Hammer +5
- Titanite.
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
- Demon's Great Hammer +10
- Titanite.
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
- Demon's Great Hammer +10
- Titanite.
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
- Demon's Great Hammer +5
- Green Titanite
- Blue Titanite
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
- 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.
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
- 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.
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
- Divine Demon's Great Hammer +5
- White Titanite
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
- Demon's Great Hammer +5
- Green Titanite
- Red Titanite
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
- Fire Demon's Great Hammer +5
- Red Titanite
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
- Dragon Scale
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. | |
- 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.
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. | |
- 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.
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
- Great Club +5
- Titanite
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
- Great Club +10
- Titanite
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
- Great Club +10
- Titanite
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
- Great Club +5
- Green Titanite
- Blue Titanite
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
- 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.
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
- 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.
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
- Divine Great Club +5
- White Titanite
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
- Great Club +5
- Green Titanite
- Red Titanite
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
- Fire Great Club +5
- Red Titanite
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. | |
- 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.
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
- Large Club +5
- Titanite.
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
- Large Club +10
- Titanite
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
- Large Club +10
- Titanite
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
- Large Club +5
- Green Titanite
- Blue Titanite
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
- 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.
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
- Large Club +5
- Green Titanite
- White Titanite
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
- Divine Large Club +5
- White Titanite
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
- Large Club +5
- Green Titanite
- Red Titanite
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
- Fire Large Club +5
- Red Titanite
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. | |
- 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.
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.