Halberds

Halberds blend the long reach of Spears with heavier, more varied attack patterns closer to Axes. They often provide access to both thrusting and sweeping attacks, granting adaptability against different enemy types. This comes at the cost of slower swings and significant recovery times. With careful timing and spacing, Halberds can deliver powerful hits and remain versatile in various situations. Combined with certain rings or tactics, they can deal devastating counterattacks. They reward players who can manage their stamina and position themselves to utilize the weapon’s full range and moveset effectively.

Black Knight Halberd

Halberd of the black knights who wander Lordran. Used to face chaos demons.

The large motion that puts the weight of the body into the attack reflects the great size of their adversaries long ago.

Availability


Dropped by the (non-respawning) halberd-wielding Black Knight near the bonfire in Darkroot Basin, near Patches in Tomb of the Giants, and by the respawning Black Knight in the Kiln of the First Flame (20% drop rate)

General Information


Like all Black Knight weapons, this weapon deals extra damage to demon enemies such as the Taurus Demon and Capra Demon.

This weapon has higher poise damage compared to other halberds.

Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Black Knight Halberd 245/0/0/0

(Slash)
300 14 321/18/0/0

D/E/-/-
40/10/30/30 26 100

Move Set


1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Requires Twinkling Titanite

44% STR, 2% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Black Knight Halberd +0 245/0/0/0 D/E/-/-
Black Knight Halberd +1 269/0/0/0 D/E/-/- 1 2,000
Black Knight Halberd +2 294/0/0/0 D/E/-/- 1 2,000
Black Knight Halberd +3 318/0/0/0 D/E/-/- 2 2,000
Black Knight Halberd +4 343/0/0/0 D/E/-/- 2 2,000
Black Knight Halberd +5 367/0/0/0 D/E/-/- 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 22 Strength is required

Gargoyle's Halberd

Halberd of the gargoyle guarding the Bell of Awakening in the Undead Church.

Perfectly standard bronze halberd without any special power.

Availability


Drop from the Bell Gargoyles in Undead Parish and Gargoyles in Anor Londo (3% drop rate)

General Information


Boosts bleed and poison resistance by 25 when equipped

Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Gargoyle's Halberd 115/0/0/0

(Regular)
100 200 6.0 161/12/0/0

D/D/-/-
40/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

39% STR, 40% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Gargoyle's Halberd +1 126/0/0/0 D/D/-/- 1 - - - 200
Gargoyle's Halberd +2 138/0/0/0 D/D/-/- 1 - - - 200
Gargoyle's Halberd +3 149/0/0/0 D/D/-/- 2 - - - 200
Gargoyle's Halberd +4 161/0/0/0 D/D/-/- 2 - - - 200
Gargoyle's Halberd +5 172/0/0/0 D/D/-/- 3 - - - 200
Gargoyle's Halberd +6 184/0/0/0 D/D/-/- - 1 - - 200
Gargoyle's Halberd +7 195/0/0/0 D/D/-/- - 1 - - 200
Gargoyle's Halberd +8 207/0/0/0 D/D/-/- - 2 - - 200
Gargoyle's Halberd +9 218/0/0/0 D/D/-/- - 2 - - 200
Gargoyle's Halberd +10 230/0/0/0 D/D/-/- - 3 - - 200
Gargoyle's Halberd +11 241/0/0/0 D/D/-/- - - 1 - 200
Gargoyle's Halberd +12 253/0/0/0 D/D/-/- - - 1 - 200
Gargoyle's Halberd +13 264/0/0/0 D/D/-/- - - 2 - 200
Gargoyle's Halberd +14 276/0/0/0 D/D/-/- - - 3 - 200
Gargoyle's Halberd +15 287/0/0/0 D/D/-/- - - - 1 200

Crystal


Gargoyle's Halberd durability reduced to 20. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

39% STR, 40% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Gargoyle's Halberd +0 253/0/0/0 D/D/-/- 1 200
Crystal Gargoyle's Halberd +1 264/0/0/0 D/D/-/- 1 200
Crystal Gargoyle's Halberd +2 276/0/0/0 D/D/-/- 1 200
Crystal Gargoyle's Halberd +3 287/0/0/0 D/D/-/- 2 200
Crystal Gargoyle's Halberd +4 299/0/0/0 D/D/-/- 3 200
Crystal Gargoyle's Halberd +5 310/0/0/0 D/D/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by Giant Blacksmith.

Name Damage Stat Bonuses Chunk Slab Souls
Lightning Gargoyle's Halberd +0 207/0/0/207 -/-/-/- 1 - 200
Lightning Gargoyle's Halberd +1 223/0/0/223 -/-/-/- 1 - 200
Lightning Gargoyle's Halberd +2 239/0/0/239 -/-/-/- 1 - 200
Lightning Gargoyle's Halberd +3 255/0/0/255 -/-/-/- 2 - 200
Lightning Gargoyle's Halberd +4 271/0/0/271 -/-/-/- 3 - 200
Lightning Gargoyle's Halberd +5 287/0/0/287 -/-/-/- - 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

30% STR, 30% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Gargoyle's Halberd +0 198/0/0/0 D/D/-/- 1 200
Raw Gargoyle's Halberd +1 211/0/0/0 D/D/-/- 1 200
Raw Gargoyle's Halberd +2 224/0/0/0 D/D/-/- 1 200
Raw Gargoyle's Halberd +3 237/0/0/0 D/D/-/- 2 200
Raw Gargoyle's Halberd +4 250/0/0/0 D/D/-/- 2 200
Raw Gargoyle's Halberd +5 264/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

11% STR, 11% DEX, 57% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Gargoyle's Halberd +0 129/139/0/0 E/E/C/- 1 200
Magic Gargoyle's Halberd +1 137/148/0/0 E/E/C/- 1 200
Magic Gargoyle's Halberd +2 146/158/0/0 E/E/C/- 1 200
Magic Gargoyle's Halberd +3 154/167/0/0 E/E/C/- 2 200
Magic Gargoyle's Halberd +4 163/176/0/0 E/E/C/- 2 200
Magic Gargoyle's Halberd +5 172/186/0/0 E/E/C/- 3 200
Magic Gargoyle's Halberd +6 180/195/0/0 E/E/C/- 1 200
Magic Gargoyle's Halberd +7 189/204/0/0 E/E/C/- 1 200
Magic Gargoyle's Halberd +8 197/213/0/0 E/E/C/- 2 200
Magic Gargoyle's Halberd +9 206/223/0/0 E/E/C/- 3 200
Magic Gargoyle's Halberd +10 215/232/0/0 E/E/C/- 1 200

Enchanted


Enchanted damage added. All stat bonuses removed.
Requires

8% STR, 8% DEX, 55% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Gargoyle's Halberd +0 172/184/0/0 E/E/C/- 1 200
Enchanted Gargoyle's Halberd +1 178/189/0/0 E/E/C/- 1 200
Enchanted Gargoyle's Halberd +2 185/195/0/0 E/E/C/- 1 200
Enchanted Gargoyle's Halberd +3 192/200/0/0 E/E/B/- 2 200
Enchanted Gargoyle's Halberd +4 199/206/0/0 E/E/B/- 3 200
Enchanted Gargoyle's Halberd +5 206/213/0/0 E/E/B/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

15% STR, 15% DEX, 56% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Gargoyle's Halberd +0 117/142/0/0 E/E/-/C 0/0/110/- 1 200
Divine Gargoyle's Halberd +1 124/152/0/0 E/E/-/C 0/0/110/- 1 200
Divine Gargoyle's Halberd +2 132/161/0/0 E/E/-/C 0/0/110/- 1 200
Divine Gargoyle's Halberd +3 140/171/0/0 E/E/-/C 0/0/110/- 2 200
Divine Gargoyle's Halberd +4 148/180/0/0 E/E/-/C 0/0/110/- 2 200
Divine Gargoyle's Halberd +5 156/190/0/0 E/E/-/C 0/0/110/- 3 200
Divine Gargoyle's Halberd +6 163/199/0/0 E/E/-/C 0/0/110/- 1 200
Divine Gargoyle's Halberd +7 171/209/0/0 E/E/-/C 0/0/110/- 1 200
Divine Gargoyle's Halberd +8 179/218/0/0 E/E/-/C 0/0/110/- 2 200
Divine Gargoyle's Halberd +9 187/228/0/0 E/E/-/C 0/0/110/- 3 200
Divine Gargoyle's Halberd +10 195/237/0/0 E/E/-/C 0/0/110/- 1 200

Occult


Occult damage added. All stat bonuses removed.
Requires

14% STR, 14% DEX, 66% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Gargoyle's Halberd +0 158/172/0/0 E/E/-/C 0/0/-/110 1 200
Occult Gargoyle's Halberd +1 167/180/0/0 E/E/-/C 0/0/-/110 1 200
Occult Gargoyle's Halberd +2 176/189/0/0 E/E/-/C 0/0/-/110 1 200
Occult Gargoyle's Halberd +3 186/197/0/0 E/E/-/C 0/0/-/110 2 200
Occult Gargoyle's Halberd +4 195/206/0/0 E/E/-/C 0/0/-/110 3 200
Occult Gargoyle's Halberd +5 205/215/0/0 E/E/-/C 0/0/-/110 1 200

Fire


Adds fire damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Gargoyle's Halberd +0 149/0/149/0 -/-/-/- 40.0/10.0/30.0/30.0 1 200
Fire Gargoyle's Halberd +1 161/0/161/0 -/-/-/- 40.0/10.0/30.3/30.0 1 200
Fire Gargoyle's Halberd +2 172/0/172/0 -/-/-/- 40.0/10.0/30.6/30.0 1 200
Fire Gargoyle's Halberd +3 184/0/184/0 -/-/-/- 40.0/10.0/30.9/30.0 2 200
Fire Gargoyle's Halberd +4 195/0/195/0 -/-/-/- 40.0/10.0/31.2/30.0 2 200
Fire Gargoyle's Halberd +5 207/0/207/0 -/-/-/- 40.0/10.0/31.5/30.0 3 200
Fire Gargoyle's Halberd +6 220/0/220/0 -/-/-/- 40.0/10.0/31.8/30.0 1 200
Fire Gargoyle's Halberd +7 234/0/234/0 -/-/-/- 40.0/10.0/32.1/30.0 1 200
Fire Gargoyle's Halberd +8 248/0/248/0 -/-/-/- 40.0/10.0/32.4/30.0 2 200
Fire Gargoyle's Halberd +9 262/0/262/0 -/-/-/- 40.0/10.0/32.7/30.0 3 200
Fire Gargoyle's Halberd +10 276/0/276/0 -/-/-/- 40.0/10.0/33.0/30.0 1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Red Titanite Chunk Red Titanite Slab Souls
Chaos Gargoyle's Halberd +0 180/0/208/0 -/-/-/- 1 200
Chaos Gargoyle's Halberd +1 190/0/220/0 -/-/-/- 1 200
Chaos Gargoyle's Halberd +2 200/0/232/0 -/-/-/- 1 200
Chaos Gargoyle's Halberd +3 209/0/243/0 -/-/-/- 2 200
Chaos Gargoyle's Halberd +4 220/0/255/0 -/-/-/- 3 200
Chaos Gargoyle's Halberd +5 230/0/266/0 -/-/-/- 1 200

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 11 Strength is required

Giant's Halberd

Large halberd made of old brass, used by the giant sentinels of Anor Londo.

Brass contains traces of lightning,

but as the halberd is designed for the giant sentinels, its weight is unbearable.

Availability


Drop from the Sentinels in daylight Anor Londo (2% drop rate)

Sold by the Giant Blacksmith in Anor Londo for 5,000 Souls

General Information


Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Giant's Halberd 140/0/0/135

(Normal/Thrust)
100 300 16 36/12/0/0

D/D/-/-
40/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Both 1-handed and 2-handed R2's are replaced with a heavy thrust, similar to the thrusting attack of the giant Sentinels that this weapon is taken from.

Upgrades


Requires Twinkling Titanite

38% STR, 50% DEX scaling

Name Damage Stat Bonuses Twinkling Titanite Souls
Giant's Halberd+0 140/0/0/135 D/D/-/-
Giant's Halberd+1 154/0/0/148 D/D/-/- 1 2,000
Giant's Halberd+2 168/0/0/162 D/D/-/- 1 2,000
Giant's Halberd+3 182/0/0/175 D/D/-/- 2 2,000
Giant's Halberd+4 196/0/0/189 D/D/-/- 2 2,000
Giant's Halberd+5 210/0/0/202 D/D/-/- 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.

Great Scythe

Weapon with a long curved blade. Converted from a wheat-harvesting tool.

The magnificent sharp curved blade instills fear in opponents. Perhaps it is their survival instinct at work.

Availability


Treasure in the The Catacombs.

Getting the Great Scythe


+ show methods - hide methods

video

General Information


Bleed buildup is 30 per strike

Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

This weapon together with the Lifehunt Scythe effectively form their own weapon class. Having a unique set of attack and being treated as a different class within the game files, the classification as halberds only comes from their menu text (both in English and Japanese).

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Great Scythe 100/0/0/0

(Slash)
100 130 5.0 141/14/0/0

E/B/-/-
40/10/30/30 22 300/0/-/- 50

Move Set


+ Show move-set - Hide move-set
1 Handed
R1 Overhead chop. Rather slow for an R1 attack.
R2 — R2 Heavy right-to-left horizontal swing into left-to-right horizontal swing.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running right-to-left horizontal swing.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Quick left-to-right horizontal swing.

2 Handed
R1 Faster overhead chop.
R2 — R2 Running left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running right-to-left horizontal swing.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Great Scythe +0 100/0/0/0 E/B/-/- - - - - -
Great Scythe +1 110/0/0/0 E/B/-/- 1 - - - 200
Great Scythe +2 120/0/0/0 E/B/-/- 1 - - - 200
Great Scythe +3 130/0/0/0 E/B/-/- 2 - - - 200
Great Scythe +4 140/0/0/0 E/B/-/- 2 - - - 200
Great Scythe +5 150/0/0/0 E/B/-/- 3 - - - 200
Great Scythe +6 160/0/0/0 E/B/-/- - 1 - - 200
Great Scythe +7 170/0/0/0 E/B/-/- - 1 - - 200
Great Scythe +8 180/0/0/0 E/B/-/- - 2 - - 200
Great Scythe +9 190/0/0/0 E/B/-/- - 2 - - 200
Great Scythe +10 200/0/0/0 E/B/-/- - 3 - - 200
Great Scythe +11 209/0/0/0 E/B/-/- - - 1 - 200
Great Scythe +12 220/0/0/0 E/B/-/- - - 1 - 200
Great Scythe +13 230/0/0/0 E/B/-/- - - 2 - 200
Great Scythe +14 240/0/0/0 E/A/-/- - - 3 - 200
Great Scythe +15 250/0/0/0 E/A/-/- - - - 1 200

Crystal


Weapon durability reduced to 13. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Great Scythe +0 220/0/0/0 E/B/-/- 1 200
Crystal Great Scythe +1 230/0/0/0 E/B/-/- 1 200
Crystal Great Scythe +2 240/0/0/0 E/B/-/- 1 200
Crystal Great Scythe +3 250/0/0/0 E/B/-/- 2 200
Crystal Great Scythe +4 260/0/0/0 E/A/-/- 3 200
Crystal Great Scythe +5 270/0/0/0 E/A/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Great Scythe +0 180/0/0/180 -/-/-/- 40/10/30/30 1 200
Lightning Great Scythe +1 194/0/0/194 -/-/-/- 40/10/30/32.4 1 200
Lightning Great Scythe +2 208/0/0/208 -/-/-/- 40/10/30/34.8 1 200
Lightning Great Scythe +3 222/0/0/222 -/-/-/- 40/10/30/37.2 2 200
Lightning Great Scythe +4 235/0/0/235 -/-/-/- 40/10/30/39.6 3 200
Lightning Great Scythe +5 250/0/0/250 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Great Scythe +0 172/0/0/0 E/C/-/- 1 200
Raw Great Scythe +1 184/0/0/0 E/C/-/- 1 200
Raw Great Scythe +2 195/0/0/0 E/C/-/- 1 200
Raw Great Scythe +3 207/0/0/0 E/C/-/- 2 200
Raw Great Scythe +4 218/0/0/0 E/C/-/- 2 200
Raw Great Scythe +5 230/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

4% STR, 24% DEX, 71% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Great Scythe +0 112/121/0/0 E/D/C/- 1 200
Magic Great Scythe +1 120/129/0/0 E/D/C/- 1 200
Magic Great Scythe +2 127/137/0/0 E/D/C/- 1 200
Magic Great Scythe +3 135/145/0/0 E/D/C/- 2 200
Magic Great Scythe +4 142/153/0/0 E/D/C/- 2 200
Magic Great Scythe +5 150/162/0/0 E/D/C/- 3 200
Magic Great Scythe +6 157/170/0/0 E/D/B/- 1 200
Magic Great Scythe +7 165/178/0/0 E/D/B/- 1 200
Magic Great Scythe +8 172/186/0/0 E/D/B/- 2 200
Magic Great Scythe +9 180/194/0/0 E/D/B/- 3 200
Magic Great Scythe +10 187/202/0/0 E/D/B/- 1 200

Enchanted


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

3% STR, 17% DEX, 69% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Great Scythe +0 150/160/0/0 E/E/C/- 1 - 200
Enchanted Great Scythe +1 156/164/0/0 E/E/B/- 1 - 200
Enchanted Great Scythe +2 162/169/0/0 E/E/B/- 1 - 200
Enchanted Great Scythe +3 168/174/0/0 E/E/A/- 2 - 200
Enchanted Great Scythe +4 174/179/0/0 E/E/A/- 3 - 200
Enchanted Great Scythe +5 180/185/0/0 E/E/A/- - 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

5% STR, 33% DEX, 70% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Great Scythe +0 102/124/0/0 D/E/-/C 300/0/110/- 1 200
Divine Great Scythe +1 108/132/0/0 D/E/-/C 300/0/110/- 1 200
Divine Great Scythe +2 115/141/0/0 D/E/-/C 300/0/110/- 1 200
Divine Great Scythe +3 122/149/0/0 D/E/-/C 300/0/110/- 2 200
Divine Great Scythe +4 129/157/0/0 D/E/-/C 300/0/110/- 2 200
Divine Great Scythe +5 136/166/0/0 D/E/-/C 300/0/110/- 3 200
Divine Great Scythe +6 142/174/0/0 D/E/-/C 300/0/110/- 1 200
Divine Great Scythe +7 149/182/0/0 D/E/-/C 300/0/110/- 1 200
Divine Great Scythe +8 156/190/0/0 D/E/-/C 300/0/110/- 2 200
Divine Great Scythe +9 163/199/0/0 E/D/-/B 300/0/110/- 3 200
Divine Great Scythe +10 170/207/0/0 E/D/-/B 300/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith.
Requires

5% STR, 31% DEX, 82% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Great Scythe +0 138/150/0/0 E/D/-/B 300/0/-/110 1 200
Occult Great Scythe +1 146/157/0/0 E/D/-/B 300/0/-/110 1 200
Occult Great Scythe +2 154/165/0/0 E/D/-/B 300/0/-/110 1 200
Occult Great Scythe +3 162/172/0/0 E/D/-/B 300/0/-/110 2 200
Occult Great Scythe +4 171/180/0/0 E/D/-/B 300/0/-/110 3 200
Occult Great Scythe +5 179/187/0/0 E/D/-/B 300/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Great Scythe +0 130/0/130/0 -/-/-/- 40/10/30/30 1 - - 200
Fire Great Scythe +1 140/0/140/0 -/-/-/- 40/10/30.3/30 1 - - 200
Fire Great Scythe +2 150/0/150/0 -/-/-/- 40/10/30.6/30 1 - - 200
Fire Great Scythe +3 160/0/160/0 -/-/-/- 40/10/30.9/30 2 - - 200
Fire Great Scythe +4 170/0/170/0 -/-/-/- 40/10/31.2/30 2 - - 200
Fire Great Scythe +5 180/0/180/0 -/-/-/- 40/10/31.5/30 3 - - 200
Fire Great Scythe +6 192/0/192/0 -/-/-/- 40/10/31.8/30 - 1 - 200
Fire Great Scythe +7 204/0/204/0 -/-/-/- 40/10/32.1/30 - 1 - 200
Fire Great Scythe +8 216/0/216/0 -/-/-/- 40/10/32.4/30 - 2 - 200
Fire Great Scythe +9 228/0/228/0 -/-/-/- 40/10/32.7/30 - 3 - 200
Fire Great Scythe +10 240/0/240/0 -/-/-/- 40/10/33/30 - - 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Great Scythe +0 156/0/181/0 -/-/-/- 40/10/30/30 1 - 200
Chaos Great Scythe +1 165/0/191/0 -/-/-/- 40/10/30.6/30 1 - 200
Chaos Great Scythe +2 174/0/202/0 -/-/-/- 40/10/31.2/30 2 - 200
Chaos Great Scythe +3 182/0/212/0 -/-/-/- 40/10/31.8/30 2 - 200
Chaos Great Scythe +4 191/0/222/0 -/-/-/- 40/10/32.4/30 3 - 200
Chaos Great Scythe +5 200/0/232/0 -/-/-/- 40/10/33/30 - 1 200

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 10 Strength is required

Halberd

Long-hilted weapon mixing spear and axe is difficult to handle, requiring both strength and dexterity. The Halberd has two elementary attacks: spear-like thrusting and large sweeping swings. However, one false swing and the wielder is left wide open.

Availability


Treasure from a corpse in Undead Parish. The corpse is near the gate lever in front of the church

A Crystal Halberd is dropped by a Mimic in Anor Londo. Turn left when exiting the first bonfire and through the archway. The chest on the right, behind the Sentinel, is the Mimic

General Information


Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Using the running attack of the halberd while running in water will result in the start of the attack getting cancelled and the active frames of the attack will be preformed immediately. This means that the running attack of the halberd has no start up lag while in water. The startup of the halberd running attack is also not displayed for other players online, leading to incorrect lineup of animation, hit and position.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Halberd 110/0/0/0

(Regular/Thrust)
100 200 6.0 161/12/0/0

D/D/-/-
40/10/30/30 26 50

Move Set


+ Show move-set - Hide move-set
1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

One-handed and two-handed weak attacks are replaced by a quick thrust attack

Upgrades


Basic


Standard upgrade path.
Requires

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Halberd +0 110/0/0/0 D/D/-/- - - - - -
Halberd +1 121/0/0/0 D/C/-/- 1 - - - 200
Halberd +2 132/0/0/0 D/C/-/- 1 - - - 200
Halberd +3 143/0/0/0 D/C/-/- 2 - - - 200
Halberd +4 154/0/0/0 D/C/-/- 3 - - - 200
Halberd +5 165/0/0/0 D/C/-/- 3 - - - 200
Halberd +6 176/0/0/0 D/C/-/- - 1 - - 200
Halberd +7 187/0/0/0 D/C/-/- - 1 - - 200
Halberd +8 198/0/0/0 D/C/-/- - 2 - - 200
Halberd +9 209/0/0/0 D/C/-/- - 2 - - 200
Halberd +10 220/0/0/0 D/C/-/- - 3 - - 200
Halberd +11 231/0/0/0 D/C/-/- - - 1 - 200
Halberd +12 242/0/0/0 D/C/-/- - - 1 - 200
Halberd +13 253/0/0/0 D/C/-/- - - 2 - 200
Halberd +14 264/0/0/0 D/C/-/- - - 3 - 200
Halberd +15 275/0/0/0 D/C/-/- - - - 1 200

Crystal


Weapon durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Halberd +0 242/0/0/0 D/D/-/- 1 200
Crystal Halberd +1 253/0/0/0 D/C/-/- 1 200
Crystal Halberd +2 264/0/0/0 D/C/-/- 1 200
Crystal Halberd +3 275/0/0/0 D/C/-/- 2 200
Crystal Halberd +4 286/0/0/0 D/C/-/- 3 200
Crystal Halberd +5 297/0/0/0 D/C/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Halberd +0 198/0/0/198 -/-/-/- 40/10/30/30 1 200
Lightning Halberd +1 213/0/0/213 -/-/-/- 40/10/30/32.4 1 200
Lightning Halberd +2 228/0/0/228 -/-/-/- 40/10/30/34.8 1 200
Lightning Halberd +3 244/0/0/244 -/-/-/- 40/10/30/37.2 2 200
Lightning Halberd +4 259/0/0/259 -/-/-/- 40/10/30/39.6 3 200
Lightning Halberd +5 275/0/0/275 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Halberd +0 190/0/0/0 D/D/-/- 1 200
Raw Halberd +1 203/0/0/0 D/D/-/- 1 200
Raw Halberd +2 215/0/0/0 D/D/-/- 1 200
Raw Halberd +3 228/0/0/0 D/D/-/- 2 200
Raw Halberd +4 241/0/0/0 D/D/-/- 2 200
Raw Halberd +5 254/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

11% STR, 14% DEX, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Halberd +0 124/133/0/0 E/E/C/- 1 200
Magic Halberd +1 132/142/0/0 E/E/C/- 1 200
Magic Halberd +2 141/151/0/0 E/E/C/- 1 200
Magic Halberd +3 149/160/0/0 E/E/C/- 2 200
Magic Halberd +4 157/169/0/0 E/E/C/- 2 200
Magic Halberd +5 166/178/0/0 E/E/C/- 3 200
Magic Halberd +6 174/186/0/0 E/E/C/- 1 200
Magic Halberd +7 182/195/0/0 E/E/C/- 1 200
Magic Halberd +8 190/204/0/0 E/E/C/- 2 200
Magic Halberd +9 199/213/0/0 E/E/C/- 3 200
Magic Halberd +10 207/222/0/0 E/E/C/- 1 200

Enchanted


Enchanted damage added. Large damage bonus from intelligence.
Requires

8% STR, 10% DEX, 62% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Halberd +0 166/176/0/0 E/E/C/- 1 200
Enchanted Halberd +1 172/181/0/0 E/E/C/- 1 200
Enchanted Halberd +2 179/186/0/0 E/E/B/- 1 200
Enchanted Halberd +3 185/191/0/0 E/E/B/- 2 200
Enchanted Halberd+4 192/197/0/0 E/E/A/- 3 200
Enchanted Halberd+5 199/204/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

15% STR, 19% DEX, 63% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Halberd +0 111/136/0/0 E/E/-/C 1 - - 200
Divine Halberd +1 118/145/0/0 E/E/-/C 1 - - 200
Divine Halberd +2 125/154/0/0 E/E/-/C 1 - - 200
Divine Halberd +3 133/163/0/0 E/E/-/C 2 - - 200
Divine Halberd +4 140/172/0/0 E/E/-/C 2 - - 200
Divine Halberd +5 148/182/0/0 E/E/-/C 3 - - 200
Divine Halberd +6 155/191/0/0 E/D/-/C - 1 - 200
Divine Halberd +7 162/200/0/0 E/D/-/C - 1 - 200
Divine Halberd +8 170/209/0/0 E/D/-/C - 2 - 200
Divine Halberd +9 177/218/0/0 E/D/-/C - 3 - 200
Divine Halberd +10 185/227/0/0 E/D/-/C - - 1 200

Occult


Occult damage added. All stat bonuses removed.
Requires

14% STR, 18% DEX, 74% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Halberd +0 152/166/0/0 E/E/-/B 0/0/-/110 1 200
Occult Halberd +1 161/174/0/0 E/E/-/B 0/0/-/110 1 200
Occult Halberd +2 170/182/0/0 E/E/-/B 0/0/-/110 1 200
Occult Halberd +3 179/190/0/0 E/E/-/B 0/0/-/110 2 200
Occult Halberd +4 188/199/0/0 E/D/-/B 0/0/-/110 3 200
Occult Halberd +5 197/207/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Halberd +0 143/0/143/0 -/-/-/- 40/10/30/30 1 200
Fire Halberd +1 154/0/154/0 -/-/-/- 40/10/30.3/30 1 200
Fire Halberd +2 165/0/165/0 -/-/-/- 40/10/30.6/30 1 200
Fire Halberd +3 176/0/176/0 -/-/-/- 40/10/30.9/30 2 200
Fire Halberd +4 187/0/187/0 -/-/-/- 40/10/31.2/30 2 200
Fire Halberd +5 198/0/198/0 -/-/-/- 40/10/31.5/30 3 200
Fire Halberd +6 211/0/211/0 -/-/-/- 40/10/31.8/30 1 200
Fire Halberd +7 224/0/224/0 -/-/-/- 40/10/32.1/30 1 200
Fire Halberd +8 237/0/237/0 -/-/-/- 40/10/32.4/30 2 200
Fire Halberd +9 250/0/250/0 -/-/-/- 40/10/32.7/30 3 200
Fire Halberd +10 264/0/264/0 -/-/-/- 40/10/33/30 1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Halberd +0 172/0/198/0 -/-/-/- 40/10/30/30 1 200
Chaos Halberd +1 182/0/209/0 -/-/-/- 40/10/30.6/30 1 200
Chaos Halberd +2 192/0/220/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Halberd +3 201/0/230/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Halberd +4 211/0/242/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Halberd +5 220/0/253/0 -/-/-/- 40/10/33/30 1 200

Soul of Priscilla


Requires

Name Damage Stat Bonuses Soul Required Souls
Lifehunt Scythe 165/0/0/0 E/B/-/- Soul of Priscilla 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 11 Strength is required

Lifehunt Scythe

Scythe born from the soul of Priscilla, the stark white crossbreed trapped inside the Painted World of Ariamis.

Even the Gods feared Priscilla"s lifehunt ability, and in the hands of a mortal, its power will turn upon its wielder.

Availability


Created by the Giant Blacksmith in Anor Londo using:

General Information


50 Bleed to enemy for each successful hit

40 Bleed to wielder himself for each strike (self-inflicted bleed buildup)

Cannot be buffed

Like all Halberds, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Because of the self-inflicted 40 bleed buildup for each strike, wield as much equipment with bleed resistance as possible (e.g., Bloodshield, Bloodbite Ring). Once the meter is close to filling up, swap weapons or consume a Bloodred Moss Clump.

One of the few weapons where the two-handed strong attack does more damage than the two-handed jump attack (forward + strong attack), same as the Great Scythe.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Aux Effects Damage Reduction Stability Frampt Souls
Lifehunt Scythe 180/0/0/0

(Regular)
100 100 6.0 16/14/0/0

E/B/-/-
500/0/-/- 40/10/30/30 22 14

Move Set


+ Show move-set - Hide move-set
1 Handed
R1 Overhead chop. Rather slow for an R1 attack.
R2 — R2 Heavy right-to-left horizontal swing into left-to-right horizontal swing.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running right-to-left horizontal swing.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Quick left-to-right horizontal swing.

2 Handed
R1 Faster overhead chop.
R2 — R2 Running left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running right-to-left horizontal swing.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Requires Demon Titanite

8% STR, 94% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Lifehunt Scythe +0 180/0/0/0 E/B/-/-
Lifehunt Scythe +1 198/0/0/0 E/B/-/- 1 5,000
Lifehunt Scythe +2 216/0/0/0 E/B/-/- 1 5,000
Lifehunt Scythe +3 233/0/0/0 E/B/-/- 2 5,000
Lifehunt Scythe +4 252/0/0/0 E/B/-/- 2 5,000
Lifehunt Scythe +5 270/0/0/0 E/B/-/- 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. This means the Halberd weapon class, although you can use the Halberd too.

Lucerne

Halberd with a large, hard beak-like protrusion. Inflicts thrust damage.

Instead of thrusting like a spear, the wielder of the Lucerne aims to club the head with its hard beak.

Availability


Treasure from a corpse guarded by two skeletons in The Catacombs

General Information


Like all Halberds, if the attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Since all of this weapon's attacks count as thrust/piercing damage, it's much easier to score a Counter hit with this weapon. Equip Leo Ring for maximum efficiency.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Lucerne 110/0/0/0

(Thrust)
100 200 5.5 151/12/0/0

D/D/-/-
40/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Lucerne +0 110/0/0/0 D/D/-/- 1 - - - 200
Lucerne +1 121/0/0/0 D/C/-/- 1 - - - 200
Lucerne +2 132/0/0/0 D/C/-/- 1 - - - 200
Lucerne +3 143/0/0/0 D/C/-/- 2 - - - 200
Lucerne +4 154/0/0/0 D/C/-/- 2 - - - 200
Lucerne +5 165/0/0/0 D/C/-/- 3 - - - 200
Lucerne +6 176/0/0/0 D/C/-/- - 1 - - 200
Lucerne +7 187/0/0/0 D/C/-/- - 1 - - 200
Lucerne +8 198/0/0/0 D/C/-/- - 2 - - 200
Lucerne +9 209/0/0/0 D/C/-/- - 2 - - 200
Lucerne +10 220/0/0/0 D/C/-/- - 3 - - 200
Lucerne +11 230/0/0/0 D/C/-/- - - 1 - 200
Lucerne +12 242/0/0/0 D/C/-/- - - 1 - 200
Lucerne +13 253/0/0/0 D/C/-/- - - 2 - 200
Lucerne +14 264/0/0/0 D/C/-/- - - 3 - 200
Lucerne +15 275/0/0/0 D/C/-/- - - - 1 200

Crystal


Weapon durability reduced to 20. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Lucerne +0 242/0/0/0 D/C/-/- 1 200
Crystal Lucerne +1 253/0/0/0 D/C/-/- 1 200
Crystal Lucerne +2 264/0/0/0 D/C/-/- 1 200
Crystal Lucerne +3 275/0/0/0 D/C/-/- 2 200
Crystal Lucerne +4 286/0/0/0 D/C/-/- 3 200
Crystal Lucerne +5 297/0/0/0 D/C/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Lucerne +0 198/0/0/198 -/-/-/- 40/10/30/30 1 200
Lightning Lucerne +1 213/0/0/213 -/-/-/- 40/10/30/32.4 1 200
Lightning Lucerne +2 228/0/0/228 -/-/-/- 40/10/30/34.8 1 200
Lightning Lucerne +3 244/0/0/244 -/-/-/- 40/10/30/37.2 2 200
Lightning Lucerne +4 259/0/0/259 -/-/-/- 40/10/30/39.6 3 200
Lightning Lucerne +5 275/0/0/275 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Lucerne +0 190/0/0/0 D/D/-/- 1 200
Raw Lucerne +1 203/0/0/0 D/D/-/- 1 200
Raw Lucerne +2 215/0/0/0 D/D/-/- 1 200
Raw Lucerne +3 228/0/0/0 D/D/-/- 2 200
Raw Lucerne +4 241/0/0/0 D/D/-/- 2 200
Raw Lucerne +5 254/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Lucerne +0 124/133/0/0 E/E/C/- 1 200
Magic Lucerne +1 132/142/0/0 E/E/C/- 1 200
Magic Lucerne +2 141/151/0/0 E/E/C/- 1 200
Magic Lucerne +3 149/160/0/0 E/E/C/- 2 200
Magic Lucerne +4 157/169/0/0 E/E/C/- 2 200
Magic Lucerne +5 166/178/0/0 E/E/C/- 3 200
Magic Lucerne +6 174/186/0/0 E/E/C/- 1 200
Magic Lucerne +7 182/195/0/0 E/E/C/- 1 200
Magic Lucerne +8 190/204/0/0 E/E/C/- 2 200
Magic Lucerne +9 199/213/0/0 E/E/C/- 3 200
Magic Lucerne +10 207/222/0/0 E/E/C/- 1 200

Enchanted


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

8% STR, 10% DEX, 62% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Lucerne +0 166/176/0/0 E/E/C/- 1 200
Enchanted Lucerne +1 172/181/0/0 E/E/C/- 1 200
Enchanted Lucerne +2 179/186/0/0 E/E/B/- 1 200
Enchanted Lucerne +3 185/191/0/0 E/E/B/- 2 200
Enchanted Lucerne +4 192/197/0/0 E/E/A/- 3 200
Enchanted Lucerne +5 199/204/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

15% STR, 19% DEX, 63% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Lucerne +0 111/136/0/0 E/E/-/C 0/0/110/- 1 200
Divine Lucerne +1 118/145/0/0 E/E/-/C 0/0/110/- 1 200
Divine Lucerne +2 125/154/0/0 E/E/-/C 0/0/110/- 1 200
Divine Lucerne +3 133/163/0/0 E/E/-/C 0/0/110/- 2 200
Divine Lucerne +4 140/172/0/0 E/E/-/C 0/0/110/- 2 200
Divine Lucerne +5 148/182/0/0 E/E/-/C 0/0/110/- 3 200
Divine Lucerne +6 155/191/0/0 E/D/-/C 0/0/110/- 1 200
Divine Lucerne +7 162/200/0/0 E/D/-/C 0/0/110/- 1 200
Divine Lucerne +8 170/209/0/0 E/D/-/C 0/0/110/- 2 200
Divine Lucerne +9 177/218/0/0 E/D/-/C 0/0/110/- 3 200
Divine Lucerne+10 185/227/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith.
Requires

14% STR, 18% DEX, 74% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Lucerne +0 152/166/0/0 E/E/-/B 0/0/-/110 1 200
Occult Lucerne +1 161/174/0/0 E/E/-/B 0/0/-/110 1 200
Occult Lucerne +2 170/182/0/0 E/E/-/B 0/0/-/110 1 200
Occult Lucerne +3 179/190/0/0 E/E/-/B 0/0/-/110 2 200
Occult Lucerne +4 188/199/0/0 E/D/-/B 0/0/-/110 3 200
Occult Lucerne+5 197/207/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Lucerne +0 143/0/143/0 -/-/-/- 40/10/30/30 1 200
Fire Lucerne +1 154/0/154/0 -/-/-/- 40/10/30.3/30 1 200
Fire Lucerne +2 165/0/165/0 -/-/-/- 40/10/30.6/30 1 200
Fire Lucerne +3 176/0/176/0 -/-/-/- 40/10/30.9/30 2 200
Fire Lucerne +4 187/0/187/0 -/-/-/- 40/10/31.2/30 2 200
Fire Lucerne +5 198/0/198/0 -/-/-/- 40/10/31.5/30 3 200
Fire Lucerne +6 211/0/211/0 -/-/-/- 40/10/31.8/30 1 200
Fire Lucerne +7 224/0/224/0 -/-/-/- 40/10/32.1/30 1 200
Fire Lucerne +8 237/0/237/0 -/-/-/- 40/10/32.4/30 2 200
Fire Lucerne +9 250/0/250/0 -/-/-/- 40/10/32.7/30 3 200
Fire Lucerne +10 264/0/264/0 -/-/-/- 40/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Lucerne +0 172/0/198/0 -/-/-/- 40/10/30/30 1 200
Chaos Lucerne +1 182/0/209/0 -/-/-/- 40/10/30.6/30 1 200
Chaos Lucerne +2 192/0/220/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Lucerne +3 201/0/230/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Lucerne +4 211/0/242/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Lucerne +5 220/0/253/0 -/-/-/- 40/10/33/30 1 200

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 10 Strength is required

Scythe

Halberd with a large blade.

Scythe adjusted for battle.

Designed especially for slicing. However,

one false swing leaves one wide open.

Availability


Treasure from a corpse in the tar pits on the lowest level of Sen's Fortress, guarded by a Prowling Demon

General Information


Like all Halberds, if the attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

One of the highest base damage weapons with low Strength/Dexterity demand at this period of the game

The Scythe depicted in-game is actually a Bardiche. Possibly a translation error.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Scythe 110/0/0/0

(Slash)
100 150 5.0 141/12/0/0

E/C/-/-
40/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Scythe +0 110/0/0/0 E/C/-/- 200
Scythe +1 121/0/0/0 E/C/-/- 1 200
Scythe +2 132/0/0/0 E/C/-/- 1 200
Scythe +3 143/0/0/0 E/C/-/- 2 200
Scythe +4 154/0/0/0 E/C/-/- 2 200
Scythe +5 165/0/0/0 E/C/-/- 3 200
Scythe +6 176/0/0/0 E/C/-/- 1 200
Scythe +7 187/0/0/0 E/C/-/- 1 200
Scythe +8 198/0/0/0 E/C/-/- 2 200
Scythe +9 209/0/0/0 E/C/-/- 2 200
Scythe +10 220/0/0/0 E/C/-/- 3 200
Scythe +11 230/0/0/0 E/B/-/- 1 200
Scythe +12 242/0/0/0 E/B/-/- 1 200
Scythe +13 253/0/0/0 E/B/-/- 2 200
Scythe +14 264/0/0/0 E/B/-/- 3 200
Scythe +15 275/0/0/0 E/B/-/- 1 200

Crystal


Scythe durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Scythe +0 242/0/0/0 E/B/-/- 1 200
Crystal Scythe +1 253/0/0/0 E/B/-/- 1 200
Crystal Scythe +2 264/0/0/0 E/B/-/- 1 200
Crystal Scythe +3 275/0/0/0 E/B/-/- 2 200
Crystal Scythe +4 286/0/0/0 E/B/-/- 3 200
Crystal Scythe +5 297/0/0/0 E/B/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Scythe +0 198/0/0/198 -/-/-/- 40/10/30/30 1 200
Lightning Scythe +1 213/0/0/213 -/-/-/- 40/10/30/32.4 1 200
Lightning Scythe +2 228/0/0/228 -/-/-/- 40/10/30/34.8 1 200
Lightning Scythe +3 244/0/0/244 -/-/-/- 40/10/30/37.2 2 200
Lightning Scythe +4 259/0/0/259 -/-/-/- 40/10/30/39.6 3 200
Lightning Scythe +5 275/0/0/275 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

11% STR, 55% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Scythe +0 190/0/0/0 E/C/-/- 1 200
Raw Scythe +1 203/0/0/0 E/C/-/- 1 200
Raw Scythe +2 215/0/0/0 E/C/-/- 1 200
Raw Scythe +3 228/0/0/0 E/C/-/- 2 200
Raw Scythe +4 241/0/0/0 E/C/-/- 2 200
Raw Scythe +5 254/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

4% STR, 21% DEX, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Scythe +0 124/133/0/0 E/D/C/- 1 200
Magic Scythe +1 132/142/0/0 E/D/C/- 1 200
Magic Scythe +2 141/151/0/0 E/D/C/- 1 200
Magic Scythe +3 149/160/0/0 E/D/C/- 2 200
Magic Scythe +4 157/169/0/0 E/D/C/- 2 200
Magic Scythe +5 166/178/0/0 E/D/C/- 3 200
Magic Scythe +6 174/186/0/0 E/D/C/- 1 200
Magic Scythe +7 182/195/0/0 E/D/C/- 1 200
Magic Scythe +8 190/204/0/0 E/D/C/- 2 200
Magic Scythe +9 199/213/0/0 E/D/C/- 3 200
Magic Scythe +10 207/222/0/0 E/D/C/- 1 200

Enchanted


Magic damage added. High damage bonus from intelligence.
Requires

3% STR, 15% DEX, 61% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Scythe +0 166/176/0/0 E/E/C/- 1 200
Enchanted Scythe +1 172/181/0/0 E/E/C/- 1 200
Enchanted Scythe +2 179/186/0/0 E/E/B/- 1 200
Enchanted Scythe +3 185/191/0/0 E/E/B/- 2 200
Enchanted Scythe +4 192/197/0/0 E/E/A/- 3 200
Enchanted Scythe +5 199/204/0/0 E/E/A/- 1 200

Divine


Adds magic damage and a Holy modifier. High damage bonus from faith.
Requires

6% STR, 28% DEX, 62% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Scythe +0 111/136/0/0 E/D/-/C 0/0/110/- 1 200
Divine Scythe +1 118/145/0/0 E/D/-/C 0/0/110/- 1 200
Divine Scythe +2 125/154/0/0 E/D/-/C 0/0/110/- 1 200
Divine Scythe +3 133/163/0/0 E/D/-/C 0/0/110/- 2 200
Divine Scythe +4 140/172/0/0 E/D/-/C 0/0/110/- 2 200
Divine Scythe +5 148/182/0/0 E/D/-/C 0/0/110/- 3 200
Divine Scythe +6 155/191/0/0 E/D/-/C 0/0/110/- 1 200
Divine Scythe +7 162/200/0/0 E/D/-/C 0/0/110/- 1 200
Divine Scythe +8 170/209/0/0 E/D/-/C 0/0/110/- 2 200
Divine Scythe +9 177/218/0/0 E/D/-/C 0/0/110/- 3 200
Divine Scythe +10 185/227/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Magic damage and Occult modifier added. High damage bonus from faith.
Requires

5% STR, 26% DEX, 73% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Scythe +0 152/166/0/0 E/D/-/B 0/0/-/110 1 200
Occult Scythe +1 161/174/0/0 E/D/-/B 0/0/-/110 1 200
Occult Scythe +2 170/182/0/0 E/D/-/B 0/0/-/110 1 200
Occult Scythe +3 179/190/0/0 E/D/-/B 0/0/-/110 2 200
Occult Scythe +4 188/199/0/0 E/D/-/B 0/0/-/110 3 200
Occult Scythe +5 197/207/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Scythe +0 143/0/143/0 -/-/-/- 40/10/30/30 1 200
Fire Scythe +1 154/0/154/0 -/-/-/- 40/10/30.3/30 1 200
Fire Scythe +2 165/0/165/0 -/-/-/- 40/10/30.6/30 1 200
Fire Scythe +3 176/0/176/0 -/-/-/- 40/10/30.9/30 2 200
Fire Scythe +4 187/0/187/0 -/-/-/- 40/10/31.2/30 2 200
Fire Scythe +5 198/0/198/0 -/-/-/- 40/10/31.5/30 3 200
Fire Scythe +6 211/0/211/0 -/-/-/- 40/10/31.8/30 1 200
Fire Scythe +7 224/0/224/0 -/-/-/- 40/10/32.1/30 1 200
Fire Scythe +8 237/0/237/0 -/-/-/- 40/10/32.4/30 2 200
Fire Scythe +9 250/0/250/0 -/-/-/- 40/10/32.7/30 3 200
Fire Scythe +10 264/0/264/0 -/-/-/- 40/10/33/30 1 200

Chaos


Chaos damage added. Scales with humanity. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Scythe +0 172/0/198/0 -/-/-/- 40/10/30/30 1 200
Chaos Scythe +1 182/0/209/0 -/-/-/- 40/10/30.6/30 1 200
Chaos Scythe +2 192/0/220/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Scythe +3 201/0/230/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Scythe +4 211/0/242/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Scythe +5 220/0/253/0 -/-/-/- 40/10/33/30 1 200

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 10 Strength is required

Titanite Catch Pole

Weapon of the titanite demon, a faceless stone monster born from titanite slab.

One of the enchanted weapons, perhaps from residual power of the titanite slab.

Known for its leaping attack which comes smashing down on foes from above.

Availability


Drop from Prowling Demons (2% drop rate)

General Information


Like all Halberds, if the Titanite Catch Pole's weak attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

This weapon is very powerful if obtained early game from the Prowling Demon near Andre, as it has high physical and magic damage for low levels

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Titanite Catch Pole 125/145/0/0

(Regular)
100 600 6.0 16/14/0/0

D/D/D/-
40/10/30/30 26 100

Move Set


Jump attack and strong attacks are replaced by a jumping "catching" attack similar to the Prowling Demon's

+ Show move-set - Hide move-set
1 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 — R2 Heavy left-to-right horizontal swing into right-to-left horizontal swing.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 (left hand) Guard.
L2 (left hand) Overhead chop.

2 Handed
R1 — R1 Overhead chop into left-to-right horizontal swing.
R2 720 degree clockwise spin attack. Hits twice.
Roll — R1 Fast left-to-right horizontal swing.
Backstep or Run — R1 Overhead chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping left-to-right horizontal slash.
L1 or L2 Guard.

Upgrades


Requires Twinkling Titanite

25% STR, 45% DEX, 40% INT scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Titanite Catch Pole +0 125/145/0/0 D/D/D/-
Titanite Catch Pole +1 137/159/0/0 D/D/D/- 1 2,000
Titanite Catch Pole +2 150/174/0/0 D/D/D/- 1 2,000
Titanite Catch Pole +3 162/188/0/0 D/D/D/- 2 2,000
Titanite Catch Pole +4 175/203/0/0 D/D/D/- 2 2,000
Titanite Catch Pole +5 187/217/0/0 D/D/D/- 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.