# 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.
ImageNameDamageDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/black-knight-halberd.webp)![]()Black Knight Halberd245/0/0/0 (Slash)30014321/18/0/0 D/E/-/-40/10/30/3026100
### 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 strong attack is replaced by a a circle-and-a-half swing. - Two-handed strong attack is replaced by a downward swing with dashing start. - Like most other halberds, this weapon's R1s deal thrust damage, and therefore receive counter hit bonuses. ### Upgrades --- Requires Twinkling Titanite 44% STR, 2% DEX scaling.
NameDamageStat BonusesTwinkling TitaniteSouls
Black Knight Halberd +0245/0/0/0D/E/-/-
Black Knight Halberd +1269/0/0/0D/E/-/-12,000
Black Knight Halberd +2294/0/0/0D/E/-/-12,000
Black Knight Halberd +3318/0/0/0D/E/-/-22,000
Black Knight Halberd +4343/0/0/0D/E/-/-22,000
Black Knight Halberd +5367/0/0/0D/E/-/-42,000
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/gargoyles-halberd.webp)![]()Gargoyle's Halberd115/0/0/0 (Regular)1002006.0161/12/0/0 D/D/-/-40/10/30/302650
### 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.
- Like most other halberds, this weapon's R1s deal thrust damage, and therefore receive counter hit bonuses. ### 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). 39% STR, 40% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Gargoyle's Halberd +1126/0/0/0D/D/-/-1---200
Gargoyle's Halberd +2138/0/0/0D/D/-/-1---200
Gargoyle's Halberd +3149/0/0/0D/D/-/-2---200
Gargoyle's Halberd +4161/0/0/0D/D/-/-2---200
Gargoyle's Halberd +5172/0/0/0D/D/-/-3---200
Gargoyle's Halberd +6184/0/0/0D/D/-/--1--200
Gargoyle's Halberd +7195/0/0/0D/D/-/--1--200
Gargoyle's Halberd +8207/0/0/0D/D/-/--2--200
Gargoyle's Halberd +9218/0/0/0D/D/-/--2--200
Gargoyle's Halberd +10230/0/0/0D/D/-/--3--200
Gargoyle's Halberd +11241/0/0/0D/D/-/---1-200
Gargoyle's Halberd +12253/0/0/0D/D/-/---1-200
Gargoyle's Halberd +13264/0/0/0D/D/-/---2-200
Gargoyle's Halberd +14276/0/0/0D/D/-/---3-200
Gargoyle's Halberd +15287/0/0/0D/D/-/----1200
#### Crystal --- Gargoyle's Halberd durability reduced to **20**. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Gargoyle's Halberd +10 - Titanite 39% STR, 40% DEX scaling.
NameDamageStat BonusesTitanite ChunkTitanite SlabSouls
Crystal Gargoyle's Halberd +0253/0/0/0D/D/-/-1200
Crystal Gargoyle's Halberd +1264/0/0/0D/D/-/-1200
Crystal Gargoyle's Halberd +2276/0/0/0D/D/-/-1200
Crystal Gargoyle's Halberd +3287/0/0/0D/D/-/-2200
Crystal Gargoyle's Halberd +4299/0/0/0D/D/-/-3200
Crystal Gargoyle's Halberd +5310/0/0/0D/D/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Gargoyle's Halberd +10 - Titanite Chunk/Slab Ascended by Giant Blacksmith.
NameDamageStat BonusesChunkSlabSouls
Lightning Gargoyle's Halberd +0207/0/0/207-/-/-/-1-200
Lightning Gargoyle's Halberd +1223/0/0/223-/-/-/-1-200
Lightning Gargoyle's Halberd +2239/0/0/239-/-/-/-1-200
Lightning Gargoyle's Halberd +3255/0/0/255-/-/-/-2-200
Lightning Gargoyle's Halberd +4271/0/0/271-/-/-/-3-200
Lightning Gargoyle's Halberd +5287/0/0/287-/-/-/--1200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Gargoyle's Halberd +5 - Titanite 30% STR, 30% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Gargoyle's Halberd +0198/0/0/0D/D/-/-1200
Raw Gargoyle's Halberd +1211/0/0/0D/D/-/-1200
Raw Gargoyle's Halberd +2224/0/0/0D/D/-/-1200
Raw Gargoyle's Halberd +3237/0/0/0D/D/-/-2200
Raw Gargoyle's Halberd +4250/0/0/0D/D/-/-2200
Raw Gargoyle's Halberd +5264/0/0/0D/D/-/-3200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Gargoyle's Halberd +5 - Green Titanite - Blue Titanite 11% STR, 11% DEX, 57% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Gargoyle's Halberd +0129/139/0/0E/E/C/-1200
Magic Gargoyle's Halberd +1137/148/0/0E/E/C/-1200
Magic Gargoyle's Halberd +2146/158/0/0E/E/C/-1200
Magic Gargoyle's Halberd +3154/167/0/0E/E/C/-2200
Magic Gargoyle's Halberd +4163/176/0/0E/E/C/-2200
Magic Gargoyle's Halberd +5172/186/0/0E/E/C/-3200
Magic Gargoyle's Halberd +6180/195/0/0E/E/C/-1200
Magic Gargoyle's Halberd +7189/204/0/0E/E/C/-1200
Magic Gargoyle's Halberd +8197/213/0/0E/E/C/-2200
Magic Gargoyle's Halberd +9206/223/0/0E/E/C/-3200
Magic Gargoyle's Halberd +10215/232/0/0E/E/C/-1200
#### Enchanted --- Enchanted damage added. All stat bonuses removed. Requires - Magic Gargoyle's Halberd +5 - Blue Titanite 8% STR, 8% DEX, 55% INT scaling. Unknown additional amount of INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Gargoyle's Halberd +0172/184/0/0E/E/C/-1200
Enchanted Gargoyle's Halberd +1178/189/0/0E/E/C/-1200
Enchanted Gargoyle's Halberd +2185/195/0/0E/E/C/-1200
Enchanted Gargoyle's Halberd +3192/200/0/0E/E/B/-2200
Enchanted Gargoyle's Halberd +4199/206/0/0E/E/B/-3200
Enchanted Gargoyle's Halberd +5206/213/0/0E/E/B/-1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Requires - Gargoyle's Halberd +5 - Green Titanite - White Titanite - Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6) 15% STR, 15% DEX, 56% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Gargoyle's Halberd +0117/142/0/0E/E/-/C0/0/110/-1200
Divine Gargoyle's Halberd +1124/152/0/0E/E/-/C0/0/110/-1200
Divine Gargoyle's Halberd +2132/161/0/0E/E/-/C0/0/110/-1200
Divine Gargoyle's Halberd +3140/171/0/0E/E/-/C0/0/110/-2200
Divine Gargoyle's Halberd +4148/180/0/0E/E/-/C0/0/110/-2200
Divine Gargoyle's Halberd +5156/190/0/0E/E/-/C0/0/110/-3200
Divine Gargoyle's Halberd +6163/199/0/0E/E/-/C0/0/110/-1200
Divine Gargoyle's Halberd +7171/209/0/0E/E/-/C0/0/110/-1200
Divine Gargoyle's Halberd +8179/218/0/0E/E/-/C0/0/110/-2200
Divine Gargoyle's Halberd +9187/228/0/0E/E/-/C0/0/110/-3200
Divine Gargoyle's Halberd +10195/237/0/0E/E/-/C0/0/110/-1200
#### Occult --- Occult damage added. All stat bonuses removed. Requires - Divine Gargoyle's Halberd +5 - White Titanite 14% STR, 14% DEX, 66% FAI scaling. Additional damage multiplier against holy enemies.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Gargoyle's Halberd +0158/172/0/0E/E/-/C0/0/-/1101200
Occult Gargoyle's Halberd +1167/180/0/0E/E/-/C0/0/-/1101200
Occult Gargoyle's Halberd +2176/189/0/0E/E/-/C0/0/-/1101200
Occult Gargoyle's Halberd +3186/197/0/0E/E/-/C0/0/-/1102200
Occult Gargoyle's Halberd +4195/206/0/0E/E/-/C0/0/-/1103200
Occult Gargoyle's Halberd +5205/215/0/0E/E/-/C0/0/-/1101200
#### Fire --- Adds fire damage. All stat bonuses removed. Requires - Gargoyle's Halberd +5 - Green Titanite - Red Titanite - Ascended by Vamos with Large Flame Ember (+6)
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Gargoyle's Halberd +0149/0/149/0-/-/-/-40.0/10.0/30.0/30.01200
Fire Gargoyle's Halberd +1161/0/161/0-/-/-/-40.0/10.0/30.3/30.01200
Fire Gargoyle's Halberd +2172/0/172/0-/-/-/-40.0/10.0/30.6/30.01200
Fire Gargoyle's Halberd +3184/0/184/0-/-/-/-40.0/10.0/30.9/30.02200
Fire Gargoyle's Halberd +4195/0/195/0-/-/-/-40.0/10.0/31.2/30.02200
Fire Gargoyle's Halberd +5207/0/207/0-/-/-/-40.0/10.0/31.5/30.03200
Fire Gargoyle's Halberd +6220/0/220/0-/-/-/-40.0/10.0/31.8/30.01200
Fire Gargoyle's Halberd +7234/0/234/0-/-/-/-40.0/10.0/32.1/30.01200
Fire Gargoyle's Halberd +8248/0/248/0-/-/-/-40.0/10.0/32.4/30.02200
Fire Gargoyle's Halberd +9262/0/262/0-/-/-/-40.0/10.0/32.7/30.03200
Fire Gargoyle's Halberd +10276/0/276/0-/-/-/-40.0/10.0/33.0/30.01200
#### Chaos --- Chaos damage added. All stat bonuses removed. Requires - Fire Gargoyle's Halberd +5 - Red Titanite
NameDamageStat BonusesRed Titanite ChunkRed Titanite SlabSouls
Chaos Gargoyle's Halberd +0180/0/208/0-/-/-/-1200
Chaos Gargoyle's Halberd +1190/0/220/0-/-/-/-1200
Chaos Gargoyle's Halberd +2200/0/232/0-/-/-/-1200
Chaos Gargoyle's Halberd +3209/0/243/0-/-/-/-2200
Chaos Gargoyle's Halberd +4220/0/255/0-/-/-/-3200
Chaos Gargoyle's Halberd +5230/0/266/0-/-/-/-1200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/giants-halberd.webp)![]()Giant's Halberd140/0/0/135 (Normal/Thrust)1003001636/12/0/0 D/D/-/-40/10/30/302650
### 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. - Like most other halberds, this weapon's R1s deal thrust damage, as well as its R2s, and therefore receive counter hit bonuses. ### Upgrades --- Requires Twinkling Titanite 38% STR, 50% DEX scaling
NameDamageStat BonusesTwinkling TitaniteSouls
Giant's Halberd+0140/0/0/135D/D/-/-
Giant's Halberd+1154/0/0/148D/D/-/-12,000
Giant's Halberd+2168/0/0/162D/D/-/-12,000
Giant's Halberd+3182/0/0/175D/D/-/-22,000
Giant's Halberd+4196/0/0/189D/D/-/-22,000
Giant's Halberd+5210/0/0/202D/D/-/-42,000
--- ### 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 - From the **first rotating** bridge - 1. Flip the first rotating bridge 2. Jump right at the end of the bridge 3. Turn left through the nearest doorway and bear left, before dropping down on the right of the ledge 4. With your back to the bridge, drop down to the right once more to collect the Scythe - From the **second rotating** bridge - 1. Flip the second rotating bridge 2. Jump down to the to the small ledge on the right. Make the jump quickly if you have not already dealt with Patches 3. With your back to the bridge, drop down to the right once more to collect the Scythe 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).
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityAux EffectsFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/great-scythe.webp)![]()Great Scythe100/0/0/0 (Slash)1001305.0141/14/0/0 E/B/-/-40/10/30/3022300/0/-/-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 - Titanite 13% STR, 85% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Great Scythe +0100/0/0/0E/B/-/------
Great Scythe +1110/0/0/0E/B/-/-1---200
Great Scythe +2120/0/0/0E/B/-/-1---200
Great Scythe +3130/0/0/0E/B/-/-2---200
Great Scythe +4140/0/0/0E/B/-/-2---200
Great Scythe +5150/0/0/0E/B/-/-3---200
Great Scythe +6160/0/0/0E/B/-/--1--200
Great Scythe +7170/0/0/0E/B/-/--1--200
Great Scythe +8180/0/0/0E/B/-/--2--200
Great Scythe +9190/0/0/0E/B/-/--2--200
Great Scythe +10200/0/0/0E/B/-/--3--200
Great Scythe +11209/0/0/0E/B/-/---1-200
Great Scythe +12220/0/0/0E/B/-/---1-200
Great Scythe +13230/0/0/0E/B/-/---2-200
Great Scythe +14240/0/0/0E/A/-/---3-200
Great Scythe +15250/0/0/0E/A/-/----1200
#### Crystal --- Weapon durability reduced to **13**. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Great Scythe+10 - Titanite 13% STR, 85% DEX scaling.
NameDamageStat BonusesTitanite ChunkTitanite SlabSouls
Crystal Great Scythe +0220/0/0/0E/B/-/-1200
Crystal Great Scythe +1230/0/0/0E/B/-/-1200
Crystal Great Scythe +2240/0/0/0E/B/-/-1200
Crystal Great Scythe +3250/0/0/0E/B/-/-2200
Crystal Great Scythe +4260/0/0/0E/A/-/-3200
Crystal Great Scythe +5270/0/0/0E/A/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Great Scythe+10 - Titanite
NameDamageStat BonusesDamage ReductionTitanite ChunkTitanite SlabSouls
Lightning Great Scythe +0180/0/0/180-/-/-/-40/10/30/301200
Lightning Great Scythe +1194/0/0/194-/-/-/-40/10/30/32.41200
Lightning Great Scythe +2208/0/0/208-/-/-/-40/10/30/34.81200
Lightning Great Scythe +3222/0/0/222-/-/-/-40/10/30/37.22200
Lightning Great Scythe +4235/0/0/235-/-/-/-40/10/30/39.63200
Lightning Great Scythe +5250/0/0/250-/-/-/-40/10/30/421200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Great Scythe+5 - Titanite 10% STR, 64% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Great Scythe +0172/0/0/0E/C/-/-1200
Raw Great Scythe +1184/0/0/0E/C/-/-1200
Raw Great Scythe +2195/0/0/0E/C/-/-1200
Raw Great Scythe +3207/0/0/0E/C/-/-2200
Raw Great Scythe +4218/0/0/0E/C/-/-2200
Raw Great Scythe +5230/0/0/0E/C/-/-3200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Great Scythe+5 - Green Titanite - Blue Titanite 4% STR, 24% DEX, 71% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Great Scythe +0112/121/0/0E/D/C/-1200
Magic Great Scythe +1120/129/0/0E/D/C/-1200
Magic Great Scythe +2127/137/0/0E/D/C/-1200
Magic Great Scythe +3135/145/0/0E/D/C/-2200
Magic Great Scythe +4142/153/0/0E/D/C/-2200
Magic Great Scythe +5150/162/0/0E/D/C/-3200
Magic Great Scythe +6157/170/0/0E/D/B/-1200
Magic Great Scythe +7165/178/0/0E/D/B/-1200
Magic Great Scythe +8172/186/0/0E/D/B/-2200
Magic Great Scythe +9180/194/0/0E/D/B/-3200
Magic Great Scythe +10187/202/0/0E/D/B/-1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires - Magic Great Scythe+5 - Blue Titanite 3% STR, 17% DEX, 69% INT scaling. Unknown additional amount of INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Great Scythe +0150/160/0/0E/E/C/-1-200
Enchanted Great Scythe +1156/164/0/0E/E/B/-1-200
Enchanted Great Scythe +2162/169/0/0E/E/B/-1-200
Enchanted Great Scythe +3168/174/0/0E/E/A/-2-200
Enchanted Great Scythe +4174/179/0/0E/E/A/-3-200
Enchanted Great Scythe +5180/185/0/0E/E/A/--1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Requires - Great Scythe+5 - Green Titanite - White Titanite 5% STR, 33% DEX, 70% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Great Scythe +0102/124/0/0D/E/-/C300/0/110/-1200
Divine Great Scythe +1108/132/0/0D/E/-/C300/0/110/-1200
Divine Great Scythe +2115/141/0/0D/E/-/C300/0/110/-1200
Divine Great Scythe +3122/149/0/0D/E/-/C300/0/110/-2200
Divine Great Scythe +4129/157/0/0D/E/-/C300/0/110/-2200
Divine Great Scythe +5136/166/0/0D/E/-/C300/0/110/-3200
Divine Great Scythe +6142/174/0/0D/E/-/C300/0/110/-1200
Divine Great Scythe +7149/182/0/0D/E/-/C300/0/110/-1200
Divine Great Scythe +8156/190/0/0D/E/-/C300/0/110/-2200
Divine Great Scythe +9163/199/0/0E/D/-/B300/0/110/-3200
Divine Great Scythe +10170/207/0/0E/D/-/B300/0/110/-1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Requires - Divine Great Scythe+5 - White Titanite 5% STR, 31% DEX, 82% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Great Scythe +0138/150/0/0E/D/-/B300/0/-/1101200
Occult Great Scythe +1146/157/0/0E/D/-/B300/0/-/1101200
Occult Great Scythe +2154/165/0/0E/D/-/B300/0/-/1101200
Occult Great Scythe +3162/172/0/0E/D/-/B300/0/-/1102200
Occult Great Scythe +4171/180/0/0E/D/-/B300/0/-/1103200
Occult Great Scythe +5179/187/0/0E/D/-/B300/0/-/1101200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Great Scythe+5 - Green Titanite - Red Titanite
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Great Scythe +0130/0/130/0-/-/-/-40/10/30/301--200
Fire Great Scythe +1140/0/140/0-/-/-/-40/10/30.3/301--200
Fire Great Scythe +2150/0/150/0-/-/-/-40/10/30.6/301--200
Fire Great Scythe +3160/0/160/0-/-/-/-40/10/30.9/302--200
Fire Great Scythe +4170/0/170/0-/-/-/-40/10/31.2/302--200
Fire Great Scythe +5180/0/180/0-/-/-/-40/10/31.5/303--200
Fire Great Scythe +6192/0/192/0-/-/-/-40/10/31.8/30-1-200
Fire Great Scythe +7204/0/204/0-/-/-/-40/10/32.1/30-1-200
Fire Great Scythe +8216/0/216/0-/-/-/-40/10/32.4/30-2-200
Fire Great Scythe +9228/0/228/0-/-/-/-40/10/32.7/30-3-200
Fire Great Scythe +10240/0/240/0-/-/-/-40/10/33/30--1200
#### Chaos --- Base damage reduced from fire upgrade path. Damage bonus from humanity. Requires - Fire Great Scythe+5 - Red Titanite
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Great Scythe +0156/0/181/0-/-/-/-40/10/30/301-200
Chaos Great Scythe +1165/0/191/0-/-/-/-40/10/30.6/301-200
Chaos Great Scythe +2174/0/202/0-/-/-/-40/10/31.2/302-200
Chaos Great Scythe +3182/0/212/0-/-/-/-40/10/31.8/302-200
Chaos Great Scythe +4191/0/222/0-/-/-/-40/10/32.4/303-200
Chaos Great Scythe +5200/0/232/0-/-/-/-40/10/33/30-1200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/halberd.webp)![]()Halberd110/0/0/0 (Regular/Thrust)1002006.0161/12/0/0 D/D/-/-40/10/30/302650
### 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 - Titanite 38% STR, 50% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Halberd +0110/0/0/0D/D/-/------
Halberd +1121/0/0/0D/C/-/-1---200
Halberd +2132/0/0/0D/C/-/-1---200
Halberd +3143/0/0/0D/C/-/-2---200
Halberd +4154/0/0/0D/C/-/-3---200
Halberd +5165/0/0/0D/C/-/-3---200
Halberd +6176/0/0/0D/C/-/--1--200
Halberd +7187/0/0/0D/C/-/--1--200
Halberd +8198/0/0/0D/C/-/--2--200
Halberd +9209/0/0/0D/C/-/--2--200
Halberd +10220/0/0/0D/C/-/--3--200
Halberd +11231/0/0/0D/C/-/---1-200
Halberd +12242/0/0/0D/C/-/---1-200
Halberd +13253/0/0/0D/C/-/---2-200
Halberd +14264/0/0/0D/C/-/---3-200
Halberd +15275/0/0/0D/C/-/----1200
#### Crystal --- Weapon durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Halberd+10 - Titanite 38% STR, 50% DEX scaling.
NameDamageStat BonusesChunkSlabSouls
Crystal Halberd +0242/0/0/0D/D/-/-1200
Crystal Halberd +1253/0/0/0D/C/-/-1200
Crystal Halberd +2264/0/0/0D/C/-/-1200
Crystal Halberd +3275/0/0/0D/C/-/-2200
Crystal Halberd +4286/0/0/0D/C/-/-3200
Crystal Halberd +5297/0/0/0D/C/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Halberd+10 - Titanite
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Lightning Halberd +0198/0/0/198-/-/-/-40/10/30/301200
Lightning Halberd +1213/0/0/213-/-/-/-40/10/30/32.41200
Lightning Halberd +2228/0/0/228-/-/-/-40/10/30/34.81200
Lightning Halberd +3244/0/0/244-/-/-/-40/10/30/37.22200
Lightning Halberd +4259/0/0/259-/-/-/-40/10/30/39.63200
Lightning Halberd +5275/0/0/275-/-/-/-40/10/30/421200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Halberd +5 - Titanite 29% STR, 38% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Halberd +0190/0/0/0D/D/-/-1200
Raw Halberd +1203/0/0/0D/D/-/-1200
Raw Halberd +2215/0/0/0D/D/-/-1200
Raw Halberd +3228/0/0/0D/D/-/-2200
Raw Halberd +4241/0/0/0D/D/-/-2200
Raw Halberd +5254/0/0/0D/D/-/-3200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Halberd+5 - Green Titanite - Blue Titanite 11% STR, 14% DEX, 63% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Halberd +0124/133/0/0E/E/C/-1200
Magic Halberd +1132/142/0/0E/E/C/-1200
Magic Halberd +2141/151/0/0E/E/C/-1200
Magic Halberd +3149/160/0/0E/E/C/-2200
Magic Halberd +4157/169/0/0E/E/C/-2200
Magic Halberd +5166/178/0/0E/E/C/-3200
Magic Halberd +6174/186/0/0E/E/C/-1200
Magic Halberd +7182/195/0/0E/E/C/-1200
Magic Halberd +8190/204/0/0E/E/C/-2200
Magic Halberd +9199/213/0/0E/E/C/-3200
Magic Halberd +10207/222/0/0E/E/C/-1200
#### Enchanted --- Enchanted damage added. Large damage bonus from intelligence. Requires - Magic Halberd +5 - Blue Titanite 8% STR, 10% DEX, 62% INT scaling. Unknown additional amount of INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Halberd +0166/176/0/0E/E/C/-1200
Enchanted Halberd +1172/181/0/0E/E/C/-1200
Enchanted Halberd +2179/186/0/0E/E/B/-1200
Enchanted Halberd +3185/191/0/0E/E/B/-2200
Enchanted Halberd+4192/197/0/0E/E/A/-3200
Enchanted Halberd+5199/204/0/0E/E/A/-1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Requires - Halberd+5 - Green Titanite - White Titanite 15% STR, 19% DEX, 63% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Halberd +0111/136/0/0E/E/-/C1--200
Divine Halberd +1118/145/0/0E/E/-/C1--200
Divine Halberd +2125/154/0/0E/E/-/C1--200
Divine Halberd +3133/163/0/0E/E/-/C2--200
Divine Halberd +4140/172/0/0E/E/-/C2--200
Divine Halberd +5148/182/0/0E/E/-/C3--200
Divine Halberd +6155/191/0/0E/D/-/C-1-200
Divine Halberd +7162/200/0/0E/D/-/C-1-200
Divine Halberd +8170/209/0/0E/D/-/C-2-200
Divine Halberd +9177/218/0/0E/D/-/C-3-200
Divine Halberd +10185/227/0/0E/D/-/C--1200
#### Occult --- Occult damage added. All stat bonuses removed. Requires - Divine Halberd +5 - White Titanite 14% STR, 18% DEX, 74% FAI scaling. Additional damage multiplier against holy enemies.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Halberd +0152/166/0/0E/E/-/B0/0/-/1101200
Occult Halberd +1161/174/0/0E/E/-/B0/0/-/1101200
Occult Halberd +2170/182/0/0E/E/-/B0/0/-/1101200
Occult Halberd +3179/190/0/0E/E/-/B0/0/-/1102200
Occult Halberd +4188/199/0/0E/D/-/B0/0/-/1103200
Occult Halberd +5197/207/0/0E/D/-/B0/0/-/1101200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Halberd +5 - Green Titanite - Red Titanite
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Halberd +0143/0/143/0-/-/-/-40/10/30/301200
Fire Halberd +1154/0/154/0-/-/-/-40/10/30.3/301200
Fire Halberd +2165/0/165/0-/-/-/-40/10/30.6/301200
Fire Halberd +3176/0/176/0-/-/-/-40/10/30.9/302200
Fire Halberd +4187/0/187/0-/-/-/-40/10/31.2/302200
Fire Halberd +5198/0/198/0-/-/-/-40/10/31.5/303200
Fire Halberd +6211/0/211/0-/-/-/-40/10/31.8/301200
Fire Halberd +7224/0/224/0-/-/-/-40/10/32.1/301200
Fire Halberd +8237/0/237/0-/-/-/-40/10/32.4/302200
Fire Halberd +9250/0/250/0-/-/-/-40/10/32.7/303200
Fire Halberd +10264/0/264/0-/-/-/-40/10/33/301200
#### Chaos --- Chaos damage added. All stat bonuses removed. Requires - Fire Halberd +5 - Red Titanite
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Halberd +0172/0/198/0-/-/-/-40/10/30/301200
Chaos Halberd +1182/0/209/0-/-/-/-40/10/30.6/301200
Chaos Halberd +2192/0/220/0-/-/-/-40/10/31.2/301200
Chaos Halberd +3201/0/230/0-/-/-/-40/10/31.8/302200
Chaos Halberd +4211/0/242/0-/-/-/-40/10/32.4/303200
Chaos Halberd +5220/0/253/0-/-/-/-40/10/33/301200
#### Soul of Priscilla --- Requires - halberd+10 - Soul of Priscilla
NameDamageStat BonusesSoul RequiredSouls
Lifehunt Scythe165/0/0/0E/B/-/-Soul of Priscilla5,000
--- ### 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: - Soul of Priscilla - Any +10 Halberd1 or Whip - 5,000 souls ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesAux EffectsDamage ReductionStabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/lifehunt-scythe.webp)![]()Lifehunt Scythe180/0/0/0 (Regular)1001006.016/14/0/0 E/B/-/-500/0/-/-40/10/30/302214
### 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.
NameDamageStat BonusesDemon TitaniteSouls
Lifehunt Scythe +0180/0/0/0E/B/-/-
Lifehunt Scythe +1198/0/0/0E/B/-/-15,000
Lifehunt Scythe +2216/0/0/0E/B/-/-15,000
Lifehunt Scythe +3233/0/0/0E/B/-/-25,000
Lifehunt Scythe +4252/0/0/0E/B/-/-25,000
Lifehunt Scythe +5270/0/0/0E/B/-/-45,000
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/lucerne.webp)![]()Lucerne110/0/0/0 (Thrust)1002005.5151/12/0/0 D/D/-/-40/10/30/302650
### 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 - Titanite Shard/Large Shard/Chunk/Slab Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11). 38% STR, 50% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Lucerne +0110/0/0/0D/D/-/-1---200
Lucerne +1121/0/0/0D/C/-/-1---200
Lucerne +2132/0/0/0D/C/-/-1---200
Lucerne +3143/0/0/0D/C/-/-2---200
Lucerne +4154/0/0/0D/C/-/-2---200
Lucerne +5165/0/0/0D/C/-/-3---200
Lucerne +6176/0/0/0D/C/-/--1--200
Lucerne +7187/0/0/0D/C/-/--1--200
Lucerne +8198/0/0/0D/C/-/--2--200
Lucerne +9209/0/0/0D/C/-/--2--200
Lucerne +10220/0/0/0D/C/-/--3--200
Lucerne +11230/0/0/0D/C/-/---1-200
Lucerne +12242/0/0/0D/C/-/---1-200
Lucerne +13253/0/0/0D/C/-/---2-200
Lucerne +14264/0/0/0D/C/-/---3-200
Lucerne +15275/0/0/0D/C/-/----1200
#### Crystal --- Weapon durability reduced to **20**. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Lucerne+10 - Titanite 38% STR, 50% DEX scaling.
NameDamageStat BonusesTitanite ChunkTitanite SlabSouls
Crystal Lucerne +0242/0/0/0D/C/-/-1200
Crystal Lucerne +1253/0/0/0D/C/-/-1200
Crystal Lucerne +2264/0/0/0D/C/-/-1200
Crystal Lucerne +3275/0/0/0D/C/-/-2200
Crystal Lucerne +4286/0/0/0D/C/-/-3200
Crystal Lucerne +5297/0/0/0D/C/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Lucerne+10 - Titanite
NameDamageStat BonusesDamage ReductionTitanite ChunkTitanite SlabSouls
Lightning Lucerne +0198/0/0/198-/-/-/-40/10/30/301200
Lightning Lucerne +1213/0/0/213-/-/-/-40/10/30/32.41200
Lightning Lucerne +2228/0/0/228-/-/-/-40/10/30/34.81200
Lightning Lucerne +3244/0/0/244-/-/-/-40/10/30/37.22200
Lightning Lucerne +4259/0/0/259-/-/-/-40/10/30/39.63200
Lightning Lucerne +5275/0/0/275-/-/-/-40/10/30/421200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Lucerne+5 - Titanite 29% STR, 38% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Lucerne +0190/0/0/0D/D/-/-1200
Raw Lucerne +1203/0/0/0D/D/-/-1200
Raw Lucerne +2215/0/0/0D/D/-/-1200
Raw Lucerne +3228/0/0/0D/D/-/-2200
Raw Lucerne +4241/0/0/0D/D/-/-2200
Raw Lucerne +5254/0/0/0D/D/-/-3200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Lucerne+5 - Green Titanite - Blue Titanite 29% STR, 38% DEX scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Lucerne +0124/133/0/0E/E/C/-1200
Magic Lucerne +1132/142/0/0E/E/C/-1200
Magic Lucerne +2141/151/0/0E/E/C/-1200
Magic Lucerne +3149/160/0/0E/E/C/-2200
Magic Lucerne +4157/169/0/0E/E/C/-2200
Magic Lucerne +5166/178/0/0E/E/C/-3200
Magic Lucerne +6174/186/0/0E/E/C/-1200
Magic Lucerne +7182/195/0/0E/E/C/-1200
Magic Lucerne +8190/204/0/0E/E/C/-2200
Magic Lucerne +9199/213/0/0E/E/C/-3200
Magic Lucerne +10207/222/0/0E/E/C/-1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires - Magic Lucerne+5 - Blue Titanite 8% STR, 10% DEX, 62% INT scaling. Unknown additional amount of INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Lucerne +0166/176/0/0E/E/C/-1200
Enchanted Lucerne +1172/181/0/0E/E/C/-1200
Enchanted Lucerne +2179/186/0/0E/E/B/-1200
Enchanted Lucerne +3185/191/0/0E/E/B/-2200
Enchanted Lucerne +4192/197/0/0E/E/A/-3200
Enchanted Lucerne +5199/204/0/0E/E/A/-1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Requires - Lucerne+5 - Green Titanite - White Titanite 15% STR, 19% DEX, 63% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Lucerne +0111/136/0/0E/E/-/C0/0/110/-1200
Divine Lucerne +1118/145/0/0E/E/-/C0/0/110/-1200
Divine Lucerne +2125/154/0/0E/E/-/C0/0/110/-1200
Divine Lucerne +3133/163/0/0E/E/-/C0/0/110/-2200
Divine Lucerne +4140/172/0/0E/E/-/C0/0/110/-2200
Divine Lucerne +5148/182/0/0E/E/-/C0/0/110/-3200
Divine Lucerne +6155/191/0/0E/D/-/C0/0/110/-1200
Divine Lucerne +7162/200/0/0E/D/-/C0/0/110/-1200
Divine Lucerne +8170/209/0/0E/D/-/C0/0/110/-2200
Divine Lucerne +9177/218/0/0E/D/-/C0/0/110/-3200
Divine Lucerne+10185/227/0/0E/D/-/C0/0/110/-1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Requires - Divine Lucerne+5 - White Titanite 14% STR, 18% DEX, 74% FAI scaling. Additional damage multiplier against holy enemies.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Lucerne +0152/166/0/0E/E/-/B0/0/-/1101200
Occult Lucerne +1161/174/0/0E/E/-/B0/0/-/1101200
Occult Lucerne +2170/182/0/0E/E/-/B0/0/-/1101200
Occult Lucerne +3179/190/0/0E/E/-/B0/0/-/1102200
Occult Lucerne +4188/199/0/0E/D/-/B0/0/-/1103200
Occult Lucerne+5197/207/0/0E/D/-/B0/0/-/1101200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Lucerne+5 - Green Titanite - Red Titanite
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Lucerne +0143/0/143/0-/-/-/-40/10/30/301200
Fire Lucerne +1154/0/154/0-/-/-/-40/10/30.3/301200
Fire Lucerne +2165/0/165/0-/-/-/-40/10/30.6/301200
Fire Lucerne +3176/0/176/0-/-/-/-40/10/30.9/302200
Fire Lucerne +4187/0/187/0-/-/-/-40/10/31.2/302200
Fire Lucerne +5198/0/198/0-/-/-/-40/10/31.5/303200
Fire Lucerne +6211/0/211/0-/-/-/-40/10/31.8/301200
Fire Lucerne +7224/0/224/0-/-/-/-40/10/32.1/301200
Fire Lucerne +8237/0/237/0-/-/-/-40/10/32.4/302200
Fire Lucerne +9250/0/250/0-/-/-/-40/10/32.7/303200
Fire Lucerne +10264/0/264/0-/-/-/-40/10/33/301200
#### Chaos --- Base damage reduced from fire upgrade path. Damage bonus from humanity. Requires - Fire Lucerne+5 - Red Titanite
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Lucerne +0172/0/198/0-/-/-/-40/10/30/301200
Chaos Lucerne +1182/0/209/0-/-/-/-40/10/30.6/301200
Chaos Lucerne +2192/0/220/0-/-/-/-40/10/31.2/301200
Chaos Lucerne +3201/0/230/0-/-/-/-40/10/31.8/302200
Chaos Lucerne +4211/0/242/0-/-/-/-40/10/32.4/303200
Chaos Lucerne +5220/0/253/0-/-/-/-40/10/33/301200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/scythe.webp)![]()Scythe110/0/0/0 (Slash)1001505.0141/12/0/0 E/C/-/-40/10/30/302650
### 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 - Titanite 15% STR, 72% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Scythe +0110/0/0/0E/C/-/-200
Scythe +1121/0/0/0E/C/-/-1200
Scythe +2132/0/0/0E/C/-/-1200
Scythe +3143/0/0/0E/C/-/-2200
Scythe +4154/0/0/0E/C/-/-2200
Scythe +5165/0/0/0E/C/-/-3200
Scythe +6176/0/0/0E/C/-/-1200
Scythe +7187/0/0/0E/C/-/-1200
Scythe +8198/0/0/0E/C/-/-2200
Scythe +9209/0/0/0E/C/-/-2200
Scythe +10220/0/0/0E/C/-/-3200
Scythe +11230/0/0/0E/B/-/-1200
Scythe +12242/0/0/0E/B/-/-1200
Scythe +13253/0/0/0E/B/-/-2200
Scythe +14264/0/0/0E/B/-/-3200
Scythe +15275/0/0/0E/B/-/-1200
#### Crystal --- Scythe durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Scythe +10 - Titanite 15% STR, 72% DEX scaling.
NameDamageStat BonusesTitanite ChunkTitanite SlabSouls
Crystal Scythe +0242/0/0/0E/B/-/-1200
Crystal Scythe +1253/0/0/0E/B/-/-1200
Crystal Scythe +2264/0/0/0E/B/-/-1200
Crystal Scythe +3275/0/0/0E/B/-/-2200
Crystal Scythe +4286/0/0/0E/B/-/-3200
Crystal Scythe +5297/0/0/0E/B/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Scythe +10 - Titanite
NameDamageStat BonusesDamage ReductionTitanite ChunkTitanite SlabSouls
Lightning Scythe +0198/0/0/198-/-/-/-40/10/30/301200
Lightning Scythe +1213/0/0/213-/-/-/-40/10/30/32.41200
Lightning Scythe +2228/0/0/228-/-/-/-40/10/30/34.81200
Lightning Scythe +3244/0/0/244-/-/-/-40/10/30/37.22200
Lightning Scythe +4259/0/0/259-/-/-/-40/10/30/39.63200
Lightning Scythe +5275/0/0/275-/-/-/-40/10/30/421200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Scythe +5 - Titanite 11% STR, 55% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Scythe +0190/0/0/0E/C/-/-1200
Raw Scythe +1203/0/0/0E/C/-/-1200
Raw Scythe +2215/0/0/0E/C/-/-1200
Raw Scythe +3228/0/0/0E/C/-/-2200
Raw Scythe +4241/0/0/0E/C/-/-2200
Raw Scythe +5254/0/0/0E/C/-/-3200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Scythe +5 - Green Titanite - Blue Titanite 4% STR, 21% DEX, 63% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Scythe +0124/133/0/0E/D/C/-1200
Magic Scythe +1132/142/0/0E/D/C/-1200
Magic Scythe +2141/151/0/0E/D/C/-1200
Magic Scythe +3149/160/0/0E/D/C/-2200
Magic Scythe +4157/169/0/0E/D/C/-2200
Magic Scythe +5166/178/0/0E/D/C/-3200
Magic Scythe +6174/186/0/0E/D/C/-1200
Magic Scythe +7182/195/0/0E/D/C/-1200
Magic Scythe +8190/204/0/0E/D/C/-2200
Magic Scythe +9199/213/0/0E/D/C/-3200
Magic Scythe +10207/222/0/0E/D/C/-1200
#### Enchanted --- Magic damage added. High damage bonus from intelligence. Requires - Magic Scythe +5 - Blue Titanite 3% STR, 15% DEX, 61% INT scaling. Unknown additional amount of INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Scythe +0166/176/0/0E/E/C/-1200
Enchanted Scythe +1172/181/0/0E/E/C/-1200
Enchanted Scythe +2179/186/0/0E/E/B/-1200
Enchanted Scythe +3185/191/0/0E/E/B/-2200
Enchanted Scythe +4192/197/0/0E/E/A/-3200
Enchanted Scythe +5199/204/0/0E/E/A/-1200
#### Divine --- Adds magic damage and a Holy modifier. High damage bonus from faith. Requires - Scythe +5 - Green Titanite - White Titanite 6% STR, 28% DEX, 62% FAI scaling. Additional damage multiplier against unholy enemies.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Scythe +0111/136/0/0E/D/-/C0/0/110/-1200
Divine Scythe +1118/145/0/0E/D/-/C0/0/110/-1200
Divine Scythe +2125/154/0/0E/D/-/C0/0/110/-1200
Divine Scythe +3133/163/0/0E/D/-/C0/0/110/-2200
Divine Scythe +4140/172/0/0E/D/-/C0/0/110/-2200
Divine Scythe +5148/182/0/0E/D/-/C0/0/110/-3200
Divine Scythe +6155/191/0/0E/D/-/C0/0/110/-1200
Divine Scythe +7162/200/0/0E/D/-/C0/0/110/-1200
Divine Scythe +8170/209/0/0E/D/-/C0/0/110/-2200
Divine Scythe +9177/218/0/0E/D/-/C0/0/110/-3200
Divine Scythe +10185/227/0/0E/D/-/C0/0/110/-1200
#### Occult --- Magic damage and Occult modifier added. High damage bonus from faith. Requires - Divine Scythe +5 - White Titanite 5% STR, 26% DEX, 73% FAI scaling. Additional damage multiplier against holy enemies.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Scythe +0152/166/0/0E/D/-/B0/0/-/1101200
Occult Scythe +1161/174/0/0E/D/-/B0/0/-/1101200
Occult Scythe +2170/182/0/0E/D/-/B0/0/-/1101200
Occult Scythe +3179/190/0/0E/D/-/B0/0/-/1102200
Occult Scythe +4188/199/0/0E/D/-/B0/0/-/1103200
Occult Scythe +5197/207/0/0E/D/-/B0/0/-/1101200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Scythe +5 - Green Titanite - Red Titanite
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Scythe +0143/0/143/0-/-/-/-40/10/30/301200
Fire Scythe +1154/0/154/0-/-/-/-40/10/30.3/301200
Fire Scythe +2165/0/165/0-/-/-/-40/10/30.6/301200
Fire Scythe +3176/0/176/0-/-/-/-40/10/30.9/302200
Fire Scythe +4187/0/187/0-/-/-/-40/10/31.2/302200
Fire Scythe +5198/0/198/0-/-/-/-40/10/31.5/303200
Fire Scythe +6211/0/211/0-/-/-/-40/10/31.8/301200
Fire Scythe +7224/0/224/0-/-/-/-40/10/32.1/301200
Fire Scythe +8237/0/237/0-/-/-/-40/10/32.4/302200
Fire Scythe +9250/0/250/0-/-/-/-40/10/32.7/303200
Fire Scythe +10264/0/264/0-/-/-/-40/10/33/301200
#### Chaos --- Chaos damage added. Scales with humanity. All stat bonuses removed. Requires - Fire Scythe +5 - Red Titanite
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Scythe +0172/0/198/0-/-/-/-40/10/30/301200
Chaos Scythe +1182/0/209/0-/-/-/-40/10/30.6/301200
Chaos Scythe +2192/0/220/0-/-/-/-40/10/31.2/301200
Chaos Scythe +3201/0/230/0-/-/-/-40/10/31.8/302200
Chaos Scythe +4211/0/242/0-/-/-/-40/10/32.4/303200
Chaos Scythe +5220/0/253/0-/-/-/-40/10/33/301200
--- ### 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
ImageNameDamageCritical BonusDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/titanite-catch-pole.webp)![]()Titanite Catch Pole125/145/0/0 (Regular)1006006.016/14/0/0 D/D/D/-40/10/30/3026100
### 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.
NameDamageStat BonusesTwinkling TitaniteSouls
Titanite Catch Pole +0125/145/0/0D/D/D/-
Titanite Catch Pole +1137/159/0/0D/D/D/-12,000
Titanite Catch Pole +2150/174/0/0D/D/D/-12,000
Titanite Catch Pole +3162/188/0/0D/D/D/-22,000
Titanite Catch Pole +4175/203/0/0D/D/D/-22,000
Titanite Catch Pole +5187/217/0/0D/D/D/-42,000
--- ### 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.