# 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. | |
- 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.
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. | |
- 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.
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
- Gargoyle's Halberd +10
- Titanite
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
- Gargoyle's Halberd +10
- Titanite Chunk/Slab
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
- Gargoyle's Halberd +5
- Titanite
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
- Gargoyle's Halberd +5
- Green Titanite
- Blue Titanite
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
- Magic Gargoyle's Halberd +5
- Blue Titanite
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
- 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.
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
- Divine Gargoyle's Halberd +5
- White Titanite
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
- Gargoyle's Halberd +5
- Green Titanite
- Red Titanite
- Ascended by Vamos with Large Flame Ember (+6)
Name | Damage | Stat Bonuses | Damage Reduction | Green Titanite Shard | Red Titanite Chunk | Red Titanite Slab | Souls |
---|
Fire 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
- Fire Gargoyle's Halberd +5
- Red Titanite
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.
- 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
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 - 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).
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
- Titanite
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
- Great Scythe+10
- Titanite
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
- Great Scythe+10
- Titanite
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
- Great Scythe+5
- Titanite
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
- Great Scythe+5
- Green Titanite
- Blue Titanite
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
- Magic Great Scythe+5
- Blue Titanite
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
- Great Scythe+5
- Green Titanite
- White Titanite
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
- Divine Great Scythe+5
- White Titanite
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
- Great Scythe+5
- Green Titanite
- Red Titanite
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
- Fire Great Scythe+5
- Red Titanite
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
- Titanite
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
- Halberd+10
- Titanite
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
- Halberd+10
- Titanite
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
- Halberd +5
- Titanite
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
- Halberd+5
- Green Titanite
- Blue Titanite
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
- Magic Halberd +5
- Blue Titanite
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
- Halberd+5
- Green Titanite
- White Titanite
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
- Divine Halberd +5
- White Titanite
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
- Halberd +5
- Green Titanite
- Red Titanite
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
- Fire Halberd +5
- Red Titanite
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
- halberd+10
- Soul of Priscilla
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:
- 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.
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
- Titanite Shard/Large Shard/Chunk/Slab
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
- Lucerne+10
- Titanite
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
- Lucerne+10
- Titanite
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
- Lucerne+5
- Titanite
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
- Lucerne+5
- Green Titanite
- Blue Titanite
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
- Magic Lucerne+5
- Blue Titanite
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
- Lucerne+5
- Green Titanite
- White Titanite
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
- Divine Lucerne+5
- White Titanite
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
- Lucerne+5
- Green Titanite
- Red Titanite
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
- Fire Lucerne+5
- Red Titanite
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
- Titanite
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
- Scythe +10
- Titanite
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
- Scythe +10
- Titanite
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
- Scythe +5
- Titanite
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
- Scythe +5
- Green Titanite
- Blue Titanite
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
- Magic Scythe +5
- Blue Titanite
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
- Scythe +5
- Green Titanite
- White Titanite
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
- Divine Scythe +5
- White Titanite
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
- Scythe +5
- Green Titanite
- Red Titanite
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
- Fire Scythe +5
- Red Titanite
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. |