Hammers
Hammers concentrate on Strike damage and specialize in staggering heavily armored opponents, as their blunt force penetrates defenses more effectively than many other weapons. Though their initial swing is slow and can leave the player open if it misses, a successful hit greatly reduces recovery time and allows quick follow-up strikes—often enabling stun-lock combos. Hammers excel in breaking opponents’ guards and punishing defensive play, making them strong choices against turtle-like foes or enemies vulnerable to blunt attacks.
- Blacksmith Giant Hammer
- Blacksmith Hammer
- Club
- Hammer of Vamos
- Mace
- Morning Star
- Pickaxe
- Reinforced Club
- Warpick
Blacksmith Giant Hammer
Wooden hammer of the giant blacksmith in Anor Londo who handles lightning weapons.
The giant blacksmith forges with this wooden hammer, as it would be hazardous to handle lightning weapons with metals.
Availability
Giant Blacksmith drop in Anor Londo
General Information
Like all Hammers, 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.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
- Strong attacks (1-handed & 2-handed) are replaced by a leaping smash, followed up by a right-to-left swing.
Upgrades
Requires
- Twinkling Titanite
35% STR scaling.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 11 Strength is required.
Blacksmith Hammer
Metal hammer of Andre of Astora,
blacksmith at the Old Church.
Can be used as a strike weapon, but better left in the hands of its talented owner.
Availability
Andre of Astora drop in the Undead Parish
General Information
Like all Hammers, 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.
Typically, the Mace is simply better in most situations. It has greater scaling, base damage and doesn't require as much strength to wield. In addition, killing Andre is typically a bad idea in most situations.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
Upgrades
Basic
Standard upgrade path.
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
75% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Blacksmith Hammer +5
- Titanite
Ascended by Andre of Astora with Large Ember.
56% STR scaling.
|
Crystal
Blacksmith Hammer durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Blacksmith Hammer +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
75% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Blacksmith Hammer +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Blacksmith Hammer +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
21% STR, 54% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Blacksmith Hammer +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
14% STR, 53% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Blacksmith Hammer +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
29% STR, 54% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Blacksmith Hammer +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
27% STR, 63% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Blacksmith Hammer +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Blacksmith Hammer +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 10 Strength is required.
Club
A simple wooden club.
This simple bladeless strike weapon is effective against most foes, is easily handled, and can break the guard of a shield.
However, a single miss makes one wide open,
so timing and proximities are crucial.
Availability
Sold by Undead Merchant (Male) in Undead Burg for 150 souls
An Occult Club is dropped by a Mimic in Anor Londo, in the same room as Havel's Set, behind an illusionary wall nearby the third bonfire
Starting weapon of the Deprived class
General Information
Like all Hammers, 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.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
- Strong attacks (1-handed & 2-handed) are replaced by a leaping smash, followed up by a right-to-left swing.
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).
110% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Club+5
- Titanite
Ascended by Andre of Astora with Large Ember.
82% STR scaling.
|
Crystal
Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Club +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
110% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Club+10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Club+5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
31% STR, 79% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Club+5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
22% STR, 77% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Club+5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
42% STR, 79% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Club+5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
39% STR, 92% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Club+5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Club+5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 7 Strength is required.
- It's not a mistake.
Hammer of Vamos
Metal hammer of Vamos, a skeleton blacksmith deep within the Catacombs who rarely speaks.
Can be used as a strike weapon, but better left in the hands of its talented owner.
Availability
Blacksmith Vamos drop in The Catacombs along with the Royal Helm
General Information
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
Upgrades
Requires
- Twinkling Titanite
75% STR scaling.
Footnotes
- When two-handing this weapon, only 10 Strength is required.
Mace
Iron hammer with a protrusive pommel.
Standard weapon for clerics.
This simple bladeless strike weapon is effective against most foes, and can break the guard of a shield. However,
one miss leaves one wide open.
Availability
Starting weapon of Cleric
Purchased from Patches for 3,000 Souls
Treasure in The Catacombs, found on a corpse with the Holy Set
General Information
Like all Hammers, 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.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
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).
88% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Mace +5
- Titanite
Ascended by Andre of Astora with Large Ember.
66% STR scaling.
|
Crystal
Mace durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Mace +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
88% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Mace +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Mace +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
25% STR, 63% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Mace +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
18% STR, 62% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Mace+5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
34% STR, 63% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Mace+5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
32% STR, 74% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Mace +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Mace +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- when two-handing this weapon, only 8 Strength is required.
Morning Star
Hammer with a sharp spike on its pommel.
One of the more barbaric cleric weapons.
Uniquely, this hammer inflicts thrust damage,
and causes bleeding.
Availability
Firelink Shrine treasure, in the small area in front of the elevators
General Information
Bleed build-up is 33 per strike.
Like all Hammers, 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.
The basic upgrade path of this weapon incorrectly states it deals Thrust damage in its Attack type and description.
Upon ascending the weapon along any other path, its description changes to "The effect of these spikes makes this strike-based weapon also cause bleeding."
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Heavy overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
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).
75% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Morning Star +5
- Titanite
Ascended by Andre of Astora with Large Ember.
56% STR scaling.
|
Crystal
Morning Star durability reduced to 18. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Morning Star +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
75% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Morning Star +10
- Titanite Chunk
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Morning Star +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
21% STR, 54% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Morning Star +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
14% STR, 53% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Morning Star +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
29% STR, 54% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Morning Star +5
- White Titanite Chunk
Ascended by Andre of Astora with Dark Ember.
27% STR, 63% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Morning Star +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Morning Star +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- when two handing this weapon, only 8 Strength is required
Pickaxe
Traditionally a mining tool, but the hard cone on the pommel is effective in battle.
A downward swing of the Pickaxe can crush stone; a human head would be an afterthought.
Availability
Drop by Infested Barbarians (with boulders) in Blighttown (5% drop rate).
General Information
This weapon, and the Warpick, deal reduced poise damage similar to Straight Swords and Halberds.
Higher strength scaling, no dexterity scaling but slightly shorter range than the Warpick.
Like all Hammers, 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.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 | Slow downward swing. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 | Slow downward swing. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
Strong attack (1-handed & 2-handed) is replaced by a slow downward swing.
Upgrades
Basic
Standard upgrade path.
Requires
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
88% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Pickaxe +5
- Titanite
Ascended by Andre of Astora with Large Ember.
66% STR scaling.
|
Crystal
Pickaxe durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Pickaxe +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
88% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Pickaxe +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Pickaxe +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
25% STR, 63% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Pickaxe +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
18% STR, 62% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Pickaxe +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
34% STR, 63% FAI scaling.
|
Occult
Adds magic damage. Larger damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Pickaxe +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
32% STR, 74% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Pickaxe +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Pickaxe +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 10 Strength is required.
Reinforced Club
A club with leather nailed to the pommel.
The burg Undead merchant proudly peddles this club, but its reinforcement is shoddy.
Indeed, its attack is stronger, but the club is no longer dependably sturdy.
Availability
Sold by Undead Merchant (Male) in the Undead Burg for 350 Souls
General Information
Bleed build-up is 30 per strike.
Like all Hammers, 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.
Very useful for low-level builds. Strong leaping attack is effective in many situations. Does a lot of damage when upgraded with Lightning or Fire (which doesn't depend of stat scaling).
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
- Strong attacks (1-handed & 2-handed) are replaced by a leaping smash, followed up by a right-to-left swing.
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).
75% STR scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Reinforced Club+5
- Titanite
Ascended by Andre of Astora with Large Ember.
56% STR scaling.
|
Crystal
Reinforced Club durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Reinforced Club+10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
75% STR scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Reinforced Club+10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Reinforced Club+5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
21% STR, 54% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Reinforced Club+5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
14% STR, 53% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Reinforced Club+5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
29% STR, 54% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Reinforced Club+5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Dark Ember.
27% STR, 63% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Reinforced Club+5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Reinforced Club+5
- Red Titanite
- Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 8 Strength is required.
Warpick
Hammer with a large beak-shaped pommel.
Originally a pickaxe; redesigned for battle.
This simple but deadly weapon hits heavily with thrust damage, such that it easily cracks metal armor.
Availability
Sold by Andre of Astora for 800 Souls
General Information
This weapon, and the Pickaxe, deal reduced poise damage equal to straight swords and halberds.
Lower strength scaling, but slightly longer range than the Pickaxe, also dexterity scaling not present with the Pickaxe.
Like all Hammers, 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.
|
Move Set
1 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Slow right-to-left swing into slow left-to-right swing. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 (left hand) | Guard. | |
L2 (left hand) | Left-to-right horizontal swing. |
2 Handed | ||
---|---|---|
R1 | Right-to-left horizontal swing. | |
R2 — R2 | Slow right-to-left swing into slow left-to-right swing. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
- Strong attacks (1-handed & 2-handed) are replaced by a slow right-to-left swing, followed up by a slow left-to-right swing.
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).
60% STR, 30% DEX scaling.
|
Raw
Base damage increased. Stat bonuses reduced.
Requires
- Warpick +5
- Titanite
Ascended by Andre of Astora with Large Ember.
45% STR, 23% DEX scaling.
|
Crystal
Warpick durability reduced to 22. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Warpick +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
60% STR, 30% DEX scaling.
|
Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Warpick +10
- Titanite
Ascended by the Giant Blacksmith.
|
Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Warpick +5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
17% STR, 8% DEX, 65% INT scaling.
|
Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Warpick +5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.
|
Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Warpick +5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
23% STR, 12% DEX, 64% FAI scaling.
|
Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Warpick +5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
22% STR, 11% DEX, 76% FAI scaling.
|
Fire
Fire damage added. All stat bonuses removed.
Requires
- Warpick +5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
|
Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Warpick +5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
|
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
|
Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 8 Strength is required.