Weapons

Dark Souls encourages players to select weapons that align with their combat style. Each weapon’s performance is influenced by parameters like scaling, upgrades, and damage types, including physical, magic, fire, and lightning. Meeting attribute requirements—commonly Strength, Dexterity, Intelligence, or Faith - is crucial, though two-handing a weapon can lower its Strength requirement.

Players can master any chosen weapon and still perform well, with no single “best” option. Different weapon categories share similar movesets and damage types, but vary in speed, stun rates, and movesets. Weapons can be crafted from boss souls, and understanding weapon scaling and infusion charts helps determine their effectiveness in PvE or PvP.

Typically, right-hand weapons are used for attacking, while left-hand equipment assists with blocking or parrying. However, certain weapons can perform alternate actions depending on their equipped hand. For additional information, including damage formulas, scaling parameters, and key definitions, consult the relevant pages and tables.

List of All Weapons

Daggers

Daggers are extremely fast, close-range weapons with short reach, good Dexterity scaling, and exceptionally high critical damage. Their quick attacks can easily interrupt an enemy’s offense, and successive hits can stagger foes, allowing for relentless pressure. They are well-suited to confined areas where movement is limited. While their per-hit damage is low and their range is minimal, the rapid attack speed and strong critical hits make them ideal for skilled players who enjoy swift, precise combat. Daggers can be wielded in the left hand for parrying and are excellent for applying weapon buffs like Crystal Magic Weapon or Rotten Pine Resin.

Daggers

Bandit's Knife

This wide single-edged shortsword is the favorite of lowly thieves and bandits.

Primarily a slicing weapon, but highly effective when used for critical hits, such as after parrying or from behind.

Availability


Starting weapon of the Thief class

Drop from Undead Assassins (2% drop rate)

General Information


Bleed buildup is 33 per strike and it deals 30% HP.

This weapon had the highest Critical Modifier before the release of the DLC, with the DLC, the Dark Silver Tracer has the highest Critical Modifier at 400.

The weapon's name changes to "X Knife" after any non-normal upgrade. ("X" is replaced with the weapon's upgrade path)

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Bandit's Knife 56/0/0/0

Bleed 300

(Slash)
147 200 1.0 61/12/0/0

E/B/-/-
45/10/30/30 26 300/0/-/- 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy right-to-left swipe into heavy left-to-right swipe.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 — R2 Heavy right-to-left swipe into heavy left-to-right swipe.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Bandit's Knife +0 56/0/0/0 E/B/-/-          
Bandit's Knife +1 61/0/0/0 E/B/-/- 1       100
Bandit's Knife +2 67/0/0/0 E/B/-/- 1       100
Bandit's Knife +3 72/0/0/0 E/B/-/- 2       100
Bandit's Knife +4 78/0/0/0 E/B/-/- 2       100
Bandit's Knife +5 84/0/0/0 E/B/-/- 3       100
Bandit's Knife +6 89/0/0/0 E/B/-/-   1     100
Bandit's Knife +7 95/0/0/0 E/B/-/-   1     100
Bandit's Knife +8 100/0/0/0 E/B/-/-   2     100
Bandit's Knife +9 106/0/0/0 E/B/-/-   2     100
Bandit's Knife +10 112/0/0/0 E/B/-/-   3     100
Bandit's Knife +11 117/0/0/0 E/B/-/-     1   100
Bandit's Knife +12 123/0/0/0 E/B/-/-     1   100
Bandit's Knife +13 128/0/0/0 E/B/-/-     2   100
Bandit's Knife +14 134/0/0/0 E/A/-/-     3   100
Bandit's Knife +15 140/0/0/0 E/A/-/-       1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires:

Ascended by Andre of Astora with Large Ember.

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Knife +0 96/0/0/0 E/C/-/- 1 100
Raw Knife +1 102/0/0/0 E/C/-/- 1 100
Raw Knife +2 108/0/0/0 E/C/-/- 1 100
Raw Knife +3 115/0/0/0 E/C/-/- 2 100
Raw Knife +4 121/0/0/0 E/C/-/- 2 100
Raw Knife +5 128/0/0/0 E/C/-/- 3 100

Crystal


Bandit's Knife durability reduced to 20. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires:

Ascended by the Giant Blacksmith with Crystal Ember.

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Knife +0 123/0/0/0 E/B/-/- 1   100
Crystal Knife +1 128/0/0/0 E/B/-/- 1   100
Crystal Knife +2 134/0/0/0 E/B/-/- 1   100
Crystal Knife +3 140/0/0/0 E/B/-/- 2   100
Crystal Knife +4 145/0/0/0 E/A/-/- 3   100
Crystal Knife +5 151/0/0/0 E/A/-/-   1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires:

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Knife +0 100/0/0/100 -/-/-/- 45/10/30/30 1   100
Lightning Knife +1 108/0/0/108 -/-/-/- 45/10/30/32.4 1   100
Lightning Knife +2 116/0/0/116 -/-/-/- 45/10/30/34.8 1   100
Lightning Knife +3 124/0/0/124 -/-/-/- 45/10/30/37.2 2   100
Lightning Knife +4 132/0/0/132 -/-/-/- 45/10/30/39.6 3   100
Lightning Knife +5 140/0/0/140 -/-/-/- 45/10/30/42   1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires:

Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Knife +0 63/69/0/0 E/D/C/- 1     100
Magic Knife +1 67/73/0/0 E/D/C/- 1     100
Magic Knife +2 71/78/0/0 E/D/C/- 1     100
Magic Knife +3 75/82/0/0 E/D/C/- 2     100
Magic Knife +4 79/87/0/0 E/D/C/- 2     100
Magic Knife +5 84/92/0/0 E/D/B/- 3     100
Magic Knife +6 88/96/0/0 E/D/B/-   1   100
Magic Knife +7 92/101/0/0 E/D/B/-   1   100
Magic Knife +8 96/105/0/0 E/D/B/-   2   100
Magic Knife +9 100/110/0/0 E/D/B/-   2   100
Magic Knife +10 105/115/0/0 E/D/B/-     1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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 Knife +0 84/90/0/0 E/E/C/- 1   100
Enchanted Knife +1 87/92/0/0 E/E/C/- 1   100
Enchanted Knife +2 90/95/0/0 E/E/C/- 1   100
Enchanted Knife +3 94/98/0/0 E/E/C/- 2   100
Enchanted Knife +4 97/100/0/0 E/E/B/- 3   100
Enchanted Knife +5 100/104/0/0 E/E/B/-   1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires:

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

5% STR, 33% DEX, 70% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Knife +0 57/69/0/0 E/D/-/C 0/0/110/- 1     100
Divine Knife +1 60/73/0/0 E/D/-/C 0/0/110/- 1     100
Divine Knife +2 64/78/0/0 E/D/-/C 0/0/110/- 1     100
Divine Knife +3 68/82/0/0 E/D/-/C 0/0/110/- 2     100
Divine Knife +4 72/87/0/0 E/D/-/C 0/0/110/- 2     100
Divine Knife +5 76/92/0/0 E/D/-/C 0/0/110/- 3     100
Divine Knife +6 79/96/0/0 E/D/-/B 0/0/110/-   1   100
Divine Knife +7 83/101/0/0 E/D/-/B 0/0/110/-   1   100
Divine Knife +8 87/105/0/0 E/D/-/B 0/0/110/-   2   100
Divine Knife +9 91/110/0/0 E/D/-/B 0/0/110/-   3   100
Divine Knife +10 95/115/0/0 E/D/-/B 0/0/110/-     1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires:

Ascended by Andre of Astora with Dark Ember.

5% STR, 31% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Knife +0 76/84/0/30 E/D/-/B 0/0/-/110 1   100
Occult Knife +1 80/88/0/30 E/D/-/B 0/0/-/110 1   100
Occult Knife +2 85/92/0/30 E/D/-/B 0/0/-/110 1   100
Occult Knife +3 89/96/0/30 E/D/-/B 0/0/-/110 2   100
Occult Knife +4 94/100/0/30 E/D/-/B 0/0/-/110 3   100
Occult Knife +5 98/105/0/30 E/D/-/B 0/0/-/110   1 100

Fire


Fire damage added. All stat bonuses removed.
Requires:

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 Knife +0 72/0/72/0 -/-/-/- 45/10/30/30 1     100
Fire Knife +1 78/0/78/0 -/-/-/- 45/10/30.3/30 1     100
Fire Knife +2 84/0/84/0 -/-/-/- 45/10/30.6/30 1     100
Fire Knife +3 89/0/89/0 -/-/-/- 45/10/30.9/30 2     100
Fire Knife +4 95/0/95/0 -/-/-/- 45/10/31.2/30 2     100
Fire Knife +5 100/0/100/0 -/-/-/- 45/10/31.5/30 3     100
Fire Knife +6 107/0/107/0 -/-/-/- 45/10/31.8/30   1   100
Fire Knife +7 114/0/114/0 -/-/-/- 45/10/32.1/30   1   100
Fire Knife +8 120/0/120/0 -/-/-/- 45/10/32.4/30   2   100
Fire Knife +9 127/0/127/0 -/-/-/- 45/10/32.7/30   3   100
Fire Knife +10 134/0/134/0 -/-/-/- 45/10/33/30     1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires:

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Knife +0 88/0/102/0 -/-/-/- 45/10/30/30 1   100
Chaos Knife +1 93/0/108/0 -/-/-/- 45/10/30.6/30 1   100
Chaos Knife +2 98/0/114/0 -/-/-/- 45/10/31.2/30 1   100
Chaos Knife +3 102/0/119/0 -/-/-/- 45/10/31.8/30 2   100
Chaos Knife +4 107/0/125/0 -/-/-/- 45/10/32.4/30 3   100
Chaos Knife +5 112/0/131/0 -/-/-/- 45/10/33/30   1 100

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 4 Strength is required.
Daggers

Dark Silver Tracer

A dark silver dagger used by the Lord's Blade Ciaran, of Gwyn's Four Knights.

The victim is first distracted by dazzling streaks of the Gold Tracer, then stung by the vicious poison of this dagger.

Availability


Given by Lord's Blade Ciaran in return for the Soul of Artorias

Drops from Lord's Blade Ciaran if killed without giving her the Soul of Artorias

General Information


Strong attack's toxin buildup is 36 per strike. When inflicted,

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Dark Silver Tracer 75/0/0/0

(Slashing/Thrust)
160 120 1.0 61/25/0/0

E/S/-/-
45/10/30/30 26 100

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 Delayed thrust.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 Delayed thrust.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Notes


Highest critical bonus in the game since release of the Additional Content.

Highest DEX scaling in the game.

Upgrades


Requires

10% STR, 145% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Dark Silver Tracer +0 75/0/0/0 E/S/-/-    
Dark Silver Tracer +1 82/0/0/0 E/S/-/- 1 2,000
Dark Silver Tracer +2 90/0/0/0 E/S/-/- 1 2,000
Dark Silver Tracer +3 97/0/0/0 E/S/-/- 2 2,000
Dark Silver Tracer +4 105/0/0/0 E/S/-/- 2 2,000
Dark Silver Tracer +5 112/0/0/0 E/S/-/- 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-handling this weapon, only 4 Strength is required.
Daggers

Ghost Blade

The ghosts of New Londo clutch this wickedly sharp dagger with their bony hands and make mincemeat of the living.

One of the cursed weapons which can inflict damage upon ghosts.

Availability


Drop from Female Ghost in the New Londo Ruins (1% drop rate)

General Information


This dagger can deal damage to the Ghosts in the New Londo Ruins without being cursed or using a Transient Curse.

Contrary to the official Dark Souls guide, this weapon is not needed for the Knight's Honor trophy/achievement.

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

(Normal)
127 100 0.5 51/8/0/0

E/-/-/-
45/10/30/30 26 100

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Two swipes into three swipes.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 — R2 Two swipes into three swipes.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Upgrade


Requires

12% STR scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Ghost Blade +0 110/0/0/0 E/-/-/-    
Ghost Blade +1 121/0/0/0 E/-/-/- 1 2,000
Ghost Blade +2 132/0/0/0 E/-/-/- 1 2,000
Ghost Blade +3 143/0/0/0 E/-/-/- 2 2,000
Ghost Blade +4 154/0/0/0 E/-/-/- 2 2,000
Ghost Blade +5 165/0/0/0 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 4 Strength is required.
Daggers

Parrying Dagger

This dagger is useful after parrying and is normally equipped in the left hand.

A favorite of the knights of Carim, who are famous for fighting without a shield.

Availability


New Londo Ruins treasure

General Information


Has a special parrying animation identical to the Buckler and Target Shield when used in the left hand.
The parry window is 8 frames instead of the regular 7.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Parrying Dagger 54/0/0/0

(Slash/Thrust)
131 200 0.5 51/14/0/0

E/B/-/-
45/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Thrust into left-to-right swipe.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 Thrust.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Parrying Dagger +0 54/0/0/0 E/B/-/-          
Parrying Dagger +1 59/0/0/0 E/B/-/- 1       100
Parrying Dagger +2 64/0/0/0 E/B/-/- 1       100
Parrying Dagger +3 70/0/0/0 E/B/-/- 2       100
Parrying Dagger +4 75/0/0/0 E/B/-/- 2       100
Parrying Dagger +5 81/0/0/0 E/B/-/- 3       100
Parrying Dagger +6 86/0/0/0 E/B/-/-   1     100
Parrying Dagger +7 91/0/0/0 E/B/-/-   1     100
Parrying Dagger +8 97/0/0/0 E/B/-/-   2     100
Parrying Dagger +9 102/0/0/0 E/B/-/-   2     100
Parrying Dagger +10 108/0/0/0 E/B/-/-   3     100
Parrying Dagger +11 113/0/0/0 E/B/-/-     1   100
Parrying Dagger +12 118/0/0/0 E/B/-/-     1   100
Parrying Dagger +13 124/0/0/0 E/B/-/-     2   100
Parrying Dagger +14 129/0/0/0 E/A/-/-     3   100
Parrying Dagger +15 135/0/0/0 E/A/-/-       1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Parrying Dagger +0 93/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +1 99/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +2 105/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +3 111/0/0/0 E/C/-/- 2 100
Raw Parrying Dagger +4 117/0/0/0 E/C/-/- 2 100
Raw Parrying Dagger +5 124/0/0/0 E/C/-/- 3 100

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Parrying Dagger +0 118/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +1 124/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +2 129/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +3 135/0/0/0 E/B/-/- 2   100
Crystal Parrying Dagger +4 140/0/0/0 E/A/-/- 3   100
Crystal Parrying Dagger +5 145/0/0/0 E/A/-/-   1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Parrying Dagger +0 97/0/0/97 -/-/-/- 45/10/30/30 1   100
Lightning Parrying Dagger +1 104/0/0/104 -/-/-/- 45/10/30/32.4 1   100
Lightning Parrying Dagger +2 112/0/0/112 -/-/-/- 45/10/30/34.8 1   100
Lightning Parrying Dagger +3 119/0/0/119 -/-/-/- 45/10/30/37.2 2   100
Lightning Parrying Dagger +4 127/0/0/127 -/-/-/- 45/10/30/39.6 3   100
Lightning Parrying Dagger +5 135/0/0/135 -/-/-/- 45/10/30/42   1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Parrying Dagger +0 61/66/0/0 E/D/C/- 1     100
Magic Parrying Dagger +1 65/70/0/0 E/D/C/- 1     100
Magic Parrying Dagger +2 69/74/0/0 E/D/C/- 1     100
Magic Parrying Dagger +3 73/79/0/0 E/D/C/- 2     100
Magic Parrying Dagger +4 77/83/0/0 E/D/C/- 2     100
Magic Parrying Dagger +5 82/88/0/0 E/D/C/- 3     100
Magic Parrying Dagger +6 86/92/0/0 E/D/B/-   1   100
Magic Parrying Dagger +7 90/96/0/0 E/D/B/-   1   100
Magic Parrying Dagger +8 94/101/0/0 E/D/B/-   2   100
Magic Parrying Dagger +9 98/105/0/0 E/D/B/-   3   100
Magic Parrying Dagger +10 102/110/0/0 E/D/B/-     1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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 Parrying Dagger +0 82/86/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +1 85/88/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +2 88/91/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +3 91/93/0/0 E/E/A/- 2   100
Enchanted Parrying Dagger +4 95/96/0/0 E/E/A/- 3   100
Enchanted Parrying Dagger +5 98/99/0/0 E/E/A/-   1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

5% STR, 33% DEX, 70% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Parrying Dagger +0 54/67/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +1 57/72/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +2 61/76/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +3 64/81/0/0 E/D/-/C 0/0/110/- 2     100
Divine Parrying Dagger +4 68/85/0/0 E/D/-/C 0/0/110/- 2     100
Divine Parrying Dagger +5 72/90/0/0 E/D/-/C 0/0/110/- 3     100
Divine Parrying Dagger +6 75/94/0/0 E/D/-/C 0/0/110/-   1   100
Divine Parrying Dagger +7 79/99/0/0 E/D/-/C 0/0/110/-   1   100
Divine Parrying Dagger +8 82/103/0/0 E/D/-/C 0/0/110/-   2   100
Divine Parrying Dagger +9 86/108/0/0 E/D/-/B 0/0/110/-   3   100
Divine Parrying Dagger +10 90/112/0/0 E/D/-/B 0/0/110/-     1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

5% STR, 31% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Parrying Dagger +0 74/82/0/0 E/D/-/B 0/0/-/110   1 100
Occult Parrying Dagger +1 78/86/0/0 E/D/-/B 0/0/-/110 1   100
Occult Parrying Dagger +2 82/90/0/0 E/D/-/B 0/0/-/110 1   100
Occult Parrying Dagger +3 87/94/0/0 E/D/-/B 0/0/-/110 2   100
Occult Parrying Dagger +4 91/98/0/0 E/D/-/B 0/0/-/110 3   100
Occult Parrying Dagger +5 96/102/0/0 E/D/-/B 0/0/-/110   1 100

Fire


Fire damage added. All stat bonuses removed
Requires

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 Parrying Dagger +0 70/0/70/0 -/-/-/- 45/10/30/30 1     100
Fire Parrying Dagger +1 75/0/75/0 -/-/-/- 45/10/30.3/30 1     100
Fire Parrying Dagger +2 81/0/81/0 -/-/-/- 45/10/30.6/30 1     100
Fire Parrying Dagger +3 86/0/86/0 -/-/-/- 45/10/30.9/30 2     100
Fire Parrying Dagger +4 91/0/91/0 -/-/-/- 45/10/31.2/30 2     100
Fire Parrying Dagger +5 97/0/97/0 -/-/-/- 45/10/31.5/30 3     100
Fire Parrying Dagger +6 103/0/103/0 -/-/-/- 45/10/31.8/30   1   100
Fire Parrying Dagger +7 110/0/110/0 -/-/-/- 45/10/32.1/30   1   100
Fire Parrying Dagger +8 116/0/116/0 -/-/-/- 45/10/32.4/30   2   100
Fire Parrying Dagger +9 123/0/123/0 -/-/-/- 45/10/32.7/30   3   100
Fire Parrying Dagger +10 129/0/129/0 -/-/-/- 45/10/33/30     1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Parrying Dagger +0 84/0/99/0 -/-/-/- 45/10/30/30 1   100
Chaos Parrying Dagger +1 89/0/104/0 -/-/-/- 45/10/30.6/30 1   100
Chaos Parrying Dagger +2 94/0/110/0 -/-/-/- 45/10/31.2/30 1   100
Chaos Parrying Dagger +3 98/0/115/0 -/-/-/- 45/10/31.8/30 2   100
Chaos Parrying Dagger +4 103/0/121/0 -/-/-/- 45/10/32.4/30 3   100
Chaos Parrying Dagger +5 108/0/126/0 -/-/-/- 45/10/33/30   1 100

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 4 Strength is required.
Daggers

Priscilla's Dagger

This sword, one of the rare dragon weapons, came from the tail of Priscilla, the Dragon Crossbreed in the painted world of Ariamis.

Possessing the power of lifehunt, it dances about when wielded, in a fashion reminiscent of the white-robed painting guardians.

Availability


Crossbreed Priscilla tail cut

General Information


Bleed buildup is 20 per strike, the lowest in the game, and (like the Lifehunt Scythe) deals 50% of the target's total health when inflicted.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Priscilla's Dagger 80/0/0/0

Bleed 500
Dark 110

(Normal)
100 100 1.0 61/20/0/0

-/A/-/-
45/10/30/30 26 5,000

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Rising and downward slashes into spinning horizontal slash.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 — R2 Spinning slash into rising slash.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Upgrades


Requires

122% DEX scaling.

Name Damage Stat Bonuses Dragon Scale Souls
Priscilla's Dagger +0 80/0/0/0 -/A/-/-    
Priscilla's Dagger +1 88/0/0/0 -/A/-/- 1 10,000
Priscilla's Dagger +2 96/0/0/0 -/A/-/- 1 10,000
Priscilla's Dagger +3 104/0/0/0 -/A/-/- 2 10,000
Priscilla's Dagger +4 112/0/0/0 -/A/-/- 2 10,000
Priscilla's Dagger +5 120/0/0/0 -/S/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 4 Strength is required.

Weapon Template

 is a weapontype in Dark Souls.

 

Effects

special effects go here

Location

this weapon is found here

Upgrade Table

****

Notes

Trivia

Greatswords

Greatswords are heavier, slower weapons that emphasize power and range over speed. They deliver potent strikes capable of staggering most opponents, making them highly effective in crowd control and prolonged engagements. The slower attacks demand good timing and positioning, as missed swings leave the wielder vulnerable. Greatswords generally have decent scaling and can handle a variety of situations if the player adapts their playstyle to the weapon’s weight and timing. Though not ideal for critical hits, their sheer damage and ability to break defenses can more than compensate.

Greatswords

Abyss Greatsword

This greatsword belonged to Lord Gwyn's Knight Artorias, who fell to the Abyss.

Swallowed by the Dark with its master, this sword is tainted by the Abyss, and now its strength reflects its wielder's humanity.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Artorias and any +10 Dagger, Straightsword, or Greatsword except Broken Straight Sword and Straight Sword Hilt for 5,000 Souls

General Information


Like the Cursed Greatsword of Artorias, this weapon has an INT and FTH requirement even though it has no non-physical damage.

With stats needed to wield* Greatsword of Artorias (STR 22, DEX 18, INT 18, FTH 18), Abyss Greatsword has 240 + 106 = 346 physical damage. At 10 humanity, Abyss Greatsword will have 421 physical damage.

*This article originally stated that the stats required to wield this weapon are STR 24, DEX 18, INT 20, FTH 20. This may have simply been a mistake, or it could be that earlier versions of the game had different requirements. The 'correct' stats listed above (STR 22, DEX 18, INT 18, FTH 18) have been confirmed in the Prepare to Die edition of the game as of June 2017.

Cannot be buffed with spells or resins.

If one does not meet the INT and FTH requirements but still meet the required STR and DEX, they will still be able to do full damage with the sword, but, will get a stagger animation that makes them immune to backstabs. This occurs because since the INT and FTH requirements don't actually affect the damage output, but rather the STR and DEX, they can completely disregard investing to get the INT and FTH stats to 18. However, the drawback to this is that it will not allow one to do any follow ups, as once this sword makes contact, it will bounce off, stopping the user from doing anything for a few seconds.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Abyss Greatsword 160/0/0/0

(Regular)
100 300 9.0 221/18/18/18

C/C/-/-
40/50/40/40 38 50

Move Set


Upgrades


Requires Demon Titanite

55% STR, 55% DEX scaling.

Name Damage Critical Bonus Stat Bonuses Demon Titanite Souls
Abyss Greatsword +0 160/0/0/0 100 C/C/-/-    
Abyss Greatsword +1 176/0/0/0 100 C/C/-/- 1 5,000
Abyss Greatsword +2 192/0/0/0 100 C/C/-/- 1 5,000
Abyss Greatsword +3 208/0/0/0 100 C/C/-/- 2 5,000
Abyss Greatsword +4 224/0/0/0 100 C/C/-/- 2 5,000
Abyss Greatsword +5 240/0/0/0 100 C/C/-/- 4 5,000

Humanity Effect


Humanity Physical Damage
1 +19
2 +26
3 +35
4 +41
5 +47
6 +53
7 +59
8 +68
9 +74
10 (cap) +80

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 15 Strength is required
Greatswords

Bastard Sword

This standard greatsword is normally wielded with two hands due to its great weight.

Usually swung in large arcs and effective against multiple foes. Far from ideal when fighting in tight quarters.

Availability


Sold by Andre of Astora

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Bastard Sword 105/0/0/0

(Regular)
100 200 6.0 161/10/0/0

C/C/-/-
60/10/40/40 38 50

Move Set


Large Sword


1 Handed
R1 — R1 Right-to-left slash. Follow up with left-to-right.
R2 Overhead chop.
R2 -> R1 Left-to-right slash.
Backstep or Run — R1 Spinning left-to-right slash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 (left hand) Guard.
L2 (left hand) Heavy horizontal Swipe.

2 Handed
R1 — R1 Overhead smash into upward slash.
R2 — R2 Right-to-left slash into left-to-right slash.
Roll + R1 Overhead chop.
Backstep or Run+ R1- Charge Spinning left-to-right slash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires:

51% STR, 51% DEX scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Bastard Sword +0 105/0/0/0 60/10/40/40 C/C/-/- - 400
Bastard Sword +1 115/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Shard 400
Bastard Sword +2 126/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Shard 400
Bastard Sword +3 136/0/0/0 60/10/40/40 C/C/-/- 2 x Titanite Shard 400
Bastard Sword +4 147/0/0/0 60/10/40/40 C/C/-/- 2 x Titanite Shard 400
Bastard Sword +5 157/0/0/0 60/10/40/40 C/C/-/- 3 x Titanite Shard 400
Bastard Sword +6 168/0/0/0 60/10/40/40 C/C/-/- 1 x Large Titanite Shard 400
Bastard Sword +7 178/0/0/0 60/10/40/40 C/C/-/- 1 x Large Titanite Shard 400
Bastard Sword +8 189/0/0/0 60/10/40/40 C/C/-/- 2 x Large Titanite Shard 400
Bastard Sword +9 199/0/0/0 60/10/40/40 C/C/-/- 2 x Large Titanite Shard 400
Bastard Sword +10 210/0/0/0 60/10/40/40 C/C/-/- 3 x Large Titanite Shard 400
Bastard Sword +11 220/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Chunk 400
Bastard Sword +12 231/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Chunk 400
Bastard Sword +13 241/0/0/0 60/10/40/40 C/C/-/- 2 x Titanite Chunk 400
Bastard Sword +14 252/0/0/0 60/10/40/40 C/C/-/- 3 x Titanite Chunk 400
Bastard Sword +15 262/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Slab 400

Crystal


Weapon durability reduced to 20. Base damage increased.
Requires:

51% STR, 51% DEX scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Crystal Bastard Sword +0 231/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Chunk 400
Crystal Bastard Sword +1 241/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Chunk 400
Crystal Bastard Sword +2 252/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Chunk 400
Crystal Bastard Sword +3 262/0/0/0 60/10/40/40 C/C/-/- 2 x Titanite Chunk 400
Crystal Bastard Sword +4 273/0/0/0 60/10/40/40 C/C/-/- 2 x Titanite Chunk 400
Crystal Bastard Sword +5 283/0/0/0 60/10/40/40 C/C/-/- 1 x Titanite Slab 400

Lightning


Adds lightning damage. All stat bonuses removed.
Requires:

Name Damage Defense Stat Bonuses Materials Cost Souls
Lightning Bastard Sword +0 189/0/0/189 60/10/40/40 -/-/-/- 1 x Titanite Chunk 400
Lightning Bastard Sword +1 203/0/0/203 60/10/40/43.2 -/-/-/- 1 x Titanite Chunk 400
Lightning Bastard Sword +2 218/0/0/218 60/10/40/46.4 -/-/-/- 1 x Titanite Chunk 400
Lightning Bastard Sword +3 233/0/0/233 60/10/40/49.6 -/-/-/- 2 x Titanite Chunk 400
Lightning Bastard Sword +4 247/0/0/247 60/10/40/52.8 -/-/-/- 3 x Titanite Chunk 400
Lightning Bastard Sword +5 262/0/0/262 60/10/40/56 -/-/-/- 1 x Titanite Slab 400

Raw


Base damage increased. Stat bonuses reduced.
Requires:

38% STR, 38% DEX scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Raw Bastard Sword +0 181/0/0/0 60/10/40/40 D/D/-/- 1 x Large Titanite Shard 400
Raw Bastard Sword +1 193/0/0/0 60/10/40/40 D/D/-/- 1 x Large Titanite Shard 400
Raw Bastard Sword +2 205/0/0/0 60/10/40/40 D/D/-/- 1 x Large Titanite Shard 400
Raw Bastard Sword +3 217/0/0/0 60/10/40/40 D/D/-/- 2 x Large Titanite Shard 400
Raw Bastard Sword +4 229/0/0/0 60/10/40/40 D/D/-/- 2 x Large Titanite Shard 400
Raw Bastard Sword +5 242/0/0/0 60/10/40/40 D/D/-/- 3 x Large Titanite Shard 400

Magic


Adds magic damage. Moderate damage bonus from intelligence. Can no longer be enchanted by Magic Weapon.
Requires:

14% STR, 14% DEX, 73% INT scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Magic Bastard Sword +0 118/127/0/0 60/10/40/40 E/E/B/- 1 x Green Titanite Shard 400
Magic Bastard Sword +1 126/136/0/0 60/10/40/40 E/E/B/- 1 x Green Titanite Shard 400
Magic Bastard Sword +2 134/144/0/0 60/10/40/40 E/E/B/- 1 x Green Titanite Shard 400
Magic Bastard Sword +3 142/153/0/0 60/10/40/40 E/E/B/- 2 x Green Titanite Shard 400
Magic Bastard Sword +4 150/161/0/0 60/10/40/40 E/E/B/- 2 x Green Titanite Shard 400
Magic Bastard Sword +5 158/170/0/0 60/10/40/40 E/E/B/- 3 x Green Titanite Shard 400
Magic Bastard Sword +6 165/178/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Chunk 400
Magic Bastard Sword +7 173/187/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Chunk 400
Magic Bastard Sword +8 181/195/0/0 60/10/40/40 E/E/B/- 2 x Blue Titanite Chunk 400
Magic Bastard Sword +9 189/204/0/0 60/10/40/40 E/E/B/- 2 x Blue Titanite Chunk 400
Magic Bastard Sword +10 197/212/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Slab 400

Enchanted


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

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Enchanted Bastard Sword +0 158/168/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Chunk 400
Enchanted Bastard Sword +1 164/173/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Chunk 400
Enchanted Bastard Sword +2 170/178/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Chunk 400
Enchanted Bastard Sword +3 176/183/0/0 60/10/40/40 E/E/B/- 2 x Blue Titanite Chunk 400
Enchanted Bastard Sword +4 183/188/0/0 60/10/40/40 E/E/B/- 3 x Blue Titanite Chunk 400
Enchanted Bastard Sword +5 189/194/0/0 60/10/40/40 E/E/B/- 1 x Blue Titanite Slab 400

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires:

20% STR, 20% DEX, 73% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Defense Stat Bonuses Materials Cost Souls
Divine Bastard Sword +0 106/130/0/0 60/10/40/40 D/D/-/B 1 x Green Titanite Shard 400
Divine Bastard Sword +1 113/139/0/0 60/10/40/40 D/D/-/B 1 x Green Titanite Shard 400
Divine Bastard Sword +2 120/147/0/0 60/10/40/40 D/D/-/B 1 x Green Titanite Shard 400
Divine Bastard Sword +3 127/156/0/0 60/10/40/40 D/D/-/B 2 x Green Titanite Shard 400
Divine Bastard Sword +4 134/165/0/0 60/10/40/40 D/D/-/B 2 x Green Titanite Shard 400
Divine Bastard Sword +5 142/174/0/0 60/10/40/40 D/D/-/B 3 x Green Titanite Shard 400
Divine Bastard Sword +6 149/182/0/0 60/10/40/40 D/D/-/B 1 x White Titanite Chunk 400
Divine Bastard Sword +7 156/191/0/0 60/10/40/40 D/D/-/B 1 x White Titanite Chunk 400
Divine Bastard Sword +8 163/200/0/0 60/10/40/40 D/D/-/B 2 x White Titanite Chunk 400
Divine Bastard Sword +9 170/208/0/0 60/10/40/40 D/D/-/B 3 x White Titanite Chunk 400
Divine Bastard Sword +10 177/217/0/0 60/10/40/40 D/D/-/B 1 x White Titanite Slab 400

Occult


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

18% STR, 18% DEX, 86% FAI scaling. Additional damage multiplier against holy enem

Name Damage Defense Stat Bonuses Materials Cost Souls
Occult Bastard Sword +0 144/158/0/40 60/10/40/40 E/E/-/B 1 x White Titanite Chunk 400
Occult Bastard Sword +1 152/165/0/40 60/10/40/40 E/E/-/B 1 x White Titanite Chunk 400
Occult Bastard Sword +2 161/173/0/40 60/10/40/40 E/E/-/B 1 x White Titanite Chunk 400
Occult Bastard Sword +3 169/181/0/40 60/10/40/40 E/E/-/B 2 x White Titanite Chunk 400
Occult Bastard Sword +4 178/189/0/40 60/10/40/40 E/E/-/A 3 x White Titanite Chunk 400
Occult Bastard Sword +5 187/197/0/40 60/10/40/40 E/E/-/A 1 x White Titanite Slab 400

Fire


Fire damage added. All stat bonuses removed.
Requires:

Name Damage Defense Stat Bonuses Materials Cost Souls
Fire Bastard Sword +0 136/0/136/0 60/10/40/40 -/-/-/- 1 x Green Titanite Shard 400
Fire Bastard Sword +1 147/0/147/0 60/10/40.4/40 -/-/-/- 1 x Green Titanite Shard 400
Fire Bastard Sword +2 157/0/157/0 60/10/40.8/40 -/-/-/- 1 x Green Titanite Shard 400
Fire Bastard Sword +3 168/0/168/0 60/10/41.2/40 -/-/-/- 2 x Green Titanite Shard 400
Fire Bastard Sword +4 178/0/178/0 60/10/41.6/40 -/-/-/- 2 x Green Titanite Shard 400
Fire Bastard Sword +5 189/0/189/0 60/10/42/40 -/-/-/- 3 x Green Titanite Shard 400
Fire Bastard Sword +6 201/0/201/0 60/10/42.4/40 -/-/-/- 1 x Red Titanite Chunk 400
Fire Bastard Sword +7 214/0/214/0 60/10/42.8/40 -/-/-/- 1 x Red Titanite Chunk 400
Fire Bastard Sword +8 226/0/226/0 60/10/43.2/40 -/-/-/- 2 x Red Titanite Chunk 400
Fire Bastard Sword +9 239/0/239/0 60/10/43.6/40 -/-/-/- 3 x Red Titanite Chunk 400
Fire Bastard Sword +10 252/0/252/0 60/10/44/40 -/-/-/- 1 x Red Titanite Slab 400

Chaos


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

Name Damage Defense Stat Bonuses Materials Cost Souls
Chaos Bastard Sword +0 163/0/189/0 60/10/40/40 -/-/-/- 1 x Red Titanite Chunk 400
Chaos Bastard Sword +1 172/0/199/0 60/10/40.8/40 -/-/-/- 1 x Red Titanite Chunk 400
Chaos Bastard Sword +2 182/0/210/0 60/10/41.6/40 -/-/-/- 1 x Red Titanite Chunk 400
Chaos Bastard Sword +3 191/0/220/0 60/10/42.4/40 -/-/-/- 2 x Red Titanite Chunk 400
Chaos Bastard Sword +4 200/0/231/0 60/10/43.2/40 -/-/-/- 3 x Red Titanite Chunk 400
Chaos Bastard Sword +5 209/0/241/0 60/10/44/40 -/-/-/- 1 x Red Titanite Slab 400

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
Greatswords

Black Knight Sword

Greatsword 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


Drop from Black Knights wielding this weapon (20% drop rate)

General Information


Like all Black Knight weapons, it deals additional damage to demon enemies, like the Taurus Demon and Capra Demon.

Due to the low STR requirement in par with high damage, this weapon is incredibly useful if the player acquires it early in the game.

There is a bad translation mixup/error in the German version of the game: this sword is called "Schwarz-Ritter Großschwert" (Black Knight Greatsword), and the Black Knight Greatsword is instead called "Schwert des Drachentöters" (Sword of the Dragonslayer).

In the French, Italian and Spanish versions, this sword is called "Espadon du Roi-Chevalier", "Spadone del Re Cavaliere" and "Espadón del Rey Caballero" respectively, which can all translate to "Longsword of the Knight King."

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Black Knight Sword 220/0/0/0

(Regular/Thrust)
100 300 8.0 201/18/0/0

C/E/-/-
60/10/40/40 38 100

Move Set


Upgrades


Requires Twinkling Titanite

58% STR, 7% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Black Knight Sword +0 220/0/0/0 C/E/-/-
Black Knight Sword +1 242/0/0/0 C/E/-/- 1 2,000
Black Knight Sword +2 264/0/0/0 C/E/-/- 1 2,000
Black Knight Sword +3 286/0/0/0 C/E/-/- 2 2,000
Black Knight Sword +4 308/0/0/0 C/E/-/- 2 2,000
Black Knight Sword +5 330/0/0/0 C/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 14 Strength is required
Greatswords

Claymore

This larger type of greatsword is normally wielded with two hands due to its weight.

This highly flexible greatsword can be used to attack in swings or thrusts.

Availability


Found on a corpse in Undead Burg, on the bridge that the Hellkite Dragon occupies.

General Information


The Claymore is an excellent weapon for STR/DEX builds, as it has reasonably low requirements for both stats. Just like a straightsword, its one-handed thrust attack has a higher attack modifier, and can do higher damage than the Attack Rating might suggest.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Claymore 103/0/0/0

(Regular/Thrust)
200 6.0 161/10/0/0

C/C/-/-
60/10/40/40 38 50

Move Set


One-handed strong attack is replaced by a strong forward thrust (like the straightswords' but somewhat slower).

Upgrades


Basic


Standard upgrade path.
Requires

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Claymore +0 103/0/0/0 C/C/-/-
Claymore +1 113/0/0/0 C/C/-/- 1 400
Claymore +2 123/0/0/0 C/C/-/- 1 400
Claymore +3 133/0/0/0 C/C/-/- 2 400
Claymore +4 144/0/0/0 C/C/-/- 2 400
Claymore +5 154/0/0/0 C/C/-/- 3 400
Claymore +6 164/0/0/0 C/C/-/- 1 400
Claymore +7 175/0/0/0 C/C/-/- 1 400
Claymore +8 185/0/0/0 C/C/-/- 2 400
Claymore +9 195/0/0/0 C/C/-/- 2 400
Claymore +10 206/0/0/0 C/C/-/- 3 400
Claymore +11 216/0/0/0 C/C/-/- 1 400
Claymore +12 226/0/0/0 C/C/-/- 1 400
Claymore +13 236/0/0/0 C/C/-/- 2 400
Claymore +14 247/0/0/0 C/C/-/- 3 400
Claymore +15 257/0/0/0 C/C/-/- 1 400

Crystal


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

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Claymore +0 226/0/0/0 C/C/-/- 1 400
Crystal Claymore +1 236/0/0/0 C/C/-/- 1 400
Crystal Claymore +2 247/0/0/0 C/C/-/- 1 400
Crystal Claymore +3 257/0/0/0 C/C/-/- 2 400
Crystal Claymore +4 267/0/0/0 C/C/-/- 3 400
Crystal Claymore +5 278/0/0/0 C/C/-/- 1 400

Lightning


Adds lightning damage. All stat bonuses removed.
Requires:

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Claymore +0 185/0/0/185 -/-/-/- 60/10/40/40 1 400
Lightning Claymore +1 199/0/0/199 -/-/-/- 60/10/40/43.2 1 400
Lightning Claymore +2 214/0/0/214 -/-/-/- 60/10/40/46.4 1 400
Lightning Claymore +3 228/0/0/228 -/-/-/- 60/10/40/49.6 2 400
Lightning Claymore +4 243/0/0/243 -/-/-/- 60/10/40/52.8 3 400
Lightning Claymore +5 257/0/0/257 -/-/-/- 60/10/40/56.0 1 400

Raw


Base damage increased. Stat bonuses reduced.
Requires:

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Claymore +0 177/0/0/0 D/D/-/- 1 400
Raw Claymore +1 188/0/0/0 D/D/-/- 1 400
Raw Claymore +2 200/0/0/0 D/D/-/- 1 400
Raw Claymore +3 212/0/0/0 D/D/-/- 2 400
Raw Claymore +4 224/0/0/0 D/D/-/- 2 400
Raw Claymore +5 236/0/0/0 D/D/-/- 3 400

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Claymore +0 115/126/0/0 E/E/C/- 1 400
Magic Claymore +1 123/134/0/0 E/E/C/- 1 400
Magic Claymore +2 130/142/0/0 E/E/C/- 1 400
Magic Claymore +3 138/151/0/0 E/E/C/- 2 400
Magic Claymore +4 146/159/0/0 E/E/C/- 2 400
Magic Claymore +5 154/168/0/0 E/E/C/- 3 400
Magic Claymore +6 161/176/0/0 E/E/B/- 1 400
Magic Claymore +7 169/184/0/0 E/E/B/- 1 400
Magic Claymore +8 177/193/0/0 E/E/B/- 2 400
Magic Claymore +9 184/201/0/0 E/E/B/- 3 400
Magic Claymore +10 192/210/0/0 E/E/B/- 1 400

Enchanted


Enchanted damage added.
Requires

10% STR, 10% DEX, 72% INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Claymore +0 154/164/0/0 E/E/B/- 1 400
Enchanted Claymore +1 160/168/0/0 E/E/B/- 1 400
Enchanted Claymore +2 166/173/0/0 E/E/A/- 1 400
Enchanted Claymore +3 172/178/0/0 E/E/A/- 2 400
Enchanted Claymore +4 178/183/0/0 E/E/A/- 3 400
Enchanted Claymore +5 184/190/0/0 E/E/A/- 1 400

Divine


Divine upgrade path.
Requires

20% STR, 20% DEX, 73% FAI scaling.

Name Damage Stat Bonuses Aux effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Claymore +0 105/127/0/0 D/E/-/C 0/0/110/- 1 400
Divine Claymore +1 112/136/0/0 D/E/-/C 0/0/110/- 1 400
Divine Claymore +2 119/144/0/0 D/E/-/C 0/0/110/- 1 400
Divine Claymore +3 126/153/0/0 D/E/-/C 0/0/110/- 2 400
Divine Claymore +4 133/161/0/0 D/E/-/C 0/0/110/- 2 400
Divine Claymore +5 140/170/0/0 D/E/-/C 0/0/110/- 3 400
Divine Claymore +6 147/178/0/0 D/E/-/C 0/0/110/- 1 400
Divine Claymore +7 154/187/0/0 D/E/-/C 0/0/110/- 1 400
Divine Claymore +8 161/195/0/0 D/E/-/C 0/0/110/- 2 400
Divine Claymore +9 168/204/0/0 D/E/-/C 0/0/110/- 3 400
Divine Claymore +10 175/212/0/0 D/E/-/B 0/0/110/- 1 400

Occult


Occult damage added.
Requires

18% STR, 18% DEX, 86% FAI scaling.

Name Damage Stat Bonuses Aux effects White Titanite Chunk White Titanite Slab Souls
Occult Claymore +0 142/154/0/0 D/E/-/B 0/0/-/110 1 400
Occult Claymore +1 150/161/0/0 D/E/-/B 0/0/-/110 1 400
Occult Claymore +2 159/169/0/0 D/E/-/B 0/0/-/110 1 400
Occult Claymore +3 167/177/0/0 D/E/-/B 0/0/-/110 2 400
Occult Claymore +4 176/184/0/0 D/D/-/A 0/0/-/110 3 400
Occult Claymore +5 184/192/0/0 D/D/-/A 0/0/-/110 1 400

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Claymore +0 133/0/133/0 -/-/-/- 60/10/40/40 1 400
Fire Claymore +1 144/0/144/0 -/-/-/- 60/10/40.4/40 1 400
Fire Claymore +2 154/0/154/0 -/-/-/- 60/10/40.8/40 1 400
Fire Claymore +3 164/0/164/0 -/-/-/- 60/10/41.2/40 2 400
Fire Claymore +4 175/0/175/0 -/-/-/- 60/10/41.6/40 2 400
Fire Claymore +5 185/0/185/0 -/-/-/- 60/10/42.0/40 3 400
Fire Claymore +6 197/0/197/0 -/-/-/- 60/10/42.4/40 1 400
Fire Claymore +7 210/0/210/0 -/-/-/- 60/10/42.8/40 1 400
Fire Claymore +8 222/0/222/0 -/-/-/- 60/10/43.2/40 2 400
Fire Claymore +9 234/0/234/0 -/-/-/- 60/10/43.6/40 3 400
Fire Claymore +10 247/0/247/0 -/-/-/- 60/10/44.0/40 1 400

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Claymore +0 162/0/187/0 -/-/-/- 60/10/40/40 1 400
Chaos Claymore +1 171/0/197/0 -/-/-/- 60/10/40.8/40 1 400
Chaos Claymore +2 180/0/208/0 -/-/-/- 60/10/41.6/40 1 400
Chaos Claymore +3 188/0/218/0 -/-/-/- 60/10/42.4/40 2 400
Chaos Claymore +4 198/0/228/0 -/-/-/- 60/10/43.2/40 3 400
Chaos Claymore +5 207/0/239/0 -/-/-/- 60/10/44.0/40 1 400

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.
Greatswords

Crystal Greatsword

A fully crystallized greatsword.

How such a weapon was created is entirely unknown.

The crystallization boosts its attack, but makes the blade brittle. The sword cannot be used for long, as it cannot be repaired.

Availability


Sold by Domhnall of Zena 6,000 Souls

General Information


Cannot be upgraded.

58% STR, 52% DEX scaling.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt Souls
Crystal Greatsword 190/0/0/0

(Regular)
100 60 8.0 201/10/0/0

C/C/-/-
60/10/40/40 38 0/0/-/- 1

Move Set


One-handed
R1 - R1 Right-to-left slash -> left-to-right slash
R2 - R2 Overhead chop -> upward slash
Backstep/Run - R1 Spinning left-to-right slash
Forward + R1 Kick
Forward + R2 Jump attack (overhead smash)
Roll - R1 Overhead chop
L1 (left hand) Guard
L2 (left hand) Left-to-right slash
Two-handed
R1 - R1 Overhead chop -> upward slash
R2 - R2 Right-to-left slash -> left-to-right slash
Backstep/Run - R1 Spinning left-to-right slash
Forward + R1 Kick
Forward + R2 Jump attack (overhead smash)
Roll - R1 Overhead chop

Footnotes

  1. When two handing this weapon, only 14 Strength is required
Greatswords

Flamberge

This greatsword with an undulating blade is the choice weapon of the slithering serpent men of Sen's Fortress.

This weapon is designed to flay the skin and causes heavy bleeding.

Availability


Drop from Serpent Mage in Sen's Fortress and The Duke's Archives' Prison Tower (2% drop rate)

Sold by Shiva of the East for 10,000 Souls

General Information


Bleed buildup is 36 per strike

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

(Slash)
100 160 6.0 161/14/0/0

D/C/-/-
60/10/40/40 38 300/0/-/- 50

Move Set


Large Sword


1 Handed
R1 — R1 Right-to-left slash. Follow up with left-to-right.  
R2 Overhead chop.  
R2 -> R1 Left-to-right slash.  
Backstep or Run — R1 Spinning left-to-right slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal Swipe.  


2 Handed
R1 — R1 Overhead smash into upward slash.  
R2 — R2 Right-to-left slash into left-to-right slash.  
Roll + R1 Overhead chop.  
Backstep or Run+ R1- Charge Spinning left-to-right slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Flamberge +0 100/0/0/0 D/C/-/- - - - - -
Flamberge +1 110/0/0/0 D/C/-/- 1 - - - 400
Flamberge +2 120/0/0/0 D/C/-/- 1 - - - 400
Flamberge +3 130/0/0/0 D/C/-/- 2 - - - 400
Flamberge +4 140/0/0/0 D/C/-/- 2 - - - 400
Flamberge +5 150/0/0/0 D/C/-/- 3 - - - 400
Flamberge +6 160/0/0/0 D/C/-/- - 1 - - 400
Flamberge +7 170/0/0/0 D/C/-/- - 1 - - 400
Flamberge +8 180/0/0/0 D/C/-/- - 2 - - 400
Flamberge +9 190/0/0/0 D/C/-/- - 2 - - 400
Flamberge +10 200/0/0/0 D/C/-/- - 3 - - 400
Flamberge +11 210/0/0/0 D/C/-/- - - 1 - 400
Flamberge +12 220/0/0/0 D/C/-/- - - 1 - 400
Flamberge +13 230/0/0/0 D/C/-/- - - 2 - 400
Flamberge +14 240/0/0/0 D/B/-/- - - 3 - 400
Flamberge +15 250/0/0/0 D/B/-/- - - - 1 400

Crystal


Weapon durability reduced to 16. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Flamberge +0 220/0/0/0 D/C/-/- 1   400
Crystal Flamberge +1 230/0/0/0 D/C/-/- 1   400
Crystal Flamberge +2 240/0/0/0 D/C/-/- 1   400
Crystal Flamberge +3 250/0/0/0 D/C/-/- 2   400
Crystal Flamberge +4 260/0/0/0 D/B/-/- 3   400
Crystal Flamberge +5 270/0/0/0 D/B/-/-   1 400

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Flamberge +0 180/0/0/180 -/-/-/- 60/10/40/40 1   400
Lightning Flamberge +1 194/0/0/194 -/-/-/- 60/10/40/43.2 1   400
Lightning Flamberge +2 208/0/0/208 -/-/-/- 60/10/40/46.4 1   400
Lightning Flamberge +3 222/0/0/222 -/-/-/- 60/10/40/49.6 2   400
Lightning Flamberge +4 235/0/0/235 -/-/-/- 60/10/40/52.8 3   400
Lightning Flamberge +5 250/0/0/250 -/-/-/- 60/10/40/56   1 400

Raw


Base damage increased. Stat bonuses reduced.
Requires

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Flamberge +0 172/0/0/0 E/C/-/- 1 400
Raw Flamberge +1 184/0/0/0 E/C/-/- 1 400
Raw Flamberge +2 195/0/0/0 E/C/-/- 1 400
Raw Flamberge +3 207/0/0/0 E/C/-/- 2 400
Raw Flamberge +4 218/0/0/0 E/C/-/- 2 400
Raw Flamberge +5 230/0/0/0 E/C/-/- 3 400

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Flamberge +0 112/121/0/0 E/D/C/- 1     400
Magic Flamberge +1 120/129/0/0 E/D/C/- 1     400
Magic Flamberge +2 127/137/0/0 E/D/C/- 1     400
Magic Flamberge +3 135/145/0/0 E/D/C/- 2     400
Magic Flamberge +4 142/153/0/0 E/D/C/- 2     400
Magic Flamberge +5 150/162/0/0 E/D/C/- 3     400
Magic Flamberge +6 157/170/0/0 E/D/C/-   1   400
Magic Flamberge +7 165/178/0/0 E/D/C/-   1   400
Magic Flamberge +8 172/186/0/0 E/D/C/-   2   400
Magic Flamberge +9 180/194/0/0 E/D/C/-   3   400
Magic Flamberge +10 187/202/0/0 E/D/C/-     1 400

Enchanted


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

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Flamberge +0 150/160/0/0 E/E/C/- 1   400
Enchanted Flamberge +1 156/164/0/0 E/E/B/- 1   400
Enchanted Flamberge +2 162/169/0/0 E/E/B/- 1   400
Enchanted Flamberge +3 168/174/0/0 E/E/B/- 2   400
Enchanted Flamberge +4 174/179/0/0 E/E/A/- 3   400
Enchanted Flamberge +5 180/185/0/0 E/E/A/-   1 400

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Flamberge +0 102/124/0/0 E/D/-/C 300/0/110/- 1     400
Divine Flamberge +1 108/132/0/0 E/D/-/C 300/0/110/- 1     400
Divine Flamberge +2 115/141/0/0 E/D/-/C 300/0/110/- 1     400
Divine Flamberge +3 122/149/0/0 E/D/-/C 300/0/110/- 2     400
Divine Flamberge +4 129/157/0/0 E/D/-/C 300/0/110/- 2     400
Divine Flamberge +5 136/166/0/0 E/D/-/C 300/0/110/- 3     400
Divine Flamberge +6 142/174/0/0 E/D/-/C 300/0/110/-   1   400
Divine Flamberge +7 149/182/0/0 E/D/-/C 300/0/110/-   1   400
Divine Flamberge +8 156/190/0/0 E/D/-/C 300/0/110/-   2   400
Divine Flamberge +9 163/199/0/0 E/D/-/C 300/0/110/-   3   400
Divine Flamberge +10 170/207/0/0 E/D/-/C 300/0/110/-     1 400

Occult


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

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Flamberge +0 138/150/0/0 E/D/-/B 300/0/-/110 1   400
Occult Flamberge +1 146/157/0/0 E/D/-/B 300/0/-/110 1   400
Occult Flamberge +2 154/165/0/0 E/D/-/B 300/0/-/110 1   400
Occult Flamberge +3 162/172/0/0 E/D/-/B 300/0/-/110 2   400
Occult Flamberge +4 171/180/0/0 E/D/-/B 300/0/-/110 3   400
Occult Flamberge +5 179/187/0/0 E/D/-/B 300/0/-/110   1 400

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Flamberge +0 130/0/130/0 -/-/-/- 60/10/40/40 1     400
Fire Flamberge +1 140/0/140/0 -/-/-/- 60/10/40.4/40 1     400
Fire Flamberge +2 150/0/150/0 -/-/-/- 60/10/40.8/40 1     400
Fire Flamberge +3 160/0/160/0 -/-/-/- 60/10/41.2/40 2     400
Fire Flamberge +4 170/0/170/0 -/-/-/- 60/10/41.6/40 2     400
Fire Flamberge +5 180/0/180/0 -/-/-/- 60/10/42/40 3     400
Fire Flamberge +6 192/0/192/0 -/-/-/- 60/10/42.4/40   1   400
Fire Flamberge +7 204/0/204/0 -/-/-/- 60/10/42.8/40   1   400
Fire Flamberge +8 216/0/216/0 -/-/-/- 60/10/43.2/40   2   400
Fire Flamberge +9 228/0/228/0 -/-/-/- 60/10/43.6/40   3   400
Fire Flamberge +10 240/0/240/0 -/-/-/- 60/10/44/40     1 400

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Flamberge +0 156/0/181/0 -/-/-/- 60/10/40/40 1   400
Chaos Flamberge +1 165/0/191/0 -/-/-/- 60/10/40.8/40 1   400
Chaos Flamberge +2 174/0/202/0 -/-/-/- 60/10/41.6/40 1   400
Chaos Flamberge +3 182/0/212/0 -/-/-/- 60/10/42.4/40 2   400
Chaos Flamberge +4 191/0/222/0 -/-/-/- 60/10/43.2/40 3   400
Chaos Flamberge +5 200/0/232/0 -/-/-/- 60/10/44/40   1 400

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.
Greatswords

Great Lord Greatsword

Greatsword born from the soul of Gwyn, Lord of Cinder.

As bearer of the ultimate soul, Gwyn wielded the bolts of the sun, but before linking the fire, divided that power amongst his children, and set off with only this greatsword as his companion.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Gwyn, Lord of Cinder and any +10 Dagger, Straight Sword or Greatsword for 5,000 Souls

General Information


Cannot be enchanted

Does not deal Fire damage, even though Gwyn, Lord of Cinder deals Fire damage with this sword

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Great Lord Greatsword 256/0/0/0

(Slash)
100 400 8.0 20/10/0/0

D/D/-/-
60/10/40/40 26 10,000

Move Set


1 Handed
R1 — R1 Right-to-left swing into left-to-right swing.  
R2 — R2 Vertical chop into vertical overhead chop.  
Roll — R1 Sweeping ground attack.  
Backstep or Run — R1 Forward overhead chop.  
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right swing.  


2 Handed
R1 — R1 Right-to-left swing into left-to-right swing.  
R2 — R2 Forward overhead Chop into ground stab.  
Roll — R1 Ground stab.  
Backstep or Run — R1 Forward overhead chop.  
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 or L2 Guard.  


One-handed and two-handed Strong Attacks are changed to a powerful downward smash

Upgrades


Standard upgrade path.
Requires Demon Titanite

23% STR, 24% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Great Lord Greatsword +0 256/0/0/0 D/D/-/-    
Great Lord Greatsword +1 281/0/0/0 D/D/-/- 1 5,000
Great Lord Greatsword +2 307/0/0/0 D/D/-/- 1 5,000
Great Lord Greatsword +3 332/0/0/0 D/D/-/- 2 5,000
Great Lord Greatsword +4 358/0/0/0 D/D/-/- 2 5,000
Great Lord Greatsword +5 384/0/0/0 D/D/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.
Greatswords

Greatsword of Artorias (Cursed)

Sword born from the souls of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias.

The sword can damage ghosts, as it was cursed when Artorias joined a covenant with the creatures of the Abyss.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Sif and any +10 Dagger, Greatsword, or Straightsword except Broken Straight Sword and Straight Sword Hilt for 5,000 Souls

General Information


When ascending the weapon, it will only be displayed as "Greatsword of Artorias", it will not say "cursed". To be certain of which sword is already created and which is being created, look at the stats which are unique.

Since it is a cursed weapon, it can damage ghosts without the user being cursed. It can also block ghost attacks if used in the left hand, or with L1 if used with two hands.

In the German translation, this sword is called "Großschwert von Artorias" (Greatsword of Artorias), while the non-cursed version is called "Finstertöter" (Darkslayer).

Despite the "C" rating in Intelligence and Faith, the weapon does not receive any damage bonus from them. To wield the sword effectively however, users must meet both requirements.

Requiring 18+ in four different stats means most builds will not likely be able to wield it effectively, since at least one of the four is usually not invested in. In particular, few builds tend to invest 18 in both Intelligence and Faith.

In order to obtain the Knight's Honor Trophy/Achievement, this weapon, as well as Greatsword of Artorias is needed.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Greatsword of Artorias 178/0/0/0

(Normal, Thrust)
100 400 10.0 24/18/18/18

C/C/C/C
60/10/40/40 38 50

Move Set


Upgrades


Requires Demon Titanite

60% STR, 60% DEX, 60% INT, 60% FAI scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Greatsword of Artorias +0 178/0/0/0 C/C/C/C - 5,000
Greatsword of Artorias +1 195/0/0/0 C/C/C/C 1 5,000
Greatsword of Artorias +2 213/0/0/0 C/C/C/C 1 5,000
Greatsword of Artorias +3 231/0/0/0 C/C/C/C 2 5,000
Greatsword of Artorias +4 249/0/0/0 C/C/C/C 2 5,000
Greatsword of Artorias +5 267/0/0/0 C/C/C/C 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.
Greatswords

Greatsword of Artorias

Sword born from the soul of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias.

The sword can damage ghosts, as it was cursed when Artorias joined a covenant with the creatures of the Abyss.

Availability


Created by the Giant Blacksmith in Anor Londo from Soul of Sif and a +10 Broken Straight Sword or +10 Straight Sword Hilt for 5,000 Souls

General Information


The Greatsword of Artorias uniquely deals 20% extra damage against dark servants such as Darkwraiths and The Four Kings. Furthermore affected by this are Kirk, Knight of Thorns, Frampt and Kaathe. For this it uses a 1.2x Damage modifier applied after defense calculations.

Like all weapons that have a Divine modifier, Skeleton enemies in The Catacombs will not reassemble when killed with it even if the Necromancers are still alive.

This weapon has the highest Divine modifier in the game at 140

In the German translation, this sword is called "Finstertöter" (Darkslayer) while the Cursed version is called "Großschwert von Artorias" (Greatsword of Artorias).

In order to obtain the Knight's Honor Trophy/Achievement, players need to acquire this weapon, as well as the Cursed Greatsword of Artorias.

Unlike the Cursed version, this one does receive scaling with Intelligence and Faith.

Requiring 24/18/20/20 in four different stats means most builds will not likely be able to wield it. Due to its split in AR, even with scaling from high levels in higher game cycles or specific PvP situations, its damage and DPS are outdone by many enchantable weapons with significantly lower necessary investment.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Greatsword of Artorias 120/85/0/0

Divine 140

(Normal, Thrust)
100 400 10.0 24/18/20/20

C/C/B/B
60/10/40/40 38 50

Move Set


Upgrades


Requires Demon Titanite

55% STR, 55% DEX, 85% INT, 85% FAI scaling.

Name Damage Defense Stat Bonuses Materials Cost Souls
Greatsword of Artorias +0 120/85/0/0 60/10/40/40 C/C/B/B - -
Greatsword of Artorias +1 132/93/0/0 60/10/40/40 C/C/B/B 1 x Demon Titanite 5000
Greatsword of Artorias +2 144/102/0/0 60/10/40/40 C/C/B/B 1 x Demon Titanite 5000
Greatsword of Artorias +3 156/110/0/0 60/10/40/40 C/C/B/B 2 x Demon Titanite 5000
Greatsword of Artorias +4 168/118/0/0 60/10/40/40 C/C/B/B 2 x Demon Titanite 5000
Greatsword of Artorias +5 180/127/0/0 60/10/40/40 C/C/B/B 4 x Demon Titanite 5000

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.
Greatswords

Man-serpent Greatsword

This single-bladed blood-stained greatsword is the choice weapon of the slithering serpent men of Sen"s Fortress.

An ordinary human will have great difficulty swinging this heavy beast effectively.

In Game Description


This single-bladed blood-stained greatsword
is the choice weapon of the slithering
serpent men of Sen's Fortress.

An ordinary human will have great difficulty
swinging this heavy beast effectively

Availability


Drop from Serpent Soldier in Sen's Fortress and The Duke's Archives (2% drop rate)

General Information


In the German version, this sword is just called "Schlangenschwert", which literally translates to "Snakesword."

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Man-serpent Greatsword 110/0/0/0

(Regular)
100 300 10 241/0/0/0

B/-/-/-
60/10/40/40 38 50

Move Set


One-handed
R1 - R1 Right-to-left slash -> left-to-right slash
R2 - R2 Overhead chop -> upward slash
Backstep/Run - R1 Spinning left-to-right slash
Forward + R1 Kick
Forward + R2 Jump attack (overhead smash)
Roll - R1 Overhead chop
L1 (left hand) Guard
L2 (left hand) Left-to-right slash
Two-handed
R1 - R1 Overhead chop -> upward slash
R2 - R2 Right-to-left slash -> left-to-right slash
Backstep/Run - R1 Spinning left-to-right slash
Forward + R1 Kick
Forward + R2 Jump attack (overhead smash)
Roll - R1 Overhead chop

Upgrades


Basic


Standard upgrade path.
Requires

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Man-serpent Greatsword +0 110/0/0/0 B/-/-/-
Man-serpent Greatsword +1 121/0/0/0 B/-/-/- 1 400
Man-serpent Greatsword +2 132/0/0/0 B/-/-/- 1 400
Man-serpent Greatsword +3 143/0/0/0 B/-/-/- 2 400
Man-serpent Greatsword +4 154/0/0/0 B/-/-/- 2 400
Man-serpent Greatsword +5 165/0/0/0 B/-/-/- 3 400
Man-serpent Greatsword +6 176/0/0/0 B/-/-/- 1 400
Man-serpent Greatsword +7 187/0/0/0 B/-/-/- 1 400
Man-serpent Greatsword +8 198/0/0/0 B/-/-/- 2 400
Man-serpent Greatsword +9 209/0/0/0 B/-/-/- 2 400
Man-serpent Greatsword +10 220/0/0/0 B/-/-/- 3 400
Man-serpent Greatsword +11 230/0/0/0 A/-/-/- 1 400
Man-serpent Greatsword +12 242/0/0/0 A/-/-/- 1 400
Man-serpent Greatsword +13 253/0/0/0 A/-/-/- 2 400
Man-serpent Greatsword +14 264/0/0/0 A/-/-/- 3 400
Man-serpent Greatsword +15 275/0/0/0 A/-/-/- 1 400

Crystal


Durability decreased to 30. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

88% STR scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Man-serpent Greatsword +0 242/0/0/0 A/-/-/- 1 400
Crystal Man-serpent Greatsword +1 253/0/0/0 A/-/-/- 1 400
Crystal Man-serpent Greatsword +2 264/0/0/0 A/-/-/- 1 400
Crystal Man-serpent Greatsword +3 275/0/0/0 A/-/-/- 2 400
Crystal Man-serpent Greatsword +4 286/0/0/0 A/-/-/- 3 400
Crystal Man-serpent Greatsword +5 297/0/0/0 A/-/-/- 1 400

Lightning


Lightning damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning MS Greatsword +0 198/0/0/198 -/-/-/- 60/10/40/40 1 400
Lightning MS Greatsword +1 213/0/0/213 -/-/-/- 60/10/40/43.2 1 400
Lightning MS Greatsword +2 228/0/0/228 -/-/-/- 60/10/40/46.4 2 400
Lightning MS Greatsword +3 244/0/0/244 -/-/-/- 60/10/40/49.6 2 400
Lightning MS Greatsword +4 259/0/0/259 -/-/-/- 60/10/40/52.8 3 400
Lightning MS Greatsword +5 275/0/0/275 -/-/-/- 60/10/40/56 1 400

Raw


Base damage increased. Stat bonuses reduced.
Requires

66% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Man-serpent Greatsword +0 190/0/0/0 C/-/-/- 1 400
Raw Man-serpent Greatsword +1 203/0/0/0 C/-/-/- 1 400
Raw Man-serpent Greatsword +2 215/0/0/0 C/-/-/- 1 400
Raw Man-serpent Greatsword +3 228/0/0/0 C/-/-/- 2 400
Raw Man-serpent Greatsword +4 241/0/0/0 C/-/-/- 2 400
Raw Man-serpent Greatsword +5 254/0/0/0 C/-/-/- 3 400

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

25% STR scaling, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic MS Greatsword +0 124/133/0/0 D/-/C/- 1 400
Magic MS Greatsword +1 132/142/0/0 D/-/C/- 1 400
Magic MS Greatsword +2 141/151/0/0 D/-/C/- 1 400
Magic MS Greatsword +3 149/160/0/0 D/-/C/- 2 400
Magic MS Greatsword +4 157/169/0/0 D/-/C/- 2 400
Magic MS Greatsword +5 166/178/0/0 D/-/C/- 3 400
Magic MS Greatsword +6 174/186/0/0 D/-/C/- 1 400
Magic MS Greatsword +7 182/195/0/0 D/-/C/- 1 400
Magic MS Greatsword +8 190/204/0/0 D/-/C/- 2 400
Magic MS Greatsword +9 199/213/0/0 D/-/C/- 3 400
Magic MS Greatsword +10 207/222/0/0 D/-/C/- 1 400

Enchanted


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

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted MS Greatsword +0 166/176/0/0 E/-/C/- 1 400
Enchanted MS Greatsword +1 172/181/0/0 E/-/C/- 1 400
Enchanted MS Greatsword +2 179/186/0/0 E/-/B/- 1 400
Enchanted MS Greatsword +3 185/191/0/0 E/-/B/- 2 400
Enchanted MS Greatsword +4 192/197/0/0 D/-/A/- 2 400
Enchanted MS Greatsword +5 199/204/0/0 D/-/A/- 1 400

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

34% STR scaling, 63% FAI scaling.

Name Damage Stat Bonuses Aux effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine MS Greatsword +0 111/136/0/0 D/-/-/C 0/0/110/- 1 400
Divine MS Greatsword +1 118/145/0/0 D/-/-/C 0/0/110/- 1 400
Divine MS Greatsword +2 125/154/0/0 D/-/-/C 0/0/110/- 1 400
Divine MS Greatsword +3 133/163/0/0 D/-/-/C 0/0/110/- 2 400
Divine MS Greatsword +4 140/172/0/0 D/-/-/C 0/0/110/- 2 400
Divine MS Greatsword +5 148/182/0/0 D/-/-/C 0/0/110/- 3 400
Divine MS Greatsword +6 155/191/0/0 D/-/-/C 0/0/110/- 1 400
Divine MS Greatsword +7 162/200/0/0 D/-/-/C 0/0/110/- 1 400
Divine MS Greatsword +8 170/209/0/0 D/-/-/C 0/0/110/- 2 400
Divine MS Greatsword +9 177/218/0/0 D/-/-/C 0/0/110/- 3 400
Divine MS Greatsword +10 185/227/0/0 D/-/-/C 0/0/110/- 1 400

Occult


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

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux effects White Titanite Chunk White Titanite Slab Souls
Occult MS Greatsword +0 152/166/0/0 D/-/-/B 0/0/0/110 1 400
Occult MS Greatsword +1 161/174/0/0 D/-/-/B 0/0/-/110 1 400
Occult MS Greatsword +2 170/182/0/0 D/-/-/B 0/0/-/110 2 400
Occult MS Greatsword +3 179/190/0/0 D/-/-/B 0/0/-/110 2 400
Occult MS Greatsword +4 188/199/0/0 D/-/-/B 0/0/-/110 3 400
Occult MS Greatsword +5 197/207/0/0 D/-/-/B 0/0/-/110 1 400

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire MS Greatsword +0 143/0/143/0 -/-/-/- 60/10/40/40 1 400
Fire MS Greatsword +1 154/0/154/0 -/-/-/- 60/10/40.4/40 1 400
Fire MS Greatsword +2 165/0/165/0 -/-/-/- 60/10/40.8/40 1 400
Fire MS Greatsword +3 176/0/176/0 -/-/-/- 60/10/41.2/40 2 400
Fire MS Greatsword +4 187/0/187/0 -/-/-/- 60/10/41.6/40 2 400
Fire MS Greatsword +5 198/0/198/0 -/-/-/- 60/10/42/40 3 400
Fire MS Greatsword +6 211/0/211/0 -/-/-/- 60/10/42.4/40 1 400
Fire MS Greatsword +7 224/0/224/0 -/-/-/- 60/10/42.8/40 1 400
Fire MS Greatsword +8 237/0/237/0 -/-/-/- 60/10/43.2/40 2 400
Fire MS Greatsword +9 250/0/250/0 -/-/-/- 60/10/43.6/40 3 400
Fire MS Greatsword +10 264/0/264/0 -/-/-/- 60/10/44/40 1 400

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos MS Greatsword +0 172/0/198/0 -/-/-/- 60/10/40/40 1 400
Chaos MS Greatsword +1 182/0/209/0 -/-/-/- 60/10/40.8/40 1 400
Chaos MS Greatsword +2 192/0/220/0 -/-/-/- 60/10/41.6/40 2 400
Chaos MS Greatsword +3 201/0/230/0 -/-/-/- 60/10/42.4/40 2 400
Chaos MS Greatsword +4 211/0/242/0 -/-/-/- 60/10/43.2/40 3 400
Chaos MS Greatsword +5 220/0/253/0 -/-/-/- 60/10/44/40 1 400

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 16 Strength is required.
Greatswords

Moonlight Greatsword

This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own.

Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight.

In Game Description


This sword, one of the rare dragon weapons,
came from the tail of Seath the Scaleless,
the pale white dragon who betrayed his own.
Seath is the grandfather of sorcery, and this
sword is imbued with his magic, which shall
be unleashed as a wave of moonlight.

Availability


Seath the Scaleless middle tail cut

General Information


Increases Magic Defense by 40

Automatically added to inventory upon cutting off the middle tail of Seath the Scaleless.

An excellent weapon for INT builds, as it is capable of doing high amounts of damage to enemies. (Most notably the Four Kings, Prowling Demons, Undead Crystal Soldiers, Sentinels, Silver/Black Knights, and Armored Tusks)

The Moonlight Sword is a common item in From Software games. Originating in the King's Field series, it made its way to the Armored Core games, where it was typically the most powerful blade.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Moonlight Greatsword 0/132/0/0

(Normal)
100 300 6.0 161/10/28/0

-/-/A/-
60/10/40/40 38 5,000

Move Set


Large Sword


1 Handed
R1 — R1 Right-to-left slash. Follow up with left-to-right.  
R2 Overhead chop.  
R2 -> R1 Left-to-right slash.  
Backstep or Run — R1 Spinning left-to-right slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal Swipe.  


2 Handed
R1 — R1 Overhead smash into upward slash.  
R2 — R2 Right-to-left slash into left-to-right slash.  
Roll + R1 Overhead chop.  
Backstep or Run+ R1- Charge Spinning left-to-right slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 or L2 Guard.  

Upgrades


Requires Dragon Scale

136% INT scaling

Name Damage Stat Bonuses Dragon Scale Souls
Moonlight Greatsword +0 0/132/0/0 -/-/A/-    
Moonlight Greatsword +1 0/145/0/0 -/-/S/- 1 10,000
Moonlight Greatsword +2 0/158/0/0 -/-/S/- 1 10,000
Moonlight Greatsword +3 0/171/0/0 -/-/S/- 2 10,000
Moonlight Greatsword +4 0/184/0/0 -/-/S/- 2 10,000
Moonlight Greatsword +5 0/198/0/0 -/-/S/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 11 Strength is required
Greatswords

Obsidian Greatsword

This greatsword, one of the rare dragon weapons, is formed by the tail of the one-eyed black dragon Kalameet, the last of the ancient dragons.

The mystical power of its obsidian blade will be released when held with both hands.

Availability


Black Dragon Kalameet tail cut

General Information


The Obsidian Greatsword has a somewhat slower swing speed compared to other Greatswords.

When fully upgraded, this weapon deals 480 points of physical damage two-handed, making it one of the best physical attack weapons (without high Strength stat), similar to the Great Lord Greatsword.

The power of the Area of Effect (AoE) attack increasing with upgrades and dealing around 385-585 damage. The damage of AoE attack also can be increased with resins, like Gold Pine Resin. This weapon is good choice for low level PvP (SL50-70), because the AoE attack can do one-shot kills. (Tested on Remastered).

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Obsidian Greatsword 320/0/0/0

(Regular)
100 350 8.0 202/16/0/0

-/-/-/-
60/10/40/40 38 100

Move Set


Two-handed strong attack is replaced by a black flame Area of Effect attack centered at the player. Consumes 50 durability per use.

Upgrades


Standard upgrade path
Requires Dragon Scale

Name Damage Stat Bonuses Dragon Scale Souls
Obsidian Greatsword +0 320/0/0/0 -/-/-/-    
Obsidian Greatsword +1 352/0/0/0 -/-/-/- 1 10,000
Obsidian Greatsword +2 384/0/0/0 -/-/-/- 1 10,000
Obsidian Greatsword +3 416/0/0/0 -/-/-/- 2 10,000
Obsidian Greatsword +4 448/0/0/0 -/-/-/- 2 10,000
Obsidian Greatsword +5 480/0/0/0 -/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. It is mistakenly called a greataxe; however, the game treats it as a greatsword.
  2. when two handing this weapon, only 14 Strength is required
Greatswords

Stone Greatsword

The stone knights who guard the Darkroot Garden wield this moss-covered greatsword.

The same magic which created the stone knights is imbued in the sword. Unleash this power by wielding the sword with two hands.

Availability


Drop from Giant Stone Knight (2% drop rate)

Sold by Shiva of the East for 15,000 Souls

General Information


The two-handed strong attack casts a version of Tranquil Walk of Peace, like the Giant Stone Knight.
Each cast drops the weapon's durability by 200 (400 souls of repair cost).

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Stone Greatsword 148/100/0/0

(Regular)
100 800 18.0 401/10/0/0

C/C/E/-
60/10/40/40 38 100

Move Set


1 Handed
R1 — R1 Right-to-left slash. Follow up with left-to-right.
R2 — R2 Heavy overhead slash into follow up overhead slash. Second hit causes knockdown.
R2 -> R1 Left-to-right slash
Backstep or Run — R1 Spinning left-to-right slash
Forward + R1 Kick
Forward + R2 Jump attack (overhead smash)
L1 (left hand) Guard
L2 (left hand) heavy horizontal Swipe

2 Handed
L1 or L2 Guard
R1 Overhead Smash
R1 -> R1 Upward slash
R2 Tranquil Walk of Peace effect. Costs 200 durability.
Roll + R1 Overhead chop
Backstep or Run+ R1- Charge Spinning left-to-right slash
Forward + R1 Push
Forward + R2 Jump attack (overhead smash)

Upgrades


Standard upgrade path.
Requires Twinkling Titanite

60% STR, 55% DEX, 15% INT scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Stone Greatsword +0 148/100/0/0 C/C/E/-
Stone Greatsword +1 162/110/0/0 C/C/E/- 1 2,000
Stone Greatsword +2 177/120/0/0 C/C/E/- 1 2,000
Stone Greatsword +3 192/130/0/0 C/C/E/- 2 2,000
Stone Greatsword +4 207/140/0/0 C/C/E/- 2 2,000
Stone Greatsword +5 222/150/0/0 C/C/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 27 Strength is required

Ultra Greatswords

Ultra Greatswords push the concept of power and range even further than regular Greatswords. They are massive, Strength-focused weapons that can effortlessly break an opponent’s guard and inflict enormous damage. Each swing consumes substantial Stamina and is very slow, making every attack a significant commitment. Landing a blow often staggers or stun-locks enemies, potentially allowing multiple follow-ups. However, whiffed attacks expose the player to severe counterattacks. Ultra Greatswords suit builds that capitalize on raw damage, poise-breaking, and punishing mistakes rather than relying on speed or mobility.

Ultra Greatswords

Black Knight Greatsword

Greatsword 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) greatsword-wielding Black Knight atop the Undead Parish watchtower near the Altar of Sunlight, just past the Hellkite Dragon, and the Kiln of the First Flame (20% drop rate)

General Information


This weapon's two-handed light swings consume sixty stamina each.

Like all Black Knight weapons, it deals extra damage to demon enemies, such as Taurus Demons and Capra Demons.

In the German version of the game, this sword has a completely different name: "Schwert des Drachentöters", which translates to "Sword of the Dragon Slayer", whereas the normal Black Knight Sword is called "Schwarz-Ritter Großschwert", which translates to "Black Knight Greatsword".

In the French version of the game, this sword is called "Espadon tueur de dragons", which means "Dragon Killing Zweihänder".

In the Italian version of the game, this sword is called "Ammazzadraghi", which means "Dragon Slayer". This, along with the sword's German and French names mentioned above, likely references the massive "Dragonslayer" sword used by Guts, the main character of the manga Berserk.

The non-respawning Black Knight in the Undead Parish is not guaranteed to drop the sword. Ignore the knight at first, and get the Covetous Gold Serpent Ring from Sen's Fortress, then leave (or continue on to Anor Londo to teleport between bonfires), go back to the Undead Parish, and have at least 10 soft Humanity with the ring equipped before killing the knight. This will increase the chances of getting a drop.

Can not be buffed.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Black Knight Greatsword 220/0/0/0

(Regular/Thrust)
100 300 14 321/18/0/0

B/E/-/-
70/10/50/50 44 100

Move Set


1 Handed
R1 — R1 Right-to-left swing into left-to-right swing.
R2 — R2 Vertical chop into vertical overhead chop.
Roll — R1 Sweeping ground attack.
Backstep or Run — R1 Forward overhead chop.
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 (left hand) Guard.
L2 (left hand) Left-to-right swing.

2 Handed
R1 — R1 Right-to-left swing into left-to-right swing.
R2 — R2 Forward overhead Chop into ground stab.
Roll — R1 Ground stab.
Backstep or Run — R1 Forward overhead chop.
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 or L2 Guard.

Strong attacks are replaced by a powerful delayed upward slash. The two-handed attack will send the target flying if it successfully connects

Upgrades


Requires Twinkling Titanite

90% STR, 5% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Black Knight Greatsword +0 220/0/0/0 B/E/-/-
Black Knight Greatsword +1 242/0/0/0 B/E/-/- 1 2,000
Black Knight Greatsword +2 264/0/0/0 B/E/-/- 1 2,000
Black Knight Greatsword +3 286/0/0/0 B/E/-/- 2 2,000
Black Knight Greatsword +4 308/0/0/0 B/E/-/- 2 2,000
Black Knight Greatsword +5 330/0/0/0 B/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
Ultra Greatswords

Demon Great Machete

The lesser Capra demons use these greatswords in pairs. The blade is cast iron and hooked.

The sword is imbued with no particular magic, but for those who have the strength, its great weight will smash foes mercilessly.

Availability


Drop from the Capra Demon boss in lower Undead Burg or the Minor Capra Demons which roam the Demon Ruins (5% drop rate)

Sold by Shiva of the East for 10,000 Souls in Blighttown after entering the Forest Hunter Covenant

General Information


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Demon Great Machete 133/0/0/0

(Regular)
100 600 18 401/0/0/0

B/-/-/-
70/10/50/50 44 50

Move Set


Move Set video

1 Handed
R1 Wide horizontal swings
R2 Jumping downward slash
Roll — R1 Forward Thrust
Backstep or Run — R1 Running slam
L1 Guard
L2 Wide horizontal swings


2 Handed
R1 Wide horizontal swings
R2 Jumping downward slash
Roll — R1 Forward Thrust
Backstep or Run — R1 Running slam

Upgrades


Basic


Standard upgrade path.
Requires

90% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Demon Great Machete +0 133/0/0/0 B/-/-/-          
Demon Great Machete +1 146/0/0/0 B/-/-/- 1       800
Demon Great Machete +2 159/0/0/0 B/-/-/- 1       800
Demon Great Machete +3 172/0/0/0 B/-/-/- 2       800
Demon Great Machete +4 186/0/0/0 B/-/-/- 2       800
Demon Great Machete +5 199/0/0/0 B/-/-/- 3       800
Demon Great Machete +6 212/0/0/0 B/-/-/-   1     800
Demon Great Machete +7 226/0/0/0 B/-/-/-   1     800
Demon Great Machete +8 239/0/0/0 B/-/-/-   2     800
Demon Great Machete +9 252/0/0/0 B/-/-/-   2     800
Demon Great Machete +10 266/0/0/0 B/-/-/-   3     800
Demon Great Machete +11 279/0/0/0 A/-/-/-     1   800
Demon Great Machete +12 292/0/0/0 A/-/-/-     1   800
Demon Great Machete +13 305/0/0/0 A/-/-/-     2   800
Demon Great Machete +14 319/0/0/0 A/-/-/-     3   800
Demon Great Machete +15 332/0/0/0 A/-/-/-       1 800

Crystal


Weapon durability reduced to 60. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

90% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Demon Great Machete +0 292/0/0/0 A/-/-/- 1   800
Crystal Demon Great Machete +1 305/0/0/0 A/-/-/- 1   800
Crystal Demon Great Machete +2 319/0/0/0 A/-/-/- 1   800
Crystal Demon Great Machete +3 332/0/0/0 A/-/-/- 2   800
Crystal Demon Great Machete +4 345/0/0/0 A/-/-/- 3   800
Crystal Demon Great Machete +5 359/0/0/0 A/-/-/-   1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Demon Great Machete +0 239/0/0/239 -/-/-/- 70/10/50/50 1   800
Lightning Demon Great Machete +1 258/0/0/258 -/-/-/- 70/10/50/54 1   800
Lightning Demon Great Machete +2 276/0/0/276 -/-/-/- 70/10/50/58 1   800
Lightning Demon Great Machete +3 295/0/0/295 -/-/-/- 70/10/50/62 2   800
Lightning Demon Great Machete +4 313/0/0/313 -/-/-/- 70/10/50/66 3   800
Lightning Demon Great Machete +5 332/0/0/332 -/-/-/- 70/10/50/70   1 800

Raw


Base damage increased. Stat bonuses reduced.
Requires

68% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Demon Great Machete +0 229/0/0/0 C/-/-/- 1 800
Raw Demon Great Machete +1 244/0/0/0 C/-/-/- 1 800
Raw Demon Great Machete +2 260/0/0/0 C/-/-/- 1 800
Raw Demon Great Machete +3 275/0/0/0 C/-/-/- 2 800
Raw Demon Great Machete +4 290/0/0/0 C/-/-/- 2 800
Raw Demon Great Machete +5 306/0/0/0 C/-/-/- 3 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

25% STR scaling, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Demon Great Machete +0 150/162/0/0 D/-/C/- 1     800
Magic Demon Great Machete +1 160/172/0/0 D/-/C/- 1     800
Magic Demon Great Machete +2 170/183/0/0 D/-/C/- 1     800
Magic Demon Great Machete +3 180/194/0/0 D/-/C/- 2     800
Magic Demon Great Machete +4 190/205/0/0 D/-/C/- 2     800
Magic Demon Great Machete +5 200/216/0/0 D/-/C/- 3     800
Magic Demon Great Machete +6 209/226/0/0 D/-/C/-   1   800
Magic Demon Great Machete +7 220/237/0/0 D/-/C/-   1   800
Magic Demon Great Machete +8 230/248/0/0 D/-/C/-   2   800
Magic Demon Great Machete +9 240/259/0/0 D/-/C/-   3   800
Magic Demon Great Machete +10 250/270/0/0 D/-/C/-     1 800

Enchanted


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

18% STR, 63% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Demon Great Machete +0 200/212/0/0 E/-/C/- 1   800
Enchanted Demon Great Machete +1 208/218/0/0 E/-/C/- 1   800
Enchanted Demon Great Machete +2 216/224/0/0 E/-/B/- 1   800
Enchanted Demon Great Machete +3 224/231/0/0 E/-/B/- 2   800
Enchanted Demon Great Machete +4 232/237/0/0 D/-/A/- 3   800
Enchanted Demon Great Machete +5 240/245/0/0 D/-/A/-   1 800

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

35% STR, 64% 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 Demon Great Machete +0 135/165/0/0 D/-/-/C 0/0/110/- 1     800
Divine Demon Great Machete +1 144/176/0/0 D/-/-/C 0/0/110/- 1     800
Divine Demon Great Machete +2 153/187/0/0 D/-/-/C 0/0/110/- 1     800
Divine Demon Great Machete +3 162/198/0/0 D/-/-/C 0/0/110/- 2     800
Divine Demon Great Machete +4 171/209/0/0 D/-/-/C 0/0/110/- 2     800
Divine Demon Great Machete +5 180/220/0/0 D/-/-/C 0/0/110/- 3     800
Divine Demon Great Machete +6 188/230/0/0 D/-/-/C 0/0/110/-   1   800
Divine Demon Great Machete +7 198/242/0/0 D/-/-/C 0/0/110/-   1   800
Divine Demon Great Machete +8 207/253/0/0 D/-/-/C 0/0/110/-   2   800
Divine Demon Great Machete +9 216/264/0/0 D/-/-/C 0/0/110/-   3   800
Divine Demon Great Machete +10 225/275/0/0 D/-/-/C 0/0/110/-     1 800

Occult


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

33% STR, 76% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Demon Great Machete +0 182/200/0/0 D/-/-/B 0/0/-/110 1   800
Occult Demon Great Machete +1 192/209/0/0 D/-/-/B 0/0/-/110 1   800
Occult Demon Great Machete +2 203/220/0/0 D/-/-/B 0/0/-/110 1   800
Occult Demon Great Machete +3 214/230/0/0 D/-/-/B 0/0/-/110 2   800
Occult Demon Great Machete +4 225/240/0/0 D/-/-/B 0/0/-/110 3   800
Occult Demon Great Machete +5 236/250/0/0 D/-/-/B 0/0/-/110   1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Demon Great Machete +0 172/0/172/0 -/-/-/- 70/10/50/50 1     800
Fire Demon Great Machete +1 186/0/186/0 -/-/-/- 70/10/50.5/50 1     800
Fire Demon Great Machete +2 199/0/199/0 -/-/-/- 70/10/51/50 1     800
Fire Demon Great Machete +3 212/0/212/0 -/-/-/- 70/10/51.5/50 2     800
Fire Demon Great Machete +4 226/0/226/0 -/-/-/- 70/10/52/50 2     800
Fire Demon Great Machete +5 239/0/239/0 -/-/-/- 70/10/52.5/50 3     800
Fire Demon Great Machete +6 255/0/255/0 -/-/-/- 70/10/53/50   1   800
Fire Demon Great Machete +7 271/0/271/0 -/-/-/- 70/10/53.5/50   1   800
Fire Demon Great Machete +8 287/0/287/0 -/-/-/- 70/10/54/50   2   800
Fire Demon Great Machete +9 303/0/303/0 -/-/-/- 70/10/54.5/50   3   800
Fire Demon Great Machete +10 319/0/319/0 -/-/-/- 70/10/55/50     1 800

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Demon Great Machete +0 208/0/241/0 -/-/-/- 70/10/50/50 1   800
Chaos Demon Great Machete +1 220/0/254/0 -/-/-/- 70/10/51/50 1   800
Chaos Demon Great Machete +2 232/0/268/0 -/-/-/- 70/10/52/50 1   800
Chaos Demon Great Machete +3 243/0/281/0 -/-/-/- 70/10/53/50 2   800
Chaos Demon Great Machete +4 255/0/294/0 -/-/-/- 70/10/54/50 3   800
Chaos Demon Great Machete +5 266/0/308/0 -/-/-/- 70/10/55/50   1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two handing this weapon, 27 Strength is required
Ultra Greatswords

Dragon Greatsword

This sword, one of the rare dragon weapons, came from the tail of the stone dragon of Ash Lake, descendant of the ancient dragons.

Its great mystical power will be unleashed when wielded with two hands.

Availability


Tail drop from the Stone Dragon in Ash Lake. The Dragon doesn't get hostile, so walk behind him and strike his tail several times until it falls off.

General Information


Raises Magic and Fire defense by 20 points.

Cannot be enchanted.

Even though this weapon doesn't have any scaling, it has the highest base damage of any weapon in the game. Because of this, the Dragon Greatsword can do comparable amounts of damage to other ultra greatswords.1 The drawback is that it cannot be enchanted and the minimum STR requirement of at least 34 for two-handing it.

Using its two-handed mystical power will drain 50 durability with each use.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Dragon Greatsword 390/0/0/0

(Normal)
100 400 24 502/10/0/0

-/-/-/-
70/10/50/50 44 5,000

Move Set


One-handed
R1 - R1 Right-to-left swipe -> left-to-right swipe
R2 - R2 Overhead chop -> overhead chop
Backstep/Run - R1 Running overhead chop
Forward + R1 Kick
Forward + R2 Jumping overhead smash
Roll - R1 Forward thrust
L1 (left hand) Guard
L2 (left hand) Left-to-right swipe
Two-handed
R1 - R1 Right-to-left swipe -> left-to-right swipe
R2 - R2 Overhead chops that create shockwave. Each consumes 50 durability
Backstep/Run - R1 Running overhead chop
Forward + R1 Kick
Forward + R2 Jumping overhead smash
Roll - R1 Forward thrust
L1/L2 Guard

Upgrades


Requires Dragon Scale

Name Damage Stat Bonuses Dragon Scale Souls
Dragon Greatsword +0 390/0/0/0 -/-/-/-    
Dragon Greatsword +1 429/0/0/0 -/-/-/- 1 10,000
Dragon Greatsword +2 468/0/0/0 -/-/-/- 1 10,000
Dragon Greatsword +3 506/0/0/0 -/-/-/- 2 10,000
Dragon Greatsword +4 546/0/0/0 -/-/-/- 2 10,000
Dragon Greatsword +5 585/0/0/0 -/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. Comparison
  2. When two handing this weapon, only 34 Strength is required.
Ultra Greatswords

Greatsword

One of the gigantic straight greatswords.

Very few have what it takes to wield this incredibly heavy, damage-dealing monster.

A favorite of the Knights Berenike, known for their heavy armor, and Black Iron Tarkus.

Availability


Sold by the Crestfallen Merchant in Sen's Fortress for 8,000 Souls

Drop from any Heavy Knight (2% drop rate, 0.67% drop rate in Undead Parish)

Treasure from a corpse in Anor Londo along with the Black Iron Set and Black Iron Greatshield. The corpse is located to the left of the giant painting that leads to the Painted World of Ariamis, guarded by a Painting Guardian.

General Information


Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Greatsword 130/0/0/0

(Regular/Thrust)
200 12.0 281/10/0/0

C/D/-/-
70/10/50/50 44 50

Move Set


1 Handed
R1 — R1 Right-to-left swing into left-to-right swing.  
R2 — R2 Vertical chop into vertical overhead chop.  
Roll — R1 Sweeping ground attack.  
Backstep or Run — R1 Forward overhead chop.  
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right swing.  


2 Handed
R1 — R1 Right-to-left swing into left-to-right swing.  
R2 — R2 Forward overhead Chop into ground stab.  
Roll — R1 Ground stab.  
Backstep or Run — R1 Forward overhead chop.  
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

60% STR, 26% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Greatsword +0 130/0/0/0 C/D/-/-         800
Greatsword +1 143/0/0/0 C/D/-/- 1       800
Greatsword +2 156/0/0/0 C/D/-/- 1       800
Greatsword +3 169/0/0/0 C/D/-/- 2       800
Greatsword +4 182/0/0/0 C/D/-/- 2       800
Greatsword +5 195/0/0/0 C/D/-/- 3       800
Greatsword +6 208/0/0/0 C/D/-/-   1     800
Greatsword +7 221/0/0/0 C/D/-/-   1     800
Greatsword +8 234/0/0/0 C/D/-/-   2     800
Greatsword +9 247/0/0/0 C/D/-/-   2     800
Greatsword +10 260/0/0/0 C/D/-/-   3     800
Greatsword +11 273/0/0/0 C/D/-/-     1   800
Greatsword +12 286/0/0/0 C/D/-/-     1   800
Greatsword +13 299/0/0/0 C/D/-/-     2   800
Greatsword +14 312/0/0/0 C/D/-/-     3   800
Greatsword +15 325/0/0/0 C/D/-/-       1 800

Crystal


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

60% STR, 26% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Greatsword +0 286/0/0/0 C/D/-/- 1   800
Crystal Greatsword +1 299/0/0/0 C/D/-/- 1   800
Crystal Greatsword +2 312/0/0/0 C/D/-/- 1   800
Crystal Greatsword +3 325/0/0/0 C/D/-/- 2   800
Crystal Greatsword +4 338/0/0/0 C/D/-/- 3   800
Crystal Greatsword +5 351/0/0/0 C/D/-/-   1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Greatsword +0 234/0/0/234 -/-/-/- 70/10/50/50 1   800
Lightning Greatsword +1 252/0/0/252 -/-/-/- 70/10/50/54 1   800
Lightning Greatsword +2 270/0/0/270 -/-/-/- 70/10/50/58 1   800
Lightning Greatsword +3 288/0/0/288 -/-/-/- 70/10/50/62 2   800
Lightning Greatsword +4 306/0/0/306 -/-/-/- 70/10/50/66 3   800
Lightning Greatsword +5 325/0/0/325 -/-/-/- 70/10/50/70   1 800

Raw


Base damage increased. Stat bonuses reduced.
Requires

45% STR, 19% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Greatsword +0 225/0/0/0 D/E/-/- 1 800
Raw Greatsword +1 240/0/0/0 D/E/-/- 1 800
Raw Greatsword +2 255/0/0/0 D/E/-/- 1 800
Raw Greatsword +3 270/0/0/0 D/E/-/- 2 800
Raw Greatsword +4 285/0/0/0 D/E/-/- 2 800
Raw Greatsword +5 300/0/0/0 D/E/-/- 3 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

17% STR, 7% DEX, 62% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Greatsword +0 147/159/0/0 E/E/C/- 1     800
Magic Greatsword +1 156/169/0/0 E/E/C/- 1     800
Magic Greatsword +2 166/180/0/0 E/E/C/- 1     800
Magic Greatsword +3 176/190/0/0 E/E/C/- 2     800
Magic Greatsword +4 186/201/0/0 E/E/C/- 2     800
Magic Greatsword +5 196/212/0/0 E/E/C/- 3     800
Magic Greatsword +6 205/222/0/0 E/E/C/-   1   800
Magic Greatsword +7 215/233/0/0 E/E/C/-   1   800
Magic Greatsword +8 225/243/0/0 E/E/C/-   2   800
Magic Greatsword +9 235/254/0/0 E/E/C/-   3   800
Magic Greatsword +10 245/265/0/0 E/E/C/-     1 800

Enchanted


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

13% STR, 5% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Greatsword +0 196/208/0/0 E/E/C/- 1   800
Enchanted Greatsword +1 203/214/0/0 E/E/C/- 1   800
Enchanted Greatsword +2 211/220/0/0 E/E/B/- 1   800
Enchanted Greatsword +3 219/226/0/0 E/E/B/- 2   800
Enchanted Greatsword +4 227/232/0/0 E/E/B/- 3   800
Enchanted Greatsword +5 235/241/0/0 E/E/A/-   1 800

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

23% STR, 10% DEX, 61% 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 Greatsword +0 132/160/0/0 D/E/-/C 0/0/110/- 1     800
Divine Greatsword +1 140/171/0/0 D/E/-/C 0/0/110/- 1     800
Divine Greatsword +2 149/181/0/0 D/E/-/C 0/0/110/- 1     800
Divine Greatsword +3 158/192/0/0 D/E/-/C 0/0/110/- 2     800
Divine Greatsword +4 167/203/0/0 D/E/-/C 0/0/110/- 2     800
Divine Greatsword +5 176/214/0/0 D/E/-/C 0/0/110/- 3     800
Divine Greatsword +6 184/224/0/0 D/E/-/C 0/0/110/-   1   800
Divine Greatsword +7 193/235/0/0 D/E/-/C 0/0/110/-   1   800
Divine Greatsword +8 202/246/0/0 D/E/-/C 0/0/110/-   2   800
Divine Greatsword +9 211/256/0/0 D/E/-/C 0/0/110/-   3   800
Divine Greatsword +10 220/267/0/0 D/E/-/C 0/0/110/-     1 800

Occult


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

22% STR, 9% DEX, 72% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Greatsword +0 178/196/0/0 D/E/-/B 0/0/-/110 1   800
Occult Greatsword +1 188/205/0/0 D/E/-/B 0/0/-/110 1   800
Occult Greatsword +2 199/215/0/0 D/E/-/B 0/0/-/110 1   800
Occult Greatsword +3 210/225/0/0 D/E/-/B 0/0/-/110 2   800
Occult Greatsword +4 220/235/0/0 D/E/-/B 0/0/-/110 3   800
Occult Greatsword +5 231/245/0/0 D/E/-/B 0/0/-/110   1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Greatsword +0 169/0/169/0 -/-/-/- 70/10/50/50 1     800
Fire Greatsword +1 182/0/182/0 -/-/-/- 70/10/50.5/50 1     800
Fire Greatsword +2 195/0/195/0 -/-/-/- 70/10/51/50 1     800
Fire Greatsword +3 208/0/208/0 -/-/-/- 70/10/51.5/50 2     800
Fire Greatsword +4 221/0/221/0 -/-/-/- 70/10/52/50 2     800
Fire Greatsword +5 234/0/234/0 -/-/-/- 70/10/52.5/50 3     800
Fire Greatsword +6 249/0/249/0 -/-/-/- 70/10/53/50   1   800
Fire Greatsword +7 265/0/265/0 -/-/-/- 70/10/53.5/50   1   800
Fire Greatsword +8 280/0/280/0 -/-/-/- 70/10/54/50   2   800
Fire Greatsword +9 296/0/296/0 -/-/-/- 70/10/54.5/50   3   800
Fire Greatsword +10 312/0/312/0 -/-/-/- 70/10/55/50     1 800

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Greatsword +0 203/0/235/0 -/-/-/- 70/10/50/50 1   800
Chaos Greatsword +1 214/0/248/0 -/-/-/- 70/10/51/50 1   800
Chaos Greatsword +2 226/0/262/0 -/-/-/- 70/10/52/50 1   800
Chaos Greatsword +3 237/0/275/0 -/-/-/- 70/10/53/50 2   800
Chaos Greatsword +4 248/0/288/0 -/-/-/- 70/10/54/50 3   800
Chaos Greatsword +5 259/0/301/0 -/-/-/- 70/10/55/50   1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 19 Strength is required
Ultra Greatswords

Zweihander

One of the gigantic straight greatswords.

As the name suggests, the Zweihander is held with two hands, but its wielder must still be inhumanly strong. It is this great weight that sends foes flying when hit solidly.

Availability


General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Zweihander 130/0/0/0

(Regular)
100 200 10.0 241/10/0/0

C/D/-/-
70/10/50/50 44 50

Move Set


1 Handed
R1 — R1 Right-to-left swing into left-to-right swing.
R2 — R2 Vertical chop into vertical overhead chop.
Roll — R1 Sweeping ground attack.
Backstep or Run — R1 Forward overhead chop.
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 (left hand) Guard.
L2 (left hand) Left-to-right swing.

2 Handed
R1 — R1 Right-to-left swing into left-to-right swing.
R2 — R2 Forward overhead Chop into ground stab.
Roll — R1 Ground stab.
Backstep or Run — R1 Forward overhead chop.
Forward + R1 Kick Useful for breaking guard.
Forward + R2 Jump attack (overhead smash).
L1 or L2 Guard.

One and two handed strong attacks are replaced with a running downward slash.

Upgrades


Basic


Standard upgrade path.
Requires

60% STR, 26% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Zweihander +0 130/0/0/0 C/D/-/- 800
Zweihander +1 143/0/0/0 C/D/-/- 1 800
Zweihander +2 156/0/0/0 C/D/-/- 1 800
Zweihander +3 169/0/0/0 C/D/-/- 2 800
Zweihander +4 182/0/0/0 C/D/-/- 2 800
Zweihander +5 195/0/0/0 C/D/-/- 3 800
Zweihander +6 208/0/0/0 C/D/-/- 1 800
Zweihander +7 221/0/0/0 C/D/-/- 1 800
Zweihander +8 234/0/0/0 C/D/-/- 2 800
Zweihander +9 247/0/0/0 C/D/-/- 2 800
Zweihander +10 260/0/0/0 C/D/-/- 3 800
Zweihander +11 273/0/0/0 C/D/-/- 1 800
Zweihander +12 286/0/0/0 C/D/-/- 1 800
Zweihander +13 299/0/0/0 C/D/-/- 2 800
Zweihander +14 312/0/0/0 C/D/-/- 3 800
Zweihander +15 325/0/0/0 C/D/-/- 1 800

Crystal


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

60% STR, 26% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Zweihander +0 286/0/0/0 C/D/-/- 1 800
Crystal Zweihander +1 299/0/0/0 C/D/-/- 1 800
Crystal Zweihander +2 312/0/0/0 C/D/-/- 1 800
Crystal Zweihander +3 325/0/0/0 C/D/-/- 2 800
Crystal Zweihander +4 338/0/0/0 C/D/-/- 3 800
Crystal Zweihander +5 351/0/0/0 C/D/-/- 1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Zweihander +0 234/0/0/234 -/-/-/- 70/10/50/50 1 800
Lightning Zweihander +1 252/0/0/252 -/-/-/- 70/10/50/54 1 800
Lightning Zweihander +2 270/0/0/270 -/-/-/- 70/10/50/58 1 800
Lightning Zweihander +3 288/0/0/288 -/-/-/- 70/10/50/62 2 800
Lightning Zweihander +4 306/0/0/306 -/-/-/- 70/10/50/66 3 800
Lightning Zweihander +5 325/0/0/325 -/-/-/- 70/10/50/70 1 800

Raw


Base damage increased. Stat bonuses reduced.
Requires

45% STR, 19% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Zweihander +0 225/0/0/0 D/E/-/- 1 800
Raw Zweihander +1 240/0/0/0 D/E/-/- 1 800
Raw Zweihander +2 255/0/0/0 D/E/-/- 1 800
Raw Zweihander +3 270/0/0/0 D/E/-/- 2 800
Raw Zweihander +4 285/0/0/0 D/E/-/- 2 800
Raw Zweihander +5 300/0/0/0 D/E/-/- 3 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

17% STR, 7% DEX, 62% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Zweihander +0 147/159/0/0 E/E/C/- 1 800
Magic Zweihander +1 156/169/0/0 E/E/C/- 1 800
Magic Zweihander +2 166/180/0/0 E/E/C/- 1 800
Magic Zweihander +3 176/190/0/0 E/E/C/- 2 800
Magic Zweihander +4 186/201/0/0 E/E/C/- 2 800
Magic Zweihander +5 196/212/0/0 E/E/C/- 3 800
Magic Zweihander +6 205/222/0/0 E/E/C/- 1 800
Magic Zweihander +7 215/233/0/0 E/E/C/- 1 800
Magic Zweihander +8 225/243/0/0 E/E/C/- 2 800
Magic Zweihander +9 235/254/0/0 E/E/C/- 3 800
Magic Zweihander +10 245/265/0/0 E/E/C/- 1 800

Enchanted


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

13% STR, 5% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Zweihander +0 196/208/0/0 E/E/C/- 1 800
Enchanted Zweihander +1 203/214/0/0 E/E/C/- 1 800
Enchanted Zweihander +2 211/220/0/0 E/E/B/- 1 800
Enchanted Zweihander +3 219/226/0/0 E/E/B/- 2 800
Enchanted Zweihander +4 227/232/0/0 E/E/B/- 3 800
Enchanted Zweihander +5 235/241/0/0 E/E/A/- 1 800

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

23% STR, 10% DEX, 61% 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 Zweihander +0 132/160/0/0 D/E/-/C 0/0/110/- 1 800
Divine Zweihander +1 140/171/0/0 D/E/-/C 0/0/110/- 1 800
Divine Zweihander +2 149/181/0/0 D/E/-/C 0/0/110/- 1 800
Divine Zweihander +3 158/192/0/0 D/E/-/C 0/0/110/- 2 800
Divine Zweihander +4 167/203/0/0 D/E/-/C 0/0/110/- 2 800
Divine Zweihander +5 176/214/0/0 D/E/-/C 0/0/110/- 3 800
Divine Zweihander +6 184/224/0/0 D/E/-/C 0/0/110/- 1 800
Divine Zweihander +7 193/235/0/0 D/E/-/C 0/0/110/- 1 800
Divine Zweihander +8 202/246/0/0 D/E/-/C 0/0/110/- 2 800
Divine Zweihander +9 211/256/0/0 D/E/-/C 0/0/110/- 3 800
Divine Zweihander +10 220/267/0/0 D/E/-/C 0/0/110/- 1 800

Occult


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

22% STR, 9% DEX, 72% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Zweihander +0 178/196/0/0 D/E/-/B 0/0/-/110 1 800
Occult Zweihander +1 188/205/0/0 D/E/-/B 0/0/-/110 1 800
Occult Zweihander +2 199/215/0/0 D/E/-/B 0/0/-/110 1 800
Occult Zweihander +3 210/225/0/0 D/E/-/B 0/0/-/110 2 800
Occult Zweihander +4 220/235/0/0 D/E/-/B 0/0/-/110 3 800
Occult Zweihander +5 231/245/0/0 D/E/-/B 0/0/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Zweihander +0 169/0/169/0 -/-/-/- 70/10/50.0/50 1 800
Fire Zweihander +1 182/0/182/0 -/-/-/- 70/10/50.5/50 1 800
Fire Zweihander +2 195/0/195/0 -/-/-/- 70/10/51.0/50 1 800
Fire Zweihander +3 208/0/208/0 -/-/-/- 70/10/51.5/50 2 800
Fire Zweihander +4 221/0/221/0 -/-/-/- 70/10/52.0/50 2 800
Fire Zweihander +5 234/0/234/0 -/-/-/- 70/10/52.5/50 3 800
Fire Zweihander +6 249/0/249/0 -/-/-/- 70/10/53.0/50 1 800
Fire Zweihander +7 265/0/265/0 -/-/-/- 70/10/53.5/50 1 800
Fire Zweihander +8 280/0/280/0 -/-/-/- 70/10/54.0/50 2 800
Fire Zweihander +9 296/0/296/0 -/-/-/- 70/10/54.5/50 3 800
Fire Zweihander +10 312/0/312/0 -/-/-/- 70/10/55.0/50 1 800

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Zweihander +0 203/0/235/0 -/-/-/- 70/10/50/50 1 800
Chaos Zweihander +1 214/0/248/0 -/-/-/- 70/10/51/50 1 800
Chaos Zweihander +2 226/0/262/0 -/-/-/- 70/10/52/50 1 800
Chaos Zweihander +3 237/0/275/0 -/-/-/- 70/10/53/50 2 800
Chaos Zweihander +4 248/0/288/0 -/-/-/- 70/10/54/50 3 800
Chaos Zweihander +5 259/0/301/0 -/-/-/- 70/10/55/50 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 16 Strength is required

Curved Swords

Curved Swords combine speed, Dexterity scaling, and fluid movesets, making them excellent for players who favor hit-and-run tactics. Their attacks are swift and maintain good forward momentum, allowing pressure even in tight spaces where foes cannot easily evade. Although their reach and damage per hit are lower compared to Straight Swords, their faster swing speed and evasive flip-slash attacks set them apart. Curved Swords also pair well with weapon buffs, enabling them to chip away at opponents quickly before retreating to safety.

Curved Swords

Falchion

Small curved sword. Each hit inflicts little damage, but fluid chain attacks are deadly.

The falchion's sharp slashing attacks are effective against cloth and flesh, but not against metal armor or tough scales.

Availability


Found in Blighttown with the Wanderer Set. Located in a dead end after climbing the third set of ladders down to the swamp. — Video Guide

Drop from Falchion-wielding skeleton in the Catacombs and at Firelink Shrine (2% drop rate)

Mimic drop (Enchanted Falchion) - in the side room near the second bonfire of The Duke's Archives

General Information


When wielded by skeletons, the Falchion will cause bleed build-up upon hit

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Falchion 82/0/0/0

(Slash)
100 160 2.5 91/13/0/0

E/B/-/-
45/10/30/30 30 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Falchion +0 82/0/0/0 E/B/-/-         200
Falchion +1 90/0/0/0 E/B/-/- 1       200
Falchion +2 98/0/0/0 E/B/-/- 1       200
Falchion +3 106/0/0/0 E/B/-/- 2       200
Falchion +4 114/0/0/0 E/B/-/- 2       200
Falchion +5 123/0/0/0 E/B/-/- 3       200
Falchion +6 131/0/0/0 E/B/-/-   1     200
Falchion +7 139/0/0/0 E/B/-/-   1     200
Falchion +8 147/0/0/0 E/B/-/-   2     200
Falchion +9 155/0/0/0 E/B/-/-   2     200
Falchion +10 164/0/0/0 E/B/-/-   3     200
Falchion +11 172/0/0/0 E/B/-/-     1   200
Falchion +12 188/0/0/0 E/B/-/-     1   200
Falchion +13 190/0/0/0 E/B/-/-     2   200
Falchion +14 196/0/0/0 E/A/-/-     3   200
Falchion +15 205/0/0/0 E/A/-/-       1 200

Crystal


Weapon durability reduced to 16. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Falchion +0 180/0/0/0 E/B/-/- 1   200
Crystal Falchion +1 188/0/0/0 E/B/-/- 1   200
Crystal Falchion +2 196/0/0/0 E/B/-/- 2   200
Crystal Falchion +3 205/0/0/0 E/B/-/- 2   200
Crystal Falchion +4 213/0/0/0 E/A/-/- 3   200
Crystal Falchion +5 221/0/0/0 E/A/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Falchion +0 147/0/0/147 -/-/-/- 45/10/30/30 1   200
Lightning Falchion +1 159/0/0/159 -/-/-/- 45/10/30/2.4 1   200
Lightning Falchion +2 170/0/0/170 -/-/-/- 45/10/30/34.8 2   200
Lightning Falchion +3 182/0/0/182 -/-/-/- 45/10/30/37.2 2   200
Lightning Falchion +4 193/0/0/193 -/-/-/- 45/10/30/39.6 3   200
Lightning Falchion +5 205/0/0/205 -/-/-/- 45/10/30/42   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires Titanite

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Falchion +0 141/0/0/0 E/C/-/- 1 200
Raw Falchion +1 150/0/0/0 E/C/-/- 1 200
Raw Falchion +2 159/0/0/0 E/C/-/- 1 200
Raw Falchion +3 169/0/0/0 E/C/-/- 2 200
Raw Falchion +4 178/0/0/0 E/C/-/- 2 200
Raw Falchion +5 188/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Falchion +0 93/100/0/0 E/D/C/- 1     200
Magic Falchion +1 99/107/0/0 E/D/C/- 1     200
Magic Falchion +2 105/113/0/0 E/D/C/- 1     200
Magic Falchion +3 111/120/0/0 E/D/C/- 2     200
Magic Falchion +4 117/127/0/0 E/D/C/- 2     200
Magic Falchion +5 124/134/0/0 E/D/C/- 3     200
Magic Falchion +6 130/140/0/0 E/D/B/-   1   200
Magic Falchion +7 136/147/0/0 E/D/B/-   1   200
Magic Falchion +8 142/154/0/0 E/D/B/-   2   200
Magic Falchion +9 148/160/0/0 E/D/B/-   3   200
Magic Falchion +10 155/167/0/0 E/D/B/-     1 200

Enchanted


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

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Falchion +0 124/132/0/0 E/E/C/- 1   200
Enchanted Falchion +1 128/135/0/0 E/E/B/- 1   200
Enchanted Falchion +2 133/139/0/0 E/E/B/- 1   200
Enchanted Falchion +3 138/143/0/0 E/E/A/- 2   200
Enchanted Falchion +4 143/147/0/0 E/E/A/- 3   200
Enchanted Falchion +5 148/153/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Falchion +0 82/102/0/0 E/D/-/C 0/0/110/- 1     200
Divine Falchion +1 88/108/0/0 E/D/-/C 0/0/110/- 1     200
Divine Falchion +2 93/115/0/0 E/D/-/C 0/0/110/- 1     200
Divine Falchion +3 99/122/0/0 E/D/-/C 0/0/110/- 2     200
Divine Falchion +4 104/129/0/0 E/D/-/C 0/0/110/- 2     200
Divine Falchion +5 110/136/0/0 E/D/-/C 0/0/110/- 3     200
Divine Falchion +6 115/142/0/0 E/D/-/C 0/0/110/-   1   200
Divine Falchion +7 121/149/0/0 E/D/-/C 0/0/110/-   1   200
Divine Falchion +8 126/156/0/0 E/D/-/C 0/0/110/-   2   200
Divine Falchion +9 132/163/0/0 E/D/-/B 0/0/110/-   3   200
Divine Falchion +10 137/170/0/0 E/D/-/B 0/0/110/-     1 200

Occult


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

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Falchion +0 112/124/0/0 E/D/-/B 0/0/-/110 1   200
Occult Falchion +1 118/130/0/0 E/D/-/B 0/0/-/110 1   200
Occult Falchion +2 125/136/0/0 E/D/-/B 0/0/-/110 1   200
Occult Falchion +3 132/142/0/0 E/D/-/B 0/0/-/110 2   200
Occult Falchion +4 138/148/0/0 E/D/-/B 0/0/-/110 3   200
Occult Falchion +5 145/155/0/0 E/D/-/B 0/0/-/110   1 200

Fire


Adds fire damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Falchion +0 106/0/106/0 -/-/-/- 45/10/30/30 1     200
Fire Falchion +1 114/0/114/0 -/-/-/- 45/10/30.3/30 1     200
Fire Falchion +2 123/0/123/0 -/-/-/- 45/10/30.6/30 1     200
Fire Falchion +3 131/0/131/0 -/-/-/- 45/10/30.9/30 2     200
Fire Falchion +4 139/0/139/0 -/-/-/- 45/10/31.2/30 2     200
Fire Falchion +5 147/0/147/0 -/-/-/- 45/10/31.5/30 3     200
Fire Falchion +6 157/0/157/0 -/-/-/- 45/10/31.8/30   1   200
Fire Falchion +7 167/0/167/0 -/-/-/- 45/10/32.1/30   1   200
Fire Falchion +8 177/0/177/0 -/-/-/- 45/10/32.4/30   2   200
Fire Falchion +9 186/0/186/0 -/-/-/- 45/10/32.7/30   3   200
Fire Falchion +10 196/0/196/0 -/-/-/- 45/10/33/30     1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Falchion +0 129/0/147/0 -/-/-/- 45/10/30/30 1   200
Chaos Falchion +1 136/0/155/0 -/-/-/- 45/10/30.6/30 1   200
Chaos Falchion +2 144/0/164/0 -/-/-/- 45/10/31.2/30 1   200
Chaos Falchion +3 151/0/172/0 -/-/-/- 45/10/31.8/30 2   200
Chaos Falchion +4 158/0/180/0 -/-/-/- 45/10/32.4/30 3   200
Chaos Falchion +5 165/0/188/0 -/-/-/- 45/10/33/30   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 6 Strength is required.
Curved Swords

Gold Tracer

Curved sword used by the Lord's Blade Ciaran, one of Lord Gwyn's Four Knights.

Ciaran brandishes her sword in a mesmerizing dance, etching the darkness with dire streaks of gold.

Availability


Given by Lord's Blade Ciaran in return for the Soul of Artorias

Drops from Lord's Blade Ciaran if not given her the Soul of Artorias

General Information


Bleed buildup is 40 per strike

When equipped in the left hand, instead of a parry (L2) and single attack (L1), the right handed strong attacks are used instead (L1 is the first attack, and L2 is the follow up attack). Uniquely for left-handed attacks, it still retains the event state of a parry although it has no parry frames, allowing for it to be cancelled for a Parry Backstab.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Gold Tracer 130/0/0/0

(Slash)
100 240 2.0 91/25/0/0

E/A/-/-
45/10/30/30 30 300/0/0/- 100

Move Set


1 Handed
R1 — R1 — Alternating horizontal slashes.  
R2 — R2 Twin horizontal slashes into triple slash attack. 5 hits total.
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Twin horizontal slashes.  
L2 (left hand) Triple slash attack.  


2 Handed
R1 — R1 — Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Triple vertical slashes into slash-thrust-slash combo. 6 hits total.
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard  

Upgrades


10% STR, 106% DEX scaling

Name Damage Stat Bonuses Twinkling Titanite Souls
Gold Tracer +0 130/0/0/0 E/A/-/-    
Gold Tracer +1 143/0/0/0 E/A/-/- 1 2,000
Gold Tracer +2 156/0/0/0 E/A/-/- 1 2,000
Gold Tracer +3 169/0/0/0 E/A/-/- 2 2,000
Gold Tracer +4 182/0/0/0 E/A/-/- 2 2,000
Gold Tracer +5 195/0/0/0 E/A/-/- 4 2,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 6 Strength is required
Curved Swords

Jagged Ghost Blade

Jagged blade wielded by New Londo ghosts. Violent thrust attack.

One of the cursed weapons. Inflicts damage to ghosts.

Availability


Drop from Ghost in the New Londo Ruins (1% drop rate)

General Information


Damages Ghosts without being cursed.
When used with two hands, it can block Ghost attacks by holding L1.

Bleed build-up is 30 per strike.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Jagged Ghost Blade 155/0/0/0

Bleed 300

(Slash/Thrust)
100 1.5 71/0/0/0
E/-/-/-
45/10/30/30 30 100

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

R2 attack is replaced by a double downward stab, followed by four more downward stabs on the second button press.

Upgrades


Requires Twinkling Titanite

13% STR scaling.

Name Damage Stat Bonuses Twinkling Titanite
Jagged Ghost Blade +0 155/0/0/0 E/-/-/-  
Jagged Ghost Blade +1 170/0/0/0 E/-/-/- 1
Jagged Ghost Blade +2 186/0/0/0 E/-/-/- 1
Jagged Ghost Blade +3 201/0/0/0 E/-/-/- 2
Jagged Ghost Blade +4 217/0/0/0 E/-/-/- 2
Jagged Ghost Blade +5 232/0/0/0 E/-/-/- 4

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 5 Strength is required
Curved Swords

Painting Guardian Sword

Curved sword of Anor Londo painting guards. Unique shape with flat tip.

The guardians, who strike down those who dare threaten the paintings, attack in a continuous, circular dancing motion, a technique passed down through generations.

Availability


Drop from Painting Guardian (2% drop rate)

General Information


A standard Painting Guardian Sword does more damage than both a standard Scimitar or Falchion due to its better Dexterity scaling and faster attack speed. This is offset by very short range.
Bleed build-up is 30 per strike.

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Painting Guardian Sword 76/0/0/0

(Slash)
100 100 1.5 71/20/0/0

E/A/-/-
45/10/30/30 30 300/0/-/- 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

9% STR, 109% DEX scaling.

Name Damage Stat Bonuses Shard Large Shard Chunk Slab Souls
Painting Guardian Sword +0 76/0/0/0 E/A/-/-          
Painting Guardian Sword +1 83/0/0/0 E/A/-/- 1       200
Painting Guardian Sword +2 91/0/0/0 E/A/-/- 1       200
Painting Guardian Sword +3 98/0/0/0 E/A/-/- 2       200
Painting Guardian Sword +4 106/0/0/0 E/A/-/- 2       200
Painting Guardian Sword +5 114/0/0/0 E/A/-/- 3       200
Painting Guardian Sword +6 121/0/0/0 E/A/-/-   1     200
Painting Guardian Sword +7 129/0/0/0 E/A/-/-   1     200
Painting Guardian Sword +8 136/0/0/0 E/A/-/-   2     200
Painting Guardian Sword +9 144/0/0/0 E/A/-/-   2     200
Painting Guardian Sword +10 152/0/0/0 E/A/-/-   3     200
Painting Guardian Sword +11 159/0/0/0 E/A/-/-     1   200
Painting Guardian Sword +12 167/0/0/0 E/A/-/-     1   200
Painting Guardian Sword +13 174/0/0/0 E/A/-/-     2   200
Painting Guardian Sword +14 182/0/0/0 E/A/-/-     3   200
Painting Guardian Sword +15 190/0/0/0 E/A/-/-       1 200

Crystal


Painting Guardian Sword durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

9% STR, 109% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Painting Guardian Sword +0 167/0/0/0 E/A/-/- 1   200
Crystal Painting Guardian Sword +1 174/0/0/0 E/A/-/- 1   200
Crystal Painting Guardian Sword +2 182/0/0/0 E/A/-/- 1   200
Crystal Painting Guardian Sword +3 190/0/0/0 E/A/-/- 2   200
Crystal Painting Guardian Sword +4 197/0/0/0 E/A/-/- 3   200
Crystal Painting Guardian Sword +5 205/0/0/0 E/A/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Painting Guardian Sword +0 136/0/0/136 -/-/-/- 45/10/30/30 1   200
Lightning Painting Guardian Sword +1 147/0/0/147 -/-/-/- 45/10/30/32.4 1   200
Lightning Painting Guardian Sword +2 158/0/0/158 -/-/-/- 45/10/30/34.8 1   200
Lightning Painting Guardian Sword +3 168/0/0/168 -/-/-/- 45/10/30/37.2 2   200
Lightning Painting Guardian Sword +4 179/0/0/179 -/-/-/- 45/10/30/39.6 3   200
Lightning Painting Guardian Sword +5 190/0/0/190 -/-/-/- 45/10/30/42   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

7% STR, 81% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Painting Guardian Sword +0 130/0/0/0 E/B/-/- 1 200
Raw Painting Guardian Sword +1 139/0/0/0 E/B/-/- 1 200
Raw Painting Guardian Sword +2 147/0/0/0 E/B/-/- 1 200
Raw Painting Guardian Sword +3 156/0/0/0 E/B/-/- 2 200
Raw Painting Guardian Sword +4 165/0/0/0 E/B/-/- 2 200
Raw Painting Guardian Sword +5 174/0/0/0 E/B/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

3% STR, 30% DEX, 85% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Painting Guardian Sword +0 85/93/0/0 E/D/B/- 1     200
Magic Painting Guardian Sword +1 91/99/0/0 E/D/B/- 1     200
Magic Painting Guardian Sword +2 96/105/0/0 E/D/B/- 1     200
Magic Painting Guardian Sword +3 102/111/0/0 E/D/B/- 2     200
Magic Painting Guardian Sword +4 108/117/0/0 E/D/B/- 2     200
Magic Painting Guardian Sword +5 114/124/0/0 E/D/B/- 3     200
Magic Painting Guardian Sword +6 119/130/0/0 E/D/B/-   1   200
Magic Painting Guardian Sword +7 125/136/0/0 E/D/B/-   1   200
Magic Painting Guardian Sword +8 131/142/0/0 E/D/B/-   2   200
Magic Painting Guardian Sword +9 136/148/0/0 E/D/A/-   3   200
Magic Painting Guardian Sword +10 142/155/0/0 E/D/A/-     1 200

Enchanted


Enchanted damage added. All stat bonuses removed.
Requires

2% STR, 22% DEX, 83% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Painting Guardian Sword +0 114/122/0/0 E/D/B/- 1   200
Enchanted Painting Guardian Sword +1 118/125/0/0 E/D/A/- 1   200
Enchanted Painting Guardian Sword +2 123/129/0/0 E/D/A/- 1   200
Enchanted Painting Guardian Sword +3 127/132/0/0 E/D/A/- 2   200
Enchanted Painting Guardian Sword +4 132/136/0/0 E/D/A/- 3   200
Enchanted Painting Guardian Sword +5 136/141/0/0 E/D/S/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

3% STR, 42% DEX, 84% 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 Painting Guardian Sword +0 76/94/0/0 E/D/-/B 300/0/110/- 1     200
Divine Painting Guardian Sword +1 81/100/0/0 E/D/-/B 300/0/110/- 1     200
Divine Painting Guardian Sword +2 86/107/0/0 E/D/-/B 300/0/110/- 1     200
Divine Painting Guardian Sword +3 91/113/0/0 E/D/-/B 300/0/110/- 2     200
Divine Painting Guardian Sword +4 96/119/0/0 E/D/-/B 300/0/110/- 2     200
Divine Painting Guardian Sword +5 102/126/0/0 E/D/-/B 300/0/110/- 3     200
Divine Painting Guardian Sword +6 107/132/0/0 E/D/-/B 300/0/110/-   1   200
Divine Painting Guardian Sword +7 112/138/0/0 E/D/-/B 300/0/110/-   1   200
Divine Painting Guardian Sword +8 117/144/0/0 E/D/-/B 300/0/110/-   2   200
Divine Painting Guardian Sword +9 122/151/0/0 E/D/-/B 300/0/110/-   3   200
Divine Painting Guardian Sword +10 127/157/0/0 E/D/-/B 300/0/110/-     1 200

Occult


Occult damage added. Increased damage bonus from faith..
Requires

3% STR, 39% DEX, 99% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Painting Guardian Sword +0 104/114/0/0 E/D/-/A 300/0/-/110 1   200
Occult Painting Guardian Sword +1 110/119/0/0 E/D/-/A 300/0/-/110 1   200
Occult Painting Guardian Sword +2 116/125/0/0 E/D/-/A 300/0/-/110 1   200
Occult Painting Guardian Sword +3 122/131/0/0 E/D/-/A 300/0/-/110 2   200
Occult Painting Guardian Sword +4 128/136/0/0 E/D/-/A 300/0/-/110 3   200
Occult Painting Guardian Sword +5 135/142/0/0 E/D/-/A 300/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Painting Guardian Sword +0 98/0/98/0 -/-/-/- 45/10/30/30 1     200
Fire Painting Guardian Sword +1 106/0/106/0 -/-/-/- 45/10/30.3/30 1     200
Fire Painting Guardian Sword +2 114/0/114/0 -/-/-/- 45/10/30.6/30 1     200
Fire Painting Guardian Sword +3 121/0/121/0 -/-/-/- 45/10/30.9/30 2     200
Fire Painting Guardian Sword +4 129/0/129/0 -/-/-/- 45/10/31.2/30 2     200
Fire Painting Guardian Sword +5 136/0/136/0 -/-/-/- 45/10/31.5/30 3     200
Fire Painting Guardian Sword +6 145/0/145/0 -/-/-/- 45/10/31.8/30   1   200
Fire Painting Guardian Sword +7 155/0/155/0 -/-/-/- 45/10/32.1/30   1   200
Fire Painting Guardian Sword +8 164/0/164/0 -/-/-/- 45/10/32.4/30   2   200
Fire Painting Guardian Sword +9 173/0/173/0 -/-/-/- 45/10/32.7/30   3   200
Fire Painting Guardian Sword +10 182/0/182/0 -/-/-/- 45/10/33/30     1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Painting Guardian Sword +0 118/0/136/0 -/-/-/- 45/10/30/30 1   200
Chaos Painting Guardian Sword +1 125/0/144/0 -/-/-/- 45/10/36/30 1   200
Chaos Painting Guardian Sword +2 132/0/152/0 -/-/-/- 45/10/31.2/30 1   200
Chaos Painting Guardian Sword +3 138/0/159/0 -/-/-/- 45/10/31.8/30 2   200
Chaos Painting Guardian Sword +4 145/0/167/0 -/-/-/- 45/10/32.4/30 3   200
Chaos Painting Guardian Sword +5 151/0/174/0 -/-/-/- 45/10/33/30   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 5 Strength is required
Curved Swords

Quelaag's Furysword

A curved sword born from the soul of Quelaag, daughter of the Witch of Izalith, who was transformed into a chaos demon.

Like Quelaag's body, the sword features shells, spikes, and a coating of chaos fire.

Power affected by wielder's humanity.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Quelaag and any +10 Curved Sword for 5,000 Souls

General Information


While this weapon has only average stats for a curved sword, it is notable for its high fraction of Fire damage. At low Dexterity and Humanity, Fire damage outnumbers Physical damage nearly three-to-one. Thus, the Furysword is an excellent choice against Fire-weak enemies and shields.

While attacking with this weapon, it will ignite and show a fiery trail. This effect will stop when the attack animation ends. Landing on an enemy also triggers a fire effect.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Quelaag's Furysword 60/0/170/0
(Slash)
600 3.5 11/13/0/0
E/B/-/-
45/10/30/30 30 5,000

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  


Strong attacks are replaced by alternating heavier horizontal slashes.

Quelaag's Furysword move set video

Upgrades


Requires Demon Titanite

8% STR, 94% DEX scaling

Name Damage Defense Stat Bonuses Materials Cost Souls
Quelaag's Furysword +0 60/0/170/0 45/10/30/30 E/B/-/- - -
Quelaag's Furysword +1 66/0/187/0 45/10/30/30 E/B/-/- 1 x Demon Titanite 5000
Quelaag's Furysword +2 72/0/204/0 45/10/30/30 E/B/-/- 1 x Demon Titanite 5000
Quelaag's Furysword +3 78/0/221/0 45/10/30/30 E/B/-/- 2 x Demon Titanite 5000
Quelaag's Furysword +4 84/0/237/0 45/10/30/30 E/B/-/- 2 x Demon Titanite 5000
Quelaag's Furysword +5 90/0/255/0 45/10/30/30 E/B/-/- 4 x Demon Titanite 5000

Humanity Effect


Humanity Physical Damage Fire Damage
1 +2 +13
2 +5 +20
3 +7 +27
4 +10 +31
5 +12 +35
6 +15 +39
7 +17 +43
8 +20 +48
9 +22 +52
10 (Cap) +25 +56

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.
Curved Swords

Scimitar

Small curved sword. Each hit inflicts little damage, but fluid chain attacks are deadly.

The scimitar's sharp slashing attacks are effective against cloth and flesh, but not against metal armor or tough scales.

Availability


Starting weapon of the Wanderer class

Purchased from the Undead Merchant (Male) for 600 Souls

Drop from the Scimitar-wielding skeletons in the Catacombs (2% drop rate)

General Information


When wielded by skeletons, the Scimitar will cause bleed build-up upon hit.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Scimitar 80/0/0/0

(Slash)
160 1.5 71/13/0/0

E/B/-/-
45/10/30/30 30 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

13% STR, 85% DEX scaling

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Scimitar +0 80/0/0/0 E/B/-/-         200
Scimitar +1 88/0/0/0 E/B/-/- 1       200
Scimitar +2 96/0/0/0 E/B/-/- 1       200
Scimitar +3 104/0/0/0 E/B/-/- 2       200
Scimitar +4 112/0/0/0 E/B/-/- 2       200
Scimitar +5 120/0/0/0 E/B/-/- 3       200
Scimitar +6 128/0/0/0 E/B/-/-   1     200
Scimitar +7 136/0/0/0 E/B/-/-   1     200
Scimitar +8 144/0/0/0 E/B/-/-   2     200
Scimitar +9 152/0/0/0 E/B/-/-   2     200
Scimitar +10 160/0/0/0 E/B/-/-   3     200
Scimitar +11 168/0/0/0 E/B/-/-     1   200
Scimitar +12 176/0/0/0 E/B/-/-     1   200
Scimitar +13 184/0/0/0 E/B/-/-     2   200
Scimitar +14 192/0/0/0 E/A/-/-     3   200
Scimitar +15 200/0/0/0 E/A/-/-       1 200

Crystal


Weapon durability reduced to 16. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Scimitar +0 176/0/0/0 E/B/-/- 1   200
Crystal Scimitar +1 184/0/0/0 E/B/-/- 1   200
Crystal Scimitar +2 192/0/0/0 E/B/-/- 1   200
Crystal Scimitar +3 200/0/0/0 E/B/-/- 2   200
Crystal Scimitar +4 208/0/0/0 E/A/-/- 3   200
Crystal Scimitar +5 216/0/0/0 E/A/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Scimitar +0 144/0/0/144 -/-/-/- 45/10/30/30 1   200
Lightning Scimitar +1 155/0/0/155 -/-/-/- 45/10/30/32.4 1   200
Lightning Scimitar +2 166/0/0/166 -/-/-/- 45/10/30/34.8 1   200
Lightning Scimitar +3 177/0/0/177 -/-/-/- 45/10/30/37.2 2   200
Lightning Scimitar +4 188/0/0/188 -/-/-/- 45/10/30/39.6 3   200
Lightning Scimitar +5 200/0/0/200 -/-/-/- 45/10/30/42.0   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Scimitar +0 138/0/0/0 E/C/-/- 1 200
Raw Scimitar +1 147/0/0/0 E/C/-/- 1 200
Raw Scimitar +2 156/0/0/0 E/C/-/- 1 200
Raw Scimitar +3 165/0/0/0 E/C/-/- 2 200
Raw Scimitar +4 174/0/0/0 E/C/-/- 2 200
Raw Scimitar +5 184/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage, reduces strength and dex bonuses to minimal, adds moderate intelligence bonus
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Scimitar +0 90/97/0/0 E/D/C/- 1     200
Magic Scimitar +1 96/104/0/0 E/D/C/- 1     200
Magic Scimitar +2 102/110/0/0 E/D/C/- 1     200
Magic Scimitar +3 108/117/0/0 E/D/C/- 2     200
Magic Scimitar +4 114/123/0/0 E/D/C/- 2     200
Magic Scimitar +5 120/130/0/0 E/D/C/- 3     200
Magic Scimitar +6 125/136/0/0 E/E/B/-   1   200
Magic Scimitar +7 132/143/0/0 E/E/B/-   1   200
Magic Scimitar +8 138/149/0/0 E/E/B/-   2   200
Magic Scimitar +9 144/156/0/0 E/E/B/-   3   200
Magic Scimitar +10 150/162/0/0 E/E/B/-     1 200

Enchanted


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

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Scimitar +0 120/128/0/0 E/E/C/- 1   200
Enchanted Scimitar +1 124/131/0/0 E/E/C/- 1   200
Enchanted Scimitar +2 129/135/0/0 E/E/C/- 1   200
Enchanted Scimitar +3 134/139/0/0 E/E/B/- 2   200
Enchanted Scimitar +4 139/143/0/0 E/E/B/- 3   200
Enchanted Scimitar +5 144/148/0/0 E/E/A/-   1 200

Divine


Requires:
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 Scimitar +0 81/99/0/0 E/D/-/C 0/0/110/0 1     200
Divine Scimitar +1 86/105/0/0 E/D/-/C 0/0/110/0 1     200
Divine Scimitar +2 91/112/0/0 E/D/-/C 0/0/110/0 1     200
Divine Scimitar +3 97/118/0/0 E/D/-/C 0/0/110/0 2     200
Divine Scimitar +4 102/125/0/0 E/D/-/C 0/0/110/0 2     200
Divine Scimitar +5 108/132/0/0 E/D/-/C 0/0/110/0 3     200
Divine Scimitar +6 113/138/0/0 E/D/-/C 0/0/110/0   1   200
Divine Scimitar +7 118/145/0/0 E/D/-/C 0/0/110/0   1   200
Divine Scimitar +8 124/151/0/0 E/D/-/C 0/0/110/0   2   200
Divine Scimitar +9 129/158/0/0 E/D/-/B 0/0/110/0   3   200
Divine Scimitar +10 135/165/0/0 E/D/-/B 0/0/110/0     1 200

Occult


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

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Scimitar +0 110/120/0/0 E/D/-/B 0/0/0/110 1   200
Occult Scimitar +1 116/125/0/0 E/D/-/B 0/0/0/110 1   200
Occult Scimitar +2 123/132/0/0 E/D/-/B 0/0/0/110 1   200
Occult Scimitar +3 129/138/0/0 E/D/-/B 0/0/0/110 2   200
Occult Scimitar +4 136/144/0/0 E/D/-/B 0/0/0/110 3   200
Occult Scimitar +5 143/150/0/0 E/D/-/B 0/0/0/110   1 200

Fire


Adds fire damage, removes strength and dex bonuses, increases Fire Damage Reduction 1.5%
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Scimitar +0 104/0/104/0 -/-/-/- 45/10/30/30 1     200
Fire Scimitar +1 112/0/112/0 -/-/-/- 45/10/30.3/30 1     200
Fire Scimitar +2 120/0/120/0 -/-/-/- 45/10/30.6/30 1     200
Fire Scimitar +3 128/0/128/0 -/-/-/- 45/10/30.9/30 2     200
Fire Scimitar +4 136/0/136/0 -/-/-/- 45/10/31.2/30 2     200
Fire Scimitar +5 144/0/144/0 -/-/-/- 45/10/31.5/30 3     200
Fire Scimitar +6 153/0/153/0 -/-/-/- 45/10/31.8/30   1   200
Fire Scimitar +7 163/0/163/0 -/-/-/- 45/10/32.1/30   1   200
Fire Scimitar +8 172/0/172/0 -/-/-/- 45/10/32.4/30   2   200
Fire Scimitar +9 182/0/182/0 -/-/-/- 45/10/32.7/30   3   200
Fire Scimitar +10 192/0/192/0 -/-/-/- 45/10/33.0/30     1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Scimitar +0 126/0/144/0 -/-/-/- 45/10/30/30 1   200
Chaos Scimitar +1 133/0/152/0 -/-/-/- 45/10/30.6/30 1   200
Chaos Scimitar +2 140/0/160/0 -/-/-/- 45/10/31.2/30 1   200
Chaos Scimitar +3 147/0/168/0 -/-/-/- 45/10/31.8/30 2   200
Chaos Scimitar +4 154/0/176/0 -/-/-/- 45/10/32.4/30 3   200
Chaos Scimitar +5 161/0/184/0 -/-/-/- 45/10/33.0/30   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 5 Strength is required
Curved Swords

Shotel

Curved sword with sharply curved blade. Created by Arstor, Earl of Carim.

Requires great skill to wield, but evades shield defense to sneak in damage.

In Game Description


Curved sword with sharply curved blade.

Created by Arstor, Earl of Carim.
Requires great skill to wield, but evades
shield defense to sneak in damage.

Availability


Sen's Fortress treasure
Drop off near the top of the long slope (next to the Serpent Mage) near the first encounter of the huge rolling iron balls, just before the room where the Ring of Steel Protection is found.

Sold by Shiva of the East for 10,000 Souls.

General Information


This weapon's strong attacks can stunlock another player infinitely if not toggle-escaped

This weapon's strong attacks go through shields.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Shotel 82/0/0/0
(Slash)
120 2.5 91/14/0/0
E/C/-/-
45/10/30/30 30 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Double overhead slash into horizontal slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 (left hand) Left-to-right horizontal slash.  
L2 (left hand) Parry.  


2 Handed
R1 — R1 Fast alternating horizontal slashes. Very fast and often spammed.
R2 — R2 Double over head slash into rising vertical slash.  
Roll — R1 Fast left-to-right horizontal slash.  
Backstep or Run — R1 Upward vertical slash.  
Forward + R1 Horizontal slash followed by backwards cartwheel. Useful as an evasive attack.
Forward + R2 Jumping left-to-right horizontal slash.  
L1 or L2 Guard.  


Strong attacks are replaced by heavy slashes that ignore opponent's guard

Upgrades


Basic


Standard upgrade path.
Requires

15% STR, 72% DEX scaling

Name Damage Stat Bonuses Shard Large Shard Chunk Slab Souls
Shotel +0 82/0/0/0 E/C/-/-          
Shotel +1 90/0/0/0 E/C/-/- 1       200
Shotel +2 98/0/0/0 E/C/-/- 1       200
Shotel +3 106/0/0/0 E/C/-/- 2       200
Shotel +4 114/0/0/0 E/C/-/- 2       200
Shotel +5 123/0/0/0 E/C/-/- 3       200
Shotel +6 131/0/0/0 E/C/-/-   1     200
Shotel +7 139/0/0/0 E/C/-/-   1     200
Shotel +8 147/0/0/0 E/C/-/-   2     200
Shotel +9 155/0/0/0 E/C/-/-   2     200
Shotel +10 164/0/0/0 E/C/-/-   3     200
Shotel +11 172/0/0/0 E/B/-/-     1   200
Shotel +12 180/0/0/0 E/B/-/-     1   200
Shotel +13 188/0/0/0 E/B/-/-     2   200
Shotel +14 196/0/0/0 E/B/-/-     3   200
Shotel +15 205/0/0/0 E/B/-/-       1 200

Crystal


Weapon durability reduced to 12. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Shotel +0 180/0/0/0 E/B/-/- 1   200
Crystal Shotel +1 188/0/0/0 E/B/-/- 1   200
Crystal Shotel +2 196/0/0/0 E/B/-/- 2   200
Crystal Shotel +3 205/0/0/0 E/B/-/- 2   200
Crystal Shotel +4 213/0/0/0 E/B/-/- 3   200
Crystal Shotel +5 221/0/0/0 E/B/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Shotel +0 147/0/0/147 -/-/-/- 45/10/30/30 1   200
Lightning Shotel +1 159/0/0/159 -/-/-/- 45/10/30/32.4 1   200
Lightning Shotel +2 170/0/0/170 -/-/-/- 45/10/30/34.8 2   200
Lightning Shotel +3 182/0/0/182 -/-/-/- 45/10/30/37.2 2   200
Lightning Shotel +4 193/0/0/193 -/-/-/- 45/10/30/39.6 3   200
Lightning Shotel +5 205/0/0/205 -/-/-/- 45/10/30/42.0   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

11% STR, 55% DEX scaling.

Name Damage Stat Bonuses Large Titanite Shard Souls
Raw Shotel +0 141/0/0/0 E/C/-/- 1 200
Raw Shotel +1 150/0/0/0 E/C/-/- 1 200
Raw Shotel +2 159/0/0/0 E/C/-/- 1 200
Raw Shotel +3 169/0/0/0 E/C/-/- 2 200
Raw Shotel +4 178/0/0/0 E/C/-/- 2 200
Raw Shotel +5 188/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Shotel +0 93/100/0/0 E/D/C/- 1     200
Magic Shotel +1 99/107/0/0 E/D/C/- 1     200
Magic Shotel +2 105/113/0/0 E/D/C/- 1     200
Magic Shotel +3 111/120/0/0 E/D/C/- 2     200
Magic Shotel +4 117/127/0/0 E/D/C/- 2     200
Magic Shotel +5 124/134/0/0 E/D/C/- 3     200
Magic Shotel +6 130/140/0/0 E/D/C/-   1   200
Magic Shotel +7 136/147/0/0 E/D/C/-   1   200
Magic Shotel +8 142/154/0/0 E/D/C/-   2   200
Magic Shotel +9 148/160/0/0 E/D/C/-   3   200
Magic Shotel +10 155/167/0/0 E/D/C/-     1 200

Enchanted


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

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Shotel +0 124/132/0/0 E/E/C/- 1   200
Enchanted Shotel +1 128/135/0/0 E/E/C/- 1   200
Enchanted Shotel +2 133/139/0/0 E/E/B/- 2   200
Enchanted Shotel +3 138/143/0/0 E/E/B/- 2   200
Enchanted Shotel +4 143/147/0/0 E/E/A/- 3   200
Enchanted Shotel +5 148/153/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Shotel +0 82/102/0/0 E/D/-/C 0/0/110/- 1     200
Divine Shotel +1 88/108/0/0 E/D/-/C 0/0/110/- 1     200
Divine Shotel +2 93/115/0/0 E/D/-/C 0/0/110/- 1     200
Divine Shotel +3 99/122/0/0 E/D/-/C 0/0/110/- 2     200
Divine Shotel +4 104/129/0/0 E/D/-/C 0/0/110/- 2     200
Divine Shotel +5 110/136/0/0 E/D/-/C 0/0/110/- 3     200
Divine Shotel +6 115/142/0/0 E/D/-/C 0/0/110/-   1   200
Divine Shotel +7 121/149/0/0 E/D/-/C 0/0/110/-   1   200
Divine Shotel +8 126/156/0/0 E/D/-/C 0/0/110/-   2   200
Divine Shotel +9 132/163/0/0 E/D/-/C 0/0/110/-   3   200
Divine Shotel +10 137/170/0/0 E/D/-/C 0/0/110/-     1 200

Occult


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

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Shotel +0 112/124/0/0 E/D/-/B 0/0/-/110 1   200
Occult Shotel +1 118/130/0/0 E/D/-/B 0/0/-/110 1   200
Occult Shotel +2 125/136/0/0 E/D/-/B 0/0/-/110 2   200
Occult Shotel +3 132/142/0/0 E/D/-/B 0/0/-/110 2   200
Occult Shotel +4 138/148/0/0 E/D/-/B 0/0/-/110 3   200
Occult Shotel +5 145/155/0/0 E/D/-/B 0/0/-/110   1 200

Fire


Adds fire damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Shotel +0 106/0/106/0 -/-/-/- 45/10/30/30 1     200
Fire Shotel +1 114/0/114/0 -/-/-/- 45/10/30.3/30 1     200
Fire Shotel +2 123/0/123/0 -/-/-/- 45/10/30.6/30 1     200
Fire Shotel +3 131/0/131/0 -/-/-/- 45/10/30.9/30 2     200
Fire Shotel +4 139/0/139/0 -/-/-/- 45/10/31.2/30 2     200
Fire Shotel +5 147/0/147/0 -/-/-/- 45/10/31.5/30 3     200
Fire Shotel +6 157/0/157/0 -/-/-/- 45/10/31.8/30   1   200
Fire Shotel +7 167/0/167/0 -/-/-/- 45/10/32.1/30   1   200
Fire Shotel +8 177/0/177/0 -/-/-/- 45/10/32.4/30   2   200
Fire Shotel +9 186/0/186/0 -/-/-/- 45/10/32.7/30   3   200
Fire Shotel +10 196/0/196/0 -/-/-/- 45/10/33.0/30     1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Shotel +0 129/0/147/0 -/-/-/- 45/10/30/30 1   200
Chaos Shotel +1 136/0/155/0 -/-/-/- 45/10/30.6/30 1   200
Chaos Shotel +2 144/0/164/0 -/-/-/- 45/10/31.2/30 1   200
Chaos Shotel +3 151/0/172/0 -/-/-/- 45/10/31.8/30 2   200
Chaos Shotel +4 158/0/180/0 -/-/-/- 45/10/32.4/30 3   200
Chaos Shotel +5 165/0/188/0 -/-/-/- 45/10/33.0/30 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 6 Strength is required

Katanas

Katanas strike a fine balance among speed, range, and damage while offering exceptional Dexterity scaling. They inflict both Slash and Thrust damage, enabling versatile attack patterns. Notably, Katanas can inflict Bleed, adding a punishing effect for sustained assaults. Their main drawback is low durability, but careful maintenance and strategic usage ensure their reliability. Katanas can also parry when wielded off-hand, supporting a dual-wield style or an aggressive playstyle focused on landing counters and critical hits. They fit a wide variety of builds and remain useful in most combat scenarios.

Katanas

Chaos Blade

A curved sword born from the soul of Quelaag, daughter of the Witch of Izalith, who was transformed into a chaos demon.

This blade inherits only the chaotic nature of Quelaag, and has a unique speckled design.

Blade wielder erodes along with opponents.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Quelaag and any +10 Katana for 5,000 Souls

General Information


Bleed build-up is 36 per strike.

Drains 20 HP per strike from the wielder. Critical attacks don't trigger this drain.

Unquestionably considered the strongest weapon for higher-level PvP by the consensus of the community.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Chaos Blade 144/0/0/0

Bleed 300

(Normal)
100 120 6.0 161/14/0/0

-/B/-/-
45/10/30/30 30 1,000

Move Set


1 Handed
R1 — R1 Alternating horizontal slash.  
R2 Charged piercing thrust.  
Roll — R1 Upward slash.  
Backstep or Run — R1 Running piercing thrust.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Horizontal slash. (L1-R1- when dual wielding katanas).
L2 (left hand) Parry.  


2 Handed
R1 — R1 Vertical slash into upward slash.  
R2 Charged vertical overhead slash.  
Roll — R1 Upward slash.  
Backstep or Run — R1 Running piercing thrust.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Requires Demon Titanite
85% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Chaos Blade +0 144/0/0/0 -/B/-/-    
Chaos Blade +1 158/0/0/0 -/B/-/- 1 5,000
Chaos Blade +2 172/0/0/0 -/B/-/- 1 5,000
Chaos Blade +3 187/0/0/0 -/B/-/- 2 5,000
Chaos Blade +4 201/0/0/0 -/B/-/- 2 5,000
Chaos Blade +5 216/0/0/0 -/B/-/- 4 5,000

Humanity Effect at +5


Humanity Physical Damage
1 +20
2 +10
3 +10
4 +6
5 +7
6 +6
7 +6
8 +6
9 +7
10 (Cap) +6
Total +84

Notes



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.
Katanas

Iaito

Katana forged in an Eastern land.

The Katana is drawn from the scabbard at lightning speed, using an Iaijutsu technique.

Iaijutsu allows the wielder to charge forward to swiftly cut down distant foes.

In Game Description


Katana forged in an Eastern land.
The Katana is drawn from the scabbard at
lightning speed, using an Iaijutsu technique.

Iaijutsu allows the wielder to charge
forward to swiftly cut down distant foes.

Availability


Blighttown treasure:
From the entrance located in the Depths, stay left. Perform a running jump to retrieve it.

General Information


Bleed build-up is 33 per strike and once inflicted, reduces 30% of the enemy's total HP.

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Iaito Sword 88/0/0/0

(Slash)
100 80 5.0 141/20/0/0

-/B/-/-
45/10/30/30 30 300/0/-/- 50

Move Set


One Handed
Swinging attack

R2: Quickdraw (iaijutsu) attack

Two Handed
Wide swing

Stepback +R1: Step back, dash forward and thrust

R2: Charged Quickdraw (iaijutsu) attack

Upgrades


Basic


Standard upgrade path.
Requires

85% DEX scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Iaito +0 88/0/0/0 -/B/-/- 300/0/-/-    
Iaito +1 96/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Shard 200
Iaito +2 105/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Shard 200
Iaito +3 114/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Shards 200
Iaito +4 123/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Shards 200
Iaito +5 132/0/0/0 -/B/-/- 300/0/-/- x3 Titanite Shards 200
Iaito +6 140/0/0/0 -/B/-/- 300/0/-/- x1 Large Titanite Shard 200
Iaito +7 149/0/0/0 -/B/-/- 300/0/-/- x1 Large Titanite Shard 200
Iaito +8 158/0/0/0 -/B/-/- 300/0/-/- x2 Large Titanite Shards 200
Iaito +9 167/0/0/0 -/B/-/- 300/0/-/- x2 Large Titanite Shards 200
Iaito +10 176/0/0/0 -/B/-/- 300/0/-/- x3 Large Titanite Shards 200
Iaito +11 184/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Chunk 200
Iaito +12 193/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Chunk 200
Iaito +13 202/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Chunks 200
Iaito +14 211/0/0/0 -/A/-/- 300/0/-/- x3 Titanite Chunks 200
Iaito +15 220/0/0/0 -/A/-/- 300/0/-/- x1 Titanite Slab 200

Crystal


Base damage increased. Durability decreased. Cannot repair.
Requires

85% DEX scaling.

Name Damage Durability Stat Bonuses Aux Effects Upgrade Requirements Souls
Crystal Iaito +0 193/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk 200
Crystal Iaito +1 202/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk 200
Crystal Iaito +2 211/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk 200
Crystal Iaito +3 220/0/0/0 8 -/B/-/- 300/0/-/- x2 Titanite Chunks 200
Crystal Iaito +4 228/0/0/0 8 -/A/-/- 300/0/-/- x3 Titanite Chunks 200
Crystal Iaito +5 237/0/0/0 8 -/A/-/- 300/0/-/- x1 Titanite Slab 200

Lightning


Lightning damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements Souls
Lightning Iaito +0 158/0/0/158 -/-/-/- 45/10/30/30 300/0/-/- x1 Titanite Chunk 200
Lightning Iaito +1 170/0/0/170 -/-/-/- 45/10/30/32.4 300/0/-/- x1 Titanite Chunk 200
Lightning Iaito +2 183/0/0/183 -/-/-/- 45/10/30/34.8 300/0/-/- x1 Titanite Chunk 200
Lightning Iaito +3 195/0/0/195 -/-/-/- 45/10/30/37.2 300/0/-/- x2 Titanite Chunks 200
Lightning Iaito +4 207/0/0/207 -/-/-/- 45/10/30/39.6 300/0/-/- x3 Titanite Chunks 200
Lightning Iaito +5 220/0/0/220 -/-/-/- 45/10/30/42 300/0/-/- x1 Titanite Slab 200

Raw


Base damage increased. Low strength bonus added, Dex bonus reduced to low.
Requires

64% DEX scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements Souls
Raw Iaito +0 151/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard 200
Raw Iaito +1 161/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard 200
Raw Iaito +2 171/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard 200
Raw Iaito +3 181/0/0/0 -/C/-/- 300/0/-/- x2 Large Titanite Shards 200
Raw Iaito +4 191/0/0/0 -/C/-/- 300/0/-/- x2 Large Titanite Shards 200
Raw Iaito +5 202/0/0/0 -/C/-/- 300/0/-/- x3 Large Titanite Shards 200

Magic


Base damage reduced, minimal strength bonus added, dexterity bonus reduced to minimal, moderate intelligence bonus added.
Requires

23% DEX, 61% INT scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements Souls
Magic Iaito +0 99/108/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard 200
Magic Iaito +1 105/115/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard 200
Magic Iaito +2 112/122/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard 200
Magic Iaito +3 118/129/0/0 -/D/C/- 300/0/-/- x2 Green Titanite Shards 200
Magic Iaito +4 125/136/0/0 -/D/C/- 300/0/-/- x2 Green Titanite Shards 200
Magic Iaito +5 132/144/0/0 -/D/C/- 300/0/-/- x3 Green Titanite Shards 200
Magic Iaito +6 138/151/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Chunk 200
Magic Iaito +7 145/158/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Chunk 200
Magic Iaito +8 151/165/0/0 -/D/C/- 300/0/-/- x2 Blue Titanite Chunks 200
Magic Iaito +9 158/172/0/0 -/D/C/- 300/0/-/- x3 Blue Titanite Chunks 200
Magic Iaito +10 165/180/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Slab 200

Enchanted


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

16% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements Souls
Enchanted Iaito +0 132/140/0/0 -/E/C/- 300/0/-/- x1 Blue Titanite Chunk 200
Enchanted Iaito +1 137/144/0/0 -/E/C/- 300/0/-/- x1 Blue Titanite Chunk 200
Enchanted Iaito +2 142/148/0/0 -/E/B/- 300/0/-/- x1 Blue Titanite Chunk 200
Enchanted Iaito +3 147/152/0/0 -/E/B/- 300/0/-/- x2 Blue Titanite Chunks 200
Enchanted Iaito +4 153/156/0/0 -/E/B/- 300/0/-/- x3 Blue Titanite Chunks 200
Enchanted Iaito +5 158/162/0/0 -/E/A/- 300/0/-/- x1 Blue Titanite Slab 200

Divine


Base damage reduced, dexterity bonus reduced to low, magic damage added with moderate faith bonus, holy damage added.
Requires

32% DEX, 61% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux effects Upgrade Requirements Souls
Divine Iaito +0 88/109/0/0 D/E/-/C 300/0/100/- x1 Green Titanite Shard 200
Divine Iaito +1 94/116/0/0 D/E/-/C 300/0/100/- x1 Green Titanite Shard 200
Divine Iaito +2 100/124/0/0 D/E/-/C 300/0/100/- x1 Green Titanite Shard 200
Divine Iaito +3 106/131/0/0 D/E/-/C 300/0/100/- x2 Green Titanite Shards 200
Divine Iaito +4 112/138/0/0 D/E/-/C 300/0/100/- x2 Green Titanite Shards 200
Divine Iaito +5 118/146/0/0 D/E/-/C 300/0/100/- x3 Green Titanite Shards 200
Divine Iaito +6 123/153/0/0 D/E/-/C 300/0/100/- x1 White Titanite Chunk 200
Divine Iaito +7 129/160/0/0 D/E/-/C 300/0/100/- x1 White Titanite Chunk 200
Divine Iaito +8 135/167/0/0 D/E/-/C 300/0/100/- x2 White Titanite Chunks 200
Divine Iaito +9 141/175/0/0 D/E/-/C 300/0/100/- x3 White Titanite Chunks 200
Divine Iaito +10 147/182/0/0 D/E/-/C 300/0/100/- x1 White Titanite Slab 200

Occult


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

30% DEX, 71% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux effects Upgrade Requirements Souls
Occult Iaito +0 120/132/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk 200
Occult Iaito +1 127/138/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk 200
Occult Iaito +2 134/145/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk 200
Occult Iaito +3 141/151/0/0 -/D/-/B 300/0/-/110 x2 White Titanite Chunks 200
Occult Iaito +4 148/158/0/0 -/D/-/B 300/0/-/110 x3 White Titanite Chunks 200
Occult Iaito +5 156/165/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Slab 200

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements Souls
Fire Iaito +0 114/0/114/0 -/-/-/- 45/10/30/30 300/0/-/- x1 Green Titanite Shard 200
Fire Iaito +1 123/0/123/0 -/-/-/- 45/10/30/30 300/0/-/- x1 Green Titanite Shard 200
Fire Iaito +2 132/0/132/0 -/-/-/- 45/10/30.6/30 300/0/-/- x1 Green Titanite Shard 200
Fire Iaito +3 140/0/140/0 -/-/-/- 45/10/30.9/30 300/0/-/- x2 Green Titanite Shards 200
Fire Iaito +4 149/0/149/0 -/-/-/- 45/10/31.2/30 300/0/-/- x2 Green Titanite Shards 200
Fire Iaito +5 158/0/158/0 -/-/-/- 45/10/31.5/30 300/0/-/- x3 Green Titanite Shards 200
Fire Iaito +6 168/0/168/0 -/-/-/- 45/10/31.8/30 300/0/-/- x1 Red Titanite Chunk 200
Fire Iaito +7 179/0/179/0 -/-/-/- 45/10/32.1/30 300/0/-/- x1 Red Titanite Chunk 200
Fire Iaito +8 190/0/190/0 -/-/-/- 45/10/32.4/30 300/0/-/- x2 Red Titanite Chunks 200
Fire Iaito +9 200/0/200/0 -/-/-/- 45/10/32.7/30 300/0/-/- x3 Red Titanite Chunks 200
Fire Iaito +10 211/0/211/0 -/-/-/- 45/10/33/30 300/0/-/- x1 Red Titanite Slab 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements Souls
Chaos Iaito +0 138/0/160/0 -/-/-/- 45/10/30/30 300/0/-/- x1 Red Titanite Chunk 200
Chaos Iaito +1 146/0/169/0 -/-/-/- 45/10/30.6/30 300/0/-/- x1 Red Titanite Chunk 200
Chaos Iaito +2 154/0/178/0 -/-/-/- 45/10/31.2/30 300/0/-/- x1 Red Titanite Chunk 200
Chaos Iaito +3 161/0/186/0 -/-/-/- 45/10/31.8/30 300/0/-/- x2 Red Titanite Chunks 200
Chaos Iaito +4 169/0/195/0 -/-/-/- 45/10/32.4/30 300/0/-/- x3 Red Titanite Chunks 200
Chaos Iaito +5 177/0/204/0 -/-/-/- 45/10/33/30 300/0/-/- x1 Red Titanite Slab 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
Katanas

Uchigatana

Katana forged in an Eastern land.

Known for its brisk slashing motions.

The Uchigatana cuts beautifully and causes bleeding, but its blade is easily nicked.

Availability


Dropped by the Undead Merchant (Male) in the Undead Burg

Sold by Shiva of the East in Blighttown for 5,000 Souls after joining the Forest Hunter Covenant

General Information


Bleed buildup is 33 per strike.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Uchigatana 90/0/0/0

(Slash/Thrust)
100 80 5.0 141/14/0/0

-/B/-/-
45/10/30/30 30 300/0/-/- 50

Move Set


One-handed
R1 Downward-diagonal chop, followed by an upward slash (R1 + R1)
R2 Piercing thrust
Forward + R1 Kick
Forward + R2 Jump attack
Running R1 Running thrust
Roll + R1 Horizontal slash
Two-handed
R1 Downward-diagonal chop, followed by an upward slash (R1 + R1)
R2 Delayed overhead chop
Forward + R1 Kick
Forward + R2 Jump attack
Running R1 Running thrust
Roll + R1 Horizontal slash

Upgrades


Standard upgrade cost for all paths: 200 Souls.

Basic


Standard upgrade path.
Requires

85% DEX scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements
Uchigatana +1 99/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Shard
Uchigatana +2 108/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Shard
Uchigatana +3 117/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Shard
Uchigatana +4 126/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Shard
Uchigatana +5 135/0/0/0 -/B/-/- 300/0/-/- x3 Titanite Shard
Uchigatana +6 144/0/0/0 -/B/-/- 300/0/-/- x1 Large Titanite Shard
Uchigatana +7 153/0/0/0 -/B/-/- 300/0/-/- x1 Large Titanite Shard
Uchigatana +8 162/0/0/0 -/B/-/- 300/0/-/- x2 Large Titanite Shard
Uchigatana +9 171/0/0/0 -/B/-/- 300/0/-/- x2 Large Titanite Shard
Uchigatana +10 180/0/0/0 -/B/-/- 300/0/-/- x3 Large Titanite Shard
Uchigatana +11 188/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Chunk
Uchigatana +12 198/0/0/0 -/B/-/- 300/0/-/- x1 Titanite Chunk
Uchigatana +13 207/0/0/0 -/B/-/- 300/0/-/- x2 Titanite Chunk
Uchigatana +14 216/0/0/0 -/A/-/- 300/0/-/- x3 Titanite Chunk
Uchigatana +15 225/0/0/0 -/A/-/- 300/0/-/- x1 Titanite Slab

Crystal


Base damage increased. Durability decreased. Cannot repair.
Requires

85% DEX scaling.

Name Damage Durability Stat Bonuses Aux Effects Upgrade Requirements
Crystal Uchigatana +0 198/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk
Crystal Uchigatana +1 207/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk
Crystal Uchigatana +2 216/0/0/0 8 -/B/-/- 300/0/-/- x1 Titanite Chunk
Crystal Uchigatana +3 225/0/0/0 8 -/B/-/- 300/0/-/- x2 Titanite Chunk
Crystal Uchigatana +4 233/0/0/0 8 -/A/-/- 300/0/-/- x3 Titanite Chunk
Crystal Uchigatana +5 243/0/0/0 8 -/A/-/- 300/0/-/- x1 Titanite Slab

Lightning


Lightning damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements
Lightning Uchigatana +0 162/0/0/162 -/-/-/- 45/10/0/30/30 300/0/-/- x1 Titanite Chunk
Lightning Uchigatana +1 174/0/0/174 -/-/-/- 45/10/0/30/32.4 300/0/-/- x1 Titanite Chunk
Lightning Uchigatana +2 187/0/0/187 -/-/-/- 45/10/0/30/34.8 300/0/-/- x1 Titanite Chunk
Lightning Uchigatana +3 199/0/0/199 -/-/-/- 45/10/0/30/37.2 300/0/-/- x2 Titanite Chunks
Lightning Uchigatana +4 212/0/0/212 -/-/-/- 45/10/0/30/39.6 300/0/-/- x3 Titanite Chunks
Lightning Uchigatana +5 225/0/0/225 -/-/-/- 45/10/0/30/42.0 300/0/-/- x1 Titanite Slab

Raw


Base damage increased. Dexterity bonus reduced to low.
Requires

64% DEX scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Raw Uchigatana +0 156/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard
Raw Uchigatana +1 166/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard
Raw Uchigatana +2 176/0/0/0 -/C/-/- 300/0/-/- x1 Large Titanite Shard
Raw Uchigatana +3 187/0/0/0 -/C/-/- 300/0/-/- x2 Large Titanite Shards
Raw Uchigatana +4 197/0/0/0 -/C/-/- 300/0/-/- x2 Large Titanite Shards
Raw Uchigatana +5 208/0/0/0 -/C/-/- 300/0/-/- x3 Large Titanite Shards

Magic


Base damage reduced. Dexterity bonus reduced to minimal. Magic damage added with moderate intelligence bonus.
Requires

23% DEX, 61% INT scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Magic Uchigatana +0 102/109/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard
Magic Uchigatana +1 108/116/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard
Magic Uchigatana +2 115/124/0/0 -/D/C/- 300/0/-/- x1 Green Titanite Shard
Magic Uchigatana +3 122/131/0/0 -/D/C/- 300/0/-/- x2 Green Titanite Shards
Magic Uchigatana +4 129/138/0/0 -/D/C/- 300/0/-/- x2 Green Titanite Shards
Magic Uchigatana +5 136/146/0/0 -/D/C/- 300/0/-/- x3 Green Titanite Shards
Magic Uchigatana +6 142/153/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Chunk
Magic Uchigatana +7 149/160/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Chunk
Magic Uchigatana +8 156/167/0/0 -/D/C/- 300/0/-/- x2 Blue Titanite Chunks
Magic Uchigatana +9 163/175/0/0 -/D/C/- 300/0/-/- x3 Blue Titanite Chunks
Magic Uchigatana +10 170/182/0/0 -/D/C/- 300/0/-/- x1 Blue Titanite Slab

Enchanted


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

16% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Enchanted Uchigatana +0 136/144/0/0 -/E/C/- 300/0/-/- x1 Blue Titanite Chunk
Enchanted Uchigatana +1 141/148/0/0 -/E/C/- 300/0/-/- x1 Blue Titanite Chunk
Enchanted Uchigatana +2 146/152/0/0 -/E/B/- 300/0/-/- x1 Blue Titanite Chunk
Enchanted Uchigatana +3 152/156/0/0 -/E/B/- 300/0/-/- x2 Blue Titanite Chunk
Enchanted Uchigatana +4 157/161/0/0 -/E/B/- 300/0/-/- x3 Blue Titanite Chunk
Enchanted Uchigatana +5 163/167/0/0 -/E/A/- 300/0/-/- x1 Blue Titanite Slab

Divine


Base damage reduced. Dexterity bonus reduced to low. Magic damage added with moderate faith bonus. Holy damage added.
Requires

32% DEX, 61% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Divine Uchigatana +0 91/111/0/0 -/D/-/C 300/0/110/- x1 Green Titanite Shard
Divine Uchigatana +1 97/118/0/0 -/D/-/C 300/0/110/- x1 Green Titanite Shard
Divine Uchigatana +2 103/125/0/0 -/D/-/C 300/0/110/- x1 Green Titanite Shard
Divine Uchigatana +3 109/133/0/0 -/D/-/C 300/0/110/- x2 Green Titanite Shards
Divine Uchigatana +4 115/140/0/0 -/D/-/C 300/0/110/- x2 Green Titanite Shards
Divine Uchigatana +5 122/148/0/0 -/D/-/C 300/0/110/- x3 Green Titanite Shards
Divine Uchigatana +6 128/155/0/0 -/D/-/C 300/0/110/- x1 White Titanite Chunk
Divine Uchigatana +7 134/162/0/0 -/D/-/C 300/0/110/- x1 White Titanite Chunk
Divine Uchigatana +8 140/170/0/0 -/D/-/C 300/0/110/- x2 White Titanite Chunks
Divine Uchigatana +9 146/177/0/0 -/D/-/C 300/0/110/- x3 White Titanite Chunks
Divine Uchigatana +10 152/185/0/0 -/D/-/C 300/0/110/- x1 White Titanite Slab

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Holy damage changed to Dark.
Requires

30% DEX, 71% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Occult Uchigatana +0 124/136/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk
Occult Uchigatana +1 131/142/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk
Occult Uchigatana +2 138/149/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Chunk
Occult Uchigatana +3 146/156/0/0 -/D/-/B 300/0/-/110 x2 White Titanite Chunks
Occult Uchigatana +4 153/163/0/0 -/D/-/B 300/0/-/110 x3 White Titanite Chunks
Occult Uchigatana +5 161/170/0/0 -/D/-/B 300/0/-/110 x1 White Titanite Slab

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements
Fire Uchigatana +0 116/0/116/0 -/-/-/- 45/10/30/30 300/0/-/- x1 Green Titanite Shard
Fire Uchigatana +1 126/0/126/0 -/-/-/- 45/10/30.3/30 300/0/-/- x1 Green Titanite Shard
Fire Uchigatana +2 135/0/135/0 -/-/-/- 45/10/30.6/30 300/0/-/- x1 Green Titanite Shard
Fire Uchigatana +3 144/0/144/0 -/-/-/- 45/10/30.9/30 300/0/-/- x2 Green Titanite Shards
Fire Uchigatana +4 153/0/153/0 -/-/-/- 45/10/31.2/30 300/0/-/- x2 Green Titanite Shards
Fire Uchigatana +5 162/0/162/0 -/-/-/- 45/10/31.5/30 300/0/-/- x3 Green Titanite Shards
Fire Uchigatana +6 172/0/172/0 -/-/-/- 45/10/31.8/30 300/0/-/- x1 Red Titanite Chunk
Fire Uchigatana +7 183/0/183/0 -/-/-/- 45/10/32.1/30 300/0/-/- x1 Red Titanite Chunk
Fire Uchigatana +8 194/0/194/0 -/-/-/- 45/10/32.4/30 300/0/-/- x2 Red Titanite Chunk
Fire Uchigatana +9 205/0/205/0 -/-/-/- 45/10/32.7/30 300/0/-/- x3 Red Titanite Chunk
Fire Uchigatana +10 216/0/216/0 -/-/-/- 45/10/33/30 300/0/-/- x1 Red Titanite Slab

Chaos


Base damage reduced from fire upgrade path. Bonus damage from humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Aux effects Upgrade Requirements
Chaos Uchigatana +0 140/0/162/0 -/-/-/- 45/10/30/30 300/0/-/- x1 Red Titanite Chunk
Chaos Uchigatana +1 148/0/171/0 -/-/-/- 45/10/30.6/30 300/0/-/- x1 Red Titanite Chunk
Chaos Uchigatana +2 156/0/180/0 -/-/-/- 45/10/31.2/30 300/0/-/- x1 Red Titanite Chunk
Chaos Uchigatana +3 163/0/188/0 -/-/-/- 45/10/31.8/30 300/0/-/- x2 Red Titanite Chunk
Chaos Uchigatana +4 171/0/198/0 -/-/-/- 45/10/32.4/30 300/0/-/- x3 Red Titanite Chunk
Chaos Uchigatana +5 179/0/207/0 -/-/-/- 45/10/33/30 300/0/-/- x1 Red Titanite Slab

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
Katanas

Washing Pole

Katana forged in an Eastern land.

Very unusual specimen with a long blade.

The blade is extremely long, but as a result, quite easily broken.

Availability


Sold by Shiva of the East in Blighttown for 20,000 Souls to members of the Forest Hunter Covenant

General Information


Bleed build-up is 30 per strike.

The name "Washing Pole" is a reference to the famous Japanese swordsman Sasaki Kojirō (佐々木 小次郎), and his weapon of choice.

In the German, Italian, Spanish and French translation this sword is called "Nodachi".

The Washing Pole has a somewhat slower attack speed compared to other Katanas.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Washing Pole 90/0/0/0

(Slash/Thrust)
60 8.0 201/16/0/0

D/D/-/-
45/10/30/30 30 300/0/-/- 50

Move Set


One-handed
R1 Alternating upward/downward slashes
R2 Piercing thrust
Forward + R1 Kick
Running R1 Jump attack
Running R1 Running thrust
Roll + R1 Horizontal slash
Two-handed
R1 Alternating upward/downward slashes
R2 Delayed overhead chop
Forward + R1 Kick
Forward + R2 Jump attack
Running R1 Running thrust
Roll + R1 Horizontal slash

Upgrades


Basic


Standard upgrade path.
Requires Titanite

38% STR, 50% DEX scaling

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Washing Pole +0 90/0/0/0 D/D/-/-         200
Washing Pole +1 99/0/0/0 D/C/-/- 1       200
Washing Pole +2 108/0/0/0 D/C/-/- 1       200
Washing Pole +3 116/0/0/0 D/C/-/- 2       200
Washing Pole +4 126/0/0/0 D/C/-/- 2       200
Washing Pole +5 135/0/0/0 D/C/-/- 3       200
Washing Pole +6 144/0/0/0 D/C/-/-   1     200
Washing Pole +7 153/0/0/0 D/C/-/-   1     200
Washing Pole +8 162/0/0/0 D/C/-/-   2     200
Washing Pole +9 171/0/0/0 D/C/-/-   2     200
Washing Pole +10 180/0/0/0 D/C/-/-   3     200
Washing Pole +11 188/0/0/0 D/C/-/-     1   200
Washing Pole +12 198/0/0/0 D/C/-/-     1   200
Washing Pole +13 207/0/0/0 D/C/-/-     2   200
Washing Pole +14 216/0/0/0 D/C/-/-     3   200
Washing Pole +15 225/0/0/0 D/C/-/-       1 200

Crystal


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

38% STR, 50% DEX scaling

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Washing Pole +0 198/0/0/0 D/C/-/- 1   200
Crystal Washing Pole +1 207/0/0/0 D/C/-/- 1   200
Crystal Washing Pole +2 216/0/0/0 D/C/-/- 1   200
Crystal Washing Pole +3 225/0/0/0 D/C/-/- 2   200
Crystal Washing Pole +4 233/0/0/0 D/C/-/- 3   200
Crystal Washing Pole +5 243/0/0/0 D/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Washing Pole +0 162/0/0/162 -/-/-/- 45/10/30/30 1   200
Lightning Washing Pole +1 174/0/0/174 -/-/-/- 45/10/30/32.4 1   200
Lightning Washing Pole +2 187/0/0/187 -/-/-/- 45/10/30/34.8 1   200
Lightning Washing Pole +3 199/0/0/199 -/-/-/- 45/10/30/37.2 2   200
Lightning Washing Pole +4 212/0/0/212 -/-/-/- 45/10/30/39.6 3   200
Lightning Washing Pole +5 225/0/0/225 -/-/-/- 45/10/30/42   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Washing Pole +0 156/0/0/0 D/D/-/- 1 200
Raw Washing Pole +1 166/0/0/0 D/D/-/- 1 200
Raw Washing Pole +2 176/0/0/0 D/D/-/- 1 200
Raw Washing Pole +3 187/0/0/0 D/D/-/- 2 200
Raw Washing Pole +4 197/0/0/0 D/D/-/- 2 200
Raw Washing Pole +5 208/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Washing Pole +0 102/109/0/0 E/E/C/- 1     200
Magic Washing Pole +1 108/116/0/0 E/E/C/- 1     200
Magic Washing Pole +2 115/124/0/0 E/E/C/- 1     200
Magic Washing Pole +3 122/131/0/0 E/E/C/- 2     200
Magic Washing Pole +4 129/138/0/0 E/E/C/- 2     200
Magic Washing Pole +5 136/146/0/0 E/E/C/- 3     200
Magic Washing Pole +6 142/153/0/0 E/E/C/-   1   200
Magic Washing Pole +7 149/160/0/0 E/E/C/-   1   200
Magic Washing Pole +8 156/167/0/0 E/E/C/-   2   200
Magic Washing Pole +9 163/175/0/0 E/E/C/-   3   200
Magic Washing Pole +10 170/182/0/0 E/E/C/-     1 200

Enchanted


Enchanted damage added. INT scaling added.
Requires

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Washing Pole +0 136/144/0/0 E/E/C/- 1   200
Enchanted Washing Pole +1 141/148/0/0 E/E/C/- 1   200
Enchanted Washing Pole +2 146/152/0/0 E/E/B/- 1   200
Enchanted Washing Pole +3 152/156/0/0 E/E/B/- 2   200
Enchanted Washing Pole +4 157/161/0/0 E/E/A/- 3   200
Enchanted Washing Pole +5 163/167/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Washing Pole +0 91/111/0/0 E/E/-/C 300/0/110/- 1     200
Divine Washing Pole +1 97/118/0/0 E/E/-/C 300/0/110/- 1     200
Divine Washing Pole +2 103/125/0/0 E/E/-/C 300/0/110/- 1     200
Divine Washing Pole +3 109/133/0/0 E/E/-/C 300/0/110/- 2     200
Divine Washing Pole +4 115/140/0/0 E/E/-/C 300/0/110/- 2     200
Divine Washing Pole +5 122/148/0/0 E/E/-/C 300/0/110/- 3     200
Divine Washing Pole +6 128/155/0/0 E/D/-/C 300/0/110/-   1   200
Divine Washing Pole +7 134/162/0/0 E/D/-/C 300/0/110/-   1   200
Divine Washing Pole +8 140/170/0/0 E/D/-/C 300/0/110/-   2   200
Divine Washing Pole +9 146/177/0/0 E/D/-/C 300/0/110/-   3   200
Divine Washing Pole +10 152/185/0/0 E/D/-/C 300/0/110/-     1 200

Occult


Occult damage added. Faith scaling added.
Requires

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Washing Pole +0 124/136/0/0 E/E/-/B 300/0/-/110 1   200
Occult Washing Pole +1 131/142/0/0 E/E/-/B 300/0/-/110 1   200
Occult Washing Pole +2 138/149/0/0 E/E/-/B 300/0/-/110 1   200
Occult Washing Pole +3 146/156/0/0 E/E/-/B 300/0/-/110 2   200
Occult Washing Pole +4 153/163/0/0 E/D/-/B 300/0/-/110 3   200
Occult Washing Pole +5 161/170/0/0 E/D/-/B 300/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Washing Pole +0 116/0/116/0 -/-/-/- 45/10/30/30 1     200
Fire Washing Pole +1 126/0/126/0 -/-/-/- 45/10/30.3/30 1     200
Fire Washing Pole +2 135/0/135/0 -/-/-/- 45/10/30.6/30 1     200
Fire Washing Pole +3 144/0/144/0 -/-/-/- 45/10/30.9/30 2     200
Fire Washing Pole +4 153/0/153/0 -/-/-/- 45/10/31.2/30 2     200
Fire Washing Pole +5 162/0/162/0 -/-/-/- 45/10/31.5/30 3     200
Fire Washing Pole +6 172/0/172/0 -/-/-/- 45/10/31.8/30   1   200
Fire Washing Pole +7 183/0/183/0 -/-/-/- 45/10/32.1/30   1   200
Fire Washing Pole +8 194/0/194/0 -/-/-/- 45/10/32.4/30   2   200
Fire Washing Pole +9 205/0/205/0 -/-/-/- 45/10/32.7/30   3   200
Fire Washing Pole +10 216/0/216/0 -/-/-/- 45/10/33/30     1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Washing Pole +0 140/0/162/0 -/-/-/- 45/10/30/30 1   200
Chaos Washing Pole +1 148/0/171/0 -/-/-/- 45/10/30.6/30 1   200
Chaos Washing Pole +2 156/0/180/0 -/-/-/- 45/10/31.2/30 1   200
Chaos Washing Pole +3 163/0/188/0 -/-/-/- 45/10/31.8/30 2   200
Chaos Washing Pole +4 171/0/198/0 -/-/-/- 45/10/32.4/30 3   200
Chaos Washing Pole +5 179/0/207/0 -/-/-/- 45/10/33/30   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 14 Strength is required

Curved Greatswords

Curved Greatswords are essentially heavier, more powerful versions of Curved Swords, offering higher damage, better poise damage, and longer reach. While still Dexterity-oriented, these weapons have more weight behind their swings, enabling them to engage groups of enemies effectively. Although their attacks can be parried more easily and they tend to be heavier, the combination of decent speed, strong damage, and effective crowd control makes them an attractive option for players wanting a powerful yet still somewhat agile armament.

Curved Greatswords

Gravelord Sword

Sword wielded only by servants of Gravelord Nito, the first of the dead. Crafted from the bones of the fallen.

The miasma of death exudes from the sword, a veritable toxin to any living being.

Availability


Join the Gravelord Servant Covenant

General Information


Cannot be enchanted

The toxin's HP loss rate is 5 HP/seconds

A second Gravelord Sword will not be added to the inventory on joining the Covenant in NG+, unless the first sword is upgraded (to at least +1). However another one can be picked up from another players.

One of the only two weapons in game which can inflict toxin, the other being the Dark Silver Tracer.

The weakest of all the Curved Great Swords, yet also the most versatile due to its strong thrust attack, making it applicable in cramped quarters.

Curved Great Swords are a good choice for DEX builds in terms of damage and stun potential at the cost of slow attack speed and high weight compared to other DEX weapons with high DEX scaling.

Can be a viable starting weapon due to its early availability and easy accessibility.

A wide attack range and deal high damage to mostly every enemy in the game, barring those who're very resistant to physical attacks and slash damage.

Its high base damage and E rating in STR and DEX allows the user to increase other stats besides STR and DEX as it doesn't need the investment in either of those two.

Getting the Gravelord Sword Early


It is possible to run for through the Catacombs and join the Gravelord Servant Covenant the moment the player lands at Firelink Shrine:

Because of its power and easiness to upgrade to +5 by time of completing Anor Londo, this weapon is great for speed runs or for people trying to build characters more quickly through the NG playthrough. The weapon also makes it easy to acquire Rite of Kindling early as well, since Pinwheel is too weak to withstand a lot of hits from it.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Gravelord Sword 265/0/0/0

Toxin 300

(Slashing)
600 10 241/13/0/0

E/E/-/-
60/10/40/40 36 100

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy alternating horizontal slashes.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping right-to-left horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 (left hand) Guard.  
L2 (left hand) Fast left-to-right horizontal slash.  


2 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy overhead chop into a second overhead chop.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping overhead chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 or L2 Guard.  


Strong attacks are replaced by a powerful thrust attack.

Upgrades


Requires Demon Titanite

13% STR, 13% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Gravelord Sword +0 265/0/0/0 E/E/-/-    
Gravelord Sword +1 291/0/0/0 E/E/-/- 1 5,000
Gravelord Sword +2 318/0/0/0 E/E/-/- 1 5,000
Gravelord Sword +3 344/0/0/0 E/E/-/- 2 5,000
Gravelord Sword +4 371/0/0/0 E/E/-/- 2 5,000
Gravelord Sword +5 397/0/0/0 E/E/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 16 Strength is required
Curved Greatswords

Murakumo

Giant curved sword forged using special methods in an Eastern land.

This unparalleled weapon cuts like a Katana but is heavier than a Nata machete.

Requires extreme strength, dexterity, and stamina to wield.

Availability


100% drop by Shiva of the East

Drop from Giant Skeletons (1% drop rate before, 2% drop rate beyond golden fog)

General Information


Curved Great Swords are the best choice for DEX builds in terms of damage and stun potential at the cost of slow attack speed and high weight compared to other DEX weapons with high DEX scaling. They have a wide attack range and deal high damage to mostly every enemy in the game, barring those who're very resistant to physical attacks and slash damage. Ineffective in cramped quarters.

The Murakumo is the most damaging of all curved great swords, as well as the heaviest, requiring a high 28 STR requirement (19 w/ 2 hand) weighing 12 units. Has no special abilities compared to the other Curved Great Swords (Server restores 7HP per hit and Gravelord Sword inflicts toxin and can thrust) but out performs both in terms of damage output.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Murakumo 113/0/0/0

(Slash)
100 180 12.0 281/13/0/0

E/B/-/-
60/10/40/40 36 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy alternating horizontal slashes.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping right-to-left horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 (left hand) Guard.  
L2 (left hand) Fast left-to-right horizontal slash.  


2 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy overhead chop into a second overhead chop.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping overhead chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

Upgrades


Standard upgrade cost for all paths: 400 Souls.

Basic


Standard upgrade path.
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements
Murakumo +0 113/0/0/0 E/B/-/- 0/0/-/-  
Murakumo +1 124/0/0/0 E/B/-/- 0/0/-/- x1 Titanite Shard
Murakumo +2 135/0/0/0 E/B/-/- 0/0/-/- x1 Titanite Shard
Murakumo +3 146/0/0/0 E/B/-/- 0/0/-/- x2 Titanite Shards
Murakumo +4 158/0/0/0 E/B/-/- 0/0/-/- x2 Titanite Shards
Murakumo +5 169/0/0/0 E/B/-/- 0/0/-/- x3 Titanite Shards
Murakumo +6 180/0/0/0 E/B/-/- 0/0/-/- x1 Large Titanite Shard
Murakumo +7 192/0/0/0 E/B/-/- 0/0/-/- x1 Large Titanite Shard
Murakumo +8 203/0/0/0 E/B/-/- 0/0/-/- x2 Large Titanite Shards
Murakumo +9 214/0/0/0 E/B/-/- 0/0/-/- x2 Large Titanite Shards
Murakumo +10 226/0/0/0 E/B/-/- 0/0/-/- x3 Large Titanite Shards
Murakumo +11 237/0/0/0 E/B/-/- 0/0/-/- x1 Titanite Chunk
Murakumo +12 248/0/0/0 E/B/-/- 0/0/-/- x1 Titanite Chunk
Murakumo +13 259/0/0/0 E/B/-/- 0/0/-/- x2 Titanite Chunks
Murakumo +14 271/0/0/0 E/A/-/- 0/0/-/- x3 Titanite Chunks
Murakumo +15 282/0/0/0 E/A/-/- 0/0/-/- x1 Titanite Slab

Crystal


Murakumo durability reduced to 18. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements
Crystal Murakumo +0 248/0/0/0 E/B/-/- x1 Titanite Chunk
Crystal Murakumo +1 259/0/0/0 E/B/-/- x1 Titanite Chunk
Crystal Murakumo +2 271/0/0/0 E/B/-/- x1 Titanite Chunk
Crystal Murakumo +3 282/0/0/0 E/B/-/- x2 Titanite Chunks
Crystal Murakumo +4 293/0/0/0 E/A/-/- x3 Titanite Chunks
Crystal Murakumo +5 305/0/0/0 E/A/-/- x1 Titanite Slab

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Upgrade Requirements
Lightning Murakumo +0 203/0/0/203 -/-/-/- 60/10/40/40 x1 Titanite Chunk
Lightning Murakumo +1 219/0/0/219 -/-/-/- 60/10/40/43.2 x1 Titanite Chunk
Lightning Murakumo +2 235/0/0/235 -/-/-/- 60/10/40/46.4 x1 Titanite Chunk
Lightning Murakumo +3 250/0/0/250 -/-/-/- 60/10/40/49.6 x2 Titanite Chunks
Lightning Murakumo +4 266/0/0/266 -/-/-/- 60/10/40/52.8 x2 Titanite Chunks
Lightning Murakumo +5 282/0/0/282 -/-/-/- 60/10/40/56 x1 Titanite Slab

Raw


Base damage increased. Stat bonuses reduced.
Requires

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements
Raw Murakumo +0 195/0/0/0 E/C/-/- x1 Large Titanite Shard
Raw Murakumo +1 208/0/0/0 E/C/-/- x1 Large Titanite Shard
Raw Murakumo +2 221/0/0/0 E/C/-/- x1 Large Titanite Shard
Raw Murakumo +3 234/0/0/0 E/C/-/- x2 Large Titanite Shards
Raw Murakumo +4 247/0/0/0 E/C/-/- x2 Large Titanite Shards
Raw Murakumo +5 260/0/0/0 E/C/-/- x3 Large Titanite Shards

Magic


Base damage reduced, minimal strength bonus added, dexterity bonus reduced to minimal, moderate intelligence bonus added.
Requires

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

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Magic Murakumo +0 127/138/0/0 E/E/C/- 0/0/-/- x1 Green Titanite Shard
Magic Murakumo +1 136/147/0/0 E/E/C/- 0/0/-/- x1 Green Titanite Shard
Magic Murakumo +2 144/156/0/0 E/E/C/- 0/0/-/- x1 Green Titanite Shard
Magic Murakumo +3 153/165/0/0 E/E/C/- 0/0/-/- x2 Green Titanite Shards
Magic Murakumo +4 161/174/0/0 E/E/C/- 0/0/-/- x2 Green Titanite Shards
Magic Murakumo +5 170/184/0/0 E/E/C/- 0/0/-/- x3 Green Titanite Shards
Magic Murakumo +6 178/193/0/0 E/E/B/- 0/0/-/- x1 Blue Titanite Chunk
Magic Murakumo +7 187/202/0/0 E/E/B/- 0/0/-/- x1 Blue Titanite Chunk
Magic Murakumo +8 195/211/0/0 E/E/B/- 0/0/-/- x2 Blue Titanite Chunks
Magic Murakumo +9 204/220/0/0 E/E/B/- 0/0/-/- x3 Blue Titanite Chunks
Magic Murakumo +10 212/230/0/0 E/E/B/- 0/0/-/- x1 Blue Titanite Slab

Enchanted


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

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

Name Damage Stat Bonuses Aux effects Upgrade Requirements
Enchanted Murakumo +0 170/180/0/0 E/E/C/- 0/0/-/- x1 Blue Titanite Chunk
Enchanted Murakumo +1 176/185/0/0 E/E/C/- 0/0/-/- x1 Blue Titanite Chunk
Enchanted Murakumo +2 183/190/0/0 E/E/B/- 0/0/-/- x1 Blue Titanite Chunk
Enchanted Murakumo +3 190/196/0/0 E/E/A/- 0/0/-/- x2 Blue Titanite Chunks
Enchanted Murakumo +4 197/201/0/0 E/E/A/- 0/0/-/- x3 Blue Titanite Chunks
Enchanted Murakumo +5 204/208/0/0 E/E/A/- 0/0/-/- x1 Blue Titanite Slab

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Upgrade Requirements
Divine Murakumo +0 114/139/0/0 E/D/-/C 0/0/110/- x1 Green Titanite Shard
Divine Murakumo +1 121/148/0/0 E/D/-/C 0/0/110/- x1 Green Titanite Shard
Divine Murakumo +2 129/158/0/0 E/D/-/C 0/0/110/- x1 Green Titanite Shard
Divine Murakumo +3 136/167/0/0 E/D/-/C 0/0/110/- x2 Green Titanite Shards
Divine Murakumo +4 144/176/0/0 E/D/-/C 0/0/110/- x2 Green Titanite Shards
Divine Murakumo +5 152/186/0/0 E/D/-/C 0/0/110/- x3 Green Titanite Shards
Divine Murakumo +6 159/195/0/0 E/D/-/C 0/0/110/- x1 White Titanite Chunk
Divine Murakumo +7 167/204/0/0 E/D/-/C 0/0/110/- x1 White Titanite Chunk
Divine Murakumo +8 174/213/0/0 E/D/-/C 0/0/110/- x2 White Titanite Chunks
Divine Murakumo +9 182/223/0/0 E/D/-/B 0/0/110/- x3 White Titanite Chunks
Divine Murakumo +10 190/232/0/0 E/D/-/B 0/0/110/- x1 White Titanite Slab

Occult


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

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

Name Damage Stat Bonuses Aux Effects Upgrade Requirements
Occult Murakumo +0 156/170/0/0 E/D/-/B 0/0/-/110 x1 White Titanite Chunk
Occult Murakumo +1 165/178/0/0 E/D/-/B 0/0/-/110 x1 White Titanite Chunk
Occult Murakumo +2 174/187/0/0 E/D/-/B 0/0/-/110 x1 White Titanite Chunk
Occult Murakumo +3 184/195/0/0 E/D/-/B 0/0/-/110 x2 White Titanite Chunks
Occult Murakumo +4 193/204/0/0 E/D/-/B 0/0/-/110 x3 White Titanite Chunks
Occult Murakumo +5 202/212/0/0 E/D/-/B 0/0/-/110 x1 White Titanite Slab

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Upgrade Requirements
Fire Murakumo +0 146/0/146/0 -/-/-/- 60/10/40/40 x1 Green Titanite Shard
Fire Murakumo +1 158/0/158/0 -/-/-/- 60/10/40.4/40 x1 Green Titanite Shard
Fire Murakumo +2 169/0/169/0 -/-/-/- 60/10/40.8/40 x1 Green Titanite Shard
Fire Murakumo +3 180/0/180/0 -/-/-/- 60/10/41.2/40 x2 Green Titanite Shards
Fire Murakumo +4 192/0/192/0 -/-/-/- 60/10/41.6/40 x2 Green Titanite Shards
Fire Murakumo +5 203/0/203/0 -/-/-/- 60/10/42/40 x3 Green Titanite Shards
Fire Murakumo +6 216/0/216/0 -/-/-/- 60/10/42.4/40 x1 Red Titanite Chunk
Fire Murakumo +7 230/0/230/0 -/-/-/- 60/10/42.8/40 x1 Red Titanite Chunk
Fire Murakumo +8 244/0/244/0 -/-/-/- 60/10/43.2/40 x2 Red Titanite Chunks
Fire Murakumo +9 257/0/257/0 -/-/-/- 60/10/43.6/40 x3 Red Titanite Chunks
Fire Murakumo +10 271/0/271/0 -/-/-/- 60/10/44/40 x1 Red Titanite Slab

Chaos


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

Name Damage Stat Bonuses Damage Reduction Upgrade Requirements
Chaos Murakumo +0 178/0/203/0 -/-/-/- 60/10/40/40 x1 Red Titanite Chunk
Chaos Murakumo +1 188/0/214/0 -/-/-/- 60/10/40.8/40 x1 Red Titanite Chunk
Chaos Murakumo +2 198/0/226/0 -/-/-/- 60/10/41.6/40 x1 Red Titanite Chunk
Chaos Murakumo +3 207/0/237/0 -/-/-/- 60/10/42.4/40 x2 Red Titanite Chunks
Chaos Murakumo +4 217/0/248/0 -/-/-/- 60/10/43.2/40 x3 Red Titanite Chunks
Chaos Murakumo +5 227/0/259/0 -/-/-/- 60/10/44/40 x1 Red Titanite Slab

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 19 Strength is required
Curved Greatswords

Server

A curved greatsword used in a mysterious ancient rite.

Imbued with a frightful occult energy which restores HP with each hit.

Availability


Treasure in the swamp at the bottom of Blighttown in the area with many Giant Leeches — Video Guide

General Information


Restores 7 HP each time an enemy is hit

It can sometimes restore more health (up to 44 HP) when swiped certain dying enemies just as absorbing their souls (tested with Undead Soldiers). Works with bosses and NPCs as well. Works when using to hit an enemy's shield, even if dealing no damage.

If more than one enemy is hit in the same swing, the amount of health restored does not change. Strong attacks and 2-handed attacks also do not gain more health.

Despite this item's text referencing "occult magic", upgrading it into an Occult Weapon does not increase the HP gained per hit.

This item will stack with the Ring of the Evil Eye.

Although there is no real-life weapon called the Server, it is based on a traditional Nepalese weapon called the ram-dao, used for beheading animal sacrifices during rituals.

Upon ascending the weapon along the Fire or Chaos path, its description changes to "Imbued with a frightful heretical energy, this swords restores HP with each hit"

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Server 107/0/0/0

(Slash)
100 140 10 241/13/0/0

E/C/-/-
60/10/40/40 36 50

Move Set


1 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy alternating horizontal slashes.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping right-to-left horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 (left hand) Guard.  
L2 (left hand) Fast left-to-right horizontal slash.  


2 Handed
R1 — R1 Alternating horizontal slashes.  
R2 — R2 Heavy overhead chop into a second overhead chop.  
Roll — R1 360 degree horizontal spin attack.  
Backstep or Run — R1 Jumping overhead chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Heavy jumping left-to-right horizontal slash.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Server +0 107/0/0/0 E/C/-/-        
Server +1 117/0/0/0 E/C/-/- 1      
Server +2 128/0/0/0 E/C/-/- 1      
Server +3 139/0/0/0 E/C/-/- 2      
Server +4 149/0/0/0 E/C/-/- 2      
Server +5 160/0/0/0 E/C/-/- 3      
Server +6 171/0/0/0 E/C/-/-   1    
Server +7 181/0/0/0 E/C/-/-   1    
Server +8 192/0/0/0 E/C/-/-   2    
Server +9 203/0/0/0 E/C/-/-   2    
Server +10 214/0/0/0 E/C/-/-   3    
Server +11 224/0/0/0 E/B/-/-     1  
Server +12 235/0/0/0 E/B/-/-     1  
Server +13 246/0/0/0 E/B/-/-     2  
Server +14 256/0/0/0 E/B/-/-     3  
Server +15 267/0/0/0 E/B/-/-       1

Crystal


Server durability reduced to 14. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Chunk Slab
Crystal Server +0 235/0/0/0 E/B/-/- 1  
Crystal Server +1 246/0/0/0 E/B/-/- 1  
Crystal Server +2 256/0/0/0 E/B/-/- 1  
Crystal Server +3 267/0/0/0 E/B/-/- 2  
Crystal Server +4 278/0/0/0 E/B/-/- 3  
Crystal Server +5 288/0/0/0 E/B/-/-   1

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab
Lightning Server +0 192/0/0/192 -/-/-/- 60/10/40/40 1  
Lightning Server +1 207/0/0/207 -/-/-/- 60/10/40/43.2 1  
Lightning Server +2 222/0/0/222 -/-/-/- 60/10/40/46.4 1  
Lightning Server +3 237/0/0/237 -/-/-/- 60/10/40/49.6 2  
Lightning Server +4 252/0/0/252 -/-/-/- 60/10/40/52.8 3  
Lightning Server +5 267/0/0/267 -/-/-/- 60/10/40/56   1

Raw


Base damage increased. Stat bonuses reduced.
Requires

11% STR, 55% DEX scaling.

Name Damage Stat Bonuses L. Shard
Raw Server +0 184/0/0/0 E/C/-/- 1
Raw Server +1 196/0/0/0 E/C/-/- 1
Raw Server +2 209/0/0/0 E/C/-/- 1
Raw Server +3 221/0/0/0 E/C/-/- 2
Raw Server +4 233/0/0/0 E/C/-/- 2
Raw Server +5 246/0/0/0 E/C/-/- 3

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Server +0 120/130/0/0 E/D/C/- 1    
Magic Server +1 128/139/0/0 E/D/C/- 1    
Magic Server +2 136/147/0/0 E/D/C/- 1    
Magic Server +3 144/156/0/0 E/D/C/- 2    
Magic Server +4 152/165/0/0 E/D/C/- 2    
Magic Server +5 160/174/0/0 E/D/C/- 3    
Magic Server +6 168/182/0/0 E/D/C/-   1  
Magic Server +7 176/191/0/0 E/D/C/-   1  
Magic Server +8 184/200/0/0 E/D/C/-   2  
Magic Server +9 192/208/0/0 E/D/C/-   3  
Magic Server +10 200/217/0/0 E/D/C/-     1

Enchanted


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

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab
Enchanted Server +0 160/172/0/0 E/E/C/- 1  
Enchanted Server +1 166/177/0/0 E/E/C/- 1  
Enchanted Server +2 172/182/0/0 E/E/B/- 1  
Enchanted Server +3 179/187/0/0 E/E/B/- 2  
Enchanted Server +4 185/192/0/0 E/E/A/- 3  
Enchanted Server +5 192/199/0/0 E/E/A/-   1

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab
Divine Server +0 108/132/0/0 E/D/-/C 0/0/110/- 1    
Divine Server +1 115/140/0/0 E/D/-/C 0/0/110/- 1    
Divine Server +2 122/149/0/0 E/D/-/C 0/0/110/- 1    
Divine Server +3 129/158/0/0 E/D/-/C 0/0/110/- 2    
Divine Server +4 136/167/0/0 E/D/-/C 0/0/110/- 2    
Divine Server +5 144/176/0/0 E/D/-/C 0/0/110/- 3    
Divine Server +6 151/184/0/0 E/D/-/C 0/0/110/-   1  
Divine Server +7 158/193/0/0 E/D/-/C 0/0/110/-   1  
Divine Server +8 165/202/0/0 E/D/-/C 0/0/110/-   2  
Divine Server +9 172/211/0/0 E/D/-/C 0/0/110/-   3  
Divine Server +10 180/220/0/0 E/D/-/C 0/0/110/-     1

Occult


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

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab
Occult Server +0 148/160/0/0 E/D/-/B 0/0/-/110 1  
Occult Server +1 156/168/0/0 E/D/-/B 0/0/-/110 1  
Occult Server +2 165/176/0/0 E/D/-/B 0/0/-/110 1  
Occult Server +3 174/184/0/0 E/D/-/B 0/0/-/110 2  
Occult Server +4 183/192/0/0 E/D/-/B 0/0/-/110 3  
Occult Server +5 192/200/0/0 E/D/-/B 0/0/-/110   1

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Server +0 139/0/139/0 -/-/-/- 60/10/40/40 1    
Fire Server +1 149/0/149/0 -/-/-/- 60/10/40.4/40 1    
Fire Server +2 160/0/160/0 -/-/-/- 60/10/40.8/40 1    
Fire Server +3 171/0/171/0 -/-/-/- 60/10/41.2/40 2    
Fire Server +4 181/0/181/0 -/-/-/- 60/10/41.6/40 2    
Fire Server +5 192/0/192/0 -/-/-/- 60/10/42/40 3    
Fire Server +6 205/0/205/0 -/-/-/- 60/10/42.4/40   1  
Fire Server +7 218/0/218/0 -/-/-/- 60/10/42.8/40   1  
Fire Server +8 231/0/231/0 -/-/-/- 60/10/43.2/40   2  
Fire Server +9 243/0/243/0 -/-/-/- 60/10/43.6/40   3  
Fire Server +10 256/0/256/0 -/-/-/- 60/10/44/40     1

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab
Chaos Server +0 167/0/192/0 -/-/-/- 60/10/40/40 1  
Chaos Server +1 176/0/203/0 -/-/-/- 60/10/40.8/40 1  
Chaos Server +2 186/0/214/0 -/-/-/- 60/10/41.6/40 1  
Chaos Server +3 195/0/224/0 -/-/-/- 60/10/42.4/40 2  
Chaos Server +4 204/0/235/0 -/-/-/- 60/10/43.2/40 3  
Chaos Server +5 213/0/246/0 -/-/-/- 60/10/44/40   1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 16 Strength is required

Axes

Axes deliver impactful, wide-arc strikes ideal for hitting multiple targets. They emphasize raw damage and poise-breaking over reach or finesse. The relatively short length and slower swings require careful positioning, as missed attacks can leave the user open. They work best in open areas where their wide swings can shine, and the high poise damage ensures enemies struggle to retaliate once struck. Although they offer average scaling, their straightforward effectiveness suits players seeking raw, reliable power in melee combat.

Axes

Battle Axe

Standard battle axe. Inflicts regular damage, making it effective in various situations.

Powerful attack due to its weight, but one wrong swing leaves the wielder wide open, so timing and proximity to the enemy must be judged carefully.

Availability


Bandit class starting weapon

Sold by Andre of Astora for 1,000 Souls

Drop by Armored Hollow (Axe) in Undead Burg (2% drop rate).

General Information


Like all Axes, 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
Battle Axe 95/0/0/0

(Normal)
100 250 4.0 121/8/0/0

C/D/-/-
55/10/40/40 36 50

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

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

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Battle Axe +0 95/0/0/0 C/D/-/-          
Battle Axe +1 104/0/0/0 C/D/-/- 1       200
Battle Axe +2 114/0/0/0 C/D/-/- 1       200
Battle Axe +3 123/0/0/0 C/D/-/- 2       200
Battle Axe +4 133/0/0/0 C/D/-/- 2       200
Battle Axe +5 142/0/0/0 C/D/-/- 3       200
Battle Axe +6 152/0/0/0 C/D/-/-   1     200
Battle Axe +7 161/0/0/0 C/D/-/-   1     200
Battle Axe +8 171/0/0/0 C/D/-/-   2     200
Battle Axe +9 180/0/0/0 C/D/-/-   2     200
Battle Axe +10 190/0/0/0 C/D/-/-   3     200
Battle Axe +11 199/0/0/0 C/D/-/-     1   200
Battle Axe +12 209/0/0/0 C/D/-/-     1   200
Battle Axe +13 218/0/0/0 C/D/-/-     2   200
Battle Axe +14 228/0/0/0 C/D/-/-     3   200
Battle Axe +15 237/0/0/0 C/D/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires:

Ascended by Andre of Astora with Large Ember.

45% STR, 23% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Battle Axe +0 163/0/0/0 D/D/-/- 1 200
Raw Battle Axe +1 174/0/0/0 D/D/-/- 1 200
Raw Battle Axe +2 185/0/0/0 D/D/-/- 1 200
Raw Battle Axe +3 196/0/0/0 D/D/-/- 2 200
Raw Battle Axe +4 207/0/0/0 D/D/-/- 2 200
Raw Battle Axe +5 218/0/0/0 D/D/-/- 3 200

Crystal


Battle Axe durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires:

Ascended by the Giant Blacksmith with Crystal Ember.

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Battle Axe +0 209/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +1 218/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +2 228/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +3 237/0/0/0 C/D/-/- 2   200
Crystal Battle Axe +4 247/0/0/0 C/D/-/- 2   200
Crystal Battle Axe +5 256/0/0/0 C/D/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires:

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Battle Axe +0 171/0/0/171 -/-/-/- 55/10/40/40 1   200
Lightning Battle Axe +1 184/0/0/184 -/-/-/- 55/10/40/43.2 1   200
Lightning Battle Axe +2 197/0/0/197 -/-/-/- 55/10/40/46.4 1   200
Lightning Battle Axe +3 210/0/0/210 -/-/-/- 55/10/40/49.6 2   200
Lightning Battle Axe +4 224/0/0/224 -/-/-/- 55/10/40/52.8 3   200
Lightning Battle Axe +5 237/0/0/237 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires:

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

17% STR, 8% DEX, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Battle Axe +0 106/115/0/0 E/E/C/- 1     200
Magic Battle Axe +1 113/123/0/0 E/E/C/- 1     200
Magic Battle Axe +2 120/130/0/0 E/E/C/- 1     200
Magic Battle Axe +3 127/138/0/0 E/E/C/- 2     200
Magic Battle Axe +4 134/146/0/0 E/E/C/- 2     200
Magic Battle Axe +5 142/154/0/0 E/E/C/- 3     200
Magic Battle Axe +6 149/161/0/0 E/E/C/-   1   200
Magic Battle Axe +7 156/169/0/0 E/E/C/-   1   200
Magic Battle Axe +8 163/177/0/0 E/E/C/-   2   200
Magic Battle Axe +9 170/184/0/0 E/E/C/-   2   200
Magic Battle Axe +10 177/192/0/0 E/E/C/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Battle Axe +0 142/152/0/0 E/E/C/- 1   200
Enchanted Battle Axe +1 147/156/0/0 E/E/C/- 1   200
Enchanted Battle Axe +2 153/161/0/0 E/E/C/- 1   200
Enchanted Battle Axe +3 159/165/0/0 E/E/C/- 2   200
Enchanted Battle Axe +4 164/170/0/0 E/E/C/- 3   200
Enchanted Battle Axe +5 170/176/0/0 E/E/C/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires:

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

23% STR, 12% DEX, 64% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Battle Axe +0 96/117/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +1 102/124/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +2 108/132/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +3 115/140/0/0 D/E/-/C 0/0/110/- 2     200
Divine Battle Axe +4 121/148/0/0 D/E/-/C 0/0/110/- 2     200
Divine Battle Axe +5 128/156/0/0 D/E/-/C 0/0/110/- 3     200
Divine Battle Axe +6 134/163/0/0 D/E/-/C 0/0/110/-   1   200
Divine Battle Axe +7 140/171/0/0 D/E/-/C 0/0/110/-   1   200
Divine Battle Axe +8 147/179/0/0 D/E/-/C 0/0/110/-   2   200
Divine Battle Axe +9 153/187/0/0 D/E/-/C 0/0/110/-   3   200
Divine Battle Axe +10 160/195/0/0 D/E/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires:

Ascended by Andre of Astora with Dark Ember.

22% STR, 11% DEX, 76% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Battle Axe +0 130/142/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +1 137/149/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +2 145/156/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +3 153/163/0/0 D/E/-/B 0/0/-/110 2   200
Occult Battle Axe +4 161/170/0/0 D/E/-/B 0/0/-/110 3   200
Occult Battle Axe +5 169/177/0/0 D/E/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires:

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 Battle Axe +0 123/0/123/0 -/-/-/- 55/10/40/40 1     200
Fire Battle Axe +1 133/0/133/0 -/-/-/- 55/10/40.4/40 1     200
Fire Battle Axe +2 142/0/142/0 -/-/-/- 55/10/40.8/40 1     200
Fire Battle Axe +3 152/0/152/0 -/-/-/- 55/10/41.2/40 2     200
Fire Battle Axe +4 161/0/161/0 -/-/-/- 55/10/41.6/40 2     200
Fire Battle Axe +5 171/0/171/0 -/-/-/- 55/10/42/40 3     200
Fire Battle Axe +6 182/0/182/0 -/-/-/- 55/10/42.4/40   1   200
Fire Battle Axe +7 193/0/193/0 -/-/-/- 55/10/42.8/40   1   200
Fire Battle Axe +8 205/0/205/0 -/-/-/- 55/10/43.2/40   2   200
Fire Battle Axe +9 216/0/216/0 -/-/-/- 55/10/43.6/40   3   200
Fire Battle Axe +10 228/0/228/0 -/-/-/- 55/10/44/40     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires:

  • Fire Battle Axe +5
  • Red Titanite

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Battle Axe +0 149/0/171/0 -/-/-/- 55/10/40/40 1   200
Chaos Battle Axe +1 157/0/180/0 -/-/-/- 55/10/40.8/40 1   200
Chaos Battle Axe +2 166/0/190/0 -/-/-/- 55/10/41.6/40 1   200
Chaos Battle Axe +3 174/0/199/0 -/-/-/- 55/10/42.4/40 2   200
Chaos Battle Axe +4 182/0/209/0 -/-/-/- 55/10/43.2/40 3   200
Chaos Battle Axe +5 190/0/218/0 -/-/-/- 55/10/44/40   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 8 Strength is required.
Axes

Butcher Knife

Giant butcher knife wielded by the Undead man-eating cook lurking in the Depths.

More a tool for subduing and preparing live catches than an actual weapon. Those who have faced this deadly blade have a deeper sense of how helpless prey must feel.

Availability


Maneater Mildred drop in Blighttown

General Information


Like all Axes, 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.

Restores 5 HP each time an enemy is hit.

It can sometimes restore more health (up to 40 HP) when hitting certain dying enemies just as the players absorb their Souls (tested with Undead Soldiers and Undead Assassins). This also works on bosses and NPCs (such as those of the Clan of Forest Protectors) multiple times during their dying animation to recover more health.

This item will restore health even if used to hit an enemy's shield and deal no damage (tested with Royal Sentinels).

If more than one enemy is hit in the same swing, the amount of health restored does not change. Strong attacks and 2-handed attacks also do not gain more health.

This healing effect will stack with the Ring of the Evil Eye.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Butcher Knife 90/0/0/0

(Regular)
100 250 10.0 241/0/0/0

B/-/-/-
55/10/40/40 36 50

Move Set


1 Handed
R1 Right-to-left horizontal swing.
R2 Dashing vertical chop. No stagger on miss.
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 Guillotine chop into guillotine chop. No stagger on miss.
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

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

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Butcher Knife +0 90/0/0/0 B/-/-/-
Butcher Knife +1 99/0/0/0 B/-/-/- 1 200
Butcher Knife +2 108/0/0/0 B/-/-/- 1 200
Butcher Knife +3 116/0/0/0 B/-/-/- 2 200
Butcher Knife +4 126/0/0/0 B/-/-/- 2 200
Butcher Knife +5 135/0/0/0 B/-/-/- 3 200
Butcher Knife +6 144/0/0/0 B/-/-/- 1 200
Butcher Knife +7 153/0/0/0 B/-/-/- 1 200
Butcher Knife +8 162/0/0/0 B/-/-/- 2 200
Butcher Knife +9 171/0/0/0 B/-/-/- 2 200
Butcher Knife +10 180/0/0/0 B/-/-/- 3 200
Butcher Knife +11 188/0/0/0 A/-/-/- 1 200
Butcher Knife +12 198/0/0/0 A/-/-/- 1 200
Butcher Knife +13 207/0/0/0 A/-/-/- 2 200
Butcher Knife +14 216/0/0/0 A/-/-/- 3 200
Butcher Knife +15 225/0/0/0 A/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Butcher Knife +0 156/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +1 166/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +2 176/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +3 187/0/0/0 C/-/-/- 2 200
Raw Butcher Knife +4 197/0/0/0 C/-/-/- 2 200
Raw Butcher Knife +5 208/0/0/0 C/-/-/- 3 200

Crystal


Butcher Knife durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Butcher Knife +0 198/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +1 207/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +2 216/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +3 225/0/0/0 A/-/-/- 2 200
Crystal Butcher Knife +4 233/0/0/0 A/-/-/- 3 200
Crystal Butcher Knife +5 243/0/0/0 A/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Butcher Knife +0 162/0/0/162 -/-/-/- 55/10/40/40 1 200
Lightning Butcher Knife +1 174/0/0/174 -/-/-/- 55/10/40/43.2 1 200
Lightning Butcher Knife +2 187/0/0/187 -/-/-/- 55/10/40/46.4 1 200
Lightning Butcher Knife +3 199/0/0/199 -/-/-/- 55/10/40/49.6 2 200
Lightning Butcher Knife +4 212/0/0/212 -/-/-/- 55/10/40/52.8 3 200
Lightning Butcher Knife +5 225/0/0/225 -/-/-/- 55/10/40/56 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR scaling, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Butcher Knife +0 102/109/0/0 D/-/C/- 1 200
Magic Butcher Knife +1 108/116/0/0 D/-/C/- 1 200
Magic Butcher Knife +2 115/124/0/0 D/-/C/- 1 200
Magic Butcher Knife +3 122/131/0/0 D/-/C/- 2 200
Magic Butcher Knife +4 129/138/0/0 D/-/C/- 2 200
Magic Butcher Knife +5 136/146/0/0 D/-/C/- 3 200
Magic Butcher Knife +6 142/153/0/0 D/-/C/- 1 200
Magic Butcher Knife +7 149/160/0/0 D/-/C/- 1 200
Magic Butcher Knife +8 156/167/0/0 D/-/C/- 2 200
Magic Butcher Knife +9 163/175/0/0 D/-/C/- 3 200
Magic Butcher Knife +10 170/182/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Butcher Knife +0 136/144/0/0 E/-/C/- 1 200
Enchanted Butcher Knife +1 141/148/0/0 E/-/C/- 1 200
Enchanted Butcher Knife +2 146/152/0/0 E/-/B/- 1 200
Enchanted Butcher Knife +3 152/156/0/0 E/-/B/- 2 200
Enchanted Butcher Knife +4 157/161/0/0 D/-/A/- 3 200
Enchanted Butcher Knife +5 163/167/0/0 D/-/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

34% STR scaling, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Butcher Knife +0 91/111/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +1 97/118/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +2 103/125/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +3 109/133/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +4 115/140/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +5 122/148/0/0 D/-/-/C 0/0/110/- 3 200
Divine Butcher Knife +6 128/155/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +7 134/162/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +8 140/170/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +9 146/177/0/0 D/-/-/C 0/0/110/- 3 200
Divine Butcher Knife +10 152/185/0/0 D/-/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Butcher Knife +0 124/136/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +1 131/142/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +2 138/149/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +3 146/156/0/0 D/-/-/B 0/0/-/110 2 200
Occult Butcher Knife +4 153/163/0/0 D/-/-/B 0/0/-/110 3 200
Occult Butcher Knife +5 161/170/0/0 D/-/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Butcher Knife +0 116/0/116/0 -/-/-/- 55/10/40/40 1 200
Fire Butcher Knife +1 126/0/126/0 -/-/-/- 55/10/40.4/40 1 200
Fire Butcher Knife +2 135/0/135/0 -/-/-/- 55/10/40.8/40 1 200
Fire Butcher Knife +3 144/0/144/0 -/-/-/- 55/10/41.2/40 2 200
Fire Butcher Knife +4 153/0/153/0 -/-/-/- 55/10/41.6/40 2 200
Fire Butcher Knife +5 162/0/162/0 -/-/-/- 55/10/44/40 3 200
Fire Butcher Knife +6 172/0/172/0 -/-/-/- 55/10/42.4/40 1 200
Fire Butcher Knife +7 183/0/183/0 -/-/-/- 55/10/42.8/40 1 200
Fire Butcher Knife +8 194/0/194/0 -/-/-/- 55/10/43.2/40 2 200
Fire Butcher Knife +9 205/0/205/0 -/-/-/- 55/10/43.6/40 3 200
Fire Butcher Knife +10 216/0/216/0 -/-/-/- 55/10/44/40 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Butcher Knife +0 140/0/162/0 -/-/-/- 55/10/40/40 1 200
Chaos Butcher Knife +1 148/0/171/0 -/-/-/- 55/10/40.8/40 1 200
Chaos Butcher Knife +2 156/0/180/0 -/-/-/- 55/10/41.60/40 1 200
Chaos Butcher Knife +3 163/0/188/0 -/-/-/- 55/10/42.4/40 2 200
Chaos Butcher Knife +4 171/0/198/0 -/-/-/- 55/10/43.2/40 3 200
Chaos Butcher Knife +5 179/0/207/0 -/-/-/- 55/10/44/40 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 16 Strength is required.
Axes

Crescent Axe

Well-used old bronze battle axe with a long hilt and a crescent-shaped blade.

One of the blessed weapons of the Way of White. The Crescent Axe is bequeathed to cleric warriors who have proven their faith.

Availability


Dropped by Patches

Sold by Patches in Firelink Shrine for 10,000 Souls

General Information


Like all Axes, 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.

Like all weapons that have a Holy modifier, Skeleton enemies in The Catacombs will not reassemble when killed with it even if the Necromancers are still alive.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Aux Effects Stability Frampt Souls
Crescent Axe 115/115/0/0

(Regular)
100 180 7.0 181/12/0/16

D/D/-/B
55/10/40/40 0/0/120/- 36 100

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
24% STR, 21% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Crescent Axe +0 115/115/0/0 D/D/-/B
Crescent Axe +1 126/126/0/0 D/D/-/B 1 2,000
Crescent Axe +2 138/138/0/0 D/D/-/B 1 2,000
Crescent Axe +3 149/149/0/0 D/D/-/B 2 2,000
Crescent Axe +4 161/161/0/0 D/D/-/B 2 2,000
Crescent Axe +5 172/172/0/0 D/D/-/B 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 12 Strength is required.
Axes

Gargoyle Tail Axe

Sliced tail of the gargoyle guarding the Bell of Awakening in the Undead Church or patrolling in Anor Londo. Can be used as a bronze battle axe.

Bends dramatically during large attacks, owing to its nature as a tail.

Availability

Dropped from cutting off the tail of the first Bell Gargoyle in the Undead Parish

Dropped from cutting off the tail of the first Gargoyle enemy in Anor Londo (Does not drop off the second Gargoyle)

General Information

Like all Axes, 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.

Increases Bleed and Poison resistance.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Gargoyle Tail Axe 93/0/0/0

(Regular)
100 150 5.0 141/14/0/0

D/C/-/-
55/10/40/40 36 50

Move Set


+ Show move-set - Hide move-set

1 Handed  
R1 Right-to-left horizontal swing.  
R2 Heavy right-to-left swing. No stagger on miss.
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 Heavy uppercut swing. No stagger on miss.
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

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

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Gargoyle Tail Axe +0 93/0/0/0 D/C/-/-          
Gargoyle Tail Axe +1 102/0/0/0 D/C/-/- 1       200
Gargoyle Tail Axe +2 111/0/0/0 D/C/-/- 1       200
Gargoyle Tail Axe +3 120/0/0/0 D/C/-/- 2       200
Gargoyle Tail Axe +4 130/0/0/0 D/C/-/- 2       200
Gargoyle Tail Axe +5 139/0/0/0 D/C/-/- 3       200
Gargoyle Tail Axe +6 148/0/0/0 D/C/-/-   1     200
Gargoyle Tail Axe +7 158/0/0/0 D/C/-/-   1     200
Gargoyle Tail Axe +8 167/0/0/0 D/C/-/-   2     200
Gargoyle Tail Axe +9 176/0/0/0 D/C/-/-   2     200
Gargoyle Tail Axe +10 186/0/0/0 D/C/-/-   3     200
Gargoyle Tail Axe +11 195/0/0/0 D/C/-/-     1   200
Gargoyle Tail Axe +12 204/0/0/0 D/C/-/-     1   200
Gargoyle Tail Axe +13 213/0/0/0 D/C/-/-     2   200
Gargoyle Tail Axe +14 223/0/0/0 D/B/-/-     3   200
Gargoyle Tail Axe +15 232/0/0/0 D/B/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Gargoyle Tail Axe +0 160/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +1 171/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +2 181/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +3 192/0/0/0 E/C/-/- 2 200
Raw Gargoyle Tail Axe +4 203/0/0/0 E/C/-/- 2 200
Raw Gargoyle Tail Axe +5 214/0/0/0 E/C/-/- 3 200

Crystal


Gargoyle Tail Axe durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Gargoyle Tail Axe +0 204/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +1 213/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +2 223/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +3 232/0/0/0 D/C/-/- 2   200
Crystal Gargoyle Tail Axe +4 241/0/0/0 D/B/-/- 3   200
Crystal Gargoyle Tail Axe +5 251/0/0/0 D/B/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Gargoyle Tail Axe +0 167/0/0/167 -/-/-/- 55/10/40/40 1   200
Lightning Gargoyle Tail Axe +1 180/0/0/180 -/-/-/- 55/10/40/43.2 1   200
Lightning Gargoyle Tail Axe +2 193/0/0/193 -/-/-/- 55/10/40/46.4 1   200
Lightning Gargoyle Tail Axe +3 206/0/0/206 -/-/-/- 55/10/40/49.6 2   200
Lightning Gargoyle Tail Axe +4 219/0/0/219 -/-/-/- 55/10/40/52.8 3   200
Lightning Gargoyle Tail Axe +5 232/0/0/232 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Gargoyle Tail Axe +0 105/114/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +1 112/121/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +2 119/129/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +3 126/136/0/0 E/D/C/- 2     200
Magic Gargoyle Tail Axe +4 133/144/0/0 E/D/C/- 2     200
Magic Gargoyle Tail Axe +5 140/152/0/0 E/D/C/- 3     200
Magic Gargoyle Tail Axe +6 147/159/0/0 E/D/C/-   1   200
Magic Gargoyle Tail Axe +7 154/167/0/0 E/D/C/-   1   200
Magic Gargoyle Tail Axe +8 161/174/0/0 E/D/C/-   2   200
Magic Gargoyle Tail Axe +9 168/182/0/0 E/D/C/-   3   200
Magic Gargoyle Tail Axe +10 175/190/0/0 E/D/C/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Gargoyle Tail Axe +0 140/148/0/0 E/E/C/- 1   200
Enchanted Gargoyle Tail Axe +1 145/152/0/0 E/E/B/- 1   200
Enchanted Gargoyle Tail Axe +2 151/156/0/0 E/E/B/- 1   200
Enchanted Gargoyle Tail Axe +3 156/161/0/0 E/E/B/- 2   200
Enchanted Gargoyle Tail Axe +4 162/165/0/0 E/E/A/- 3   200
Enchanted Gargoyle Tail Axe +5 168/171/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Gargoyle Tail Axe +0 94/115/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +1 100/123/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +2 107/130/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +3 113/138/0/0 E/D/-/C 0/0/110/- 2     200
Divine Gargoyle Tail Axe +4 119/146/0/0 E/D/-/C 0/0/110/- 2     200
Divine Gargoyle Tail Axe +5 126/154/0/0 E/D/-/C 0/0/110/- 3     200
Divine Gargoyle Tail Axe +6 132/161/0/0 E/D/-/C 0/0/110/-   1   200
Divine Gargoyle Tail Axe +7 138/169/0/0 E/D/-/C 0/0/110/-   1   200
Divine Gargoyle Tail Axe +8 144/177/0/0 E/D/-/C 0/0/110/-   2   200
Divine Gargoyle Tail Axe +9 151/184/0/0 E/D/-/C 0/0/110/-   3   200
Divine Gargoyle Tail Axe +10 157/192/0/0 E/D/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Gargoyle Tail Axe +0 128/140/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +1 135/147/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +2 143/154/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +3 151/161/0/0 E/D/-/B 0/0/-/110 2   200
Occult Gargoyle Tail Axe +4 158/168/0/0 E/D/-/B 0/0/-/110 3   200
Occult Gargoyle Tail Axe +5 166/175/0/0 E/D/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Tail Axe +0 120/0/120/0 -/-/-/- 55/10/40/40 1     200
Fire Gargoyle Tail Axe +1 130/0/130/0 -/-/-/- 55/10/40.4/40 1     200
Fire Gargoyle Tail Axe +2 139/0/139/0 -/-/-/- 55/10/40.8/40 1     200
Fire Gargoyle Tail Axe +3 148/0/148/0 -/-/-/- 55/10/41.2/40 2     200
Fire Gargoyle Tail Axe +4 158/0/158/0 -/-/-/- 55/10/41.6/40 2     200
Fire Gargoyle Tail Axe +5 167/0/167/0 -/-/-/- 55/10/42/40 3     200
Fire Gargoyle Tail Axe +6 178/0/178/0 -/-/-/- 55/10/42.4/40   1   200
Fire Gargoyle Tail Axe +7 189/0/189/0 -/-/-/- 55/10/42.8/40   1   200
Fire Gargoyle Tail Axe +8 200/0/200/0 -/-/-/- 55/10/43.2/40   2   200
Fire Gargoyle Tail Axe +9 212/0/212/0 -/-/-/- 55/10/43.6/40   3   200
Fire Gargoyle Tail Axe +10 223/0/223/0 -/-/-/- 55/10/44/40     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Gargoyle Tail Axe +0 145/0/167/0 -/-/-/- 55/10/40/40 1   200
Chaos Gargoyle Tail Axe +1 153/0/176/0 -/-/-/- 55/10/40.8/40 1   200
Chaos Gargoyle Tail Axe +2 162/0/186/0 -/-/-/- 55/10/41.6/40 1   200
Chaos Gargoyle Tail Axe +3 170/0/195/0 -/-/-/- 55/10/42.4/40 2   200
Chaos Gargoyle Tail Axe +4 178/0/204/0 -/-/-/- 55/10/43.2/40 3   200
Chaos Gargoyle Tail Axe +5 186/0/213/0 -/-/-/- 55/10/44/40   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.
Axes

Golem Axe

An axe born from the soul of the Iron Golem, guardian of Sen's Fortress who repelled countless heroes who sought Anor Londo.

Its powerful one-handed attack imitates the golem's blade of wind, but the heavy iron blade makes it quite unwieldy.

Availability


Created by the Giant Blacksmith in Anor Londo from Core of an Iron Golem and any +10 Axe for 5,000 Souls

General Information


Like all Axes, 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
Golem Axe 170/0/0/0

(Normal)
100 600 16 361/8/0/0

C/E/-/-
55/10/40/40 36 100

Move Set


1 Handed  
R1 Right-to-left horizontal swing.  
R2 Left-to-right swing and wind projectile. No stagger on miss. Consumes 30 durability.
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 Heavy overhead chop. No stagger on miss.
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

74% STR scaling, 16% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Golem Axe +0 170/0/0/0 C/E/-/-    
Golem Axe +1 187/0/0/0 C/E/-/- 1 5,000
Golem Axe +2 204/0/0/0 C/E/-/- 1 5,000
Golem Axe +3 221/0/0/0 C/E/-/- 2 5,000
Golem Axe +4 237/0/0/0 C/E/-/- 2 5,000
Golem Axe +5 255/0/0/0 C/E/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 24 Strength is required.
Axes

Hand Axe

Small hand axe. Appears identical to a lumberjack's tool, but has an ideal weight and strength, and is easy to handle.

One wrong swing leaves the wielder wide open, so timing and proximity to the enemy must be judged carefully.

Availability


Starting weapon of the Pyromancer class

Sold by the Undead Merchant (Male) for 450 Souls

General Information


Like all Axes, 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
Hand Axe 80/0/0/0

(Normal)
100 250 2 81/8/0/0

C/D/-/-
55/10/40/40 36 50

Move Set


1 Handed  
R1 — R1 Right-to-left swing into left-to-right swing. No stagger on miss.
R2 Right-to-left horizontal 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 — R1 Right-to-left swing into left-to-right swing. No stagger on miss.
R2 Right-to-left horizontal 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.  

Upgrades


Basic


Standard upgrade path.
Requires

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

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Hand Axe +0 80/0/0/0 C/D/-/-          
Hand Axe +1 88/0/0/0 C/D/-/- 1       200
Hand Axe +2 96/0/0/0 C/D/-/- 1       200
Hand Axe +3 104/0/0/0 C/D/-/- 2       200
Hand Axe +4 112/0/0/0 C/D/-/- 2       200
Hand Axe +5 120/0/0/0 C/D/-/- 3       200
Hand Axe +6 128/0/0/0 C/D/-/-   1     200
Hand Axe +7 136/0/0/0 C/D/-/-   1     200
Hand Axe +8 144/0/0/0 C/D/-/-   2     200
Hand Axe +9 152/0/0/0 C/D/-/-   2     200
Hand Axe +10 160/0/0/0 C/D/-/-   3     200
Hand Axe +11 168/0/0/0 C/D/-/-     1   200
Hand Axe +12 176/0/0/0 C/D/-/-     1   200
Hand Axe +13 184/0/0/0 C/D/-/-     2   200
Hand Axe +14 192/0/0/0 C/D/-/-     3   200
Hand Axe +15 200/0/0/0 C/D/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

45% STR, 23% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Hand Axe +0 138/0/0/0 D/D/-/- 1 200
Raw Hand Axe +1 147/0/0/0 D/D/-/- 1 200
Raw Hand Axe +2 156/0/0/0 D/D/-/- 1 200
Raw Hand Axe +3 165/0/0/0 D/D/-/- 2 200
Raw Hand Axe +4 174/0/0/0 D/D/-/- 2 200
Raw Hand Axe +5 184/0/0/0 D/D/-/- 3 200

Crystal


Hand Axe durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).

Ascended by the Giant Blacksmith with Crystal Ember.

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Crystal Hand Axe +0 176/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +1 184/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +2 192/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +3 200/0/0/0 C/D/-/- 55/10/40/40 2   200
Crystal Hand Axe +4 208/0/0/0 C/D/-/- 55/10/40/40 3   200
Crystal Hand Axe +5 216/0/0/0 C/D/-/- 55/10/40/40   1 200

Lightning


Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Hand Axe +0 144/0/0/144 -/-/-/- 55/10/40/40 1   200
Lightning Hand Axe +1 155/0/0/155 -/-/-/- 55/10/40/43.2 1   200
Lightning Hand Axe +2 166/0/0/166 -/-/-/- 55/10/40/46.4 1   200
Lightning Hand Axe +3 177/0/0/177 -/-/-/- 55/10/40/49.6 2   200
Lightning Hand Axe +4 188/0/0/188 -/-/-/- 55/10/40/52.8 3   200
Lightning Hand Axe +5 200/0/0/200 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

17% STR, 8% DEX, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Hand Axe +0 90/97/0/0 E/E/C/- 1     200
Magic Hand Axe +1 96/104/0/0 E/E/C/- 1     200
Magic Hand Axe +2 102/110/0/0 E/E/C/- 1     200
Magic Hand Axe +3 108/117/0/0 E/E/C/- 2     200
Magic Hand Axe +4 114/123/0/0 E/E/C/- 2     200
Magic Hand Axe +5 120/130/0/0 E/E/C/- 3     200
Magic Hand Axe +6 125/136/0/0 E/E/C/-   1   200
Magic Hand Axe +7 132/143/0/0 E/E/C/-   1   200
Magic Hand Axe +8 138/149/0/0 E/E/C/-   2   200
Magic Hand Axe +9 144/156/0/0 E/E/C/-   3   200
Magic Hand Axe +10 150/162/0/0 E/E/C/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Hand Axe +0 120/128/0/0 E/E/C/- 1   200
Enchanted Hand Axe +1 124/131/0/0 E/E/C/- 1   200
Enchanted Hand Axe +2 129/135/0/0 E/E/B/- 1   200
Enchanted Hand Axe +3 134/139/0/0 E/E/B/- 2   200
Enchanted Hand Axe +4 139/143/0/0 E/E/A/- 3   200
Enchanted Hand Axe +5 144/148/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

23% STR, 12% DEX, 64% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Hand Axe +0 81/99/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +1 86/105/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +2 91/112/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +3 97/118/0/0 D/E/-/C 0/0/110/- 2     200
Divine Hand Axe +4 102/125/0/0 D/E/-/C 0/0/110/- 2     200
Divine Hand Axe +5 108/132/0/0 D/E/-/C 0/0/110/- 3     200
Divine Hand Axe +6 113/138/0/0 D/E/-/C 0/0/110/-   1   200
Divine Hand Axe +7 118/145/0/0 D/E/-/C 0/0/110/-   1   200
Divine Hand Axe +8 124/151/0/0 D/E/-/C 0/0/110/-   2   200
Divine Hand Axe +9 129/158/0/0 D/E/-/C 0/0/110/-   3   200
Divine Hand Axe +10 135/165/0/0 D/E/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

22% STR, 11% DEX, 76% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Hand Axe +0 110/120/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +1 116/125/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +2 123/132/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +3 129/138/0/0 D/E/-/B 0/0/-/110 2   200
Occult Hand Axe +4 136/144/0/0 D/E/-/B 0/0/-/110 3   200
Occult Hand Axe +5 143/150/0/0 D/E/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Hand Axe +0 104/0/104/0 -/-/-/- 55/10/40/40/36 1     200
Fire Hand Axe +1 112/0/112/0 -/-/-/- 55/10/40.4/40/36 1     200
Fire Hand Axe +2 120/0/120/0 -/-/-/- 55/10/40.8/40/36 1     200
Fire Hand Axe +3 128/0/128/0 -/-/-/- 55/10/41.2/40/36 2     200
Fire Hand Axe +4 136/0/136/0 -/-/-/- 55/10/41.6/40/36 2     200
Fire Hand Axe +5 144/0/144/0 -/-/-/- 55/10/42/40/36 3     200
Fire Hand Axe +6 153/0/153/0 -/-/-/- 55/10/42.4/40/36   1   200
Fire Hand Axe +7 163/0/163/0 -/-/-/- 55/10/42.8/40/36   1   200
Fire Hand Axe +8 172/0/172/0 -/-/-/- 55/10/43.2/40/36   2   200
Fire Hand Axe +9 182/0/182/0 -/-/-/- 55/10/43.6/40/36   3   200
Fire Hand Axe +10 192/0/192/0 -/-/-/- 55/10/44/40/36     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Hand Axe +0 126/0/144/0 -/-/-/- 55/10/40/40/36 1   200
Chaos Hand Axe +1 133/0/152/0 -/-/-/- 55/10/40.8/40/36 1   200
Chaos Hand Axe +2 140/0/160/0 -/-/-/- 55/10/44.6/40/36 1   200
Chaos Hand Axe +3 147/0/168/0 -/-/-/- 55/10/42.4/40/36 2   200
Chaos Hand Axe +4 154/0/176/0 -/-/-/- 55/10/43.2/40/36 3   200
Chaos Hand Axe +5 161/0/184/0 -/-/-/- 55/10/44/40/36   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 6 Strength is required.

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.

Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt Souls
Blacksmith Giant Hammer 120/0/0/200

(Strike)
100 250 6.0 161/0/0/0

D/-/-/-
45/10/30/30 30 0/0/-/- 100

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.

Upgrades


Requires

35% STR scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Blacksmith Giant Hammer +0 120/0/0/200 D/-/-/-
Blacksmith Giant Hammer +1 132/0/0/220 D/-/-/- 1 2,000
Blacksmith Giant Hammer +2 144/0/0/240 D/-/-/- 1 2,000
Blacksmith Giant Hammer +3 156/0/0/260 D/-/-/- 2 2,000
Blacksmith Giant Hammer +4 168/0/0/280 D/-/-/- 2 2,000
Blacksmith Giant Hammer +5 180/0/0/300 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.

Footnotes

  1. When two-handing this weapon, only 11 Strength is required.
Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Blacksmith Hammer 87/0/0/0

(Strike)
100 250 5.0 141/0/0/0

C/-/-/-
45/10/30/30 30 50

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.

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

75% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Blacksmith Hammer +0 87/0/0/0 C/-/-/-
Blacksmith Hammer +1 95/0/0/0 C/-/-/- 1 200
Blacksmith Hammer +2 104/0/0/0 C/-/-/- 1 200
Blacksmith Hammer +3 113/0/0/0 C/-/-/- 2 200
Blacksmith Hammer +4 121/0/0/0 C/-/-/- 2 200
Blacksmith Hammer +5 130/0/0/0 C/-/-/- 3 200
Blacksmith Hammer +6 139/0/0/0 B/-/-/- 1 200
Blacksmith Hammer +7 147/0/0/0 B/-/-/- 1 200
Blacksmith Hammer +8 156/0/0/0 B/-/-/- 2 200
Blacksmith Hammer +9 165/0/0/0 B/-/-/- 2 200
Blacksmith Hammer +10 174/0/0/0 B/-/-/- 3 200
Blacksmith Hammer +11 182/0/0/0 B/-/-/- 1 200
Blacksmith Hammer +12 191/0/0/0 B/-/-/- 1 200
Blacksmith Hammer +13 200/0/0/0 B/-/-/- 2 200
Blacksmith Hammer +14 208/0/0/0 B/-/-/- 3 200
Blacksmith Hammer +15 217/0/0/0 B/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

56% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Blacksmith Hammer +0 150/0/0/0 C/-/-/- 1 200
Raw Blacksmith Hammer +1 160/0/0/0 C/-/-/- 1 200
Raw Blacksmith Hammer +2 170/0/0/0 C/-/-/- 1 200
Raw Blacksmith Hammer +3 180/0/0/0 C/-/-/- 2 200
Raw Blacksmith Hammer +4 190/0/0/0 C/-/-/- 2 200
Raw Blacksmith Hammer +5 200/0/0/0 C/-/-/- 3 200

Crystal


Blacksmith Hammer durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

75% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Blacksmith Hammer +0 191/0/0/0 B/-/-/- 1 200
Crystal Blacksmith Hammer +1 200/0/0/0 B/-/-/- 1 200
Crystal Blacksmith Hammer +2 208/0/0/0 B/-/-/- 1 200
Crystal Blacksmith Hammer +3 217/0/0/0 B/-/-/- 2 200
Crystal Blacksmith Hammer +4 226/0/0/0 B/-/-/- 3 200
Crystal Blacksmith Hammer +5 234/0/0/0 B/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Blacksmith Hammer +0 156/0/0/156 -/-/-/- 45/10/30/30 1 200
Lightning Blacksmith Hammer +1 168/0/0/168 -/-/-/- 45/10/30/32.4 1 200
Lightning Blacksmith Hammer +2 180/0/0/180 -/-/-/- 45/10/30/34.8 1 200
Lightning Blacksmith Hammer +3 193/0/0/193 -/-/-/- 45/10/30/37.2 2 200
Lightning Blacksmith Hammer +4 205/0/0/205 -/-/-/- 45/10/30/39.6 3 200
Lightning Blacksmith Hammer +5 217/0/0/217 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

21% STR, 54% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Blacksmith Hammer +0 97/106/0/0 D/-/C/- 1 200
Magic Blacksmith Hammer +1 104/113/0/0 D/-/C/- 1 200
Magic Blacksmith Hammer +2 110/120/0/0 D/-/C/- 1 200
Magic Blacksmith Hammer +3 117/127/0/0 D/-/C/- 2 200
Magic Blacksmith Hammer +4 123/134/0/0 D/-/C/- 2 200
Magic Blacksmith Hammer +5 130/142/0/0 D/-/C/- 3 200
Magic Blacksmith Hammer +6 136/149/0/0 D/-/C/- 1 200
Magic Blacksmith Hammer +7 143/156/0/0 D/-/C/- 1 200
Magic Blacksmith Hammer +8 149/163/0/0 D/-/C/- 2 200
Magic Blacksmith Hammer +9 156/170/0/0 D/-/C/- 3 200
Magic Blacksmith Hammer +10 162/177/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

14% STR, 53% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Blacksmith Hammer +0 130/140/0/0 E/-/C/- 1 200
Enchanted Blacksmith Hammer +1 135/144/0/0 E/-/C/- 1 200
Enchanted Blacksmith Hammer +2 140/148/0/0 E/-/C/- 1 200
Enchanted Blacksmith Hammer +3 145/152/0/0 E/-/B/- 2 200
Enchanted Blacksmith Hammer +4 150/156/0/0 E/-/B/- 3 200
Enchanted Blacksmith Hammer +5 156/162/0/0 E/-/B/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

29% STR, 54% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Blacksmith Hammer +0 88/108/0/0 D/-/-/C 0/0/110/- 1 200
Divine Blacksmith Hammer +1 94/115/0/0 D/-/-/C 0/0/110/- 1 200
Divine Blacksmith Hammer +2 100/122/0/0 D/-/-/C 0/0/110/- 1 200
Divine Blacksmith Hammer +3 106/129/0/0 D/-/-/C 0/0/110/- 2 200
Divine Blacksmith Hammer +4 112/136/0/0 D/-/-/C 0/0/110/- 2 200
Divine Blacksmith Hammer +5 118/144/0/0 D/-/-/C 0/0/110/- 3 200
Divine Blacksmith Hammer +6 123/151/0/0 D/-/-/C 0/0/110/- 1 200
Divine Blacksmith Hammer +7 129/158/0/0 D/-/-/C 0/0/110/- 1 200
Divine Blacksmith Hammer +8 135/165/0/0 D/-/-/C 0/0/110/- 2 200
Divine Blacksmith Hammer +9 141/172/0/0 D/-/-/C 0/0/110/- 3 200
Divine Blacksmith Hammer +10 147/180/0/0 D/-/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

27% STR, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Blacksmith Hammer +0 120/130/0/0 D/-/-/C 0/0/-/110 1 200
Occult Blacksmith Hammer +1 127/136/0/0 D/-/-/C 0/0/-/110 1 200
Occult Blacksmith Hammer +2 134/143/0/0 D/-/-/C 0/0/-/110 1 200
Occult Blacksmith Hammer +3 141/149/0/0 D/-/-/C 0/0/-/110 2 200
Occult Blacksmith Hammer +4 148/156/0/0 D/-/-/C 0/0/-/110 3 200
Occult Blacksmith Hammer +5 156/162/0/0 D/-/-/C 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Blacksmith Hammer +0 113/0/113/0 -/-/-/- 45/10/30/30 1 200
Fire Blacksmith Hammer +1 121/0/121/0 -/-/-/- 45/10/30.3/30 1 200
Fire Blacksmith Hammer +2 130/0/130/0 -/-/-/- 45/10/30.6/30 1 200
Fire Blacksmith Hammer +3 139/0/139/0 -/-/-/- 45/10/30.9/30 2 200
Fire Blacksmith Hammer +4 147/0/147/0 -/-/-/- 45/10/31.2/30 2 200
Fire Blacksmith Hammer +5 156/0/156/0 -/-/-/- 45/10/31.5/30 3 200
Fire Blacksmith Hammer +6 167/0/167/0 -/-/-/- 45/10/31.8/30 1 200
Fire Blacksmith Hammer +7 177/0/177/0 -/-/-/- 45/10/32.1/30 1 200
Fire Blacksmith Hammer +8 187/0/187/0 -/-/-/- 45/10/32.4/30 2 200
Fire Blacksmith Hammer +9 198/0/198/0 -/-/-/- 45/10/32.7/30 3 200
Fire Blacksmith Hammer +10 208/0/208/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Blacksmith Hammer +0 136/0/158/0 -/-/-/- 45/10/30/30 1 200
Chaos Blacksmith Hammer +1 144/0/167/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Blacksmith Hammer +2 152/0/176/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Blacksmith Hammer +3 159/0/184/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Blacksmith Hammer +4 167/0/193/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Blacksmith Hammer +5 174/0/202/0 -/-/-/- 45/10/33/30 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.
Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Club 87/0/0/0

(Strike)
100 250 3.0 101/0/0/0

A/-/-/-
45/10/30/30 30 50

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.

Upgrades


Basic


Standard upgrade path.
Requires

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

110% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Club +0 87/0/0/0 A/-/-/-
Club +1 95/0/0/0 A/-/-/- 1 200
Club +2 104/0/0/0 A/-/-/- 1 200
Club +3 113/0/0/0 A/-/-/- 2 200
Club +4 121/0/0/0 A/-/-/- 2 200
Club +5 130/0/0/0 A/-/-/- 3 200
Club +6 136/0/0/0 A/-/-/- 1 200
Club +7 142/0/0/0 A/-/-/- 1 200
Club +8 148/0/0/0 A/-/-/- 2 200
Club +9 154/0/0/0 A/-/-/- 2 200
Club +10 160/0/0/0 A/-/-/- 3 200
Club +11 165/0/0/0 A/-/-/- 1 200
Club +12 169/0/0/0 A/-/-/- 1 200
Club +13 174/0/0/0 A/-/-/- 2 200
Club +14 178/0/0/0 A/-/-/- 3 200
Club +15 182/0/0/0 A/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

82% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Club +0 150/0/0/0 B/-/-/- 1 200
Raw Club +1 157/0/0/0 B/-/-/- 1 200
Raw Club +2 164/0/0/0 B/-/-/- 1 200
Raw Club +3 171/0/0/0 B/-/-/- 2 200
Raw Club +4 178/0/0/0 B/-/-/- 2 200
Raw Club +5 185/0/0/0 B/-/-/- 3 200

Crystal


Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

110% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Club +0 174/0/0/0 A/-/-/- 1 200
Crystal Club +1 178/0/0/0 A/-/-/- 1 200
Crystal Club +2 182/0/0/0 A/-/-/- 1 200
Crystal Club +3 187/0/0/0 A/-/-/- 2 200
Crystal Club +4 191/0/0/0 A/-/-/- 3 200
Crystal Club +5 195/0/0/0 A/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Club +0 148/0/0/148 -/-/-/- 45/10/30/30 1 200
Lightning Club +1 153/0/0/153 -/-/-/- 45/10/30/32.4 1 200
Lightning Club +2 159/0/0/159 -/-/-/- 45/10/30/34.8 1 200
Lightning Club +3 164/0/0/164 -/-/-/- 45/10/30/37.2 2 200
Lightning Club +4 169/0/0/169 -/-/-/- 45/10/30/39.6 3 200
Lightning Club +5 177/0/0/177 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

31% STR, 79% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Club +0 97/106/0/0 D/-/B/- 1 200
Magic Club +1 102/111/0/0 D/-/B/- 1 200
Magic Club +2 106/116/0/0 D/-/B/- 1 200
Magic Club +3 111/121/0/0 D/-/B/- 2 200
Magic Club +4 115/126/0/0 D/-/B/- 2 200
Magic Club +5 120/131/0/0 D/-/B/- 3 200
Magic Club +6 123/134/0/0 D/-/B/- 1 200
Magic Club +7 126/138/0/0 D/-/B/- 1 200
Magic Club +8 130/142/0/0 D/-/B/- 2 200
Magic Club +9 133/145/0/0 D/-/B/- 3 200
Magic Club +10 136/149/0/0 D/-/B/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

22% STR, 77% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Club +0 117/126/0/0 D/-/B/- 1 200
Enchanted Club +1 113/121/0/02 D/-/B/- 1 200
Enchanted Club +2 116/124/0/0 D/-/A/- 1 200
Enchanted Club +3 119/128/0/0 D/-/A/- 2 200
Enchanted Club +4 122/131/0/0 D/-/A/- 3 200
Enchanted Club +5 126/135/0/0 D/-/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

42% STR, 79% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Club +0 88/108/0/0 D/-/-/B 0/0/110/- 1 200
Divine Club +1 92/113/0/0 D/-/-/B 0/0/110/- 1 200
Divine Club +2 96/118/0/0 D/-/-/B 0/0/110/- 1 200
Divine Club +3 100/123/0/0 D/-/-/B 0/0/110/- 2 200
Divine Club +4 105/128/0/0 D/-/-/B 0/0/110/- 2 200
Divine Club +5 109/133/0/0 D/-/-/B 0/0/110/- 3 200
Divine Club +6 112/136/0/0 D/-/-/B 0/0/110/- 1 200
Divine Club +7 115/140/0/0 D/-/-/B 0/0/110/- 1 200
Divine Club +8 118/144/0/0 D/-/-/B 0/0/110/- 2 200
Divine Club +9 120/147/0/0 D/-/-/B 0/0/110/- 3 200
Divine Club +10 123/151/0/0 D/-/-/B 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

39% STR, 92% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Club +0 111/120/0/0 D/-/-/A 0/0/-/110 1 200
Occult Club +1 114/123/0/0 D/-/-/A 0/0/-/110 1 200
Occult Club +2 118/126/0/0 D/-/-/A 0/0/-/110 1 200
Occult Club +3 121/130/0/0 D/-/-/A 0/0/-/110 2 200
Occult Club +4 125/133/0/0 D/-/-/A 0/0/-/110 3 200
Occult Club +5 129/136/0/0 D/-/-/A 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Club +0 116/0/116/0 -/-/-/- 45/10/30/30 1 200
Fire Club +1 122/0/122/0 -/-/-/- 45/10/30.3/30 1 200
Fire Club +2 128/0/128/0 -/-/-/- 45/10/30.6/30 1 200
Fire Club +3 134/0/134/0 -/-/-/- 45/10/30.9/30 2 200
Fire Club +4 140/0/140/0 -/-/-/- 45/10/31.2/30 2 200
Fire Club +5 148/0/148/0 -/-/-/- 45/10/31.5/30 3 200
Fire Club +6 152/0/152/0 -/-/-/- 45/10/31.8/30 1 200
Fire Club +7 155/0/155/0 -/-/-/- 45/10/32.1/30 1 200
Fire Club +8 159/0/159/0 -/-/-/- 45/10/32.4/30 2 200
Fire Club +9 162/0/162/0 -/-/-/- 45/10/32.7/30 3 200
Fire Club +10 169/0/169/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Club +0 129/0/150/0 -/-/-/- 45/10/30/30 1 200
Chaos Club +1 132/0/153/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Club +2 134/0/155/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Club +3 136/0/158/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Club +4 139/0/161/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Club +5 142/0/165/0 -/-/-/- 45/10/33/30 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 7 Strength is required.
  2. It's not a mistake.
Hammers

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


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt Souls
Hammer of Vamos 115/0/64/0

(Strike)
100 250 5.0 141/0/0/0

C/-/-/-
45/10/30/30 26 0/0/-/- 100

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

75% STR scaling.

Footnotes

  1. When two-handing this weapon, only 10 Strength is required.
Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Mace 91/0/0/0

(Strike)
100 250 4.0 121/0/0/0

B/-/-/-
45/10/30/30 30 50

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

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

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Mace +0 91/0/0/0 B/-/-/-
Mace +1 100/0/0/0 B/-/-/- 1 200
Mace +2 109/0/0/0 B/-/-/- 1 200
Mace +3 118/0/0/0 B/-/-/- 2 200
Mace +4 127/0/0/0 B/-/-/- 2 200
Mace +5 136/0/0/0 B/-/-/- 3 200
Mace +6 145/0/0/0 B/-/-/- 1 200
Mace +7 154/0/0/0 B/-/-/- 1 200
Mace +8 163/0/0/0 B/-/-/- 2 200
Mace +9 172/0/0/0 B/-/-/- 2 200
Mace +10 182/0/0/0 B/-/-/- 3 200
Mace +11 191/0/0/0 A/-/-/- 1 200
Mace +12 200/0/0/0 A/-/-/- 1 200
Mace +13 209/0/0/0 A/-/-/- 2 200
Mace +14 218/0/0/0 A/-/-/- 3 200
Mace +15 227/0/0/0 A/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Mace +0 157/0/0/0 C/-/-/- 1 200
Raw Mace +1 168/0/0/0 C/-/-/- 1 200
Raw Mace +2 178/0/0/0 C/-/-/- 1 200
Raw Mace +3 189/0/0/0 C/-/-/- 2 200
Raw Mace +4 199/0/0/0 C/-/-/- 2 200
Raw Mace +5 210/0/0/0 C/-/-/- 3 200

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Mace +0 200/0/0/0 A/-/-/- 1 200
Crystal Mace +1 209/0/0/0 A/-/-/- 1 200
Crystal Mace +2 218/0/0/0 A/-/-/- 1 200
Crystal Mace +3 227/0/0/0 A/-/-/- 2 200
Crystal Mace +4 236/0/0/0 A/-/-/- 3 200
Crystal Mace +5 245/0/0/0 A/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Mace +0 163/0/0/163 -/-/-/- 45/10/30/30 1 200
Lightning Mace +1 176/0/0/176 -/-/-/- 45/10/30/32.4 1 200
Lightning Mace +2 189/0/0/189 -/-/-/- 45/10/30/34.8 1 200
Lightning Mace +3 202/0/0/202 -/-/-/- 45/10/30/37.2 2 200
Lightning Mace +4 214/0/0/214 -/-/-/- 45/10/30/39.6 3 200
Lightning Mace +5 227/0/0/227 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Mace +0 102/111/0/0 D/-/C/- 1 200
Magic Mace +1 108/118/0/0 D/-/C/- 1 200
Magic Mace +2 115/125/0/0 D/-/C/- 1 200
Magic Mace +3 122/133/0/0 D/-/C/- 2 200
Magic Mace +4 129/140/0/0 D/-/C/- 2 200
Magic Mace +5 136/148/0/0 D/-/C/- 3 200
Magic Mace +6 142/155/0/0 D/-/C/- 1 200
Magic Mace +7 149/162/0/0 D/-/C/- 1 200
Magic Mace +8 156/170/0/0 D/-/C/- 2 200
Magic Mace +9 163/177/0/0 D/-/C/- 3 200
Magic Mace +10 170/185/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Mace +0 136/146/0/0 E/-/C/- 1 200
Enchanted Mace +1 141/150/0/0 E/-/C/- 1 200
Enchanted Mace +2 146/154/0/0 E/-/B/- 1 200
Enchanted Mace +3 152/159/0/0 E/-/B/- 2 200
Enchanted Mace +4 157/163/0/0 D/-/A/- 3 200
Enchanted Mace +5 163/169/0/0 D/-/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

34% STR, 63% FAI scaling.

Name Damage Stat Bonuses Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Mace +0 91/112/0/0 D/-/-/C 1 200
Divine Mace +1 97/120/0/0 D/-/-/C 1 200
Divine Mace +2 103/127/0/0 D/-/-/C 1 200
Divine Mace +3 109/135/0/0 D/-/-/C 2 200
Divine Mace +4 115/142/0/0 D/-/-/C 2 200
Divine Mace +5 122/150/0/0 D/-/-/C 3 200
Divine Mace +6 128/157/0/0 D/-/-/C 1 200
Divine Mace +7 134/165/0/0 D/-/-/C 1 200
Divine Mace +8 140/172/0/0 D/-/-/C 2 200
Divine Mace +9 146/180/0/0 D/-/-/C 3 200
Divine Mace +10 152/187/0/0 D/-/-/C 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Mace +0 126/136/0/0 D/-/-/B 0/0/-/110 1 200
Occult Mace +1 133/142/0/0 D/-/-/B 0/0/-/110 1 200
Occult Mace +2 141/149/0/0 D/-/-/B 0/0/-/110 1 200
Occult Mace +3 148/156/0/0 D/-/-/B 0/0/-/110 2 200
Occult Mace +4 156/163/0/0 D/-/-/B 0/0/-/110 3 200
Occult Mace +5 163/170/0/0 D/-/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Mace +0 118/0/118/0 -/-/-/- 45/10/30/30 1 200
Fire Mace +1 127/0/127/0 -/-/-/- 45/10/30.3/30 1 200
Fire Mace +2 136/0/136/0 -/-/-/- 45/10/30.6/30 1 200
Fire Mace +3 145/0/145/0 -/-/-/- 45/10/30.9/30 2 200
Fire Mace +4 154/0/154/0 -/-/-/- 45/10/31.2/30 2 200
Fire Mace +5 163/0/163/0 -/-/-/- 45/10/31.5/30 3 200
Fire Mace +6 174/0/174/0 -/-/-/- 45/10/31.8/30 1 200
Fire Mace +7 185/0/185/0 -/-/-/- 45/10/32.1/30 1 200
Fire Mace +8 196/0/196/0 -/-/-/- 45/10/32.4/30 2 200
Fire Mace +9 207/0/207/0 -/-/-/- 45/10/32.7/30 3 200
Fire Mace +10 218/0/218/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Mace +0 142/0/163/0 -/-/-/- 45/10/30/30 1 200
Chaos Mace +1 150/0/172/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Mace +2 158/0/182/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Mace +3 165/0/191/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Mace +4 173/0/200/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Mace +5 181/0/209/0 -/-/-/- 45/10/33/30 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 8 Strength is required.
Hammers

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


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."

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Morning Star 83/0/0/0

(Strike)
180 4.0 111/0/0/0

C/-/-/-
45/10/30/30 30 300/0/-/- 50

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

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

75% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Morning Star +0 83/0/0/0 C/-/-/-
Morning Star +1 91/0/0/0 C/-/-/- 1 200
Morning Star +2 99/0/0/0 C/-/-/- 1 200
Morning Star +3 107/0/0/0 C/-/-/- 2 200
Morning Star +4 116/0/0/0 C/-/-/- 2 200
Morning Star +5 124/0/0/0 C/-/-/- 3 200
Morning Star +6 132/0/0/0 B/-/-/- 1 200
Morning Star +7 141/0/0/0 B/-/-/- 1 200
Morning Star +8 149/0/0/0 B/-/-/- 2 200
Morning Star +9 157/0/0/0 B/-/-/- 2 200
Morning Star +10 166/0/0/0 B/-/-/- 3 200
Morning Star +11 174/0/0/0 B/-/-/- 1 200
Morning Star +12 182/0/0/0 B/-/-/- 1 200
Morning Star +13 190/0/0/0 B/-/-/- 2 200
Morning Star +14 199/0/0/0 B/-/-/- 3 200
Morning Star +15 207/0/0/0 B/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

56% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Morning Star +0 142/0/0/0 C/-/-/- 1 200
Raw Morning Star +1 152/0/0/0 C/-/-/- 1 200
Raw Morning Star +2 161/0/0/0 C/-/-/- 1 200
Raw Morning Star +3 171/0/0/0 C/-/-/- 2 200
Raw Morning Star +4 180/0/0/0 C/-/-/- 2 200
Raw Morning Star +5 190/0/0/0 C/-/-/- 3 200

Crystal


Morning Star durability reduced to 18. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

75% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Morning Star +0 182/0/0/0 B/-/-/- 1 200
Crystal Morning Star +1 190/0/0/0 B/-/-/- 1 200
Crystal Morning Star +2 199/0/0/0 B/-/-/- 1 200
Crystal Morning Star +3 207/0/0/0 B/-/-/- 2 200
Crystal Morning Star +4 215/0/0/0 B/-/-/- 3 200
Crystal Morning Star +5 224/0/0/0 B/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Morning Star +0 149/0/0/149 -/-/-/- 45/10/30/42 1 200
Lightning Morning Star +1 161/0/0/161 -/-/-/- 45/10/30/32.4 1 200
Lightning Morning Star +2 172/0/0/172 -/-/-/- 45/10/30/34.8 1 200
Lightning Morning Star +3 184/0/0/184 -/-/-/- 45/10/30/37.2 2 200
Lightning Morning Star +4 195/0/0/195 -/-/-/- 45/10/30/39.6 3 200
Lightning Morning Star +5 207/0/0/207 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

21% STR, 54% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Morning Star +0 93/100/0/0 D/-/C/- 1 200
Magic Morning Star +1 99/107/0/0 D/-/C/- 1 200
Magic Morning Star +2 105/113/0/0 D/-/C/- 1 200
Magic Morning Star +3 111/120/0/0 D/-/C/- 2 200
Magic Morning Star +4 117/127/0/0 D/-/C/- 2 200
Magic Morning Star +5 124/134/0/0 D/-/C/- 3 200
Magic Morning Star +6 130/140/0/0 D/-/C/- 1 200
Magic Morning Star +7 136/147/0/0 D/-/C/- 1 200
Magic Morning Star +8 142/154/0/0 D/-/C/- 2 200
Magic Morning Star +9 148/160/0/0 D/-/C/- 3 200
Magic Morning Star +10 155/167/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

14% STR, 53% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Morning Star +0 124/132/0/0 E/-/C/- 1 200
Enchanted Morning Star +1 128/135/0/0 E/-/C/- 1 200
Enchanted Morning Star +2 133/139/0/0 E/-/C/- 1 200
Enchanted Morning Star +3 138/143/0/0 E/-/B/- 2 200
Enchanted Morning Star +4 143/147/0/0 E/-/B/- 3 200
Enchanted Morning Star +5 148/153/0/0 E/-/B/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

29% STR, 54% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Morning Star +0 84/102/0/0 D/-/-/C 300/0/110/- 1 200
Divine Morning Star +1 89/108/0/0 D/-/-/C 300/0/110/- 1 200
Divine Morning Star +2 95/115/0/0 D/-/-/C 300/0/110/- 1 200
Divine Morning Star +3 100/122/0/0 D/-/-/C 300/0/110/- 2 200
Divine Morning Star +4 106/129/0/0 D/-/-/C 300/0/110/- 2 200
Divine Morning Star +5 112/136/0/0 D/-/-/C 300/0/110/- 3 200
Divine Morning Star +6 117/142/0/0 D/-/-/C 300/0/110/- 1 200
Divine Morning Star +7 123/149/0/0 D/-/-/C 300/0/110/- 1 200
Divine Morning Star +8 128/156/0/0 D/-/-/C 300/0/110/- 2 200
Divine Morning Star +9 134/163/0/0 D/-/-/C 300/0/110/- 3 200
Divine Morning Star +10 140/170/0/0 D/-/-/C 300/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.
27% STR, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Morning Star +0 114/124/0/0 D/-/-/C 300/0/-/110 1 200
Occult Morning Star +1 120/130/0/0 D/-/-/C 300/0/-/110 1 200
Occult Morning Star +2 127/136/0/0 D/-/-/C 300/0/-/110 1 200
Occult Morning Star +3 134/142/0/0 D/-/-/C 300/0/-/110 2 200
Occult Morning Star +4 141/148/0/0 D/-/-/C 300/0/-/110 3 200
Occult Morning Star +5 148/155/0/0 D/-/-/C 300/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Morning Star +0 107/0/107/0 -/-/-/- 45/10/30/30 1 200
Fire Morning Star +1 116/0/116/0 -/-/-/- 45/10/30.3/30 1 200
Fire Morning Star +2 124/0/124/0 -/-/-/- 45/10/30.6/30 1 200
Fire Morning Star +3 132/0/132/0 -/-/-/- 45/10/30.9/30 2 200
Fire Morning Star +4 141/0/141/0 -/-/-/- 45/10/31.2/30 2 200
Fire Morning Star +5 149/0/149/0 -/-/-/- 45/10/31.5/30 3 200
Fire Morning Star +6 159/0/159/0 -/-/-/- 45/10/31.8/30 1 200
Fire Morning Star +7 169/0/169/0 -/-/-/- 45/10/32.1/30 1 200
Fire Morning Star +8 179/0/179/0 -/-/-/- 45/10/32.4/30 2 200
Fire Morning Star +9 189/0/189/0 -/-/-/- 45/10/32.7/30 3 200
Fire Morning Star +10 199/0/199/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Morning Star +0 131/0/149/0 -/-/-/- 45/10/30/30 1 200
Chaos Morning Star +1 138/0/157/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Morning Star +2 146/0/166/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Morning Star +3 153/0/174/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Morning Star +4 160/0/182/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Morning Star +5 167/0/190/0 -/-/-/- 45/10/33/30 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 8 Strength is required
Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Pickaxe 89/0/0/0

(Thrust)
100 250 5.0 141/0/0/0

B/-/-/-
45/10/30/30 30 50

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

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

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Pickaxe +0 89/0/0/0 B/-/-/-
Pickaxe +1 97/0/0/0 B/-/-/- 1 200
Pickaxe +2 106/0/0/0 B/-/-/- 1 200
Pickaxe +3 115/0/0/0 B/-/-/- 2 200
Pickaxe +4 124/0/0/0 B/-/-/- 2 200
Pickaxe +5 133/0/0/0 B/-/-/- 3 200
Pickaxe +6 142/0/0/0 B/-/-/- 1 200
Pickaxe +7 151/0/0/0 B/-/-/- 1 200
Pickaxe +8 160/0/0/0 B/-/-/- 2 200
Pickaxe +9 169/0/0/0 B/-/-/- 2 200
Pickaxe +10 178/0/0/0 B/-/-/- 3 200
Pickaxe +11 186/0/0/0 A/-/-/- 1 200
Pickaxe +12 195/0/0/0 A/-/-/- 1 200
Pickaxe +13 204/0/0/0 A/-/-/- 2 200
Pickaxe +14 213/0/0/0 A/-/-/- 3 200
Pickaxe +15 222/0/0/0 A/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Pickaxe +0 153/0/0/0 C/-/-/- 1 200
Raw Pickaxe +1 163/0/0/0 C/-/-/- 1 200
Raw Pickaxe +2 173/0/0/0 C/-/-/- 1 200
Raw Pickaxe +3 183/0/0/0 C/-/-/- 2 200
Raw Pickaxe +4 193/0/0/0 C/-/-/- 2 200
Raw Pickaxe +5 204/0/0/0 C/-/-/- 3 200

Crystal


Pickaxe durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Pickaxe +0 195/0/0/0 A/-/-/- 1 200
Crystal Pickaxe +1 204/0/0/0 A/-/-/- 1 200
Crystal Pickaxe +2 213/0/0/0 A/-/-/- 1 200
Crystal Pickaxe +3 222/0/0/0 A/-/-/- 2 200
Crystal Pickaxe +4 231/0/0/0 A/-/-/- 3 200
Crystal Pickaxe +5 240/0/0/0 A/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Pickaxe +0 160/0/0/160 -/-/-/- 45/10/30/30 1 200
Lightning Pickaxe +1 172/0/0/172 -/-/-/- 45/10/30/32.4 1 200
Lightning Pickaxe +2 185/0/0/185 -/-/-/- 45/10/30/34.8 1 200
Lightning Pickaxe +3 197/0/0/197 -/-/-/- 45/10/30/37.2 2 200
Lightning Pickaxe +4 210/0/0/210 -/-/-/- 45/10/30/39.6 3 200
Lightning Pickaxe +5 222/0/0/222 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Pickaxe +0 100/108/0/0 D/-/C/- 1 200
Magic Pickaxe +1 107/115/0/0 D/-/C/- 1 200
Magic Pickaxe +2 113/122/0/0 D/-/C/- 1 200
Magic Pickaxe +3 120/129/0/0 D/-/C/- 2 200
Magic Pickaxe +4 127/136/0/0 D/-/C/- 2 200
Magic Pickaxe +5 134/144/0/0 D/-/C/- 3 200
Magic Pickaxe +6 140/151/0/0 D/-/C/- 1 200
Magic Pickaxe +7 147/158/0/0 D/-/C/- 1 200
Magic Pickaxe +8 154/165/0/0 D/-/C/- 2 200
Magic Pickaxe +9 160/172/0/0 D/-/C/- 3 200
Magic Pickaxe +10 167/180/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Pickaxe +0 134/142/0/0 E/-/C/- 1 200
Enchanted Pickaxe +1 139/146/0/0 E/-/C/- 1 200
Enchanted Pickaxe +2 144/150/0/0 E/-/B/- 1 200
Enchanted Pickaxe +3 150/154/0/0 E/-/B/- 2 200
Enchanted Pickaxe +4 155/159/0/0 D/-/A/- 3 200
Enchanted Pickaxe +5 160/164/0/0 D/-/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

34% STR, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Pickaxe +0 90/109/0/0 D/-/-/C 0/0/110/- 1 200
Divine Pickaxe +1 96/116/0/0 D/-/-/C 0/0/110/- 1 200
Divine Pickaxe +2 102/124/0/0 D/-/-/C 0/0/110/- 1 200
Divine Pickaxe +3 108/131/0/0 D/-/-/C 0/0/110/- 2 200
Divine Pickaxe +4 114/138/0/0 D/-/-/C 0/0/110/- 2 200
Divine Pickaxe +5 120/146/0/0 D/-/-/C 0/0/110/- 3 200
Divine Pickaxe +6 125/153/0/0 D/-/-/C 0/0/110/- 1 200
Divine Pickaxe +7 132/160/0/0 D/-/-/C 0/0/110/- 1 200
Divine Pickaxe +8 138/167/0/0 D/-/-/C 0/0/110/- 2 200
Divine Pickaxe +9 144/175/0/0 D/-/-/C 0/0/110/- 3 200
Divine Pickaxe +10 150/182/0/0 D/-/-/C 0/0/110/- 1 200

Occult


Adds magic damage. Larger damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Pickaxe +0 122/134/0/0 D/-/-/B 0/0/-/110 1 200
Occult Pickaxe +1 129/140/0/0 D/-/-/B 0/0/-/110 1 200
Occult Pickaxe +2 136/147/0/0 D/-/-/B 0/0/-/110 1 200
Occult Pickaxe +3 143/154/0/0 D/-/-/B 0/0/-/110 2 200
Occult Pickaxe +4 151/160/0/0 D/-/-/B 0/0/-/110 3 200
Occult Pickaxe +5 158/167/0/0 D/-/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Pickaxe +0 115/0/115/0 -/-/-/- 45/10/30/30 1 200
Fire Pickaxe +1 124/0/124/0 -/-/-/- 45/10/30.3/30 1 200
Fire Pickaxe +2 133/0/133/0 -/-/-/- 45/10/30.6/30 1 200
Fire Pickaxe +3 142/0/142/0 -/-/-/- 45/10/30.9/30 2 200
Fire Pickaxe +4 151/0/151/0 -/-/-/- 45/10/31.2/30 2 200
Fire Pickaxe +5 160/0/160/0 -/-/-/- 45/10/31.5/30 3 200
Fire Pickaxe +6 170/0/170/0 -/-/-/- 45/10/31.8/30 1 200
Fire Pickaxe +7 181/0/181/0 -/-/-/- 45/10/32.1/30 1 200
Fire Pickaxe +8 192/0/192/0 -/-/-/- 45/10/32.4/30 2 200
Fire Pickaxe +9 202/0/202/0 -/-/-/- 45/10/32.7/30 3 200
Fire Pickaxe +10 213/0/213/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Pickaxe +0 138/0/160/0 -/-/-/- 45/10/30/30 1 200
Chaos Pickaxe +1 146/0/169/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Pickaxe +2 154/0/178/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Pickaxe +3 161/0/186/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Pickaxe +4 169/0/195/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Pickaxe +5 177/0/204/0 -/-/-/- 45/10/33/30 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.
Hammers

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).

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Reinforced Club 97/0/0/0

(Strike)
100 100 4.0 121/0/0/0

C/-/-/-
45/10/30/30 30 300/0/-/- 50

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.

Upgrades


Basic


Standard upgrade path.
Requires

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

75% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Reinforced Club +0 97/0/0/0 C/-/-/-
Reinforced Club +1 106/0/0/0 C/-/-/- 1 200
Reinforced Club +2 116/0/0/0 C/-/-/- 1 200
Reinforced Club +3 126/0/0/0 C/-/-/- 2 200
Reinforced Club +4 135/0/0/0 C/-/-/- 2 200
Reinforced Club +5 145/0/0/0 C/-/-/- 3 200
Reinforced Club +6 155/0/0/0 B/-/-/- 1 200
Reinforced Club +7 164/0/0/0 B/-/-/- 1 200
Reinforced Club +8 174/0/0/0 B/-/-/- 2 200
Reinforced Club +9 184/0/0/0 B/-/-/- 2 200
Reinforced Club +10 194/0/0/0 B/-/-/- 3 200
Reinforced Club +11 203/0/0/0 B/-/-/- 1 200
Reinforced Club +12 213/0/0/0 B/-/-/- 1 200
Reinforced Club +13 223/0/0/0 B/-/-/- 2 200
Reinforced Club +14 232/0/0/0 B/-/-/- 3 200
Reinforced Club +15 242/0/0/0 B/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

56% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Reinforced Club +0 168/0/0/0 C/-/-/- 1 200
Raw Reinforced Club +1 179/0/0/0 C/-/-/- 1 200
Raw Reinforced Club +2 190/0/0/0 C/-/-/- 1 200
Raw Reinforced Club +3 201/0/0/0 C/-/-/- 2 200
Raw Reinforced Club +4 212/0/0/0 C/-/-/- 2 200
Raw Reinforced Club +5 224/0/0/0 C/-/-/- 3 200

Crystal


Reinforced Club durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

75% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Reinforced Club +0 213/0/0/0 B/-/-/- 1 200
Crystal Reinforced Club +1 223/0/0/0 B/-/-/- 1 200
Crystal Reinforced Club +2 232/0/0/0 B/-/-/- 1 200
Crystal Reinforced Club +3 242/0/0/0 B/-/-/- 2 200
Crystal Reinforced Club +4 252/0/0/0 B/-/-/- 3 200
Crystal Reinforced Club +5 261/0/0/0 B/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Reinforced Club +0 174/0/0/174 -/-/-/- 45/10/30/30 1 200
Lightning Reinforced Club +1 188/0/0/188 -/-/-/- 45/10/30/32.4 1 200
Lightning Reinforced Club +2 201/0/0/201 -/-/-/- 45/10/30/34.8 1 200
Lightning Reinforced Club +3 215/0/0/215 -/-/-/- 45/10/30/37.2 2 200
Lightning Reinforced Club +4 228/0/0/228 -/-/-/- 45/10/30/39.6 3 200
Lightning Reinforced Club +5 242/0/0/242 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

21% STR, 54% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Reinforced Club +0 109/118/0/0 D/-/C/- 1 200
Magic Reinforced Club +1 116/126/0/0 D/-/C/- 1 200
Magic Reinforced Club +2 124/134/0/0 D/-/C/- 1 200
Magic Reinforced Club +3 131/142/0/0 D/-/C/- 2 200
Magic Reinforced Club +4 138/150/0/0 D/-/C/- 2 200
Magic Reinforced Club +5 146/158/0/0 D/-/C/- 3 200
Magic Reinforced Club +6 153/165/0/0 D/-/C/- 1 200
Magic Reinforced Club +7 160/173/0/0 D/-/C/- 1 200
Magic Reinforced Club +8 167/181/0/0 D/-/C/- 2 200
Magic Reinforced Club +9 175/189/0/0 D/-/C/- 3 200
Magic Reinforced Club +10 182/197/0/0 D/-/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

14% STR, 53% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Reinforced Club +0 146/156/0/0 E/-/C/- 1 200
Enchanted Reinforced Club +1 151/160/0/0 E/-/C/- 1 200
Enchanted Reinforced Club +2 157/165/0/0 E/-/C/- 1 200
Enchanted Reinforced Club +3 163/170/0/0 E/-/B/- 2 200
Enchanted Reinforced Club +4 169/174/0/0 E/-/B/- 3 200
Enchanted Reinforced Club +5 175/180/0/0 E/-/B/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

29% STR, 54% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Reinforced Club +0 97/120/0/0 D/-/-/C 300/0/110/- 1 200
Divine Reinforced Club +1 104/128/0/0 D/-/-/C 300/0/110/- 1 200
Divine Reinforced Club +2 110/136/0/0 D/-/-/C 300/0/110/- 1 200
Divine Reinforced Club +3 117/144/0/0 D/-/-/C 300/0/110/- 2 200
Divine Reinforced Club +4 123/152/0/0 D/-/-/C 300/0/110/- 2 200
Divine Reinforced Club +5 130/160/0/0 D/-/-/C 300/0/110/- 3 200
Divine Reinforced Club +6 136/168/0/0 D/-/-/C 300/0/110/- 1 200
Divine Reinforced Club +7 143/176/0/0 D/-/-/C 300/0/110/- 1 200
Divine Reinforced Club +8 149/184/0/0 D/-/-/C 300/0/110/- 2 200
Divine Reinforced Club +9 156/192/0/0 D/-/-/C 300/0/110/- 3 200
Divine Reinforced Club +10 162/200/0/0 D/-/-/C 300/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

27% STR, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Reinforced Club +0 134/146/0/0 D/-/-/C 300/0/-/110 1 200
Occult Reinforced Club +1 142/153/0/0 D/-/-/C 300/0/-/110 1 200
Occult Reinforced Club +2 150/160/0/0 D/-/-/C 300/0/-/110 1 200
Occult Reinforced Club +3 158/167/0/0 D/-/-/C 300/0/-/110 2 200
Occult Reinforced Club +4 166/175/0/0 D/-/-/C 300/0/-/110 3 200
Occult Reinforced Club +5 174/182/0/0 D/-/-/C 300/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Reinforced Club +0 126/0/126/0 -/-/-/- 45/10/30/30 1 200
Fire Reinforced Club +1 135/0/135/0 -/-/-/- 45/10/30.3/30 1 200
Fire Reinforced Club +2 145/0/145/0 -/-/-/- 45/10/30.6/30 1 200
Fire Reinforced Club +3 155/0/155/0 -/-/-/- 45/10/30.9/30 2 200
Fire Reinforced Club +4 164/0/164/0 -/-/-/- 45/10/31.2/30 2 200
Fire Reinforced Club +5 174/0/174/0 -/-/-/- 45/10/31.5/30 3 200
Fire Reinforced Club +6 186/0/186/0 -/-/-/- 45/10/31.8/30 1 200
Fire Reinforced Club +7 197/0/197/0 -/-/-/- 45/10/32.1/30 1 200
Fire Reinforced Club +8 209/0/209/0 -/-/-/- 45/10/32.4/30 2 200
Fire Reinforced Club +9 221/0/221/0 -/-/-/- 45/10/32.7/30 3 200
Fire Reinforced Club +10 232/0/232/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Reinforced Club +0 153/0/174/0 -/-/-/- 45/10/30/30 1 200
Chaos Reinforced Club +1 161/0/184/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Reinforced Club +2 170/0/194/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Reinforced Club +3 178/0/203/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Reinforced Club +4 187/0/213/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Reinforced Club +5 195/0/223/0 -/-/-/- 45/10/33/30 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 8 Strength is required.
Hammers

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.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Warpick 91/0/0/0

(Thrust)
100 220 3.5 111/10/0/0

C/D/-/-
45/10/30/30 30 50

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.

Upgrades


Basic


Standard upgrade path.
Requires

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

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Warpick +0 91/0/0/0 C/D/-/-
Warpick +1 100/0/0/0 C/D/-/- 1 200
Warpick +2 109/0/0/0 C/D/-/- 1 200
Warpick +3 118/0/0/0 C/D/-/- 2 200
Warpick +4 127/0/0/0 C/D/-/- 2 200
Warpick +5 136/0/0/0 C/D/-/- 3 200
Warpick +6 145/0/0/0 C/D/-/- 1 200
Warpick +7 154/0/0/0 C/D/-/- 1 200
Warpick +8 163/0/0/0 C/D/-/- 2 200
Warpick +9 172/0/0/0 C/D/-/- 2 200
Warpick +10 182/0/0/0 C/D/-/- 3 200
Warpick +11 191/0/0/0 C/D/-/- 1 200
Warpick +12 200/0/0/0 C/D/-/- 1 200
Warpick +13 209/0/0/0 C/D/-/- 2 200
Warpick +14 218/0/0/0 C/D/-/- 3 200
Warpick +15 227/0/0/0 C/D/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

45% STR, 23% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Warpick +0 157/0/0/0 D/D/-/- 1 200
Raw Warpick +1 168/0/0/0 D/D/-/- 1 200
Raw Warpick +2 178/0/0/0 D/D/-/- 1 200
Raw Warpick +3 189/0/0/0 D/D/-/- 2 200
Raw Warpick +4 199/0/0/0 D/D/-/- 2 200
Raw Warpick +5 210/0/0/0 D/D/-/- 3 200

Crystal


Warpick durability reduced to 22. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Warpick +0 200/0/0/0 C/D/-/- 1 200
Crystal Warpick +1 209/0/0/0 C/D/-/- 1 200
Crystal Warpick +2 218/0/0/0 C/D/-/- 1 200
Crystal Warpick +3 227/0/0/0 C/D/-/- 2 200
Crystal Warpick +4 236/0/0/0 C/D/-/- 3 200
Crystal Warpick +5 245/0/0/0 C/D/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Warpick +0 163/0/0/163 -/-/-/- 45/10/30/30 1 200
Lightning Warpick +1 176/0/0/176 -/-/-/- 45/10/30/32.4 1 200
Lightning Warpick +2 189/0/0/189 -/-/-/- 45/10/30/34.8 1 200
Lightning Warpick +3 202/0/0/202 -/-/-/- 45/10/30/37.2 2 200
Lightning Warpick +4 214/0/0/214 -/-/-/- 45/10/30/39.6 3 200
Lightning Warpick +5 227/0/0/227 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

17% STR, 8% DEX, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Warpick +0 102/111/0/0 E/E/C/- 1 200
Magic Warpick +1 108/118/0/0 E/E/C/- 1 200
Magic Warpick +2 115/125/0/0 E/E/C/- 1 200
Magic Warpick +3 122/133/0/0 E/E/C/- 2 200
Magic Warpick +4 129/140/0/0 E/E/C/- 2 200
Magic Warpick +5 136/148/0/0 E/E/C/- 3 200
Magic Warpick +6 142/155/0/0 E/E/C/- 1 200
Magic Warpick +7 149/162/0/0 E/E/C/- 1 200
Magic Warpick +8 156/170/0/0 E/E/C/- 2 200
Magic Warpick +9 163/177/0/0 E/E/C/- 3 200
Magic Warpick +10 170/185/0/0 E/E/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Warpick +0 136/146/0/0 E/E/C/- 1 200
Enchanted Warpick +1 141/150/0/0 E/E/C/- 1 200
Enchanted Warpick +2 146/154/0/0 E/E/B/- 1 200
Enchanted Warpick +3 152/159/0/0 E/E/B/- 2 200
Enchanted Warpick +4 157/163/0/0 E/E/A/- 3 200
Enchanted Warpick +5 163/169/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

23% STR, 12% DEX, 64% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Warpick +0 91/112/0/0 D/E/-/C 0/0/110/- 1 200
Divine Warpick +1 97/120/0/0 D/E/-/C 0/0/110/- 1 200
Divine Warpick +2 103/127/0/0 D/E/-/C 0/0/110/- 1 200
Divine Warpick +3 109/135/0/0 D/E/-/C 0/0/110/- 2 200
Divine Warpick +4 115/142/0/0 D/E/-/C 0/0/110/- 2 200
Divine Warpick +5 122/150/0/0 D/E/-/C 0/0/110/- 3 200
Divine Warpick +6 128/157/0/0 D/E/-/C 0/0/110/- 1 200
Divine Warpick +7 134/165/0/0 D/E/-/C 0/0/110/- 1 200
Divine Warpick +8 140/172/0/0 D/E/-/C 0/0/110/- 2 200
Divine Warpick +9 146/180/0/0 D/E/-/C 0/0/110/- 3 200
Divine Warpick +10 152/187/0/0 D/E/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

22% STR, 11% DEX, 76% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Warpick +0 126/136/0/0 D/E/-/B 0/0/-/110 1 200
Occult Warpick +1 133/142/0/0 D/E/-/B 0/0/-/110 1 200
Occult Warpick +2 141/149/0/0 D/E/-/B 0/0/-/110 1 200
Occult Warpick +3 148/156/0/0 D/E/-/B 0/0/-/110 2 200
Occult Warpick +4 156/163/0/0 D/E/-/B 0/0/-/110 3 200
Occult Warpick +5 163/170/0/0 D/E/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Warpick +0 118/0/118/0 -/-/-/- 45/10/30/30 1 200
Fire Warpick +1 127/0/127/0 -/-/-/- 45/10/30.3/30 1 200
Fire Warpick +2 136/0/136/0 -/-/-/- 45/10/3.60/30 1 200
Fire Warpick +3 145/0/145/0 -/-/-/- 45/10/30.9/30 2 200
Fire Warpick +4 154/0/154/0 -/-/-/- 45/10/31.2/30 2 200
Fire Warpick +5 163/0/163/0 -/-/-/- 45/10/31.5/30 3 200
Fire Warpick +6 174/0/174/0 -/-/-/- 45/10/31.8/30 1 200
Fire Warpick +7 185/0/185/0 -/-/-/- 45/10/32.1/30 1 200
Fire Warpick +8 196/0/196/0 -/-/-/- 45/10/32.4/30 2 200
Fire Warpick +9 207/0/207/0 -/-/-/- 45/10/32.7/30 3 200
Fire Warpick +10 218/0/218/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Warpick +0 142/0/163/0 -/-/-/- 45/10/30/30 1 200
Chaos Warpick +1 150/0/172/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Warpick +2 158/0/182/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Warpick +3 165/0/191/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Warpick +4 173/0/200/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Warpick +5 181/0/209/0 -/-/-/- 45/10/33/30 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 8 Strength is required.

Great Hammers

Even larger and more forceful than regular Hammers, Great Hammers deliver tremendous Strike damage capable of toppling even the toughest foes. Due to their weight and slow attacks, proper timing is crucial—connecting with a hit often guarantees substantial follow-up opportunities, but missing leaves you wide open. Players usually need to wield Great Hammers two-handed due to their extreme Strength requirements. Though challenging to use in fast-paced fights, the raw damage and poise-breaking potential justify their hefty demands.

Great Hammers

Demon's Great Hammer

Demon weapon built from the stone archtrees.

Used by lesser demons at North Undead Asylum.

This hammer is imbued with no special power,

but can merrily beat foes to a pulp,

providing you have the strength to wield it.

Availability


Asylum Demon drop, but only if killed the first time you encounter it, without using the escape door

Trade a Sack with Snuggly the Crow

To assist in the Asylum Demon fight, choose Black Firebombs as a Gift or wait until NG+ to be able to beat him easier.

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Demon's Great Hammer 138/0/0/0

(Strike)
100 600 22 461/0/0/0

B/-/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

81% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Frampt Souls
Demon's Great Hammer +0 138/0/0/0 B/-/-/- 50
Demon's Great Hammer +1 151/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +2 165/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +3 179/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +4 193/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +5 207/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +6 220/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +7 234/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +8 248/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +9 262/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +10 276/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +11 289/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +12 303/0/0/0 B/-/-/- 1 50
Demon's Great Hammer +13 317/0/0/0 B/-/-/- 2 50
Demon's Great Hammer +14 331/0/0/0 B/-/-/- 3 50
Demon's Great Hammer +15 345/0/0/0 B/-/-/- 1 50

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

60% STR scaling.

Name Damage Stat Bonuses L. Shard Frampt Souls
Raw Demon's Great Hammer +0 238/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +1 254/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +2 270/0/0/0 C/-/-/- 1 50
Raw Demon's Great Hammer +3 286/0/0/0 C/-/-/- 2 50
Raw Demon's Great Hammer +4 302/0/0/0 C/-/-/- 2 50
Raw Demon's Great Hammer +5 318/0/0/0 C/-/-/- 3 50

Crystal


Demon's Great Hammer durability reduced to 60. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

81% STR scaling.

Name Damage Stat Bonuses Chunk Slab Frampt Souls
Cryst.Demon's Great Hammer +0 303/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +1 317/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +2 331/0/0/0 B/-/-/- 1 1
Cryst.Demon's Great Hammer +3 345/0/0/0 B/-/-/- 2 1
Cryst.Demon's Great Hammer +4 358/0/0/0 B/-/-/- 3 1
Cryst.Demon's Great Hammer +5 372/0/0/0 B/-/-/- 1 1

Lightning


Lighting Damage Added. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Frampt Souls
Ltng. Demon's Great Hammer +0 248/0/0/248 -/-/-/- 55/10/35/35 1 500
Ltng. Demon's Great Hammer +1 267/0/0/267 -/-/-/- 55/10/35/37.8 1 500
Ltng. Demon's Great Hammer +2 287/0/0/287 -/-/-/- 55/10/35/40.6 1 500
Ltng. Demon's Great Hammer +3 306/0/0/306 -/-/-/- 55/10/35/43.4 2 500
Ltng. Demon's Great Hammer +4 325/0/0/325 -/-/-/- 55/10/35/46.2 3 500
Ltng. Demon's Great Hammer +5 345/0/0/345 -/-/-/- 55/10/35/49 1 500

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

23% STR, 58% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Frampt Souls
Magic Demon's Great Hammer +0 156/168/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +1 166/179/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +2 176/190/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +3 187/201/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +4 197/212/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +5 208/224/0/0 D/-/C/- 3 50
Magic Demon's Great Hammer +6 218/235/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +7 228/246/0/0 D/-/C/- 1 50
Magic Demon's Great Hammer +8 239/257/0/0 D/-/C/- 2 50
Magic Demon's Great Hammer +9 249/268/0/0 D/-/C/- 3 50
Magic Demon's Great Hammer +10 260/280/0/0 D/-/C/- 1 50

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

16% STR, 57% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Chunk Slab Frampt Souls
Ench. Demon's Great Hammer +0 208/220/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +1 216/226/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +2 224/233/0/0 E/-/C/- 1 50
Ench. Demon's Great Hammer +3 232/239/0/0 E/-/B/- 2 50
Ench. Demon's Great Hammer +4 241/246/0/0 E/-/B/- 3 50
Ench. Demon's Great Hammer +5 249/255/0/0 E/-/A/- 1 50

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

31% STR, 58% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Frampt Souls
Divine Demon's Great Hammer +0 139/171/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +1 148/182/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +2 158/193/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +3 167/205/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +4 176/216/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +5 186/228/0/0 D/-/-/C 0/0/110/- 3 800
Divine Demon's Great Hammer +6 195/239/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +7 204/250/0/0 D/-/-/C 0/0/110/- 1 800
Divine Demon's Great Hammer +8 213/262/0/0 D/-/-/C 0/0/110/- 2 800
Divine Demon's Great Hammer +9 223/273/0/0 D/-/-/C 0/0/110/- 3 800
Divine Demon's Great Hammer +10 232/285/0/0 D/-/-/C 0/0/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

29% STR, 68% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Frampt Souls
Occult Demon's Great Hammer +0 190/208/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +1 201/218/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +2 212/228/0/0 D/-/-/C 0/0/-/110 1 800
Occult Demon's Great Hammer +3 224/239/0/0 D/-/-/C 0/0/-/110 2 800
Occult Demon's Great Hammer +4 235/249/0/0 D/-/-/B 0/0/-/110 3 800
Occult Demon's Great Hammer +5 246/260/0/0 D/-/-/B 0/0/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Frampt Souls
Fire Demon's Great Hammer +0 179/0/179/0 -/-/-/- 50/10/35/35 1 800
Fire Demon's Great Hammer +1 193/0/193/0 -/-/-/- 50/10/35.4/35 1 800
Fire Demon's Great Hammer +2 207/0/207/0 -/-/-/- 50/10/35.7/35 1 800
Fire Demon's Great Hammer +3 220/0/220/0 -/-/-/- 50/10/36/35 2 800
Fire Demon's Great Hammer +4 234/0/234/0 -/-/-/- 50/10/36.4/35 2 800
Fire Demon's Great Hammer +5 248/0/248/0 -/-/-/- 50/10/36.7/35 3 800
Fire Demon's Great Hammer +6 264/0/264/0 -/-/-/- 50/10/37.1/35 1 800
Fire Demon's Great Hammer +7 281/0/281/0 -/-/-/- 50/10/37.5/35 1 800
Fire Demon's Great Hammer +8 298/0/298/0 -/-/-/- 50/10/37.8/35 2 800
Fire Demon's Great Hammer +9 314/0/314/0 -/-/-/- 50/10/38.2/35 3 800
Fire Demon's Great Hammer +10 331/0/331/0 -/-/-/- 50/10/38.5/35 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Frampt Souls
Chaos Demon's Great Hammer +0 216/0/248/0 -/-/-/- 50/10/35/35 1 800
Chaos Demon's Great Hammer +1 228/0/262/0 -/-/-/- 50/10/35.7/35 1 800
Chaos Demon's Great Hammer +2 240/0/276/0 -/-/-/- 50/10/36.4/35 1 800
Chaos Demon's Great Hammer +3 251/0/289/0 -/-/-/- 50/10/37.1/35 2 800
Chaos Demon's Great Hammer +4 264/0/303/0 -/-/-/- 50/10/37.8/35 3 800
Chaos Demon's Great Hammer +5 276/0/317/0 -/-/-/- 50/10/38.5/35 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 31 Strength is required.
Great Hammers

Dragon Tooth

Created from an everlasting dragon tooth.

Legendary great hammer of Havel the Rock.

The dragon tooth will never break as it is harder than stone, and it grants its wielder resistance to magic and flame.

Availability


Treasure from a chest in a dark room behind an illusory wall in Anor Londo, along with Havel's Set's chests, Havel's Greatshield's chest, and a Mimic

General Information


Can be enchanted.

Raises Fire and Magic defense by 20 points.

Its description refers to the fact that it has 999 Durability, but it degrades like normal weapons.
In fact, as all Great-Hammers have the Grant magic attack which can forcibly be activated with glitches, it can technically be broken with 5 of its attacks.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Dragon Tooth 290/0/0/0

(Strike)
100 999 18 401/0/0/0

D/-/-/-
50/10/35/35 32 5,000

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

35% STR scaling.

Name Damage Stat Bonuses Dragon Scale Souls
Dragon Tooth +0 290/0/0/0 D/-/-/-
Dragon Tooth +1 319/0/0/0 D/-/-/- 1 10,000
Dragon Tooth +2 348/0/0/0 D/-/-/- 1 10,000
Dragon Tooth +3 377/0/0/0 D/-/-/- 2 10,000
Dragon Tooth +4 406/0/0/0 D/-/-/- 2 10,000
Dragon Tooth +5 435/0/0/0 D/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 27 Strength is required.
Great Hammers

Grant

A legendary weapon of the Way of White,

granted to an Undead paladin long ago.

This mass of iron can only be lifted by those with inhuman strength, but it is blessed,

and very effective against agents of Dark.

Availability


Paladin Leeroy drop in the Tomb of the Giants

General Information


Like all weapons that have a Holy modifier, Skeleton enemies in The Catacombs will not reassemble when killed with it even if the Necromancers are still alive.

Image Name Damage Critical Aux Effects Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Grant 130/130/0/0

(Strike)
100 0/0/130/- 600 24 501/0/0/30

B/-/-/A
50/10/35/35 32 100

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Heavy overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Wrath of the Gods. Consumes 200 durability.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

84% STR, 116% FAI scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Grant +0 130/130/0/0 B/-/-/A
Grant +1 143/143/0/0 B/-/-/A 1 2,000
Grant +2 156/156/0/0 B/-/-/A 1 2,000
Grant +3 169/169/0/0 B/-/-/A 2 2,000
Grant +4 182/182/0/0 B/-/-/A 2 2,000
Grant +5 195/195/0/0 B/-/-/A 4 2,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 34 Strength is required.
Great Hammers

Great Club

Giant tree branch serves as a wooden club.

Smashes enemies from upside the head.

The leaping attack is a trademark of clubs,

and this giant club is no exception.

Availability


Blighttown treasure, guarded by two Infested Barbarians in the southwest portion of the swamp — Video Guide

General Information


At 99 Strength and 99 Intelligence, an Enchanted Great Club has the highest Attack Rating in the game (824). This should not be confused with it dealing the most damage (see Damage Calculation).

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Great Club 135/0/0/0

(Strike)
100 250 12.0 281/0/0/0

B/-/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping overhead smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Great Club +0 135/0/0/0 B/-/-/-
Great Club +1 148/0/0/0 B/-/-/- 1
Great Club +2 162/0/0/0 B/-/-/- 1
Great Club +3 175/0/0/0 B/-/-/- 2
Great Club +4 189/0/0/0 B/-/-/- 2
Great Club +5 202/0/0/0 B/-/-/- 3
Great Club +6 216/0/0/0 B/-/-/- 1
Great Club +7 229/0/0/0 B/-/-/- 1
Great Club +8 243/0/0/0 B/-/-/- 2
Great Club +9 256/0/0/0 B/-/-/- 2
Great Club +10 270/0/0/0 B/-/-/- 3
Great Club +11 283/0/0/0 A/-/-/- 1
Great Club +12 297/0/0/0 A/-/-/- 1
Great Club +13 310/0/0/0 A/-/-/- 2
Great Club +14 324/0/0/0 A/-/-/- 3
Great Club +15 337/0/0/0 A/-/-/- 1

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard
Raw Great Club +0 232/0/0/0 C/-/-/- 1
Raw Great Club +1 248/0/0/0 C/-/-/- 1
Raw Great Club +2 263/0/0/0 C/-/-/- 1
Raw Great Club +3 279/0/0/0 C/-/-/- 2
Raw Great Club +4 294/0/0/0 C/-/-/- 2
Raw Great Club +5 310/0/0/0 C/-/-/- 3

Crystal


Great Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab
Crystal Great Club +0 297/0/0/0 A/-/-/- 1
Crystal Great Club +1 310/0/0/0 A/-/-/- 1
Crystal Great Club +2 324/0/0/0 A/-/-/- 1
Crystal Great Club +3 337/0/0/0 A/-/-/- 2
Crystal Great Club +4 351/0/0/0 A/-/-/- 3
Crystal Great Club +5 364/0/0/0 A/-/-/- 1

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab
Lightning Great Club +0 243/0/0/243 -/-/-/- 50/10/35/35 1
Lightning Great Club +1 261/0/0/261 -/-/-/- 50/10/35/37.8 1
Lightning Great Club +2 280/0/0/280 -/-/-/- 50/10/35/40.6 1
Lightning Great Club +3 299/0/0/299 -/-/-/- 50/10/35/43.4 2
Lightning Great Club +4 318/0/0/318 -/-/-/- 50/10/35/46.2 3
Lightning Great Club +5 337/0/0/337 -/-/-/- 50/10/35/49 1

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR scaling, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Great Club +0 151/165/0/0 D/-/C/- 1
Magic Great Club +1 161/176/0/0 D/-/C/- 1
Magic Great Club +2 171/187/0/0 D/-/C/- 1
Magic Great Club +3 181/198/0/0 D/-/C/- 2
Magic Great Club +4 191/209/0/0 D/-/C/- 2
Magic Great Club +5 202/220/0/0 D/-/C/- 3
Magic Great Club +6 212/230/0/0 D/-/C/- 1
Magic Great Club +7 222/242/0/0 D/-/C/- 1
Magic Great Club +8 232/253/0/0 D/-/C/- 2
Magic Great Club +9 242/264/0/0 D/-/C/- 3
Magic Great Club +10 252/275/0/0 D/-/C/- 1

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab
Enchanted Great Club +0 202/216/0/0 E/-/C/- 1
Enchanted Great Club +1 210/222/0/0 E/-/C/- 1
Enchanted Great Club +2 218/228/0/0 E/-/B/- 1
Enchanted Great Club +3 226/235/0/0 E/-/B/- 2
Enchanted Great Club +4 234/241/0/0 E/-/A/- 3
Enchanted Great Club +5 242/250/0/0 E/-/A/- 1

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

34% STR scaling, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab
Divine Great Club +0 136/166/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +1 145/177/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +2 154/188/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +3 163/199/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +4 172/210/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +5 182/222/0/0 D/-/-/C 0/0/110/- 3
Divine Great Club +6 191/233/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +7 200/244/0/0 D/-/-/C 0/0/110/- 1
Divine Great Club +8 209/255/0/0 D/-/-/C 0/0/110/- 2
Divine Great Club +9 218/266/0/0 D/-/-/C 0/0/110/- 3
Divine Great Club +10 227/277/0/0 D/-/-/C 0/0/110/- 1

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab
Occult Great Club +0 186/202/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +1 197/212/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +2 208/222/0/0 D/-/-/B 0/0/-/110 1
Occult Great Club +3 219/232/0/0 D/-/-/B 0/0/-/110 2
Occult Great Club +4 230/242/0/0 D/-/-/B 0/0/-/110 3
Occult Great Club +5 241/252/0/0 D/-/-/B 0/0/-/110 1

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Great Club +0 175/0/175/0 -/-/-/- 50/10/35/35 1
Fire Great Club +1 189/0/189/0 -/-/-/- 50/10/35.4/35 1
Fire Great Club +2 202/0/202/0 -/-/-/- 50/10/35.7/35 1
Fire Great Club +3 216/0/216/0 -/-/-/- 50/10/36/35 2
Fire Great Club +4 229/0/229/0 -/-/-/- 50/10/36.4/35 2
Fire Great Club +5 243/0/243/0 -/-/-/- 50/10/36.7/35 3
Fire Great Club +6 259/0/259/0 -/-/-/- 50/10/37.1/35 1
Fire Great Club +7 275/0/275/0 -/-/-/- 50/10/37.5/35 1
Fire Great Club +8 291/0/291/0 -/-/-/- 50/10/37.8/35 2
Fire Great Club +9 307/0/307/0 -/-/-/- 50/10/38.2/35 3
Fire Great Club +10 324/0/324/0 -/-/-/- 50/10/38.5/35 1

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab
Chaos Great Club +0 212/0/244/0 -/-/-/- 50/10/35/35 1
Chaos Great Club +1 224/0/258/0 -/-/-/- 50/10/35.7/35 1
Chaos Great Club +2 236/0/272/0 -/-/-/- 50/10/36.4/35 1
Chaos Great Club +3 247/0/285/0 -/-/-/- 50/10/37.1/35 2
Chaos Great Club +4 259/0/299/0 -/-/-/- 50/10/37.8/35 3
Chaos Great Club +5 271/0/312/0 -/-/-/- 50/10/38.5/35 1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 19 Strength is required.
Great Hammers

Large Club

Large wooden club.

The giant Undead of Blighttown wield these clubs, which became poisonous from the influence of their surroundings.

Availability


Drop from the Infested Barbarians in Blighttown (2% drop rate).

General Information


When this weapon is buffed with Rotten Pine Resin, its poison build-up per hit is increased.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Large Club 120/0/0/0

(Strike)
100 250 11.0 261/0/0/0

A/-/-/-
55/10/40/40 32 0/180/-/- 50

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 — R2 Dashing horizontal swings.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow overhead smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

103% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Large Club +0 120/0/0/0 A/-/-/-
Large Club +1 132/0/0/0 A/-/-/- 1
Large Club +2 144/0/0/0 A/-/-/- 1
Large Club +3 156/0/0/0 A/-/-/- 2
Large Club +4 168/0/0/0 A/-/-/- 2
Large Club +5 180/0/0/0 A/-/-/- 3
Large Club +6 192/0/0/0 A/-/-/- 1
Large Club +7 204/0/0/0 A/-/-/- 1
Large Club +8 216/0/0/0 A/-/-/- 2
Large Club +9 228/0/0/0 A/-/-/- 2
Large Club +10 240/0/0/0 A/-/-/- 3
Large Club +11 251/0/0/0 A/-/-/- 1
Large Club +12 264/0/0/0 A/-/-/- 1
Large Club +13 276/0/0/0 A/-/-/- 2
Large Club +14 288/0/0/0 A/-/-/- 3
Large Club +15 300/0/0/0 A/-/-/- 1

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

78% STR scaling.

Name Damage Stat Bonuses L. Shard
Raw Large Club +0 207/0/0/0 B/-/-/- 1
Raw Large Club +1 220/0/0/0 B/-/-/- 1
Raw Large Club +2 234/0/0/0 B/-/-/- 1
Raw Large Club +3 248/0/0/0 B/-/-/- 2
Raw Large Club +4 262/0/0/0 B/-/-/- 2
Raw Large Club +5 276/0/0/0 B/-/-/- 3

Crystal


Large Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

103% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Large Club +0 264/0/0/0 A/-/-/- 1 800
Crystal Large Club +1 276/0/0/0 A/-/-/- 1 800
Crystal Large Club +2 288/0/0/0 A/-/-/- 1 800
Crystal Large Club +3 300/0/0/0 A/-/-/- 2 800
Crystal Large Club +4 312/0/0/0 A/-/-/- 3 800
Crystal Large Club +5 324/0/0/0 A/-/-/- 1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Large Club +0 216/0/0/216 -/-/-/- 55/10/40/40 1 800
Lightning Large Club +1 232/0/0/232 -/-/-/- 55/10/40/43.2 1 800
Lightning Large Club +2 249/0/0/249 -/-/-/- 55/10/40/46.4 1 800
Lightning Large Club +3 266/0/0/266 -/-/-/- 55/10/40/49.6 2 800
Lightning Large Club +4 283/0/0/283 -/-/-/- 55/10/40/52.8 3 800
Lightning Large Club +5 300/0/0/300 -/-/-/- 55/10/40/56 1 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

29% STR, 74% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Large Club +0 135/147/0/0 D/-/B/- 1 800
Magic Large Club +1 144/156/0/0 D/-/B/- 1 800
Magic Large Club +2 153/166/0/0 D/-/B/- 1 800
Magic Large Club +3 162/176/0/0 D/-/B/- 2 800
Magic Large Club +4 171/186/0/0 D/-/B/- 2 800
Magic Large Club +5 180/196/0/0 D/-/B/- 3 800
Magic Large Club +6 188/205/0/0 D/-/B/- 1 800
Magic Large Club +7 198/215/0/0 D/-/B/- 1 800
Magic Large Club +8 207/225/0/0 D/-/B/- 2 800
Magic Large Club +9 216/235/0/0 D/-/B/- 3 800
Magic Large Club +10 225/245/0/0 D/-/B/- 1 800

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

20% STR, 72% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Large Club +0 180/192/0/0 D/-/B/- 1 800
Enchanted Large Club +1 187/197/0/0 D/-/B/- 1 800
Enchanted Large Club +2 194/203/0/0 D/-/A/- 1 800
Enchanted Large Club +3 201/209/0/0 D/-/A/- 2 800
Enchanted Large Club +4 208/215/0/0 D/-/A/- 3 800
Enchanted Large Club +5 216/222/0/0 D/-/A/- 1 800

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

39% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Large Club +0 121/148/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +1 129/158/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +2 137/168/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +3 145/178/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +4 153/188/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +5 162/198/0/0 D/-/-/B 0/180/110/- 3 800
Divine Large Club +6 170/207/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +7 178/217/0/0 D/-/-/B 0/180/110/- 1 800
Divine Large Club +8 186/227/0/0 D/-/-/B 0/180/110/- 2 800
Divine Large Club +9 194/237/0/0 D/-/-/B 0/180/110/- 3 800
Divine Large Club +10 202/247/0/0 D/-/-/B 0/180/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

37% STR, 87% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Large Club +0 164/180/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +1 173/188/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +2 183/198/0/0 D/-/-/B 0/180/-/110 1 800
Occult Large Club +3 193/207/0/0 D/-/-/B 0/180/-/110 2 800
Occult Large Club +4 203/216/0/0 D/-/-/A 0/180/-/110 3 800
Occult Large Club +5 213/225/0/0 D/-/-/A 0/180/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Large Club +0 156/0/156/0 -/-/-/- 55/10/40/40 1 800
Fire Large Club +1 168/0/168/0 -/-/-/- 55/10/40.4/40 1 800
Fire Large Club +2 180/0/180/0 -/-/-/- 55/10/40.8/40 1 800
Fire Large Club +3 192/0/192/0 -/-/-/- 55/10/41.2/40 2 800
Fire Large Club +4 204/0/204/0 -/-/-/- 55/10/41.6/40 2 800
Fire Large Club +5 216/0/216/0 -/-/-/- 55/10/42/40 3 800
Fire Large Club +6 230/0/230/0 -/-/-/- 55/10/42.4/40 1 800
Fire Large Club +7 244/0/244/0 -/-/-/- 55/10/42.8/40 1 800
Fire Large Club +8 259/0/259/0 -/-/-/- 55/10/43.2/40 2 800
Fire Large Club +9 273/0/273/0 -/-/-/- 55/10/43.6/40 3 800
Fire Large Club +10 288/0/288/0 -/-/-/- 55/10/44/40 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Large Club +0 189/0/217/0 -/-/-/- 55/10/40/40 1 800
Chaos Large Club +1 199/0/229/0 -/-/-/- 55/10/40.8/40 1 800
Chaos Large Club +2 210/0/242/0 -/-/-/- 55/10/41.6/40 1 800
Chaos Large Club +3 220/0/254/0 -/-/-/- 55/10/42.4/40 2 800
Chaos Large Club +4 231/0/266/0 -/-/-/- 55/10/43.2/40 3 800
Chaos Large Club +5 241/0/278/0 -/-/-/- 55/10/44/40 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 18 Strength is required.
Great Hammers

Smough's Hammer

Great hammer from the soul of executioner Smough, who guards the cathedral in the forsaken city of Anor Londo.

Smough loved his work, and ground the bones of his victims into his own feed, ruining his hopes of being ranked with the Four Knights.

Availability


Created using Soul of Smough and a +10 Hammer or Great Hammer

General Information


Restores 10 HP each time an enemy is hit.

Cannot be enchanted through the use of any weapon buff sorcery, miracle, or pine resin.

Has a slightly larger hitbox in its 2-handed rolling attacks compared to other Great Hammers.

Has the highest Strength requirement of any weapon

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Smough's Hammer 300/0/0/0

(Strike)
100 600 28.0 581/0/0/0

D/-/-/-
50/10/35/35 32 1

Move Set


1 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow right-to-left swing.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal smash.

2 Handed
R1 — R1 Right-to-left horizontal smashes.
R2 Slow leaping smash.
Roll — R1 Fast ground slam.
Backstep or Run — R1 Running overhead smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

50% STR scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Smough's Hammer +0 300/0/0/0 D/-/-/-
Smough's Hammer +1 330/0/0/0 D/-/-/- 1 5,000
Smough's Hammer +2 360/0/0/0 D/-/-/- 1 5,000
Smough's Hammer +3 390/0/0/0 D/-/-/- 2 5,000
Smough's Hammer +4 420/0/0/0 D/-/-/- 2 5,000
Smough's Hammer +5 450/0/0/0 D/-/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 39 Strength is required.

Fist Weapons

Fist Weapons (also called Gauntlets) place you directly in harm’s way with their minimal range, but reward bold players with lightning-fast attack speed and low Stamina consumption. Rapid combo chains can break guards and drain enemy stamina, making them highly effective at pressuring targets. When wielded in the left hand, some fists can parry, providing more tactical options. While their damage per hit is low, the relentless barrage of strikes compensates. Ideal in cramped environments, Fist Weapons suit players who trust their evasive abilities and wish to overwhelm foes through sheer aggression.

Fist Weapons

Caestus

The weapon augments one"s bare hands with thick, studded leather.

The Caestus has a short reach, but quick cool down. Amount of damage inflicted is dependent on its wearer"s strength.

Availability


Sold by Andre of Astora for 200 Souls

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt Souls
Caestus 66/0/0/0

(Strike)
100 300 0.5 51/8/0/0

C/C/-/-
0/0/0/0 0 0/0/-/- 50

Move Set


+ Show Move Set - Hide Move Set
R1 — R1 Right hook punch into backhand blow.
R2 — R2 Straight punch into uppercut.
Roll — R1 Backhand blow.
Backstep or Run — R1 Running backhand blow.
Forward + R1 Knee kick. Same effect as a regular kick.
L1 (left hand) Very fast straight punch. Much lower damage.
L2 (left hand) Parry.

Upgrades


Basic


Standard upgrade path
Requires

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

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Caestus +0 66/0/0/0 C/C/-/-
Caestus +1 72/0/0/0 C/C/-/- 1 100
Caestus +2 79/0/0/0 C/C/-/- 1 100
Caestus +3 85/0/0/0 C/C/-/- 2 100
Caestus +4 92/0/0/0 C/C/-/- 2 100
Caestus +5 99/0/0/0 C/C/-/- 3 100
Caestus +6 105/0/0/0 C/C/-/- 1 100
Caestus +7 112/0/0/0 C/C/-/- 1 100
Caestus +8 118/0/0/0 C/C/-/- 2 100
Caestus +9 125/0/0/0 C/C/-/- 2 100
Caestus +10 132/0/0/0 C/C/-/- 3 100
Caestus +11 138/0/0/0 C/C/-/- 1 100
Caestus +12 145/0/0/0 C/C/-/- 1 100
Caestus +13 151/0/0/0 C/C/-/- 2 100
Caestus +14 158/0/0/0 C/C/-/- 3 100
Caestus +15 165/0/0/0 C/C/-/- 1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Caestus +0 114/0/0/0 D/D/-/- 1 100
Raw Caestus +1 121/0/0/0 D/D/-/- 1 100
Raw Caestus +2 129/0/0/0 D/D/-/- 1 100
Raw Caestus +3 136/0/0/0 D/D/-/- 2 100
Raw Caestus +4 144/0/0/0 D/D/-/- 2 100
Raw Caestus +5 152/0/0/0 D/D/-/- 3 100

Crystal


Caestus durability reduced to 30. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Caestus +0 145/0/0/0 C/C/-/- 1 100
Crystal Caestus +1 151/0/0/0 C/C/-/- 1 100
Crystal Caestus +2 158/0/0/0 C/C/-/- 1 100
Crystal Caestus +3 165/0/0/0 C/C/-/- 2 100
Crystal Caestus +4 171/0/0/0 C/C/-/- 3 100
Crystal Caestus +5 178/0/0/0 C/C/-/- 1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Chunk Slab Souls
Lightning Caestus +0 118/0/0/118 -/-/-/- 1 100
Lightning Caestus +1 128/0/0/128 -/-/-/- 1 100
Lightning Caestus +2 137/0/0/137 -/-/-/- 1 100
Lightning Caestus +3 146/0/0/146 -/-/-/- 2 100
Lightning Caestus +4 155/0/0/155 -/-/-/- 3 100
Lightning Caestus +5 165/0/0/165 -/-/-/- 1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

14% STR, 14% DEX, 73% INT scaling

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Caestus +0 75/81/0/0 E/E/C/- 1 100
Magic Caestus +1 80/86/0/0 E/E/C/- 1 100
Magic Caestus +2 85/91/0/0 E/E/C/- 1 100
Magic Caestus +3 90/97/0/0 E/E/C/- 2 100
Magic Caestus +4 95/102/0/0 E/E/C/- 2 100
Magic Caestus +5 100/108/0/0 E/E/C/- 3 100
Magic Caestus +6 104/113/0/0 E/E/B/- 1 100
Magic Caestus +7 110/118/0/0 E/E/B/- 1 100
Magic Caestus +8 115/124/0/0 E/E/B/- 2 100
Magic Caestus +9 120/129/0/0 E/E/B/- 3 100
Magic Caestus +10 125/135/0/0 E/E/B/- 1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

10% STR, 10% DEX, 72% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Caestus +0 100/106/0/0 E/E/B/- 1 100
Enchanted Caestus +1 104/109/0/0 E/E/B/- 1 100
Enchanted Caestus +2 108/112/0/0 E/E/A/- 1 100
Enchanted Caestus +3 112/115/0/0 E/E/A/- 2 100
Enchanted Caestus +4 116/118/0/0 E/E/A/- 3 100
Enchanted Caestus +5 120/122/0/0 E/E/A/- 1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

20% STR, 20% DEX, 73% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Caestus +0 67/82/0/0 D/D/-/C 0/0/110/- 1 100
Divine Caestus +1 72/88/0/0 D/D/-/C 0/0/110/- 1 100
Divine Caestus +2 76/93/0/0 D/D/-/C 0/0/110/- 1 100
Divine Caestus +3 81/99/0/0 D/D/-/C 0/0/110/- 2 100
Divine Caestus +4 85/104/0/0 D/D/-/C 0/0/110/- 2 100
Divine Caestus +5 90/110/0/0 D/D/-/C 0/0/110/- 3 100
Divine Caestus +6 94/115/0/0 D/D/-/B 0/0/110/- 1 100
Divine Caestus +7 99/121/0/0 D/D/-/B 0/0/110/- 1 100
Divine Caestus +8 103/126/0/0 D/D/-/B 0/0/110/- 2 100
Divine Caestus +9 108/132/0/0 D/D/-/B 0/0/110/- 3 100
Divine Caestus +10 112/137/0/0 D/D/-/B 0/0/110/- 1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

18% STR, 18% DEX, 86% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Caestus +0 90/100/0/0 E/E/-/B 0/0/-/110 1 100
Occult Caestus +1 95/104/0/0 E/E/-/B 0/0/-/110 1 100
Occult Caestus +2 100/110/0/0 E/E/-/B 0/0/-/110 1 100
Occult Caestus +3 106/115/0/0 E/E/-/B 0/0/-/110 2 100
Occult Caestus +4 111/120/0/0 D/D/-/A 0/0/-/110 3 100
Occult Caestus +5 116/125/0/0 D/D/-/A 0/0/-/110 1 100

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Caestus +0 85/0/85/0 -/-/-/- 1 100
Fire Caestus +1 92/0/92/0 -/-/-/- 1 100
Fire Caestus +2 99/0/99/0 -/-/-/- 1 100
Fire Caestus +3 105/0/105/0 -/-/-/- 2 100
Fire Caestus +4 112/0/112/0 -/-/-/- 2 100
Fire Caestus +5 118/0/118/0 -/-/-/- 3 100
Fire Caestus +6 126/0/126/0 -/-/-/- 1 100
Fire Caestus +7 134/0/134/0 -/-/-/- 1 100
Fire Caestus +8 142/0/142/0 -/-/-/- 2 100
Fire Caestus +9 150/0/150/0 -/-/-/- 3 100
Fire Caestus +10 158/0/158/0 -/-/-/- 1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Red Titanite Chunk Red Titanite Slab Souls
Chaos Caestus +0 102/0/118/0 -/-/-/- 1 100
Chaos Caestus +1 108/0/125/0 -/-/-/- 1 100
Chaos Caestus +2 114/0/132/0 -/-/-/- 1 100
Chaos Caestus +3 119/0/138/0 -/-/-/- 2 100
Chaos Caestus +4 125/0/145/0 -/-/-/- 3 100
Chaos Caestus +5 131/0/151/0 -/-/-/- 1 100

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 weapon cannot be two-handed.
Fist Weapons

Claw

A weapon formed by three sharp claws.

Attacks cause bleeding, and the wounds inflicted are not easily mended. Preferred weapon of the spooks of an Eastern land.

Availability


Sold by Shiva of the East for 5,000 Souls

General Information


Bleed build-up is 30 per strike.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt Souls
Claw 72/0/0/0

(Slash)
150 1.0 61/14/0/0

E/B/-/-
0/0/0/0 0 300/0/-/- 50

Move Set


+ Show Move Set - Hide Move Set
R1 — R1 Right hook punch into backhand blow.
R2 — R2 Right-to-left slash into left-to-right slash.
Roll — R1 Rolling thrust.
Backstep or Run — R1 Running backhand blow.
Forward + R1 Knee kick. Same effect as a regular kick.
L1 (left hand) Left-to-right slash.
L2 (left hand) Parry.

Upgrades


Basic


Standard upgrade path.
Requires

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

13% STR, 85% DEX scaling

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Claw +0 72/0/0/0 E/B/-/-
Claw +1 79/0/0/0 E/B/-/- 1 100
Claw +2 86/0/0/0 E/B/-/- 1 100
Claw +3 93/0/0/0 E/B/-/- 2 100
Claw +4 100/0/0/0 E/B/-/- 2 100
Claw +5 108/0/0/0 E/B/-/- 3 100
Claw +6 115/0/0/0 E/B/-/- 1 100
Claw +7 122/0/0/0 E/B/-/- 1 100
Claw +8 129/0/0/0 E/B/-/- 2 100
Claw +9 136/0/0/0 E/B/-/- 2 100
Claw +10 144/0/0/0 E/B/-/- 3 100
Claw +11 151/0/0/0 E/B/-/- 1 100
Claw +12 158/0/0/0 E/B/-/- 1 100
Claw +13 165/0/0/0 E/B/-/- 2 100
Claw +14 172/0/0/0 E/A/-/- 3 100
Claw +15 180/0/0/0 E/A/-/- 1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Claw +0 124/0/0/0 E/C/-/- 1 100
Raw Claw +1 132/0/0/0 E/C/-/- 1 100
Raw Claw +2 141/0/0/0 E/C/-/- 1 100
Raw Claw +3 149/0/0/0 E/C/-/- 2 100
Raw Claw +4 157/0/0/0 E/C/-/- 2 100
Raw Claw +5 166/0/0/0 E/C/-/- 3 100

Crystal


Claw durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Claw +0 158/0/0/0 E/B/-/- 1 100
Crystal Claw +1 165/0/0/0 E/B/-/- 1 100
Crystal Claw +2 172/0/0/0 E/B/-/- 1 100
Crystal Claw +3 180/0/0/0 E/B/-/- 2 100
Crystal Claw +4 187/0/0/0 E/A/-/- 3 100
Crystal Claw +5 194/0/0/0 E/A/-/- 1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Chunk Slab Souls
Lightning Claw +0 129/0/0/129 -/-/-/- 1 100
Lightning Claw +1 139/0/0/139 -/-/-/- 1 100
Lightning Claw +2 149/0/0/149 -/-/-/- 1 100
Lightning Claw +3 159/0/0/159 -/-/-/- 2 100
Lightning Claw +4 169/0/0/169 -/-/-/- 3 100
Lightning Claw +5 180/0/0/180 -/-/-/- 1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Claw +0 81/87/0/0 E/D/C/- 1 100
Magic Claw +1 86/92/0/0 E/D/C/- 1 100
Magic Claw +2 91/98/0/0 E/D/C/- 1 100
Magic Claw +3 97/104/0/0 E/D/C/- 2 100
Magic Claw +4 102/110/0/0 E/D/C/- 2 100
Magic Claw +5 108/116/0/0 E/D/C/- 3 100
Magic Claw +6 113/121/0/0 E/D/B/- 1 100
Magic Claw +7 118/127/0/0 E/D/B/- 1 100
Magic Claw +8 124/133/0/0 E/D/B/- 2 100
Magic Claw +9 129/139/0/0 E/D/B/- 3 100
Magic Claw +10 135/145/0/0 E/D/B/- 1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Claw +0 108/114/0/0 E/E/C/- 1 100
Enchanted Claw +1 112/117/0/0 E/E/B/- 1 100
Enchanted Claw +2 116/120/0/0 E/E/B/- 1 100
Enchanted Claw +3 120/124/0/0 E/E/A/- 2 100
Enchanted Claw +4 125/127/0/0 E/E/A/- 3 100
Enchanted Claw +5 129/132/0/0 E/E/A/- 1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

5% STR, 33% DEX, 70% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Claw +0 72/88/0/0 E/D/-/C 300/0/110/- 1 100
Divine Claw +1 76/94/0/0 E/D/-/C 300/0/110/- 1 100
Divine Claw +2 81/100/0/0 E/D/-/C 300/0/110/- 1 100
Divine Claw +3 86/106/0/0 E/D/-/C 300/0/110/- 2 100
Divine Claw +4 91/112/0/0 E/D/-/C 300/0/110/- 2 100
Divine Claw +5 96/118/0/0 E/D/-/C 300/0/110/- 3 100
Divine Claw +6 100/123/0/0 E/D/-/C 300/0/110/- 1 100
Divine Claw +7 105/129/0/0 E/D/-/C 300/0/110/- 1 100
Divine Claw +8 110/135/0/0 E/D/-/C 300/0/110/- 2 100
Divine Claw +9 115/141/0/0 E/D/-/B 300/0/110/- 3 100
Divine Claw +10 120/147/0/0 E/D/-/B 300/0/110/- 1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

5% STR, 31% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Claw +0 100/108/0/0 E/D/-/B 300/0/-/110 1 100
Occult Claw +1 105/113/0/0 E/D/-/B 300/0/-/110 1 100
Occult Claw +2 112/118/0/0 E/D/-/B 300/0/-/110 1 100
Occult Claw +3 117/124/0/0 E/D/-/B 300/0/-/110 2 100
Occult Claw +4 124/129/0/0 E/D/-/B 300/0/-/110 3 100
Occult Claw +5 130/135/0/0 E/D/-/B 300/0/-/110 1 100

Fire


Fire damage added. All stat bonuses removed
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Claw +0 93/0/93/0 -/-/-/- 1 100
Fire Claw +1 100/0/100/0 -/-/-/- 1 100
Fire Claw +2 108/0/108/0 -/-/-/- 1 100
Fire Claw +3 115/0/115/0 -/-/-/- 2 100
Fire Claw +4 122/0/122/0 -/-/-/- 2 100
Fire Claw +5 129/0/129/0 -/-/-/- 3 100
Fire Claw +6 138/0/138/0 -/-/-/- 1 100
Fire Claw +7 146/0/146/0 -/-/-/- 1 100
Fire Claw +8 155/0/155/0 -/-/-/- 2 100
Fire Claw +9 164/0/164/0 -/-/-/- 3 100
Fire Claw +10 172/0/172/0 -/-/-/- 1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Red Titanite Chunk Red Titanite Slab Souls
Chaos Claw +0 113/0/129/0 -/-/-/- 1 100
Chaos Claw +1 119/0/136/0 -/-/-/- 1 100
Chaos Claw +2 126/0/144/0 -/-/-/- 2 100
Chaos Claw +3 132/0/151/0 -/-/-/- 2 100
Chaos Claw +4 138/0/158/0 -/-/-/- 3 100
Chaos Claw +5 144/0/165/0 -/-/-/- 1 100

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 weapon cannot be two-handed.
Fist Weapons

Dark Hand

The Darkwraiths, incited by Kaathe, use the power of the dark soul to absorb humanity, an art shared by this weapon, which also acts as a special shield. The ancients, particularly,

could sap the humanity of even a replete saint in the blink of an eye.

Dark Hand as a shield
Attacking
Stealing Humanity

Availability


Join the Darkwraith Covenant

Dropped by the Darkwraiths in New Londo Ruins (1% drop rate)

General Information


This weapon cannot be upgraded.

The Dark Hand can be used multiple times without making NPCs hostile, as long as no damage is done.

To absorb humanity from sitting NPCs like Patches at Firelink Shrine, make them stand up by hitting them with very weak attacks (barehanded punch, Pyromancy Flame punch, kicking, using Force, etc.)

Beware that using the drain attack in tight spaces or with a seated target (or other non-standing posture) does a glowing punch rather than the drain. Ensure ample space or make them stand prior to draining to avoid making NPCs hostile.

When equipped as a shield, a right hand catalyst can buff it with Strong Magic Shield for much better stability, but there will be no visual effect. The upside of this is that it can trick players in PVP.

The amount of maximum Humanity absorbed per attack scales with the player's Darkwraith covenant rank.


Darkwraith covenant level Max. Humanities absorbed per use
0 1
+1 3
+2 5
+3 10


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Dark Hand 200/0/0/0

(Strike)
100 999 0.5 0/0/0/0

-/-/-/-
80/80/80/80 30 0 / 0 / 0 / 130 1

Move Set


+ Show Move Set - Hide Move Set
R1 — R1 Right hook punch into backhand blow.
R2 Grab.
Roll — R1 Backhand blow.
Backstep or Run — R1 Running backhand blow.
Forward + R1 Knee kick. Same effect as a regular kick.
L1 (left hand) Guard.
L2 (left hand) Parry.

Humanities Absorption on NPCs


Depending on the player's Darkwraith covenant rank, one may need to use the Dark Hand several times to fully drain an NPC's Humanity. Some NPCs may end up Hollowed if their quests are finished or when all their items are purchased. Hollowed NPCs yield no Humanity when the Dark Hand is used on them.

For the sake of completion, the list below also contains NPCs that have no drainable Humanity, but can be targeted by the drain move of the Dark Hand.

NPC Name Max. Drainable
Humanities
Notes
Lord's Blade Ciaran none -
Crestfallen Merchant none -
Crestfallen Warrior none -
Domhnall of Zena none -
Dusk of Oolacile none -
Griggs of Vinheim 3 Humanities Will become hollow if all his Sorceries are bought
Ingward 4 Humanities -
Lady of the Darkling none -
Laurentius of the Great Swamp 5 Humanities Drain him at Firelink Shrine, after being saved from Depths
Will become hollow if let go to seek Quelaana of Izalith
Dark Spirit Kirk, Knight of Thorns none -
Knight Lautrec of Carim 8 Humanities May become lost; see his page and Anastacia's for more details
Big Hat Logan none -
Dark Spirit Maneater Mildred 8 Humanities Refer to Phantoms on how to spawn her
Oswald of Carim none -
Oscar, Knight of Astora none Initial meeting in Undead Asylum.
Patches 7 Humanities -
Petrus of Thorolund 2 Humanities -
Quelaana of Izalith none -
Rhea of Thorolund 12 Humanities Drain her in Undead Parish, after being saved from Tomb of the Giants
See her page for more details
Sieglinde of Catarina 10 Humanities -
Siegmeyer of Catarina 4 Humanities See his page for more details
Solaire of Astora 5 Humanities May become lost; see his page for more details
Vince of Thorolund
Nico of Thorolund
5 Humanities
3 Humanities
Drain as soon as met at Firelink Shrine
Darkmoon Soldiers 6 Humanites (3 each)
Forest Hunters none -
Fist Weapons

Dragon Bone Fist

A weapon from the soul of the Iron Golem,

guardian of Sen"s Fortress who repelled countless heroes who sought Anor Londo.

The Gods fused the power of the soul with the great bones of the dragons, forming an appropriate core for the giant golem.

Availability


Created by the Giant Blacksmith in Anor Londo using the Core of an Iron Golem, from a +10 Caestus or Claw for 5,000 Souls

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Aux Effects Stability Frampt Souls
Dragon Bone Fist 95/0/0/0

(Strike)
100 999 8.0 201/0/0/0

A/-/-/-
0/0/0/0 0/0/-/- 0 5,000

Move Set


+ Show Move Set - Hide Move Set
R1 — R1 Right hook punch into backhand blow.
R2 Uppercut.
Roll — R1 Backhand blow.
Backstep or Run — R1 Running backhand blow.
Forward + R1 Knee kick. Same effect as a regular kick.
L1 (left hand) Very fast straight punch. Much lower damage.
L2 (left hand) Parry.

Upgrades


Requires Dragon Scale

120% STR scaling.

Name Damage Stat Bonuses Dragon Scale Souls
Dragon Bone Fist +0 95/0/0/0 A/-/-/-
Dragon Bone Fist +1 104/0/0/0 A/-/-/- 1 5,000
Dragon Bone Fist +2 114/0/0/0 A/-/-/- 1 5,000
Dragon Bone Fist +3 123/0/0/0 A/-/-/- 2 5,000
Dragon Bone Fist +4 133/0/0/0 A/-/-/- 2 5,000
Dragon Bone Fist +5 142/0/0/0 S/-/-/- 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 weapon cannot be two-handed.

Spears

Spears excel at maintaining distance and a strong defense. Their thrusts have enough range to hit enemies before they can retaliate and can be performed safely behind a raised shield. Though predictable and less effective against nimble or shielded opponents, Spears provide a cautious, methodical approach to combat. They are ideal for players who prefer poking enemies from a safe distance and slowly wearing them down. While Spears don’t boast remarkable damage or scaling, their safe moveset can be appealing in both PvE and PvP for defensive strategies.

Spears

Channeler's Trident

Trident of the Six-eyed Channelers,

sorcerers who serve Seath the Scaleless in collecting human specimens.

Thrusted in circular motions in a unique martial arts dance that stirs nearby allies into a bloodthirsty frenzy.

Availability


Drop from Channeler (1%)

General Information


The two-handed strong attack dance can be performed with a broken weapon, but the buff will not work.

Strength is the only minimum stat that must be met to use the buff (11 STR required to two-hand). A character with less than 11 strength will instead perform the "weak" animation when attempting to use the buff.

The dance must be finished for the buff to take effect (signified by an aura spreading out).

A good spot to farm Channelers for this weapon is the second bonfire in The Duke's Archives (called "The Duke's Archives" in the Warp menu) after the path to the Crystal Cave has been opened. From the bonfire, head right to the new passage and climb up the ladder. Near the rotary stairs are two of them.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Channeler's Trident 70/115/0/0

(Thrust)
100 240 6.0 16/16/24/0

E/C/B/-
40/10/30/30 26 1

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Requires Twinkling Titanite

11% STR, 55% DEX, 88% INT scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Channeler's Trident +0 70/115/0/0 E/C/B/-
Channeler's Trident +1 77/126/0/0 E/C/B/- 1 2,000
Channeler's Trident +2 84/138/0/0 E/C/B/- 1 2,000
Channeler's Trident +3 91/149/0/0 E/C/B/- 2 2,000
Channeler's Trident +4 98/161/0/0 E/C/B/- 2 2,000
Channeler's Trident +5 105/172/0/0 E/C/B/- 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.
Spears

Demon's Spear

Carved from the bones of fellow demons.

Wielded by the slim lesser Batwing demons.

The weapon of these chaos demons wandering Anor Londo are different from those of other chaos demons, and are imbued with lightning.

Availability


Sold by Shiva of the East in Blighttown for 15,000 Souls

Drop from Bat Wing Demon in Anor Londo (2% drop rate)

General Information


Has the longest reach of any melee weapon in the game.

Great alternative to the similarly long Silver Knight Spear when the enemy is not lightning-resistant.

Use the strong attack with care as it has a long build-up and cannot be cancelled.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Demon's Spear 100/0/0/120

(Thrust)
100 400 4.0 121/10/0/0

C/C/-/-
40/10/30/30 26 100

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Strong attacks are replaced by a delayed dashing thrust that can knock down opponents. The character crouches while building up the thrust to imitate the Bat Wing Demons' stance.

Upgrades


Requires Demon Titanite

60% STR, 60% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Demon's Spear+0 100/0/0/120 C/C/-/-
Demon's Spear+1 110/0/0/132 C/C/-/- 1 5,000
Demon's Spear+2 120/0/0/144 C/C/-/- 1 5,000
Demon's Spear+3 130/0/0/156 C/C/-/- 2 5,000
Demon's Spear+4 140/0/0/168 C/C/-/- 2 5,000
Demon's Spear+5 150/0/0/180 C/C/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 8 Strength is required
Spears

Dragonslayer Spear

Cross spear born from the soul of Ornstein, a Dragonslayer guarding Anor Londo cathedral.

Inflicts lightning damage; effective against dragons. Two-handed thrust relies on cross and buries spear deep within a dragon"s hide,

and sends human foes flying.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Ornstein and any +10 Spear1 or Thrusting Sword, for 5,000 Souls

General Information


Unlike other weapons that scale with Faith, the Dragonslayer Spear gains Lightning damage - not Magic damage - from the Faith stat. It's also the only weapon in the game with scaling Lightning damage.

An easy way to obtain the Dragonslayer Spear is to downgrade the Lightning Spear dropped by the Mimic in Sen's Fortress to a +10 Spear, and then upgrading it to the Dragonslayer Spear. However, a +5 Dragonslayer Spear will not significantly outperform a +5 Lightning Spear at lower Faith levels (~16 or below) until the user well exceeds the required levels in Strength or Dexterity. A fully-upgraded Demon's Spear also has a higher overall damage rating at low Faith levels, and deals more Lightning damage at Faith levels of 42 and below.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Dragonslayer Spear 95/0/0/65

(Thrust)
100 300 10.0 242/24/0/0

C/B/-/B
40/10/30/30 26 100

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Requires Demon Titanite

60% STR, 100% DEX, 100% FAI scaling.

Name Damage Stat Bonuses Damage
Reduction %
Stability Demon Titanite Souls
Dragonslayer Spear +0 95/0/0/65 C/B/-/B 40/10/30/30 26
Dragonslayer Spear +1 104/0/0/71 C/B/-/B 40/10/30/30 26 1 5,000
Dragonslayer Spear +2 114/0/0/78 C/B/-/B 40/10/30/30 26 1 5,000
Dragonslayer Spear +3 123/0/0/84 C/B/-/B 40/10/30/30 26 2 5,000
Dragonslayer Spear +4 133/0/0/91 C/B/-/B 40/10/30/30 26 2 5,000
Dragonslayer Spear +5 142/0/0/97 C/B/-/B 40/10/30/30 26 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 Spear weapon class, although the Spear can be used too.
  2. when two handing this weapon, only 16 Strength is required.
Spears

Four-pronged Plow

Four-pronged Plow wielded by the wooden scarecrows, serfs of the forest Sanctuary.

The scarecrow serfs would not normally use these four-pronged plows as weapons, but their sharpness makes them very deadly.

Availability


Drop from Scarecrow (1% drop rate)

General Information


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Four-pronged Plow 75/0/0/0

(Thrust)
100 300 5.5 151/12/0/0

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

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

40% STR, 72% DEX scaling.

Name Damage Stat Bonuses Req. Material
Four-pronged Plow +0 75/0/0/0 D/C/-/- -
Four-pronged Plow +1 82/0/0/0 D/C/-/- 1 x Titanite Shard
Four-pronged Plow +2 90/0/0/0 D/C/-/- 1 x Titanite Shard
Four-pronged Plow +3 97/0/0/0 D/C/-/- 2 x Titanite Shard
Four-pronged Plow +4 105/0/0/0 D/C/-/- 2 x Titanite Shard
Four-pronged Plow +5 112/0/0/0 D/C/-/- 3 x Titanite Shard
Four-pronged Plow +6 120/0/0/0 D/C/-/- 1 x Large Titanite Shard
Four-pronged Plow +7 127/0/0/0 D/C/-/- 1 x Large Titanite Shard
Four-pronged Plow +8 135/0/0/0 D/C/-/- 2 x Large Titanite Shard
Four-pronged Plow +9 142/0/0/0 D/C/-/- 2 x Large Titanite Shard
Four-pronged Plow +10 150/0/0/0 D/C/-/- 3 x Large Titanite Shard
Four-pronged Plow +11 157/0/0/0 D/B/-/- 1 x Titanite Chunk
Four-pronged Plow +12 165/0/0/0 D/B/-/- 1 x Titanite Chunk
Four-pronged Plow +13 172/0/0/0 D/B/-/- 2 x Titanite Chunk
Four-pronged Plow +14 180/0/0/0 D/B/-/- 3 x Titanite Chunk
Four-pronged Plow +15 187/0/0/0 D/B/-/- 1 x Titanite Slab

Crystal


Base damage increased. Durability decreased to 30. Cannot repair.
Requires

40% STR, 72% DEX scaling.

Name Damage Stat Bonuses Req. Material
Crystal Four-pronged Plow +0 165/0/0/0 D/B/-/- 1 x Titanite Chunk
Crystal Four-pronged Plow +1 172/0/0/0 D/B/-/- 1 x Titanite Chunk
Crystal Four-pronged Plow +2 180/0/0/0 D/B/-/- 1 x Titanite Chunk
Crystal Four-pronged Plow +3 187/0/0/0 D/B/-/- 2 x Titanite Chunk
Crystal Four-pronged Plow +4 195/0/0/0 D/B/-/- 3 x Titanite Chunk
Crystal Four-pronged Plow +5 202/0/0/0 D/B/-/- 1 x Titanite Slab

Lightning


Lightning damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Lightning Four-pronged Plow +0 135/0/0/135 -/-/-/- 40/10/30/30 1 x Titanite Chunk
Lightning Four-pronged Plow +1 145/0/0/145 -/-/-/- 40/10/30/32.4 1 x Titanite Chunk
Lightning Four-pronged Plow +2 156/0/0/156 -/-/-/- 40/10/30/34.8 1 x Titanite Chunk
Lightning Four-pronged Plow +3 166/0/0/166 -/-/-/- 40/10/30/37.2 2 x Titanite Chunk
Lightning Four-pronged Plow +4 176/0/0/176 -/-/-/- 40/10/30/39.6 3 x Titanite Chunk
Lightning Four-pronged Plow +5 187/0/0/187 -/-/-/- 40/10/30/42.0 1 x Titanite Slab

Raw


Base damage increased. Strength and Dexterity bonus reduced.
Requires

30% STR, 54% DEX scaling.

Name Damage Stat Bonuses Req. Material
Raw Four-pronged Plow +0 129/0/0/0 D/C/-/- 1 x Large Titanite Shard
Raw Four-pronged Plow +1 137/0/0/0 D/C/-/- 1 x Large Titanite Shard
Raw Four-pronged Plow +2 146/0/0/0 D/C/-/- 1 x Large Titanite Shard
Raw Four-pronged Plow +3 154/0/0/0 D/C/-/- 2 x Large Titanite Shard
Raw Four-pronged Plow +4 163/0/0/0 D/C/-/- 2 x Large Titanite Shard
Raw Four-pronged Plow +5 172/0/0/0 D/C/-/- 3 x Large Titanite Shard

Magic


Base damage reduced. Strength and Dexterity bonus reduced to minimal. Magic damage added with moderate intelligence bonus.
Requires

11% STR, 20% DEX, 81% INT scaling.

Name Damage Stat Bonuses Req. Material
Magic Four-pronged Plow +0 84/91/0/0 E/D/B/- 1 x Green Titanite Shard
Magic Four-pronged Plow +1 89/97/0/0 E/D/B/- 1 x Green Titanite Shard
Magic Four-pronged Plow +2 95/103/0/0 E/D/B/- 1 x Green Titanite Shard
Magic Four-pronged Plow +3 100/109/0/0 E/D/B/- 2 x Green Titanite Shard
Magic Four-pronged Plow +4 106/115/0/0 E/D/B/- 2 x Green Titanite Shard
Magic Four-pronged Plow +5 112/122/0/0 E/D/B/- 3 x Green Titanite Shard
Magic Four-pronged Plow +6 117/128/0/0 E/D/B/- 1 x Blue Titanite Chunk
Magic Four-pronged Plow +7 123/134/0/0 E/D/B/- 1 x Blue Titanite Chunk
Magic Four-pronged Plow +8 128/140/0/0 E/D/B/- 2 x Blue Titanite Chunk
Magic Four-pronged Plow +9 134/146/0/0 E/D/B/- 3 x Blue Titanite Chunk
Magic Four-pronged Plow +10 140/152/0/0 E/D/B/- 1 x Blue Titanite Slab

Enchanted


Base damage reduced from magic upgrade path. Further reduced bonus damage from Strength and Dexterity. Increased damage bonus from Intelligence.
Requires

8% STR, 14% DEX, 79% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Req. Material
Enchanted Four-pronged Plow +0 112/120/0/0 E/E/A/- 1 x Blue Titanite Chunk
Enchanted Four-pronged Plow +1 116/123/0/0 E/E/A/- 1 x Blue Titanite Chunk
Enchanted Four-pronged Plow +2 120/127/0/0 E/E/A/- 1 x Blue Titanite Chunk
Enchanted Four-pronged Plow +3 125/130/0/0 E/E/A/- 2 x Blue Titanite Chunk
Enchanted Four-pronged Plow +4 129/134/0/0 E/E/A/- 3 x Blue Titanite Chunk
Enchanted Four-pronged Plow +5 134/139/0/0 E/E/S/- 1 x Blue Titanite Slab

Divine


Base damage reduced. Strength and Dexterity bonus reduced. Magic damage added with moderate Faith bonus. Holy damage added.
Requires

15% STR, 28% DEX, 80% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Req. Material
Divine Four-pronged Plow +0 76/93/0/0 E/D/-/B 1 x Green Titanite Shard
Divine Four-pronged Plow +1 81/99/0/0 E/D/-/B 1 x Green Titanite Shard
Divine Four-pronged Plow +2 86/105/0/0 E/D/-/B 1 x Green Titanite Shard
Divine Four-pronged Plow +3 91/111/0/0 E/D/-/B 2 x Green Titanite Shard
Divine Four-pronged Plow +4 96/117/0/0 E/D/-/B 2 x Green Titanite Shard
Divine Four-pronged Plow +5 102/124/0/0 E/D/-/B 3 x Green Titanite Shard
Divine Four-pronged Plow +6 107/130/0/0 E/D/-/B 1 x White Titanite Chunk
Divine Four-pronged Plow +7 112/136/0/0 E/D/-/B 1 x White Titanite Chunk
Divine Four-pronged Plow +8 117/142/0/0 E/D/-/B 2 x White Titanite Chunk
Divine Four-pronged Plow +9 122/148/0/0 E/D/-/B 3 x White Titanite Chunk
Divine Four-pronged Plow +10 127/155/0/0 E/D/-/B 1 x White Titanite Slab

Occult


Base damage reduced from Divine upgrade path. Increased damage bonus from Faith. Holy damage changed to Dark.
Requires

14% STR, 26% DEX, 94% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Req. Material
Occult Four-pronged Plow +0 104/112/0/0 E/D/-/A 1 x White Titanite Chunk
Occult Four-pronged Plow +1 110/117/0/0 E/D/-/A 1 x White Titanite Chunk
Occult Four-pronged Plow +2 116/123/0/0 E/D/-/A 1 x White Titanite Chunk
Occult Four-pronged Plow +3 122/128/0/0 E/D/-/A 2 x White Titanite Chunk
Occult Four-pronged Plow +4 128/134/0/0 E/D/-/A 3 x White Titanite Chunk
Occult Four-pronged Plow +5 135/140/0/0 E/D/-/A 1 x White Titanite Slab

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Fire Four-pronged Plow +0 97/0/97/0 -/-/-/- 40/10/30/30 1 x Green Titanite Shard
Fire Four-pronged Plow +1 105/0/105/0 -/-/-/- 40/10/30.3/30 1 x Green Titanite Shard
Fire Four-pronged Plow +2 112/0/112/0 -/-/-/- 40/10/30.6/30 1 x Green Titanite Shard
Fire Four-pronged Plow +3 120/0/120/0 -/-/-/- 40/10/30.9/30 2 x Green Titanite Shard
Fire Four-pronged Plow +4 127/0/127/0 -/-/-/- 40/10/31.2/30 2 x Green Titanite Shard
Fire Four-pronged Plow +5 135/0/135/0 -/-/-/- 40/10/31.5/30 3 x Green Titanite Shard
Fire Four-pronged Plow +6 144/0/144/0 -/-/-/- 40/10/31.8/30 1 x Red Titanite Chunk
Fire Four-pronged Plow +7 153/0/153/0 -/-/-/- 40/10/32.1/30 1 x Red Titanite Chunk
Fire Four-pronged Plow +8 162/0/162/0 -/-/-/- 40/10/32.4/30 2 x Red Titanite Chunk
Fire Four-pronged Plow +9 171/0/171/0 -/-/-/- 40/10/32.7/30 3 x Red Titanite Chunk
Fire Four-pronged Plow +10 180/0/180/0 -/-/-/- 40/10/33/30 1 x Red Titanite Slab

Chaos


Base damage reduced from Fire upgrade path. Bonus damage from humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Chaos Four-pronged Plow +0 118/0/135/0 -/-/-/- 40/10/30/30 1 x Red Titanite Chunk
Chaos Four-pronged Plow +1 125/0/142/0 -/-/-/- 40/10/30.6/30 1 x Red Titanite Chunk
Chaos Four-pronged Plow +2 132/0/150/0 -/-/-/- 40/10/31.2/30 1 x Red Titanite Chunk
Chaos Four-pronged Plow +3 138/0/157/0 -/-/-/- 40/10/31.8/30 2 x Red Titanite Chunk
Chaos Four-pronged Plow +4 145/0/165/0 -/-/-/- 40/10/32.4/30 3 x Red Titanite Chunk
Chaos Four-pronged Plow +5 151/0/172/0 -/-/-/- 40/10/33/30 1 x Red Titanite Slab

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 - Strength is required
Spears

Moonlight Butterfly Horn

Weapon born from the mystical creature of the Darkroot Garden, the Moonlight Butterfly.

The horns of the butterfly, a being created by Seath, are imbued with a pure magic power.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of the Moonlight Butterfly and any +10 Spear1 or Thrusting Sword for 5,000 Souls

General Information


Although this weapon is a spear and lists Thrust as its damage type, its damage is 100% Magic damage, and therefore cannot be used to Counter.

This spear is very long and relatively fast and light for its size. Intelligence builds will find this an effective weapon for melee, even in PvP.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Moonlight Butterfly Horn 0/120/0/0

(Thrust)
100 160 4 122/0/14/0

-/-/B/-
40/10/30/30 26 1,000

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Requires Demon Titanite

100% INT scaling.

Name Damage Stat Bonuses Demon Titanite
Moonlight Butterfly Horn +0 0/120/0/0 -/-/B/-
Moonlight Butterfly Horn +1 0/132/0/0 -/-/B/- 1
Moonlight Butterfly Horn +2 0/144/0/0 -/-/B/- 1
Moonlight Butterfly Horn +3 0/156/0/0 -/-/B/- 2
Moonlight Butterfly Horn +4 0/168/0/0 -/-/B/- 2
Moonlight Butterfly Horn +5 0/180/0/0 -/-/B/- 4

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 Spear weapon class, (although Spear can be used as well).
  2. When two handing this weapon, only 8 Strength is required
Spears

Partizan

Spear with blade attached to broad point.

Boasts long reach, and can slice.

The wide range of this spear makes it adaptable to many situations. Its strength lies in its length, but in cramped quarters,

this backfires, and slices ricochet off walls.

Availability


Darkroot Garden treasure, in a small opening, guarded by a Tree Lizard.
Hug the left wall upon entering the first fog gate to locate it.

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Partizan 80/0/0/0

(Regular / Thrust)
100 160 4.5 131/12/0/0

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

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Partizan +0 80/0/0/0 D/C/-/- 200
Partizan +1 88/0/0/0 D/C/-/- 1 200
Partizan +2 96/0/0/0 D/C/-/- 1 200
Partizan +3 104/0/0/0 D/C/-/- 2 200
Partizan +4 112/0/0/0 D/C/-/- 2 200
Partizan +5 120/0/0/0 D/C/-/- 3 200
Partizan +6 128/0/0/0 D/C/-/- 1 200
Partizan +7 136/0/0/0 D/C/-/- 1 200
Partizan +8 144/0/0/0 D/C/-/- 2 200
Partizan +9 152/0/0/0 D/C/-/- 2 200
Partizan +10 160/0/0/0 D/C/-/- 3 200
Partizan +11 168/0/0/0 D/C/-/- 1 200
Partizan +12 176/0/0/0 D/C/-/- 1 200
Partizan +13 184/0/0/0 D/C/-/- 2 200
Partizan +14 192/0/0/0 D/B/-/- 3 200
Partizan +15 200/0/0/0 D/B/-/- 1 200

Crystal


Weapon durability reduced to 16. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab
Crystal Partizan +0 176/0/0/0 D/C/-/- 1
Crystal Partizan +1 184/0/0/0 D/C/-/- 1
Crystal Partizan +2 192/0/0/0 D/C/-/- 1
Crystal Partizan +3 200/0/0/0 D/C/-/- 2
Crystal Partizan +4 208/0/0/0 D/B/-/- 3
Crystal Partizan +5 216/0/0/0 D/B/-/- 1

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Partizan +0 144/0/0/144 -/-/-/- 40/10/30/30 1 200
Lightning Partizan +1 155/0/0/155 -/-/-/- 40/10/30/32.4 1 200
Lightning Partizan +2 166/0/0/166 -/-/-/- 40/10/30/34.8 4 200
Lightning Partizan +3 177/0/0/177 -/-/-/- 40/10/30/37.2 2 200
Lightning Partizan +4 188/0/0/188 -/-/-/- 40/10/30/39.6 3 200
Lightning Partizan +5 200/0/0/200 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard
Raw Partizan +0 138/0/0/0 E/C/-/- 1
Raw Partizan +1 147/0/0/0 E/C/-/- 1
Raw Partizan +2 156/0/0/0 E/C/-/- 1
Raw Partizan +3 165/0/0/0 E/C/-/- 2
Raw Partizan +4 174/0/0/0 E/C/-/- 2
Raw Partizan +5 184/0/0/0 E/C/-/- 3

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Partizan +0 90/97/0/0 E/D/C/- 1
Magic Partizan +1 96/104/0/0 E/D/C/- 1
Magic Partizan +2 102/110/0/0 E/D/C/- 1
Magic Partizan +3 108/117/0/0 E/D/C/- 2
Magic Partizan +4 114/123/0/0 E/D/C/- 2
Magic Partizan +5 120/130/0/0 E/D/C/- 3
Magic Partizan +6 125/136/0/0 E/D/C/- 1
Magic Partizan +7 132/143/0/0 E/D/C/- 1
Magic Partizan +8 138/149/0/0 E/D/C/- 2
Magic Partizan +9 144/156/0/0 E/D/C/- 3
Magic Partizan +10 150/162/0/0 E/D/C/- 1

Enchanted


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

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab
Enchanted Partizan +0 120/128/0/0 E/E/C/- 1
Enchanted Partizan +1 124/131/0/0 E/E/B/- 1
Enchanted Partizan +2 129/135/0/0 E/E/B/- 1
Enchanted Partizan +3 134/139/0/0 E/E/B/- 2
Enchanted Partizan +4 139/143/0/0 E/E/A/- 3
Enchanted Partizan +5 144/148/0/0 E/E/A/- 1

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Partizan +0 81/99/0/0 E/D/-/C 0/0/110/- 1 - - 200
Divine Partizan +1 86/105/0/0 E/D/-/C 0/0/110/- 1 - - 200
Divine Partizan +2 91/112/0/0 E/D/-/C 0/0/110/- 1 - - 200
Divine Partizan +3 97/118/0/0 E/D/-/C 0/0/110/- 2 - - 200
Divine Partizan +4 102/125/0/0 E/D/-/C 0/0/110/- 2 - - 200
Divine Partizan +5 108/132/0/0 E/D/-/C 0/0/110/- 3 - - 200
Divine Partizan +6 113/138/0/0 E/D/-/C 0/0/110/- - 1 - 200
Divine Partizan +7 118/145/0/0 E/D/-/C 0/0/110/- - 1 - 200
Divine Partizan +8 124/151/0/0 E/D/-/C 0/0/110/- - 2 - 200
Divine Partizan +9 129/158/0/0 E/D/-/C 0/0/110/- - 3 - 200
Divine Partizan +10 135/165/0/0 E/D/-/C 0/0/110/- - - 1 200

Occult


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

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab
Occult Partizan +0 110/120/0/0 E/D/-/B 0/0/-/110 1
Occult Partizan +1 116/125/0/0 E/D/-/B 0/0/-/110 1
Occult Partizan +2 123/132/0/0 E/D/-/B 0/0/-/110 1
Occult Partizan +3 129/138/0/0 E/D/-/B 0/0/-/110 2
Occult Partizan +4 136/144/0/0 E/D/-/B 0/0/-/110 3
Occult Partizan +5 143/150/0/0 E/D/-/B 0/0/-/110 1

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Partizan +0 104/0/104/0 -/-/-/- 40/10/30/30 1 200
Fire Partizan +1 112/0/112/0 -/-/-/- 40/10/30.3/30 1 200
Fire Partizan +2 120/0/120/0 -/-/-/- 40/10/30.6/30 1 200
Fire Partizan +3 128/0/128/0 -/-/-/- 40/10/30.9/30 2 200
Fire Partizan +4 136/0/136/0 -/-/-/- 40/10/31.2/30 2 200
Fire Partizan +5 144/0/144/0 -/-/-/- 40/10/31.5/30 3 200
Fire Partizan +6 153/0/153/0 -/-/-/- 40/10/31.8/30 1 200
Fire Partizan +7 163/0/163/0 -/-/-/- 40/10/32.1/30 1 200
Fire Partizan +8 172/0/172/0 -/-/-/- 40/10/32.4/30 2 200
Fire Partizan +9 182/0/182/0 -/-/-/- 40/10/32.7/30 3 200
Fire Partizan +10 192/0/192/0 -/-/-/- 40/10/33/30 1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab
Chaos Partizan +0 126/0/144/0 -/-/-/- 40/10/30/30 1
Chaos Partizan +1 133/0/152/0 -/-/-/- 40/10/30.6/30 1
Chaos Partizan +2 140/0/160/0 -/-/-/- 40/10/31.2/30 1
Chaos Partizan +3 147/0/168/0 -/-/-/- 40/10/31.8/30 2
Chaos Partizan +4 154/0/176/0 -/-/-/- 40/10/32.4/30 3
Chaos Partizan +5 161/0/184/0 -/-/-/- 40/10/33/30 1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only ? Strength is required
Spears

Pike

Long spear with a very long red hilt.

Traditionally used by groups of soldiers.

Specially designed for distance thrusting.

Has the longest range of the non-projectile weapons, but its very length makes it somewhat difficult to handle.

Availability


Sold by Andre of Astora for 2,000 Souls

General Information


Spears are precise long-range weapons that are used for thrusting attacks. They allow attacks while holding a shield up to guard, providing simultaneous offense and defense.

Spears do not do well against a shield. They glance off the shield and do not stagger shielded enemies as easily as other weapon attack types.

Despite what the item description says, the Pike does not have the longest range of non-projectile weapons. The Silver Knight Spear, Dragonslayer Spear, Moonlight Butterfly Horn, and Demon's Spear are all longer.

On rare occasions the pike may "Launch" an enemy with its two-handed rolling attack. So far this has only happened on a killing blow.

Charging thrust attacks (backstep/run + R1) will carry the character over a long distance, hence can potentially cause falling off edges.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Pike 86/0/0/0

(Thrust)
100 180 10.0 241/10/0/0

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

Move Set


One-handed
R1 - R1 Basic thrusts
R2 Delayed strong thrust
Backstep/Run - R1 Charging thrust. Hits up to 3 times
Forward + R1 Kick
Forward + R2 Jumping thrust
Roll - R1 Overhead chop
L1 (left hand) Guard
L2 (left hand) Basic thrust
Two-handed
R1 - R1 Basic thrusts
R2 Delayed strong thrust
Backstep/Run - R1 Charging thrust. Hits up to 3 times
Forward + R1 Kick
Forward + R2 Jumping thrust
Roll - R1 Uppercut

Upgrades


Basic


Standard upgrade path.
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Pike +0 86/0/0/0 D/C/-/- - - - - -
Pike +1 94/0/0/0 D/C/-/- 1 - - - 200
Pike +2 103/0/0/0 D/C/-/- 1 - - - 200
Pike +3 111/0/0/0 D/C/-/- 2 - - - 200
Pike +4 120/0/0/0 D/C/-/- 2 - - - 200
Pike +5 129/0/0/0 D/C/-/- 3 - - - 200
Pike +6 137/0/0/0 D/C/-/- - 1 - - 200
Pike +7 146/0/0/0 D/C/-/- - 1 - - 200
Pike +8 154/0/0/0 D/C/-/- - 2 - - 200
Pike +9 163/0/0/0 D/C/-/- - 2 - - 200
Pike +10 172/0/0/0 D/C/-/- - 3 - - 200
Pike +11 180/0/0/0 D/C/-/- - - 1 - 200
Pike +12 189/0/0/0 D/C/-/- - - 1 - 200
Pike +13 197/0/0/0 D/C/-/- - - 2 - 200
Pike +14 206/0/0/0 D/B/-/- - - 3 - 200
Pike +15 215/0/0/0 D/B/-/- - - - 1 200

Crystal


Pike durability reduced to 18. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Pike +0 189/0/0/0 D/C/-/- 1 200
Crystal Pike +1 197/0/0/0 D/C/-/- 1 200
Crystal Pike +2 206/0/0/0 D/C/-/- 1 200
Crystal Pike +3 215/0/0/0 D/C/-/- 2 200
Crystal Pike +4 223/0/0/0 D/B/-/- 3 200
Crystal Pike +5 232/0/0/0 D/B/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Pike +0 154/0/0/154 -/-/-/- 40/10/30/30 1 200
Lightning Pike +1 166/0/0/166 -/-/-/- 40/10/30/32.4 1 200
Lightning Pike +2 178/0/0/178 -/-/-/- 40/10/30/34.8 1 200
Lightning Pike +3 190/0/0/190 -/-/-/- 40/10/30/37.2 2 200
Lightning Pike +4 202/0/0/202 -/-/-/- 40/10/30/39.6 3 200
Lightning Pike +5 215/0/0/215 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Pike +0 148/0/0/0 E/C/-/- 1 200
Raw Pike +1 158/0/0/0 E/C/-/- 1 200
Raw Pike +2 168/0/0/0 E/C/-/- 1 200
Raw Pike +3 178/0/0/0 E/C/-/- 2 200
Raw Pike +4 188/0/0/0 E/C/-/- 2 200
Raw Pike +5 198/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Pike +0 97/105/0/0 E/D/C/- 1 200
Magic Pike +1 104/112/0/0 E/D/C/- 1 200
Magic Pike +2 110/119/0/0 E/D/C/- 1 200
Magic Pike +3 117/126/0/0 E/D/C/- 2 200
Magic Pike +4 123/133/0/0 E/D/C/- 2 200
Magic Pike +5 130/140/0/0 E/D/C/- 3 200
Magic Pike +6 136/147/0/0 E/D/C/- 1 200
Magic Pike +7 143/154/0/0 E/D/C/- 1 200
Magic Pike +8 149/161/0/0 E/D/C/- 2 200
Magic Pike +9 156/168/0/0 E/D/C/- 3 200
Magic Pike +10 162/175/0/0 E/D/C/- 1 200

Enchanted


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

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Pike +0 130/138/0/0 E/E/C/- 1 200
Enchanted Pike +1 135/142/0/0 E/E/B/- 1 200
Enchanted Pike +2 140/146/0/0 E/E/B/- 1 200
Enchanted Pike +3 145/150/0/0 E/E/B/- 2 200
Enchanted Pike +4 150/154/0/0 E/E/A/- 3 200
Enchanted Pike +5 156/160/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

8% STR, 27% DEX, 66% 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 Pike +0 87/106/0/0 E/D/-/C 0/0/110/- 1 200
Divine Pike +1 92/113/0/0 E/D/-/C 0/0/110/- 1 200
Divine Pike +2 98/120/0/0 E/D/-/C 0/0/110/- 1 200
Divine Pike +3 104/127/0/0 E/D/-/C 0/0/110/- 2 200
Divine Pike +4 110/134/0/0 E/D/-/C 0/0/110/- 2 200
Divine Pike +5 116/142/0/0 E/D/-/C 0/0/110/- 3 200
Divine Pike +6 121/149/0/0 E/D/-/C 0/0/110/- 1 200
Divine Pike +7 127/156/0/0 E/D/-/C 0/0/110/- 1 200
Divine Pike +8 133/163/0/0 E/D/-/C 0/0/110/- 2 200
Divine Pike +9 139/170/0/0 E/D/-/C 0/0/110/- 3 200
Divine Pike +10 145/177/0/0 E/D/-/C 0/0/110/- 1 200

Occult


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

8% STR, 25% DEX, 77% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Pike +0 118/130/0/0 E/D/-/B 0/0/-/110 1 200
Occult Pike +1 125/136/0/0 E/D/-/B 0/0/-/110 1 200
Occult Pike +2 132/143/0/0 E/D/-/B 0/0/-/110 1 200
Occult Pike +3 139/149/0/0 E/D/-/B 0/0/-/110 2 200
Occult Pike +4 146/156/0/0 E/D/-/B 0/0/-/110 3 200
Occult Pike +5 153/162/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Pike +0 111/0/111/0 -/-/-/- 40/10/30/30 1 200
Fire Pike +1 120/0/120/0 -/-/-/- 40/10/30.3/30 1 200
Fire Pike +2 129/0/129/0 -/-/-/- 40/10/30.6/30 1 200
Fire Pike +3 137/0/137/0 -/-/-/- 40/10/30.9/30 2 200
Fire Pike +4 146/0/146/0 -/-/-/- 40/10/31.2/30 2 200
Fire Pike +5 154/0/154/0 -/-/-/- 40/10/31.5/30 3 200
Fire Pike +6 165/0/165/0 -/-/-/- 40/10/31.8/30 1 200
Fire Pike +7 175/0/175/0 -/-/-/- 40/10/32.1/30 1 200
Fire Pike +8 185/0/185/0 -/-/-/- 40/10/32.4/30 2 200
Fire Pike +9 196/0/196/0 -/-/-/- 40/10/32.7/30 3 200
Fire Pike +10 206/0/206/0 -/-/-/- 40/10/33/30 1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Pike +0 135/0/156/0 -/-/-/- 40/10/30/30 1 200
Chaos Pike +1 142/0/165/0 -/-/-/- 40/10/3.6/30 1 200
Chaos Pike +2 150/0/174/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Pike +3 157/0/182/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Pike +4 165/0/191/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Pike +5 172/0/200/0 -/-/-/- 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 16 Strength is required
Spears

Silver Knight Spear

The silver knights of Anor Londo guard the city using this beautifully slender weapon.

The spear can be wielded by both hands in a focused thrust that uses one"s body weight,

or swung in a large sweeping motion.

Availability


Drop from spear-wielding Silver Knights in Anor Londo (2% drop rate)

General Information


Although it does no magic damage and does not require Faith to wield, it possesses a "Holy" status modifier—making it a useful weapon for physical builds in the Catacombs and for permanently killing the Skeletons while fighting Gravelord Nito.

The spear's length is unusually long compared to others due to the fact that you hold this one by the hilt end rather than the middle of the spear.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Aux Effects Stability Frampt
Souls
Silver Knight Spear 163/0/0/0

(Regular/Thrust)
100 300 6.0 161/22/0/0

E/C/-/-
40/10/30/30 0/0/110/- 26 100

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrade


Requires Twinkling Titanite

4% STR, 60% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Silver Knight Spear +0 163/0/0/0 E/C/-/-
Silver Knight Spear +1 179/0/0/0 E/C/-/- 1 2,000
Silver Knight Spear +2 195/0/0/0 E/C/-/- 1 2,000
Silver Knight Spear +3 211/0/0/0 E/C/-/- 2 2,000
Silver Knight Spear +4 228/0/0/0 E/C/-/- 2 2,000
Silver Knight Spear +5 244/0/0/0 E/C/-/- 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 11 Strength is required
Spears

Spear

Standard spear used commonly by soldiers.

Long reach, and can be used with shield up.

Effective against hard exteriors, and can hit for high damage at the right moment of an enemy"s swing. But the hit radius is small,

and it is easily blocked by shields.

Availability


Drop from spear-wielding Undead Soldiers in Undead Burg (2% drop rate)

Drop from Phalanxes in the Painted World of Ariamis (1% drop rate)

A Lightning Spear can be found in a Mimic chest in the Sen's Fortress

Sold by Undead Merchant (Male) in Undead Burg for 600 Souls

General Information


Spears are precise long-range weapons that are used for thrusting attacks. They allow attacks while holding a shield up to guard, providing simultaneous offense and defense.

Spears do not do well against a shield. They glance off the shield and do not stagger shielded enemies as easily as other weapon attack types.

Acquiring the Lightning Spear from Sen's Fortress is a viable option when trying to do the Knight's Honor achievement/trophy. After getting the spear, downgrade it to a Spear +10, then craft the weapon needed.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Spear 80/0/0/0

(Thrust)
100 180 3.5 111/10/0/0

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

Move Set


+ Show move-set - Hide move-set
1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Spear +0 80/0/0/0 D/C/-/- - - - - -
Spear +1 88/0/0/0 D/C/-/- 1 - - - 200
Spear +2 96/0/0/0 D/C/-/- 1 - - - 200
Spear +3 104/0/0/0 D/C/-/- 2 - - - 200
Spear +4 112/0/0/0 D/C/-/- 2 - - - 200
Spear +5 120/0/0/0 D/C/-/- 3 - - - 200
Spear +6 128/0/0/0 D/C/-/- - 1 - - 200
Spear +7 136/0/0/0 D/C/-/- - 1 - - 200
Spear +8 144/0/0/0 D/C/-/- - 2 - - 200
Spear +9 152/0/0/0 D/C/-/- - 2 - - 200
Spear +10 160/0/0/0 D/C/-/- - 3 - - 200
Spear +11 168/0/0/0 D/C/-/- - - 1 - 200
Spear +12 176/0/0/0 D/C/-/- - - 1 - 200
Spear +13 184/0/0/0 D/C/-/- - - 2 - 200
Spear +14 192/0/0/0 D/B/-/- - - 3 - 200
Spear +15 200/0/0/0 D/B/-/- - - - 1 200

Crystal


Weapon durability reduced to 18. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Spear +0 176/0/0/0 D/C/-/- 1 200
Crystal Spear +1 184/0/0/0 D/C/-/- 1 200
Crystal Spear +2 192/0/0/0 D/C/-/- 1 200
Crystal Spear +3 200/0/0/0 D/C/-/- 2 200
Crystal Spear +4 208/0/0/0 D/B/-/- 3 200
Crystal Spear +5 216/0/0/0 D/B/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Spear +0 144/0/0/144 -/-/-/- 40/10/30/30 1 - 200
Lightning Spear +1 155/0/0/155 -/-/-/- 40/10/30/32.4 1 - 200
Lightning Spear +2 166/0/0/166 -/-/-/- 40/10/30/34.8 1 - 200
Lightning Spear +3 177/0/0/177 -/-/-/- 40/10/30/37.2 2 - 200
Lightning Spear +4 188/0/0/188 -/-/-/- 40/10/30/39.6 3 - 200
Lightning Spear +5 200/0/0/200 -/-/-/- 40/10/30/42 - 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Spear +0 138/0/0/0 E/C/-/- 1 200
Raw Spear +1 147/0/0/0 E/C/-/- 1 200
Raw Spear +2 156/0/0/0 E/C/-/- 1 200
Raw Spear +3 165/0/0/0 E/C/-/- 2 200
Raw Spear +4 174/0/0/0 E/C/-/- 2 200
Raw Spear +5 184/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Spear +0 90/97/0/0 E/D/C/- 1 - - 200
Magic Spear +1 96/104/0/0 E/D/C/- 1 - - 200
Magic Spear +2 102/110/0/0 E/D/C/- 1 - - 200
Magic Spear +3 108/117/0/0 E/D/C/- 2 - - 200
Magic Spear +4 114/123/0/0 E/D/C/- 2 - - 200
Magic Spear +5 120/130/0/0 E/D/C/- 3 - - 200
Magic Spear +6 125/136/0/0 E/D/C/- - 1 - 200
Magic Spear +7 132/143/0/0 E/D/C/- - 1 - 200
Magic Spear +8 138/149/0/0 E/D/C/- - 2 - 200
Magic Spear +9 144/156/0/0 E/D/C/- - 3 - 200
Magic Spear +10 150/162/0/0 E/D/C/- - - 1 200

Enchanted


Base damage reduced from Magic upgrade path. Increased damage bonus from Intelligence.
Requires

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Spear +0 120/128/0/0 E/E/C/- 1 200
Enchanted Spear +1 124/131/0/0 E/E/B/- 1 200
Enchanted Spear +2 129/135/0/0 E/E/B/- 1 200
Enchanted Spear +3 134/139/0/0 E/E/B/- 2 200
Enchanted Spear +4 139/143/0/0 E/E/A/- 3 200
Enchanted Spear +5 144/148/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Spear +0 81/99/0/0 E/D/-/C 0/0/110/- 1 200
Divine Spear +1 86/105/0/0 E/D/-/C 0/0/110/- 1 200
Divine Spear +2 91/112/0/0 E/D/-/C 0/0/110/- 1 200
Divine Spear +3 97/118/0/0 E/D/-/C 0/0/110/- 2 200
Divine Spear +4 102/125/0/0 E/D/-/C 0/0/110/- 2 200
Divine Spear +5 108/132/0/0 E/D/-/C 0/0/110/- 3 200
Divine Spear +6 113/138/0/0 E/D/-/C 0/0/110/- 1 200
Divine Spear +7 118/145/0/0 E/D/-/C 0/0/110/- 1 200
Divine Spear +8 124/151/0/0 E/D/-/C 0/0/110/- 2 200
Divine Spear +9 129/158/0/0 E/D/-/C 0/0/110/- 3 200
Divine Spear +10 135/165/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from Divine upgrade path. Increased damage bonus from Faith.
Requires

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Spear +0 110/120/0/0 E/D/-/B 0/0/-/110 1 200
Occult Spear +1 116/125/0/0 E/D/-/B 0/0/-/110 1 200
Occult Spear +2 123/132/0/0 E/D/-/B 0/0/-/110 1 200
Occult Spear +3 129/138/0/0 E/D/-/B 0/0/-/110 2 200
Occult Spear +4 136/144/0/0 E/D/-/B 0/0/-/110 3 200
Occult Spear +5 143/150/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Spear +0 104/0/104/0 -/-/-/- 40/10/30/30 1 - - 200
Fire Spear +1 112/0/112/0 -/-/-/- 40/10/30.3/30 1 - - 200
Fire Spear +2 120/0/120/0 -/-/-/- 40/10/30.6/30 1 - - 200
Fire Spear +3 128/0/128/0 -/-/-/- 40/10/30.9/30 2 - - 200
Fire Spear +4 136/0/136/0 -/-/-/- 40/10/31.2/30 2 - - 200
Fire Spear +5 144/0/144/0 -/-/-/- 40/10/31.5/30 3 - - 200
Fire Spear +6 153/0/153/0 -/-/-/- 40/10/31.8/30 - 1 - 200
Fire Spear +7 163/0/163/0 -/-/-/- 40/10/32.1/30 - 1 - 200
Fire Spear +8 172/0/172/0 -/-/-/- 40/10/32.4/30 - 2 - 200
Fire Spear +9 182/0/182/0 -/-/-/- 40/10/32.7/30 - 3 - 200
Fire Spear +10 192/0/192/0 -/-/-/- 40/10/33/30 - - 1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Spear +0 126/0/144/0 -/-/-/- 40/10/30/30 1 200
Chaos Spear +1 133/0/152/0 -/-/-/- 40/10/30.6/30 1 200
Chaos Spear +2 140/0/160/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Spear +3 147/0/168/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Spear +4 154/0/176/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Spear +5 161/0/184/0 -/-/-/- 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 8 Strength is required
Spears

Winged Spear

A long-hilted spear with a barbed point.

Long reach, and can be used with shield up.

Effective against hard exteriors, and hits for high damage at the right moment of an enemy"s swing. But the hit radius is small,

and it is easily blocked by shields.

Availability


There are two forks in the Graveyard. This item is found to the right of the first fork, guarded by a Giant Skeleton.

General Information


Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Winged Spear 86/0/0/0
(Thrust)
100 140 4.5 131/15/0/0
E/C/-/-
40/10/30/30 26 50

Move Set


1 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 (left hand) Guard.
L2 (left hand) Quick thrust attack.

2 Handed
R1 Quick thrust attack. Can be done with shield raised.
R2 Strong thrust attack.
Roll — R1 Overhead chop.
Backstep or Run — R1 Running thrust attack.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

1-Handed
RB: Quick spear stabs, good range, with little horizontal spread, although they are more than capable of hitting two side-by-side enemies, and can very easily hit two lined up enemies. Note that you can also opt to stab while keeping your shield up in a phalanx-style technique. This will drain stamina quickly but it's good to have.
RT: Holding the spear lower down the haft, you thrust it far forward. Great range, but very slow. Learn the range for this because whiffing will hurt!

2-Handed
RB: Simple two handed thrust. Good range and damage.
RT: Huge two-handed lunge thrust. Great range and damage.

Jumping Attack: A graceful jump and thrust. One of the longest range melee attacks you can do. Useful for things you don't want to get anywhere near, like curse-breathing frogs.

Upgrades


Basic


Standard upgrade path.
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Winged Spear +0 86/0/0/0 E/C/-/-
Winged Spear +1 94/0/0/0 E/C/-/- 1 200
Winged Spear +2 103/0/0/0 E/C/-/- 1 200
Winged Spear +3 111/0/0/0 E/C/-/- 2 200
Winged Spear +4 120/0/0/0 E/C/-/- 2 200
Winged Spear +5 129/0/0/0 E/C/-/- 3 200
Winged Spear +6 137/0/0/0 E/C/-/- 1 200
Winged Spear +7 146/0/0/0 E/C/-/- 1 200
Winged Spear +8 154/0/0/0 E/C/-/- 2 200
Winged Spear +9 163/0/0/0 E/C/-/- 2 200
Winged Spear +10 172/0/0/0 E/C/-/- 3 200
Winged Spear +11 180/0/0/0 E/B/-/- 1 200
Winged Spear +12 189/0/0/0 E/B/-/- 1 200
Winged Spear +13 197/0/0/0 E/B/-/- 2 200
Winged Spear +14 206/0/0/0 E/B/-/- 3 200
Winged Spear +15 215/0/0/0 E/B/-/- 1 200

Crystal


Winged Spear durability reduced to 14. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

15% STR, 72% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Winged Spear +0 189/0/0/0 E/B/-/- 1 200
Crystal Winged Spear +1 197/0/0/0 E/B/-/- 1 200
Crystal Winged Spear +2 206/0/0/0 E/B/-/- 1 200
Crystal Winged Spear +3 215/0/0/0 E/B/-/- 2 200
Crystal Winged Spear +4 223/0/0/0 E/B/-/- 3 200
Crystal Winged Spear +5 232/0/0/0 E/B/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Winged Spear +0 154/0/0/154 -/-/-/- 40/10/30/30 1 200
Lightning Winged Spear +1 166/0/0/166 -/-/-/- 40/10/30/32.4 1 200
Lightning Winged Spear +2 178/0/0/178 -/-/-/- 40/10/30/34.8 1 200
Lightning Winged Spear +3 190/0/0/190 -/-/-/- 40/10/30/37.2 2 200
Lightning Winged Spear +4 202/0/0/202 -/-/-/- 40/10/30/39.6 3 200
Lightning Winged Spear +5 215/0/0/215 -/-/-/- 40/10/30/42 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

11% STR, 55% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Winged Spear +0 148/0/0/0 E/C/-/- 1 200
Raw Winged Spear +1 158/0/0/0 E/C/-/- 1 200
Raw Winged Spear +2 168/0/0/0 E/C/-/- 1 200
Raw Winged Spear +3 178/0/0/0 E/C/-/- 2 200
Raw Winged Spear +4 188/0/0/0 E/C/-/- 2 200
Raw Winged Spear +5 198/0/0/0 E/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from Intelligence.
Requires

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Winged Spear +0 97/105/0/0 E/D/C/- 1 200
Magic Winged Spear +1 104/112/0/0 E/D/C/- 1 200
Magic Winged Spear +2 110/119/0/0 E/D/C/- 1 200
Magic Winged Spear +3 117/126/0/0 E/D/C/- 2 200
Magic Winged Spear +4 123/133/0/0 E/D/C/- 2 200
Magic Winged Spear +5 130/140/0/0 E/D/C/- 3 200
Magic Winged Spear +6 136/147/0/0 E/D/C/- 1 200
Magic Winged Spear +7 143/154/0/0 E/D/C/- 1 200
Magic Winged Spear +8 149/161/0/0 E/D/C/- 2 200
Magic Winged Spear +9 156/168/0/0 E/D/C/- 3 200
Magic Winged Spear +10 162/175/0/0 E/D/C/- 1 200

Enchanted


Base damage reduced from Magic upgrade path. Increased damage bonus from Intelligence.
Requires

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

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Winged Spear +0 130/138/0/0 E/E/C/- 1 200
Enchanted Winged Spear +1 135/142/0/0 E/E/C/- 1 200
Enchanted Winged Spear +2 140/146/0/0 E/E/B/- 1 200
Enchanted Winged Spear +3 145/150/0/0 E/E/B/- 2 200
Enchanted Winged Spear +4 150/154/0/0 E/E/A/- 3 200
Enchanted Winged Spear +5 156/160/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from Faith.
Requires

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

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Winged Spear +0 87/106/0/0 E/D/-/C 0/0/110/- 1 200
Divine Winged Spear +1 92/113/0/0 E/D/-/C 0/0/110/- 1 200
Divine Winged Spear +2 98/120/0/0 E/D/-/C 0/0/110/- 1 200
Divine Winged Spear +3 104/127/0/0 E/D/-/C 0/0/110/- 2 200
Divine Winged Spear +4 110/134/0/0 E/D/-/C 0/0/110/- 2 200
Divine Winged Spear +5 116/142/0/0 E/D/-/C 0/0/110/- 3 200
Divine Winged Spear +6 121/149/0/0 E/D/-/C 0/0/110/- 1 200
Divine Winged Spear +7 127/156/0/0 E/D/-/C 0/0/110/- 1 200
Divine Winged Spear +8 133/163/0/0 E/D/-/C 0/0/110/- 2 200
Divine Winged Spear +9 139/170/0/0 E/D/-/C 0/0/110/- 3 200
Divine Winged Spear +10 145/177/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from Divine upgrade path. Increased damage bonus from Faith.
Requires

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

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Winged Spear +0 118/130/0/0 E/D/-/B 0/0/-/110 1 200
Occult Winged Spear +1 125/136/0/0 E/D/-/B 0/0/-/110 1 200
Occult Winged Spear +2 132/143/0/0 E/D/-/B 0/0/-/110 1 200
Occult Winged Spear +3 139/149/0/0 E/D/-/B 0/0/-/110 2 200
Occult Winged Spear +4 146/156/0/0 E/D/-/B 0/0/-/110 3 200
Occult Winged Spear +5 153/162/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Winged Spear +0 111/0/111/0 -/-/-/- 40/10/30/30 1 200
Fire Winged Spear +1 120/0/120/0 -/-/-/- 40/10/30.3/30 1 200
Fire Winged Spear +2 129/0/129/0 -/-/-/- 40/10/30.6/30 1 200
Fire Winged Spear +3 137/0/137/0 -/-/-/- 40/10/30.9/30 2 200
Fire Winged Spear +4 146/0/146/0 -/-/-/- 40/10/31.2/30 2 200
Fire Winged Spear +5 154/0/154/0 -/-/-/- 40/10/31.5/30 3 200
Fire Winged Spear +6 165/0/165/0 -/-/-/- 40/10/31.8/30 1 200
Fire Winged Spear +7 175/0/175/0 -/-/-/- 40/10/32.1/30 1 200
Fire Winged Spear +8 185/0/185/0 -/-/-/- 40/10/32.4/30 2 200
Fire Winged Spear +9 196/0/196/0 -/-/-/- 40/10/32.7/30 3 200
Fire Winged Spear +10 206/0/206/0 -/-/-/- 40/10/33/30 1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Winged Spear +0 135/0/156/0 -/-/-/- 40/10/30/30 1 200
Chaos Winged Spear +1 142/0/165/0 -/-/-/- 40/10/30.6/30 1 200
Chaos Winged Spear +2 150/0/174/0 -/-/-/- 40/10/31.2/30 1 200
Chaos Winged Spear +3 157/0/182/0 -/-/-/- 40/10/31.8/30 2 200
Chaos Winged Spear +4 165/0/191/0 -/-/-/- 40/10/32.4/30 3 200
Chaos Winged Spear +5 172/0/200/0 -/-/-/- 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 9 Strength is required.

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.

Halberds

Black Knight Halberd

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

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

Availability


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

General Information


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

This weapon has higher poise damage compared to other halberds.

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

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

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

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

Move Set


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

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

Upgrades


Requires Twinkling Titanite

44% STR, 2% DEX scaling.

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 22 Strength is required
Halberds

Gargoyle's Halberd

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

Perfectly standard bronze halberd without any special power.

Availability


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

General Information


Boosts bleed and poison resistance by 25 when equipped

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

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

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

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

Move Set


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

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

Upgrades


Basic


Standard upgrade path.
Requires

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

39% STR, 40% DEX scaling.

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

Crystal


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

39% STR, 40% DEX scaling.

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

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by Giant Blacksmith.

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

Raw


Base damage increased. Stat bonuses reduced.
Requires

30% STR, 30% DEX scaling.

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

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

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

Enchanted


Enchanted damage added. All stat bonuses removed.
Requires

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

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

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

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

Occult


Occult damage added. All stat bonuses removed.
Requires

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

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

Fire


Adds fire damage. All stat bonuses removed.
Requires

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

Chaos


Chaos damage added. All stat bonuses removed.
Requires

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 11 Strength is required
Halberds

Giant's Halberd

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

Brass contains traces of lightning,

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

Availability


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

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

General Information


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

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

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

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

Move Set


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

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

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

Upgrades


Requires Twinkling Titanite

38% STR, 50% DEX scaling

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.
Halberds

Great Scythe

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

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

Availability


Treasure in the The Catacombs.

Getting the Great Scythe


+ show methods - hide methods

video

General Information


Bleed buildup is 30 per strike

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

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

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

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

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

Move Set


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

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

Upgrades


Basic


Standard upgrade path.
Requires

13% STR, 85% DEX scaling.

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

Crystal


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

13% STR, 85% DEX scaling.

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

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

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

Raw


Base damage increased. Stat bonuses reduced.
Requires

10% STR, 64% DEX scaling.

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

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

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

Enchanted


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

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

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

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

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

Occult


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

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

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

Fire


Fire damage added. All stat bonuses removed.
Requires

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

Chaos


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

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two handing this weapon, only 10 Strength is required
Halberds

Halberd

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

Availability


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

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

General Information


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

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

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

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

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

Move Set


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

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

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

Upgrades


Basic


Standard upgrade path.
Requires

38% STR, 50% DEX scaling.

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

Crystal


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

38% STR, 50% DEX scaling.

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

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

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

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 38% DEX scaling.

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

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

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

Enchanted


Enchanted damage added. Large damage bonus from intelligence.
Requires

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

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

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

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

Occult


Occult damage added. All stat bonuses removed.
Requires

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

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

Fire


Fire damage added. All stat bonuses removed.
Requires

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

Chaos


Chaos damage added. All stat bonuses removed.
Requires

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

Soul of Priscilla


Requires

Name Damage Stat Bonuses Soul Required Souls
Lifehunt Scythe 165/0/0/0 E/B/-/- Soul of Priscilla 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two handing this weapon, only 11 Strength is required
Halberds

Lifehunt Scythe

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

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

Availability


Created by the Giant Blacksmith in Anor Londo using:

General Information


50 Bleed to enemy for each successful hit

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

Cannot be buffed

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

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

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

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

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

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

Move Set


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

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

Upgrades


Requires Demon Titanite

8% STR, 94% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Lifehunt Scythe +0 180/0/0/0 E/B/-/-
Lifehunt Scythe +1 198/0/0/0 E/B/-/- 1 5,000
Lifehunt Scythe +2 216/0/0/0 E/B/-/- 1 5,000
Lifehunt Scythe +3 233/0/0/0 E/B/-/- 2 5,000
Lifehunt Scythe +4 252/0/0/0 E/B/-/- 2 5,000
Lifehunt Scythe +5 270/0/0/0 E/B/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. This means the Halberd weapon class, although you can use the Halberd too.
Halberds

Lucerne

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

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

Availability


Treasure from a corpse guarded by two skeletons in The Catacombs

General Information


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

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

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

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

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

Move Set


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

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

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 50% DEX scaling.

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

Crystal


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

38% STR, 50% DEX scaling.

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

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

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

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 38% DEX scaling.

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

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

29% STR, 38% DEX scaling.

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

Enchanted


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

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

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

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

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

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

Occult


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

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

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

Fire


Fire damage added. All stat bonuses removed.
Requires

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

Chaos


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

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 10 Strength is required
Halberds

Scythe

Halberd with a large blade.

Scythe adjusted for battle.

Designed especially for slicing. However,

one false swing leaves one wide open.

Availability


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

General Information


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

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

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

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

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

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

Move Set


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

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

Upgrades


Basic


Standard upgrade path.
Requires

15% STR, 72% DEX scaling.

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

Crystal


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

15% STR, 72% DEX scaling.

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

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

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

Raw


Base damage increased. Stat bonuses reduced.
Requires

11% STR, 55% DEX scaling.

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

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

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

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

Enchanted


Magic damage added. High damage bonus from intelligence.
Requires

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

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

Divine


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

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

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

Occult


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

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

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

Fire


Fire damage added. All stat bonuses removed.
Requires

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

Chaos


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

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

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 10 Strength is required
Halberds

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.

Whips

Whips are unconventional weapons that lack the raw power or armor penetration of other weapon types but compensate with their long reach, unique wide-area strikes, and immunity to being parried. They shine against unarmored or lightly armored foes and handle multiple attackers well, thanks to their broad horizontal arcs. Whips cannot backstab or riposte, limiting critical opportunities, but their steady, interrupting strikes can still control the battlefield. Their hidden advantage in PvP is that augmentations are only visible upon attack, allowing for surprise tactics.

Whips

Guardian Tail

Sliced tail of the Sanctuary Guardian.

This flexible, spiked, and highly poisonous tail would make a rather obnoxious weapon.


Availability


General Information


General differences between whips and other weapons:

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Guardian Tail 84/0/0/0

(Regular)
100 250 5.0 15/10/0/0

-/C/-/-
30/10/20/20 16 -/180/-/- 50

Move Set


+ Show move-set - Hide move-set

Upgrades


Basic


Standard upgrade path.
Requires

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

60% DEX scaling.

Name Damage Stat Bonuses Req. Material
Guardian Tail +0 84/0/0/0 -/C/-/- -
Guardian Tail +1 92/0/0/0 -/C/-/- 1 x Titanite Shard
Guardian Tail +2 100/0/0/0 -/C/-/- 1 x Titanite Shard
Guardian Tail +3 109/0/0/0 -/C/-/- 2 x Titanite Shard
Guardian Tail +4 117/0/0/0 -/C/-/- 2 x Titanite Shard
Guardian Tail +5 126/0/0/0 -/C/-/- 3 x Titanite Shard
Guardian Tail +6 134/0/0/0 -/C/-/- 1 x Large Titanite Shard
Guardian Tail +7 142/0/0/0 -/C/-/- 1 x Large Titanite Shard
Guardian Tail +8 151/0/0/0 -/C/-/- 2 x Large Titanite Shard
Guardian Tail +9 159/0/0/0 -/C/-/- 2 x Large Titanite Shard
Guardian Tail +10 168/0/0/0 -/C/-/- 3 x Large Titanite Shard
Guardian Tail +11 176/0/0/0 -/C/-/- 1 x Titanite Chunk
Guardian Tail +12 184/0/0/0 -/C/-/- 1 x Titanite Chunk
Guardian Tail +13 193/0/0/0 -/C/-/- 2 x Titanite Chunk
Guardian Tail +14 201/0/0/0 -/C/-/- 3 x Titanite Chunk
Guardian Tail +15 210/0/0/0 -/C/-/- 1 x Titanite Slab

Crystal


Base damage increased. Durability decreased to 25. Cannot repair.
Requires

60% DEX scaling.

Name Damage Stat Bonuses Req. Material
Crystal Guardian Tail +0 184/0/0/0 -/C/-/- 1 x Titanite Chunk
Crystal Guardian Tail +1 193/0/0/0 -/C/-/- 1 x Titanite Chunk
Crystal Guardian Tail +2 201/0/0/0 -/C/-/- 1 x Titanite Chunk
Crystal Guardian Tail +3 210/0/0/0 -/C/-/- 2 x Titanite Chunk
Crystal Guardian Tail +4 218/0/0/0 -/C/-/- 3 x Titanite Chunk
Crystal Guardian Tail +5 226/0/0/0 -/C/-/- 1 x Titanite Slab

Lightning


Lightning damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Lightning Guardian Tail +0 151/0/0/151 -/-/-/- 30/10/20/20 1 x Titanite Chunk
Lightning Guardian Tail +1 162/0/0/162 -/-/-/- 30/10/20/21.6 1 x Titanite Chunk
Lightning Guardian Tail +2 174/0/0/174 -/-/-/- 30/10/20/23.2 1 x Titanite Chunk
Lightning Guardian Tail +3 186/0/0/186 -/-/-/- 30/10/20/24.8 2 x Titanite Chunk
Lightning Guardian Tail +4 198/0/0/198 -/-/-/- 30/10/20/26.4 3 x Titanite Chunk
Lightning Guardian Tail +5 210/0/0/210 -/-/-/- 30/10/20/28 1 x Titanite Slab

Raw


Base damage increased. Dexterity bonus reduced.
Requires

45% DEX scaling.

Name Damage Stat Bonuses Req. Material
Raw Guardian Tail +0 145/0/0/0 -/D/-/- 1 x Large Titanite Shard
Raw Guardian Tail +1 155/0/0/0 -/D/-/- 1 x Large Titanite Shard
Raw Guardian Tail +2 164/0/0/0 -/D/-/- 1 x Large Titanite Shard
Raw Guardian Tail +3 174/0/0/0 -/D/-/- 2 x Large Titanite Shard
Raw Guardian Tail +4 184/0/0/0 -/D/-/- 2 x Large Titanite Shard
Raw Guardian Tail +5 194/0/0/0 -/D/-/- 3 x Large Titanite Shard

Magic


Base damage reduced. Dexterity bonus reduced to minimal. Magic damage added with moderate intelligence bonus.
Requires

17% DEX, 43% INT scaling.

Name Damage Stat Bonuses Req. Material
Magic Guardian Tail +0 94/102/0/0 -/E/D/- 1 x Green Titanite Shard
Magic Guardian Tail +1 100/108/0/0 -/E/D/- 1 x Green Titanite Shard
Magic Guardian Tail +2 107/115/0/0 -/E/D/- 1 x Green Titanite Shard
Magic Guardian Tail +3 113/122/0/0 -/E/D/- 2 x Green Titanite Shard
Magic Guardian Tail +4 119/129/0/0 -/E/D/- 2 x Green Titanite Shard
Magic Guardian Tail +5 126/136/0/0 -/E/D/- 3 x Green Titanite Shard
Magic Guardian Tail +6 132/142/0/0 -/E/D/- 1 x Blue Titanite Chunk
Magic Guardian Tail +7 138/149/0/0 -/E/D/- 1 x Blue Titanite Chunk
Magic Guardian Tail +8 144/156/0/0 -/E/D/- 2 x Blue Titanite Chunk
Magic Guardian Tail +9 151/163/0/0 -/E/C/- 3 x Blue Titanite Chunk
Magic Guardian Tail +10 157/170/0/0 -/E/C/- 1 x Blue Titanite Slab

Enchanted


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

12% DEX, 42% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Req. Material
Enchanted Guardian Tail +0 126/134/0/0 -/E/D/- 1 x Blue Titanite Chunk
Enchanted Guardian Tail +1 131/138/0/0 -/E/C/- 1 x Blue Titanite Chunk
Enchanted Guardian Tail +2 136/142/0/0 -/E/C/- 1 x Blue Titanite Chunk
Enchanted Guardian Tail +3 141/146/0/0 -/E/C/- 2 x Blue Titanite Chunk
Enchanted Guardian Tail +4 146/150/0/0 -/E/C/- 3 x Blue Titanite Chunk
Enchanted Guardian Tail +5 151/155/0/0 -/E/C/- 1 x Blue Titanite Slab

Divine


Base damage reduced. Dexterity bonus reduced. Magic damage added with moderate faith bonus. Holy damage added.
Requires

23% DEX, 43% FAI scaling.

Name Damage Stat Bonuses Req. Material
Divine Guardian Tail +0 85/103/0/0 -/D/-/D 1 x Green Titanite Shard
Divine Guardian Tail +1 91/110/0/0 -/D/-/D 1 x Green Titanite Shard
Divine Guardian Tail +2 96/117/0/0 -/D/-/D 1 x Green Titanite Shard
Divine Guardian Tail +3 102/124/0/0 -/D/-/D 2 x Green Titanite Shard
Divine Guardian Tail +4 108/131/0/0 -/D/-/D 2 x Green Titanite Shard
Divine Guardian Tail +5 114/138/0/0 -/D/-/D 3 x Green Titanite Shard
Divine Guardian Tail +6 119/144/0/0 -/D/-/D 1 x White Titanite Chunk
Divine Guardian Tail +7 125/151/0/0 -/D/-/D 1 x White Titanite Chunk
Divine Guardian Tail +8 131/158/0/0 -/D/-/D 2 x White Titanite Chunk
Divine Guardian Tail +9 136/165/0/0 -/D/-/C 3 x White Titanite Chunk
Divine Guardian Tail +10 142/172/0/0 -/D/-/C 1 x White Titanite Slab

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Holy damage changed to Dark.
Requires

22% DEX, 50% FAI scaling.

Name Damage Stat Bonuses Req. Material
Occult Guardian Tail +0 116/126/0/0 -/D/-/C 1 x White Titanite Chunk
Occult Guardian Tail +1 122/132/0/0 -/D/-/C 1 x White Titanite Chunk
Occult Guardian Tail +2 129/138/0/0 -/D/-/C 1 x White Titanite Chunk
Occult Guardian Tail +3 136/144/0/0 -/D/-/C 2 x White Titanite Chunk
Occult Guardian Tail +4 143/151/0/0 -/D/-/C 3 x White Titanite Chunk
Occult Guardian Tail +5 150/157/0/0 -/D/-/C 1 x White Titanite Slab

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Fire Guardian Tail +0 109/0/109/0 -/-/-/- 30/10/20/20 1 x Green Titanite Shard
Fire Guardian Tail +1 117/0/117/0 -/-/-/- 30/10/20.2/20 1 x Green Titanite Shard
Fire Guardian Tail +2 126/0/126/0 -/-/-/- 30/10/20.4/20 1 x Green Titanite Shard
Fire Guardian Tail +3 134/0/134/0 -/-/-/- 30/10/20.6/20 2 x Green Titanite Shard
Fire Guardian Tail +4 142/0/142/0 -/-/-/- 30/10/20.8/20 2 x Green Titanite Shard
Fire Guardian Tail +5 151/0/151/0 -/-/-/- 30/10/21/20 3 x Green Titanite Shard
Fire Guardian Tail +6 161/0/161/0 -/-/-/- 30/10/21.2/20 1 x Red Titanite Chunk
Fire Guardian Tail +7 171/0/171/0 -/-/-/- 30/10/21.4/20 1 x Red Titanite Chunk
Fire Guardian Tail +8 181/0/181/0 -/-/-/- 30/10/21.6/20 2 x Red Titanite Chunk
Fire Guardian Tail +9 191/0/191/0 -/-/-/- 30/10/21.8/20 3 x Red Titanite Chunk
Fire Guardian Tail +10 201/0/201/0 -/-/-/- 30/10/22/20 1 x Red Titanite Slab

Chaos


Base damage reduced from fire upgrade path. Bonus damage from humanity.
Requires

Name Damage Stat Bonuses Damage Reduction Req. Material
Chaos Guardian Tail +0 133/0/151/0 -/-/-/- 30/10/20/20 1 x Red Titanite Chunk
Chaos Guardian Tail +1 140/0/159/0 -/-/-/- 30/10/20.4/20 1 x Red Titanite Chunk
Chaos Guardian Tail +2 148/0/168/0 -/-/-/- 30/10/20.8/20 1 x Red Titanite Chunk
Chaos Guardian Tail +3 155/0/176/0 -/-/-/- 30/10/21.2/20 2 x Red Titanite Chunk
Chaos Guardian Tail +4 162/0/184/0 -/-/-/- 30/10/21.6/20 3 x Red Titanite Chunk
Chaos Guardian Tail +5 170/0/193/0 -/-/-/- 30/10/22/20 1 x Red Titanite Slab

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.
Whips

Notched whip

Whip with sharp spikes.

Only slightly effective against armor and tough scales, but quite formidable against enemies with exposed skin.

Also causes heavy bleeding.

Availability


Drop from Xanthous King, Jeremiah

A black phantom who invades you in the Painted World Of Ariamis if you are in human form

General Information


Bleed buildup is 33 points even if blocked by shield


General differences between whips and other weapons:

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Notched Whip 76/0/0/0

(Regular)
100 200 2.0 81/16/0/0

-/B/-/-
30/10/20/20 16 300/0/-/- 50

Move Set


+ Show move-set - Hide move-set

Upgrades


Basic


Standard upgrade path.
Requires

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

85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Notched Whip +0 76/0/0/0 -/B/-/-
Notched Whip +1 83/0/0/0 -/B/-/- 1 200
Notched Whip +2 91/0/0/0 -/B/-/- 1 200
Notched Whip +3 98/0/0/0 -/B/-/- 2 200
Notched Whip +4 106/0/0/0 -/B/-/- 2 200
Notched Whip +5 114/0/0/0 -/B/-/- 3 200
Notched Whip +6 121/0/0/0 -/B/-/- 1 200
Notched Whip +7 129/0/0/0 -/B/-/- 1 200
Notched Whip +8 136/0/0/0 -/B/-/- 2 200
Notched Whip +9 144/0/0/0 -/B/-/- 2 200
Notched Whip +10 152/0/0/0 -/B/-/- 3 200
Notched Whip +11 159/0/0/0 -/B/-/- 1 200
Notched Whip +12 167/0/0/0 -/B/-/- 1 200
Notched Whip +13 174/0/0/0 -/B/-/- 2 200
Notched Whip +14 182/0/0/0 -/A/-/- 3 200
Notched Whip +15 190/0/0/0 -/A/-/- 1 200

Crystal


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

85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Notched Whip +0 167/0/0/0 -/B/-/- 1 200
Crystal Notched Whip +1 174/0/0/0 -/B/-/- 1 200
Crystal Notched Whip +2 182/0/0/0 -/B/-/- 1 200
Crystal Notched Whip +3 190/0/0/0 -/B/-/- 2 200
Crystal Notched Whip +4 197/0/0/0 -/A/-/- 3 200
Crystal Notched Whip +5 205/0/0/0 -/A/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Notched Whip +0 136/0/0/136 -/-/-/- 30/10/20/20 1 200
Lightning Notched Whip +1 147/0/0/147 -/-/-/- 30/10/20/21.6 1 200
Lightning Notched Whip +2 158/0/0/158 -/-/-/- 30/10/20/23.2 1 200
Lightning Notched Whip +3 168/0/0/168 -/-/-/- 30/10/20/24.8 2 200
Lightning Notched Whip +4 179/0/0/179 -/-/-/- 30/10/20/26.4 3 200
Lightning Notched Whip +5 190/0/0/190 -/-/-/- 30/10/20/28 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Notched Whip +0 130/0/0/0 -/C/-/- 1 200
Raw Notched Whip +1 139/0/0/0 -/C/-/- 1 200
Raw Notched Whip +2 147/0/0/0 -/C/-/- 1 200
Raw Notched Whip +3 156/0/0/0 -/C/-/- 2 200
Raw Notched Whip +4 165/0/0/0 -/C/-/- 2 200
Raw Notched Whip +5 174/0/0/0 -/C/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

23% DEX, 61% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Notched Whip +0 85/93/0/0 -/D/C/- 1 200
Magic Notched Whip +1 91/99/0/0 -/D/C/- 1 200
Magic Notched Whip +2 96/105/0/0 -/D/C/- 1 200
Magic Notched Whip +3 102/111/0/0 -/D/C/- 2 200
Magic Notched Whip +4 108/117/0/0 -/D/C/- 2 200
Magic Notched Whip +5 114/124/0/0 -/D/C/- 3 200
Magic Notched Whip +6 119/130/0/0 -/D/C/- 1 200
Magic Notched Whip +7 125/136/0/0 -/D/C/- 1 200
Magic Notched Whip +8 131/142/0/0 -/D/C/- 2 200
Magic Notched Whip +9 136/148/0/0 -/D/C/- 3 200
Magic Notched Whip +10 142/155/0/0 -/D/C/- 1 200

Enchanted


Enchanted damage added. All stat bonuses removed.
Requires

16% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Notched Whip +0 114/122/0/0 -/E/C/- 1 200
Enchanted Notched Whip +1 118/125/0/0 -/E/C/- 1 200
Enchanted Notched Whip +2 123/129/0/0 -/E/B/- 1 200
Enchanted Notched Whip +3 127/132/0/0 -/E/B/- 2 200
Enchanted Notched Whip +4 132/136/0/0 -/E/B/- 3 200
Enchanted Notched Whip +5 136/141/0/0 -/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

32% DEX, 61% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Notched Whip +0 76/94/0/0 -/D/-/C 300/0/110/- 1 200
Divine Notched Whip +1 81/100/0/0 -/D/-/C 300/0/110/- 1 200
Divine Notched Whip +2 86/107/0/0 -/D/-/C 300/0/110/- 1 200
Divine Notched Whip +3 91/113/0/0 -/D/-/C 300/0/110/- 2 200
Divine Notched Whip +4 96/119/0/0 -/D/-/C 300/0/110/- 2 200
Divine Notched Whip +5 102/126/0/0 -/D/-/C 300/0/110/- 3 200
Divine Notched Whip +6 107/132/0/0 -/D/-/C 300/0/110/- 1 200
Divine Notched Whip +7 112/138/0/0 -/D/-/C 300/0/110/- 1 200
Divine Notched Whip +8 117/144/0/0 -/D/-/C 300/0/110/- 2 200
Divine Notched Whip +9 122/151/0/0 -/D/-/C 300/0/110/- 3 200
Divine Notched Whip +10 127/157/0/0 -/D/-/C 300/0/110/- 1 200

Occult


Occult damage added. All stat bonuses removed.
Requires

30% DEX, 71% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Notched Whip +0 104/114/0/0 -/D/-/B 300/0/-/110 1 200
Occult Notched Whip +1 110/119/0/0 -/D/-/B 300/0/-/110 1 200
Occult Notched Whip +2 116/125/0/0 -/D/-/B 300/0/-/110 1 200
Occult Notched Whip +3 122/131/0/0 -/D/-/B 300/0/-/110 2 200
Occult Notched Whip +4 128/136/0/0 -/D/-/B 300/0/-/110 3 200
Occult Notched Whip +5 135/142/0/0 -/D/-/B 300/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Notched Whip +0 98/0/98/0 -/-/-/- 30/10/20/20 1 200
Fire Notched Whip +1 106/0/106/0 -/-/-/- 30/10/20.2/20 1 200
Fire Notched Whip +2 114/0/114/0 -/-/-/- 30/10/20.4/20 1 200
Fire Notched Whip +3 121/0/121/0 -/-/-/- 30/10/20.6/20 2 200
Fire Notched Whip +4 129/0/129/0 -/-/-/- 30/10/20.8/20 2 200
Fire Notched Whip +5 136/0/136/0 -/-/-/- 30/10/21/20 3 200
Fire Notched Whip +6 145/0/145/0 -/-/-/- 30/10/21.2/20 1 200
Fire Notched Whip +7 155/0/155/0 -/-/-/- 30/10/21.4/20 1 200
Fire Notched Whip +8 164/0/164/0 -/-/-/- 30/10/21.6/20 2 200
Fire Notched Whip +9 173/0/173/0 -/-/-/- 30/10/21.8/20 3 200
Fire Notched Whip +10 182/0/182/0 -/-/-/- 30/10/22/20 1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Notched Whip +0 118/0/136/0 -/-/-/- 30/10/20/20 1 200
Chaos Notched Whip +1 125/0/144/0 -/-/-/- 30/10/20.4/20 1 200
Chaos Notched Whip +2 132/0/152/0 -/-/-/- 30/10/20.8/20 1 200
Chaos Notched Whip +3 138/0/159/0 -/-/-/- 30/10/21.2/20 2 200
Chaos Notched Whip +4 145/0/167/0 -/-/-/- 30/10/21.6/20 3 200
Chaos Notched Whip +5 151/0/174/0 -/-/-/- 30/10/22/20 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 6 Strength is required
Whips

Whip

Leather whip.

Not intended for battle.

Virtually ineffective against armor and tough scales, but quite formidable against enemies with exposed skin.

Availability


Blighttown treasure:
In the vertical shaft that the player must climb down to get from the top areas to the swamp area. This area is encountered after an Infested Barbarian (Club) and Infested Ghouls in a short tunnel, by the Parasitic Wall Hugger. It can be found on a platform the player must drop onto, in between the top and bottom platforms. — Video Guide

General Information


Can parry, but cannot be parried

Deals damage against shielded opponents

Has a range about as long as a standard spear thrust


General differences between whips and other weapons:

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Whip 80/0/0/0

(Normal)
100 200 1.5 71/14/0/0

-/B/-/-
30/10/20/20 16 50

Move Set


One-handed
R1 Forward lash
R2 - R2 Overhead right-to-left lash -> horizontal left-to-right lash
Backstep/Run - R1 Running forward lash
Forward + R1 Kick
Forward + R2 Leaping left-to-right lash
Roll - R1 Forward lash
L1 (left hand) Forward lash
L2 (left hand) Parry
Two-handed
R1 Left-to-right lash
R2 Delayed downward lash
Backstep/Run - R1 Running forward lash
Forward + R1 Kick
Forward + R2 Leaping left-to-right lash
Roll - R1 Forward lash

Upgrades


Basic


Standard upgrade path.
Requires

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

85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Whip +0 80/0/0/0 -/B/-/-
Whip +1 88/0/0/0 -/B/-/- 1
Whip +2 96/0/0/0 -/B/-/- 1
Whip +3 104/0/0/0 -/B/-/- 2
Whip +4 112/0/0/0 -/B/-/- 2
Whip +5 120/0/0/0 -/B/-/- 3
Whip +6 128/0/0/0 -/B/-/- 1
Whip +7 136/0/0/0 -/B/-/- 1
Whip +8 144/0/0/0 -/B/-/- 2
Whip +9 152/0/0/0 -/B/-/- 2
Whip +10 160/0/0/0 -/B/-/- 3
Whip +11 168/0/0/0 -/B/-/- 1
Whip +12 176/0/0/0 -/B/-/- 1
Whip +13 184/0/0/0 -/B/-/- 2
Whip +14 192/0/0/0 -/A/-/- 3
Whip +15 200/0/0/0 -/A/-/- 1

Crystal


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

85% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Whip +0 176/0/0/0 -/B/-/- 1 200
Crystal Whip +1 184/0/0/0 -/B/-/- 1 200
Crystal Whip +2 192/0/0/0 -/B/-/- 1 200
Crystal Whip +3 200/0/0/0 -/B/-/- 2 200
Crystal Whip +4 208/0/0/0 -/A/-/- 3 200
Crystal Whip +5 216/0/0/0 -/A/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Whip +0 144/0/0/144 -/-/-/- 30/10/20/20 1 200
Lightning Whip +1 155/0/0/155 -/-/-/- 30/10/20/21.6 1 200
Lightning Whip +2 166/0/0/166 -/-/-/- 30/10/20/23.2 1 200
Lightning Whip +3 177/0/0/177 -/-/-/- 30/10/20/24.8 2 200
Lightning Whip +4 188/0/0/188 -/-/-/- 30/10/20/26.4 3 200
Lightning Whip +5 200/0/0/200 -/-/-/- 30/10/20/28 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

64% DEX scaling.

Name Damage Stat Bonuses L. Shard
Raw Whip +0 138/0/0/0 -/C/-/- 1
Raw Whip +1 147/0/0/0 -/C/-/- 1
Raw Whip +2 156/0/0/0 -/C/-/- 1
Raw Whip +3 165/0/0/0 -/C/-/- 2
Raw Whip +4 174/0/0/0 -/C/-/- 2
Raw Whip +5 184/0/0/0 -/C/-/- 3

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

23% DEX, 61% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Whip +0 90/97/0/0 -/D/C/- 1 200
Magic Whip +1 96/104/0/0 -/D/C/- 1 200
Magic Whip +2 102/110/0/0 -/D/C/- 1 200
Magic Whip +3 108/117/0/0 -/D/C/- 2 200
Magic Whip +4 114/123/0/0 -/D/C/- 2 200
Magic Whip +5 120/130/0/0 -/D/C/- 3 200
Magic Whip +6 125/136/0/0 -/D/C/- 1 200
Magic Whip +7 132/143/0/0 -/D/C/- 1 200
Magic Whip +8 138/149/0/0 -/D/C/- 2 200
Magic Whip +9 144/156/0/0 -/D/C/- 3 200
Magic Whip +10 150/162/0/0 -/D/C/- 1 200

Enchanted


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

16% DEX, 60% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Whip +0 120/128/0/0 -/E/C/- 1 200
Enchanted Whip +1 124/131/0/0 -/E/C/- 1 200
Enchanted Whip +2 129/135/0/0 -/E/B/- 1 200
Enchanted Whip +3 134/139/0/0 -/E/B/- 2 200
Enchanted Whip +4 139/143/0/0 -/E/B/- 3 200
Enchanted Whip +5 144/148/0/0 -/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

32% DEX, 61% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Whip +0 81/99/0/0 -/D/-/C 0/0/110/- 1 200
Divine Whip +1 86/105/0/0 -/D/-/C 0/0/110/- 1 200
Divine Whip +2 91/112/0/0 -/D/-/C 0/0/110/- 1 200
Divine Whip +3 97/118/0/0 -/D/-/C 0/0/110/- 2 200
Divine Whip +4 102/125/0/0 -/D/-/C 0/0/110/- 2 200
Divine Whip +5 108/132/0/0 -/D/-/C 0/0/110/- 3 200
Divine Whip +6 113/138/0/0 -/D/-/C 0/0/110/- 1 200
Divine Whip +7 118/145/0/0 -/D/-/C 0/0/110/- 1 200
Divine Whip +8 124/151/0/0 -/D/-/C 0/0/110/- 2 200
Divine Whip +9 129/158/0/0 -/D/-/C 0/0/110/- 3 200
Divine Whip +10 135/165/0/0 -/D/-/C 0/0/110/- 1 200

Occult


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

30% DEX, 71% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Whip +0 110/120/0/0 -/D/-/B 0/0/-/110 1 200
Occult Whip +1 116/125/0/0 -/D/-/B 0/0/-/110 1 200
Occult Whip +2 123/132/0/0 -/D/-/B 0/0/-/110 1 200
Occult Whip +3 129/138/0/0 -/D/-/B 0/0/-/110 2 200
Occult Whip +4 136/144/0/0 -/D/-/B 0/0/-/110 3 200
Occult Whip +5 143/150/0/0 -/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Whip +0 104/0/104/0 -/-/-/- 30/10/20/20 1
Fire Whip +1 112/0/112/0 -/-/-/- 30/10/20.2/20 1
Fire Whip +2 120/0/120/0 -/-/-/- 30/10/20.4/20 1
Fire Whip +3 128/0/128/0 -/-/-/- 30/10/20.6/20 2
Fire Whip +4 136/0/136/0 -/-/-/- 30/10/20.8/20 2
Fire Whip +5 144/0/144/0 -/-/-/- 30/10/21/20 3
Fire Whip +6 153/0/153/0 -/-/-/- 30/10/21.2/20 1
Fire Whip +7 163/0/163/0 -/-/-/- 30/10/21.4/20 1
Fire Whip +8 172/0/172/0 -/-/-/- 30/10/21.6/20 2
Fire Whip +9 182/0/182/0 -/-/-/- 30/10/21.8/20 3
Fire Whip +10 192/0/192/0 -/-/-/- 30/10/22/20 1

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Whip +0 126/0/144/0 -/-/-/- 30/10/20/20 1 200
Chaos Whip +1 133/0/152/0 -/-/-/- 30/10/20.4/20 1 200
Chaos Whip +2 140/0/160/0 -/-/-/- 30/10/20.8/20 1 200
Chaos Whip +3 147/0/168/0 -/-/-/- 30/10/21.2/20 2 200
Chaos Whip +4 154/0/176/0 -/-/-/- 30/10/21.6/20 3 200
Chaos Whip +5 161/0/184/0 -/-/-/- 30/10/22/20 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 5 Strength is required

Bows

Bows enable precision ranged combat and scale well with Dexterity. Short Bows excel in PvP with their rapid firing rate, while Long Bows suit PvE sniping with longer range and higher headshot potential. Players can manually aim, allowing them to bypass shields, strike weak points, and execute headshots for critical damage. Although Bows are not as strong in close quarters, their ability to engage foes from a distance and strike with pinpoint accuracy makes them invaluable tools for cautious players or those who like to soften enemies before closing in.

Bows

Black Bow of Pharis

The preferred black bow of the heroic archer Pharis.

Has a longer range than standard bows,

but is more difficult to use. Without proper abilities, results will be underwhelming.

Availability


Guaranteed drop from the Forest Hunter in the Darkroot Garden

General Information


When firing the bow from a zoomed in state, it is positioned horizontally on the screen instead of vertically like other bows.

Highest Range with a Bow Dist Rate of 30, but generally low damage with low strength scaling. Useful for players with very high DEX stats only.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Black Bow of Pharis 34/0/0/0 65 100 1 91/18/0/0

E/S/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

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

13% STR, 165% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Black Bow of Pharis +1 37/0/0/0 E/S/-/- x1 Titanite Shard 200
Black Bow of Pharis +2 40/0/0/0 E/S/-/- x1 Titanite Shard 200
Black Bow of Pharis +3 44/0/0/0 E/S/-/- x2 Titanite Shard 200
Black Bow of Pharis +4 47/0/0/0 E/S/-/- x2 Titanite shard 200
Black Bow of Pharis +5 51/0/0/0 E/S/-/- x3 Titanite Shard 200
Black Bow of Pharis +6 54/0/0/0 E/S/-/- x1 Large Titanite Shard 200
Black Bow of Pharis +7 57/0/0/0 E/S/-/- x1 Large Titanite Shard 200
Black Bow of Pharis +8 61/0/0/0 E/S/-/- x2 Large Titanite Shard 200
Black Bow of Pharis +9 64/0/0/0 E/S/-/- x2 Large Titanite Shard 200
Black Bow of Pharis +10 68/0/0/0 E/S/-/- x3 Large Titanite Shard 200
Black Bow of Pharis +11 71/0/0/0 E/S/-/- x1 Titanite Chunk 200
Black Bow of Pharis +12 74/0/0/0 E/S/-/- x1 Titanite Chunk 200
Black Bow of Pharis +13 78/0/0/0 E/S/-/- x2 Titanite Chunk 200
Black Bow of Pharis +14 81/0/0/0 E/S/-/- x3 Titanite Chunk 200
Black Bow of Pharis +15 85/0/0/0 E/S/-/- x1 Titanite Slab 200

Crystal


Black Bow of Pharis durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

13% STR, 165% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Crystal Black Bow of Pharis +0 74/0/0/0 E/S/-/- 1x Titanite Chunk 200
Crystal Black Bow of Pharis +1 78/0/0/0 E/S/-/- 1x Titanite Chunk 200
Crystal Black Bow of Pharis +2 81/0/0/0 E/S/-/- 1x Titanite Chunk 200
Crystal Black Bow of Pharis +3 85/0/0/0 E/S/-/- 2x Titanite Chunk 200
Crystal Black Bow of Pharis +4 88/0/0/0 E/S/-/- 3x Titanite Chunk 200
Crystal Black Bow of Pharis +5 91/0/0/0 E/S/-/- 1x Titanite Slab 200

Lightning


Lighting Damage Added.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Lightning Black Bow of Pharis +0 125/0/0/139 -/-/-/- 1x Titanite Chunk 200
Lightning Black Bow of Pharis +1 131/0/0/145 -/-/-/- 1x Titanite Chunk 200
Lightning Black Bow of Pharis +2 138/0/0/151 -/-/-/- 1x Titanite Chunk 200
Lightning Black Bow of Pharis +3 144/0/0/157 -/-/-/- 2x Titanite Chunk 200
Lightning Black Bow of Pharis +4 150/0/0/163 -/-/-/- 3x Titanite Chunk 200
Lightning Black Bow of Pharis +5 156/0/0/170 -/-/-/- 1x Titanite Slab 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

10% STR, 124% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Raw Black Bow of Pharis +0 58/0/0/0 E/A/-/- 1x Lg. Titanite Shard 200
Raw Black Bow of Pharis +1 62/0/0/0 E/A/-/- 1x Lg. Titanite Shard 200
Raw Black Bow of Pharis +2 66/0/0/0 E/A/-/- 1x Lg. Titanite Shard 200
Raw Black Bow of Pharis +3 70/0/0/0 E/A/-/- 2x Lg. Titanite Shard 200
Raw Black Bow of Pharis +4 74/0/0/0 E/A/-/- 2x Lg. Titanite Shard 200
Raw Black Bow of Pharis +5 78/0/0/0 E/A/-/- 3x Lg. Titanite Shard 200

Magic


Adds magic damage. Increased damage bonus from intelligence.
Requires

4% STR, 46% DEX, 128% INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Magic Black Bow of Pharis +0 39/42/0/0 E/D/A/- 1x Green titanite shard 200
Magic Black Bow of Pharis +1 41/44/0/0 E/D/A/- 1x Green titanite shard 200
Magic Black Bow of Pharis +2 44/47/0/0 E/D/A/- 1x Green titanite shard 200
Magic Black Bow of Pharis +3 46/50/0/0 E/D/A/- 2x Green titanite shard 200
Magic Black Bow of Pharis +4 49/53/0/0 E/D/A/- 2x Green titanite shard 200
Magic Black Bow of Pharis +5 52/56/0/0 E/D/A/- 3x Green Titanite Shard 200
Magic Black Bow of Pharis +6 54/58/0/0 E/C/S/- 1x Blue Titanite Chunk 200
Magic Black Bow of Pharis +7 57/61/0/0 E/C/S/- 1x Blue Titanite Chunk 200
Magic Black Bow of Pharis +8 59/64/0/0 E/C/S/- 2x Blue Titanite Chunk 200
Magic Black Bow of Pharis +9 62/67/0/0 E/C/S/- 3x Blue Titanite Chunk 200
Magic Black Bow of Pharis +10 65/70/0/0 E/C/S/- 1x Blue Titanite Slab 200

Enchanted


Adds magic damage. Increased damage bonus from intelligence.
Requires

3% STR, 33% DEX, 125% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Enchanted Black Bow of Pharis +0 52/54/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Black Bow of Pharis +1 54/55/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Black Bow of Pharis +2 56/57/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Enchanted Black Bow of Pharis +3 58/58/0/0 E/D/S/- 2x Blue Titanite Chunk 200
Enchanted Black Bow of Pharis +4 60/60/0/0 E/D/S/- 3x Blue Titanite Chunk 200
Enchanted Black Bow of Pharis +5 62/62/0/0 E/D/S/- 1x Blue Titanite Slab 200

Divine


Adds magic damage. Increased damage bonus from faith. Divine effect 110.
Requires

5% STR, 64% DEX, and 127% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Divine Black Bow of Pharis +0 34/42/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Black Bow of Pharis +1 36/44/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Black Bow of Pharis +2 39/47/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Black Bow of Pharis +3 41/50/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Black Bow of Pharis +4 43/53/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Black Bow of Pharis +5 46/56/0/0 E/C/-/A 0/0/110/- 3x Green Titanite Shard 200
Divine Black Bow of Pharis +6 48/58/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Black Bow of Pharis +7 50/61/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Black Bow of Pharis +8 52/64/0/0 E/C/-/S 0/0/110/- 2x White Titanite Chunk 200
Divine Black Bow of Pharis +9 55/67/0/0 E/C/-/S 0/0/110/- 3x White Titanite Chunk 200
Divine Black Bow of Pharis +10 57/70/0/0 E/C/-/S 0/0/110/- 1x White Titanite Slab 200

Occult


Adds magic damage. Increased damage bonus from faith. Occult effect 110.
Requires

5% STR, 59% DEX, 150% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Occult Black Bow of Pharis +0 46/52/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Black Bow of Pharis +1 48/54/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Black Bow of Pharis +2 51/57/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Black Bow of Pharis +3 54/59/0/0 E/C/-/S 0/0/-/110 2x White Titanite Chunk 200
Occult Black Bow of Pharis +4 57/62/0/0 E/C/-/S 0/0/-/110 3x White Titanite Chunk 200
Occult Black Bow of Pharis +5 59/65/0/0 E/C/-/S 0/0/-/110 1x White Titanite Slab 200

Fire


Adds Fire damage. Stat bonuses reduced.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Fire Black Bow of Pharis +0 61/0/61/0 -/-/-/- 1x Green Titanite Shard 200
Fire Black Bow of Pharis +1 70/0/70/0 -/-/-/- 1x Green Titanite Shard 200
Fire Black Bow of Pharis +2 79/0/79/0 -/-/-/- 1x Green Titanite Shard 200
Fire Black Bow of Pharis +3 88/0/88/0 -/-/-/- 2x Green Titanite Shard 200
Fire Black Bow of Pharis +4 97/0/97/0 -/-/-/- 2x Green Titanite Shard 200
Fire Black Bow of Pharis +5 107/0/107/0 -/-/-/- 3x Green Titanite Shard 200
Fire Black Bow of Pharis +6 116/0/116/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Black Bow of Pharis +7 125/0/125/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Black Bow of Pharis +8 134/0/134/0 -/-/-/- 2x Red Titanite Chunk 200
Fire Black Bow of Pharis +9 143/0/143/0 -/-/-/- 3x Red Titanite Chunk 200
Fire Black Bow of Pharis +10 153/0/153/0 -/-/-/- 1x Red Titanite Slab 200

Chaos


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

Name Damage Stat Bonuses Upgrade Requirements Souls
Chaos Black Bow of Pharis +0 75/0/91/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Black Bow of Pharis +1 84/0/103/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Black Bow of Pharis +2 93/0/114/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Black Bow of Pharis +3 102/0/126/0 -/-/-/- 2x Red Titanite Chunk 200
Chaos Black Bow of Pharis +4 111/0/138/0 -/-/-/- 3x Red Titanite Chunk 200
Chaos Black Bow of Pharis +5 120/0/149/0 -/-/-/- 1x Red Titanite Slab 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. Because bows are always two-handed, only 7 Strength is required
Bows

Composite Bow

Composite bow emphasizing power.

Requires more strength than standard bows.

However, its range is shorter, making it unfit for sniping.

Availability


Treasure from a corpse in New Londo Ruins. At the topmost level of the tower with the floodgate control.

General Information


Has shortened range compared to other bows with a Bow Dist Rate of -24.

Image Name Damage Critical Bonus Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Composite Bow 55/0/0/0 100 38 100 1.0 11/12/0/01

C/C/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

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

60% STR, 60% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Composite Bow +0 55/0/0/0 C/C/-/-
Composite Bow +1 60/0/0/0 C/C/-/- x1 Titanite Shard 200
Composite Bow +2 66/0/0/0 C/C/-/- x1 Titanite Shard 200
Composite Bow +3 71/0/0/0 C/C/-/- x2 Titanite Shard 200
Composite Bow +4 77/0/0/0 C/C/-/- x2 Titanite Shard 200
Composite Bow +5 82/0/0/0 C/C/-/- x3 Titanite Shard 200
Composite Bow +6 88/0/0/0 C/C/-/- x1 Lg. Titanite Shard 200
Composite Bow +7 93/0/0/0 C/C/-/- x1 Lg. Titanite Shard 200
Composite Bow +8 99/0/0/0 C/C/-/- x2 Lg. Titanite Shard 200
Composite Bow +9 104/0/0/0 C/C/-/- x2 Lg. Titanite Shard 200
Composite Bow +10 110/0/0/0 C/C/-/- x3 Lg. Titanite Shard 200
Composite Bow +11 115/0/0/0 C/C/-/- x1 Titanite Chunk 200
Composite Bow +12 121/0/0/0 C/C/-/- x1 Titanite Chunk 200
Composite Bow +13 126/0/0/0 C/C/-/- x2 Titanite Chunk 200
Composite Bow +14 132/0/0/0 C/C/-/- x3 Titanite Chunk 200
Composite Bow +15 137/0/0/0 C/C/-/- x1 Titanite Slab 200

Crystal


Composite Bow durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

60% STR, 60% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Crystal Composite Bow +0 121/0/0/0 C/C/-/- 1x Titanite Chunk 200
Crystal Composite Bow +1 126/0/0/0 C/C/-/- 1x Titanite Chunk 200
Crystal Composite Bow +2 132/0/0/0 C/C/-/- 1x Titanite Chunk 200
Crystal Composite Bow +3 137/0/0/0 C/C/-/- 2x Titanite Chunk 200
Crystal Composite Bow +4 143/0/0/0 C/C/-/- 3x Titanite Chunk 200
Crystal Composite Bow +5 148/0/0/0 C/C/-/- 1x Titanite Slab 200

Lightning


Lighting Damage Added.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Lightning Composite Bow +0 132/0/0/154 -/-/-/- 1x Titanite Chunk 200
Lightning Composite Bow +1 141/0/0/163 -/-/-/- 1x Titanite Chunk 200
Lightning Composite Bow +2 151/0/0/173 -/-/-/- 1x Titanite Chunk 200
Lightning Composite Bow +3 161/0/0/183 -/-/-/- 2x Titanite Chunk 200
Lightning Composite Bow +4 171/0/0/193 -/-/-/- 3x Titanite Chunk 200
Lightning Composite Bow +5 181/0/0/203 -/-/-/- 1x Titanite Slab 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

45% STR, 45% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Raw Composite Bow +0 94/0/0/0 D/D/-/- 1x Lg. Titanite Shard 200
Raw Composite Bow +1 100/0/0/0 D/D/-/- 1x Lg. Titanite Shard 200
Raw Composite Bow +2 107/0/0/0 D/D/-/- 1x Lg. Titanite Shard 200
Raw Composite Bow +3 113/0/0/0 D/D/-/- 2x Lg. Titanite Shard 200
Raw Composite Bow +4 119/0/0/0 D/D/-/- 2x Lg. Titanite Shard 200
Raw Composite Bow +5 126/0/0/0 D/D/-/- 3x Lg. Titanite Shard 200

Magic


Adds magic damage. Increased damage bonus from intelligence.
Requires

17% STR, 17% DEX, 86% INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Magic Composite Bow +0 61/67/0/0 E/E/B/- x1 Green Titanite Shard 200
Magic Composite Bow +1 65/72/0/0 E/E/B/- x1 Green Titanite Shard 200
Magic Composite Bow +2 69/76/0/0 E/E/B/- x1 Green Titanite Shard 200
Magic Composite Bow +3 73/81/0/0 E/E/B/- x2 Green Titanite Shard 200
Magic Composite Bow +4 77/85/0/0 E/E/B/- x2 Green Titanite Shard 200
Magic Composite Bow +5 82/90/0/0 E/E/B/- x3 Green Titanite Shard 200
Magic Composite Bow +6 86/94/0/0 E/E/B/- x1 Blue Titanite Chunk 200
Magic Composite Bow +7 90/99/0/0 E/E/B/- x1 Blue Titanite Chunk 200
Magic Composite Bow +8 94/103/0/0 E/E/B/- x2 Blue Titanite Chunk 200
Magic Composite Bow +9 98/108/0/0 E/E/A/- x1 Blue Titanite Chunk 200
Magic Composite Bow +10 102/112/0/0 E/E/A/- x1 Blue Titanite Slab 200

Enchanted


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

12% STR, 12% DEX, 84% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Enchanted Composite Bow +0 82/88/0/0 E/E/B/- x1 Blue Titanite Chunk 200
Enchanted Composite Bow +1 85/90/0/0 E/E/B/- x1 Blue Titanite Chunk 200
Enchanted Composite Bow +2 88/93/0/0 E/E/B/- x1 Blue Titanite Chunk 200
Enchanted Composite Bow +3 91/95/0/0 E/E/A/- x2 Blue Titanite Chunk 200
Enchanted Composite Bow +4 95/98/0/0 E/E/A/- x3 Blue Titanite Chunk 200
Enchanted Composite Bow +5 98/102/0/0 E/E/A/- x1 Blue Titanite Slab 200

Divine


Adds magic damage. Increased damage bonus from faith. Divine effect 110.
Requires

23% STR, 23% DEX, 86% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Divine Composite Bow +0 55/67/0/0 D/D/-/B 0/0/110/- 1x Green Titanite Shard 200
Divine Composite Bow +1 59/72/0/0 D/D/-/B 0/0/110/- 1x Green Titanite Shard 200
Divine Composite Bow +2 62/76/0/0 D/D/-/B 0/0/110/- 1x Green Titanite Shard 200
Divine Composite Bow +3 66/81/0/0 D/D/-/B 0/0/110/- 2x Green Titanite Shard 200
Divine Composite Bow +4 70/85/0/0 D/D/-/B 0/0/110/- 2x Green Titanite Shard 200
Divine Composite Bow +5 74/90/0/0 D/D/-/B 0/0/110/- 3x Green Titanite Shard 200
Divine Composite Bow +6 77/94/0/0 D/D/-/B 0/0/110/- 1x White Titanite Chunk 200
Divine Composite Bow +7 81/99/0/0 D/D/-/B 0/0/110/- 1x White Titanite Chunk 200
Divine Composite Bow +8 85/103/0/0 D/D/-/B 0/0/110/- 2x White Titanite Chunk 200
Divine Composite Bow +9 88/108/0/0 D/D/-/A 0/0/110/- 3x White Titanite Chunk 200
Divine Composite Bow +10 92/112/0/0 D/D/-/A 0/0/110/- 1x White Titanite Slab 200

Occult


Adds magic damage. Increased damage bonus from faith. Occult effect 110.
Requires

22% STR, 22% DEX, 101% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Occult Composite Bow +0 76/82/0/0 D/D/-/A 0/0/-/110 1x White Titanite Chunk 200
Occult Composite Bow +1 80/86/0/0 D/D/-/A 0/0/-/110 1x White Titanite Chunk 200
Occult Composite Bow +2 85/90/0/0 D/D/-/A 0/0/-/110 1x White Titanite Chunk 200
Occult Composite Bow +3 89/94/0/0 D/D/-/A 0/0/-/110 2x White Titanite Chunk 200
Occult Composite Bow +4 94/98/0/0 D/D/-/A 0/0/-/110 3x White Titanite Chunk 200
Occult Composite Bow +5 98/102/0/0 D/D/-/A 0/0/-/110 1x White Titanite Slab 200

Fire


Adds Fire damage [Note: does not seem to be working properly - arrows do not get the fire damage effect]. Stat bonuses reduced.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Fire Composite Bow +0 82/0/82/0 -/-/-/- 1x Green Titanite Shard 200
Fire Composite Bow +1 92/0/92/0 -/-/-/- 1x Green Titanite Shard 200
Fire Composite Bow +2 102/0/102/0 -/-/-/- 1x Green Titanite Shard 200
Fire Composite Bow +3 112/0/112/0 -/-/-/- 2x Green Titanite Shard 200
Fire Composite Bow +4 122/0/122/0 -/-/-/- 2x Green Titanite Shard 200
Fire Composite Bow +5 132/0/132/0 -/-/-/- 3x Green Titanite Shard 200
Fire Composite Bow +6 141/0/141/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Composite Bow +7 151/0/151/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Composite Bow +8 161/0/161/0 -/-/-/- 2x Red Titanite Chunk 200
Fire Composite Bow +9 171/0/171/0 -/-/-/- 3x Red Titanite Chunk 200
Fire Composite Bow +10 181/0/181/0 -/-/-/- 1x Red Titanite Slab 200

Chaos


Base damage increased. Stat bonuses reduced.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Chaos Composite Bow +0 91/0/117/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Composite Bow +1 98/0/128/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Composite Bow +2 105/0/138/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Composite Bow +3 112/0/149/0 -/-/-/- 2x Red Titanite Chunk 200
Chaos Composite Bow +4 120/0/160/0 -/-/-/- 3x Red Titanite Chunk 200
Chaos Composite Bow +5 127/0/170/0 -/-/-/- 1x Red Titanite Slab 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. Even though bows are always two handed, 11 strength is required to use effectively
Bows

Darkmoon Bow

Bow born from the soul of the Dark Sun Gwyndolin, Darkmoon deity who watches over the abandoned city of Gods, Anor Londo.

This golden bow is imbued with powerful magic and is most impressive with Moonlight Arrows.

Availability


Created by the Giant Blacksmith in Anor Londo from the Soul of Gwyndolin and any +10 Bow for 5,000 Souls

General Information


Has a Bow Dist Rate of 0.

Image Name Damage Critical Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Darkmoon Bow 85/85/0/0 100 50 400 1.0 71/16/0/16

E/D/-/D
1,000

Upgrades


Requires Demon Titanite

18% STR, 32% DEX, 50% FAI scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Darkmoon Bow +0 85/85/0/0 E/D/-/D 5,000
Darkmoon Bow +1 93/93/0/0 E/D/-/D 1 5,000
Darkmoon Bow +2 102/102/0/0 E/D/-/D 1 5,000
Darkmoon Bow +3 110/110/0/0 E/D/-/D 2 5,000
Darkmoon Bow +4 119/119/0/0 E/D/-/D 2 5,000
Darkmoon Bow +5 127/127/0/0 E/D/-/D 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. because bows are always two handed, only 5 strength is required
Bows

Longbow

Large bow. Projectile weapon for experienced hunters. Equip arrows to use.

Hold bow to aim.

Aim for heads of humanoid foes.

May change type of arrows.

Availability


Found on a ledge in Darkroot Basin on a dead body with the Hunter Armor Set and some arrows.

Dropped by Undead Crystal Soldier (Bow) (2% drop rate).

Dropped by Giant Skeleton Archer (Bow) (2% drop rate).

General Information


Has a Bow Dist Rate of 0.

Image Name Damage Critical Bonus Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Longbow 36/0/0/0 100 50 100 1.0 91/14/0/0

D/A/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 140% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Longbow +0 36/0/0/0 D/A/-/-
Longbow +1 39/0/0/0 D/S/-/- x1 Titanite Shard 200
Longbow +2 43/0/0/0 D/S/-/- x1 Titanite Shard 200
Longbow +3 46/0/0/0 D/S/-/- x2 Titanite Shard 200
Longbow +4 50/0/0/0 D/S/-/- x2 Titanite Shard 200
Longbow +5 54/0/0/0 D/S/-/- x3 Titanite Shard 200
Longbow +6 57/0/0/0 D/S/-/- x1 Lg. Titanite Shard 200
Longbow +7 61/0/0/0 D/S/-/- x1 Lg. Titanite Shard 200
Longbow +8 64/0/0/0 D/S/-/- x2 Lg. Titanite Shard 200
Longbow +9 68/0/0/0 D/S/-/- x2 Lg. Titanite Shard 200
Longbow +10 72/0/0/0 D/S/-/- x3 Lg. Titanite Shard 200
Longbow +11 75/0/0/0 D/S/-/- x1 Titanite Chunk 200
Longbow +12 79/0/0/0 D/S/-/- x1 Titanite Chunk 200
Longbow +13 82/0/0/0 D/S/-/- x2 Titanite Chunk 200
Longbow +14 86/0/0/0 D/S/-/- x3 Titanite Chunk 200
Longbow +15 90/0/0/0 D/S/-/- x1 Titanite Slab 200

Crystal


Longbow durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

38% STR, 140% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Crystal Longbow +0 79/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Longbow +1 82/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Longbow +2 86/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Longbow +3 90/0/0/0 D/S/-/- 2x Titanite Chunk 200
Crystal Longbow +4 93/0/0/0 D/S/-/- 3x Titanite Chunk 200
Crystal Longbow +5 97/0/0/0 D/S/-/- 1x Titanite Slab 200

Lightning


Lighting Damage Added.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Lightning Longbow +0 133/0/0/147 -/-/-/- 1x Titanite Chunk 200
Lightning Longbow +1 139/0/0/154 -/-/-/- 1x Titanite Chunk 200
Lightning Longbow +2 146/0/0/160 -/-/-/- 1x Titanite Chunk 200
Lightning Longbow +3 152/0/0/167 -/-/-/- 2x Titanite Chunk 200
Lightning Longbow +4 159/0/0/173 -/-/-/- 3x Titanite Chunk 200
Lightning Longbow +5 165/0/0/180 -/-/-/- 1x Titanite Slab 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 105% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Raw Longbow +0 61/0/0/0 D/A/-/- 1x Lg. Titanite Shard 200
Raw Longbow +1 65/0/0/0 D/A/-/- 1x Lg. Titanite Shard 200
Raw Longbow +2 69/0/0/0 D/A/-/- 1x Lg. Titanite Shard 200
Raw Longbow +3 73/0/0/0 D/A/-/- 2x Lg. Titanite Shard 200
Raw Longbow +4 77/0/0/0 D/A/-/- 2x Lg. Titanite Shard 200
Raw Longbow +5 82/0/0/0 D/A/-/- 3x Lg. Titanite Shard 200

Magic


Adds magic damage. Increased damage bonus from intelligence.
Requires

11% STR, 39% DEX, 128% INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Magic Longbow +0 40/43/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Longbow +1 43/46/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Longbow +2 45/49/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Longbow +3 48/52/0/0 E/D/A/- 2x Green Titanite Shard 200
Magic Longbow +4 51/55/0/0 E/D/A/- 2x Green Titanite Shard 200
Magic Longbow +5 54/58/0/0 E/D/A/- 3x Green Titanite Shard 200
Magic Longbow +6 56/60/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Magic Longbow +7 59/63/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Magic Longbow +8 62/66/0/0 E/D/S/- 2x Blue Titanite Chunk 200
Magic Longbow +9 64/69/0/0 E/D/S/- 3x Blue Titanite Chunk 200
Magic Longbow +10 67/72/0/0 E/D/S/- 1x Blue Titanite Slab 200

Enchanted


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

8% STR, 28% DEX, 125% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Enchanted Longbow +0 54/58/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Longbow +1 56/59/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Longbow +2 58/61/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Enchanted Longbow +3 60/63/0/0 E/D/S/- 2x Blue Titanite Chunk 200
Enchanted Longbow +4 62/64/0/0 E/D/S/- 3x Blue Titanite Chunk 200
Enchanted Longbow +5 64/67/0/0 E/D/S/- 1x Blue Titanite Slab 200

Divine


Adds magic damage. Increased damage bonus from faith. Divine effect 110.
Requires

15% STR, 54% DEX, 127% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Divine Longbow +0 36/45/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Longbow +1 38/48/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Longbow +2 40/51/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Longbow +3 43/54/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Longbow +4 45/57/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Longbow +5 48/60/0/0 E/C/-/A 0/0/110/- 3x Green Titanite Shard 200
Divine Longbow +6 50/62/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Longbow +7 52/66/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Longbow +8 55/69/0/0 E/C/-/S 0/0/110/- 2x White Titanite Chunk 200
Divine Longbow +9 57/72/0/0 E/C/-/S 0/0/110/- 3x White Titanite Chunk 200
Divine Longbow +10 60/75/0/0 E/C/-/S 0/0/110/- 1x White Titanite Slab 200

Occult


Adds magic damage. Increased damage bonus from faith. Occult effect 110.
Requires

14% STR, 50% DEX, 150% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Occult Longbow +0 50/54/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Longbow +1 52/56/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Longbow +2 56/59/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Longbow +3 58/62/0/0 E/C/-/S 0/0/-/110 2x White Titanite Chunk 200
Occult Longbow +4 62/64/0/0 E/C/-/S 0/0/-/110 3x White Titanite Chunk 200
Occult Longbow +5 65/67/0/0 E/C/-/S 0/0/-/110 1x White Titanite Slab 200

Fire


Adds Fire damage [Note: does not seem to be working properly - arrows do not get the fire damage effect]. Stat bonuses reduced.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Fire Longbow +0 64/0/64/0 -/-/-/- 1x Green Titanite Shard 200
Fire Longbow +1 74/0/74/0 -/-/-/- 1x Green Titanite Shard 200
Fire Longbow +2 84/0/84/0 -/-/-/- 1x Green Titanite Shard 200
Fire Longbow +3 93/0/93/0 -/-/-/- 2x Green Titanite Shard 200
Fire Longbow +4 103/0/103/0 -/-/-/- 2x Green Titanite Shard 200
Fire Longbow +5 113/0/113/0 -/-/-/- 3x Green Titanite Shard 200
Fire Longbow +6 123/0/123/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Longbow +7 132/0/132/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Longbow +8 142/0/142/0 -/-/-/- 2x Red Titanite Chunk 200
Fire Longbow +9 152/0/152/0 -/-/-/- 3x Red Titanite Chunk 200
Fire Longbow +10 162/0/162/0 -/-/-/- 1x Red Titanite Slab 200

Chaos


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

Name Damage Stat Bonuses Upgrade Requirements Souls
Chaos Longbow +0 80/0/97/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Longbow +1 89/0/109/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Longbow +2 99/0/121/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Longbow +3 108/0/133/0 -/-/-/- 2x Red Titanite Chunk 200
Chaos Longbow +4 118/0/146/0 -/-/-/- 3x Red Titanite Chunk 200
Chaos Longbow +5 128/0/158/0 -/-/-/- 1x Red Titanite Slab 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. because bows are always two handed, only 6 strength is required
Bows

Short Bow

Small bow. Standard projectile weapon.

Equip arrows to use.

Hold bow to aim.

Aim for heads of humanoid foes.

May change type of arrows.

Availability


Sold by Undead Merchant (male) in Undead Burg for 1000 Souls

Dropped by bow-wielding Hollows in the Painted World of Ariamis and Undead Asylum (2% drop rate).

Dropped by bow-wielding Skeletons (2% drop rate).

General Information


Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Short Bow 31/0/0/0 50 100 0.5 101/12/0/0

D/A/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 140% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Short Bow +0 31/0/0/0 D/A/-/- x1 Titanite Shard 200
Short Bow +1 34/0/0/0 D/S/-/- x1 Titanite Shard 200
Short Bow +2 37/0/0/0 D/S/-/- x1 Titanite Shard 200
Short Bow +3 40/0/0/0 D/S/-/- x2 Titanite Shard 200
Short Bow +4 43/0/0/0 D/S/-/- x2 Titanite Shard 200
Short Bow +5 46/0/0/0 D/S/-/- x3 Titanite Shard 200
Short Bow +6 49/0/0/0 D/S/-/- x1 Large Titanite Shard 200
Short Bow +7 52/0/0/0 D/S/-/- x1 Large Titanite Shard 200
Short Bow +8 55/0/0/0 D/S/-/- x2 Large Titanite Shard 200
Short Bow +9 58/0/0/0 D/S/-/- x2 Large Titanite Shard 200
Short Bow +10 62/0/0/0 D/S/-/- x3 Large Titanite Shard 200
Short Bow +11 65/0/0/0 D/S/-/- x1 Titanite Chunk 200
Short Bow +12 68/0/0/0 D/S/-/- x1 Titanite Chunk 200
Short Bow +13 71/0/0/0 D/S/-/- x2 Titanite Chunks 200
Short Bow +14 74/0/0/0 D/S/-/- x3 Titanite Chunks 200
Short Bow +15 77/0/0/0 D/S/-/- x1 Titanite Slab 200

Crystal


Short Bow durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

38% STR, 140% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Crystal Short Bow +0 68/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Short Bow +1 71/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Short Bow +2 74/0/0/0 D/S/-/- 1x Titanite Chunk 200
Crystal Short Bow +3 77/0/0/0 D/S/-/- 2x Titanite Chunk 200
Crystal Short Bow +4 80/0/0/0 D/S/-/- 3x Titanite Chunk 200
Crystal Short Bow +5 83/0/0/0 D/S/-/- 1x Titanite Slab 200

Lightning


Lighting Damage Added.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Lightning Short Bow +0 114/0/0/127 -/-/-/- 1x Titanite Chunk 200
Lightning Short Bow +1 120/0/0/132 -/-/-/- 1x Titanite Chunk 200
Lightning Short Bow +2 125/0/0/138 -/-/-/- 1x Titanite Chunk 200
Lightning Short Bow +3 131/0/0/143 -/-/-/- 2x Titanite Chunk 200
Lightning Short Bow +4 137/0/0/149 -/-/-/- 3x Titanite Chunk 200
Lightning Short Bow +5 142/0/0/155 -/-/-/- 1x Titanite Slab 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

29% STR, 105% DEX scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Raw Short Bow +0 54/0/0/0 D/A/-/- 1x Large Titanite Shard 200
Raw Short Bow +1 57/0/0/0 D/A/-/- 1x Large Titanite Shard 200
Raw Short Bow +2 61/0/0/0 D/A/-/- 1x Large Titanite Shard 200
Raw Short Bow +3 64/0/0/0 D/A/-/- 2x Large Titanite Shard 200
Raw Short Bow +4 68/0/0/0 D/A/-/- 2x Large Titanite Shard 200
Raw Short Bow +5 72/0/0/0 D/A/-/- 3x Large Titanite Shard 200

Magic


Adds magic damage. Increased damage bonus from intelligence.
Requires

11% STR, 39% DEX, 128% INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Magic Short Bow +0 34/37/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Short Bow +1 36/40/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Short Bow +2 39/42/0/0 E/D/A/- 1x Green Titanite Shard 200
Magic Short Bow +3 41/45/0/0 E/D/A/- 2x Green Titanite Shard 200
Magic Short Bow +4 43/47/0/0 E/D/A/- 2x Green Titanite Shard 200
Magic Short Bow +5 46/50/0/0 E/D/A/- 3x Green Titanite Shard 200
Magic Short Bow +6 48/52/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Magic Short Bow +7 50/55/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Magic Short Bow +8 52/57/0/0 E/D/S/- 2x Blue Titanite Chunk 200
Magic Short Bow +9 55/60/0/0 E/D/S/- 3x Blue Titanite Chunk 200
Magic Short Bow +10 57/62/0/0 E/D/S/- 1x Blue Titanite Slab 200

Enchanted


Adds magic damage. Increased damage bonus from intelligence.
Requires

8% STR, 28% DEX, 125% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Upgrade Requirements Souls
Enchanted Short Bow +0 46/50/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Short Bow +1 47/51/0/0 E/D/A/- 1x Blue Titanite Chunk 200
Enchanted Short Bow +2 49/52/0/0 E/D/S/- 1x Blue Titanite Chunk 200
Enchanted Short Bow +3 51/54/0/0 E/D/S/- 2x Blue Titanite Chunk 200
Enchanted Short Bow +4 53/56/0/0 E/D/S/- 3x Blue Titanite Chunk 200
Enchanted Short Bow +5 55/58/0/0 E/D/S/- 1x Blue Titanite Slab 200

Divine


Adds magic damage. Increased damage bonus from faith.
Requires

15% STR, 54% DEX, 127% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Divine Short Bow +0 31/39/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Short Bow +1 33/41/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Short Bow +2 35/44/0/0 E/C/-/A 0/0/110/- 1x Green Titanite Shard 200
Divine Short Bow +3 37/46/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Short Bow +4 39/49/0/0 E/C/-/A 0/0/110/- 2x Green Titanite Shard 200
Divine Short Bow +5 42/52/0/0 E/C/-/A 0/0/110/- 3x Green Titanite Shard 200
Divine Short Bow +6 44/54/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Short Bow +7 46/57/0/0 E/C/-/S 0/0/110/- 1x White Titanite Chunk 200
Divine Short Bow +8 48/59/0/0 E/C/-/S 0/0/110/- 2x White Titanite Chunk 200
Divine Short Bow +9 50/62/0/0 E/C/-/S 0/0/110/- 3x White Titanite Chunk 200
Divine Short Bow +10 52/65/0/0 E/C/-/S 0/0/110/- 1x White Titanite Slab 200

Occult


Adds magic damage. Increased damage bonus from faith.
Requires

14% STR, 50% DEX, 150% FAI scaling.

Name Damage Stat Bonuses Aux Effects Upgrade Requirements Souls
Occult Short Bow +0 42/46/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Short Bow +1 44/48/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Short Bow +2 47/50/0/0 E/C/-/S 0/0/-/110 1x White Titanite Chunk 200
Occult Short Bow +3 49/52/0/0 E/C/-/S 0/0/-/110 2x White Titanite Chunk 200
Occult Short Bow +4 52/55/0/0 E/C/-/S 0/0/-/110 3x White Titanite Chunk 200
Occult Short Bow +5 54/57/0/0 E/C/-/S 0/0/-/110 1x White Titanite Slab 200

Fire


Adds Fire damage [Note: does not seem to be working properly - arrows do not get the fire damage effect]. Stat bonuses reduced.
Requires

Name Damage Stat Bonuses Upgrade Requirements Souls
Fire Short Bow +0 55/0/55/0 -/-/-/- 1x Green Titanite Shard 200
Fire Short Bow +1 64/0/64/0 -/-/-/- 1x Green Titanite Shard 200
Fire Short Bow +2 72/0/72/0 -/-/-/- 1x Green Titanite Shard 200
Fire Short Bow +3 80/0/80/0 -/-/-/- 2x Green Titanite Shard 200
Fire Short Bow +4 89/0/89/0 -/-/-/- 2x Green Titanite Shard 200
Fire Short Bow +5 97/0/97/0 -/-/-/- 3x Green Titanite Shard 200
Fire Short Bow +6 106/0/106/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Short Bow +7 114/0/114/0 -/-/-/- 1x Red Titanite Chunk 200
Fire Short Bow +8 122/0/122/0 -/-/-/- 2x Red Titanite Chunk 200
Fire Short Bow +9 131/0/131/0 -/-/-/- 3x Red Titanite Chunk 200
Fire Short Bow +10 139/0/139/0 -/-/-/- 1x Red Titanite Slab 200

Chaos


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

Name Damage Stat Bonuses Upgrade Requirements Souls
Chaos Short Bow +0 67/0/83/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Short Bow +1 75/0/94/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Short Bow +2 83/0/104/0 -/-/-/- 1x Red Titanite Chunk 200
Chaos Short Bow +3 91/0/115/0 -/-/-/- 2x Red Titanite Chunk 200
Chaos Short Bow +4 99/0/125/0 -/-/-/- 3x Red Titanite Chunk 200
Chaos Short Bow +5 108/0/136/0 -/-/-/- 1x Red Titanite Slab 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. Because bows are always two handed, only 7 strength is required

Greatbows

Greatbows are colossal ranged weapons that fire special great arrows, dealing massive single-shot damage and often sending foes stumbling. They have extremely slow firing rates and high Stamina costs, making them best for planned ambushes or long-distance engagements rather than reactive combat. Used strategically, especially with the Hawk Ring, Greatbows can knock opponents off ledges or interrupt tough enemies before they get close, functioning as area denial or crowd control tools in specific scenarios.

Greatbows

Dragonslayer Greatbow

Bow of the Dragonslayers, led by Hawkeye Gough, one of Gwyn"s Four Knights.

This bow"s unusual size requires that it be anchored to the ground when fired.

Only uses specialized great arrows.

Availability


Found in Anor Londo above the area where you fight Ornstein and Smough.
There will be a broken stained glass window that leads to some small steps followed by a very tight ledge. Hug the wall while on the ledge, all the way around the building then roll off the end, over some railings. After landing on the spot with the Dragonslayer Greatbow, get out through a large hole in the fence, towards the section with the Giant Blacksmith.

General Information


Can only be used with Dragonslayer Arrows and Gough's Great Arrows.

Outclassed by Gough's Greatbow in both range and damage due to better stat bonuses.

Has a Bow Dist Rate of 0.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Dragonslayer Greatbow 90/0/0/0 50 100 10.0 201/20/0/0

C/C/-/-
100

Upgrades


Requires Twinkling Titanite

64% STR, 64% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Dragonslayer Greatbow+0 90/0/0/0 C/C/-/-
Dragonslayer Greatbow+1 99/0/0/0 C/C/-/- 1 2,000
Dragonslayer Greatbow+2 108/0/0/0 C/C/-/- 1 2,000
Dragonslayer Greatbow+3 116/0/0/0 C/C/-/- 2 2,000
Dragonslayer Greatbow+4 126/0/0/0 C/C/-/- 2 2,000
Dragonslayer Greatbow+5 135/0/0/0 C/C/-/- 4 2,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. Even though it is 2-handed, the requirement is not lowered. 20 Strength is always required.
Greatbows

Gough's Greatbow

Greatbow used by Hawkeye Gough, of Lord Gwyn"s Four Knights, for dragon slaying.

This bow is larger than even those used by the famed Dragonslayers. Only their leader,

Gough, had the strength to handle it.

Availability


Gift from Hawkeye Gough after killing Black Dragon Kalameet. Talk to him a few times to get the bow after killing the dragon.

Dropped by Hawkeye Gough (before or after the dragon is killed).

General Information


Can only be used with Dragonslayer Arrows and Gough's Great Arrows.

Outclasses the Dragonslayer Greatbow in both range and damage due to better stat bonuses.

Has a Bow Dist Rate of 10.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Gough's Greatbow 85/0/0/0 55 100 13 271/20/0/0

B/C/-/-
100

Upgrades


Requires Twinkling Titanite

84% STR, 64% DEX scaling.

Name Damage Stat Bonuses Req. Material
Gough's Greatbow 85/0/0/0 B/C/-/-
Gough's Greatbow +1 93/0/0/0 B/C/-/- 1 x Twinkling Titanite
Gough's Greatbow +2 102/0/0/0 B/C/-/- 1 x Twinkling Titanite
Gough's Greatbow +3 110/0/0/0 B/C/-/- 2 x Twinkling Titanite
Gough's Greatbow +4 119/0/0/0 B/C/-/- 2 x Twinkling Titanite
Gough's Greatbow +5 127/0/0/0 B/C/-/- 4 x Twinkling Titanite

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. 27 Strength is always required.

Crossbows

Crossbows provide ranged damage without the need for manual aiming. They fire more quickly than Greatbows and don’t scale with stats, focusing instead on base damage and elemental upgrades. Though lacking the precision of Bows, Crossbows deliver solid thrust damage and can deal critical headshots if the bolt lands just right. They are effective as support or secondary weapons, allowing players to chip away at enemy health from a distance before switching to melee combat. While less versatile than Bows, Crossbows can still shine when combined with the right bolts and tactical positioning.

Crossbows

Avelyn

Repeating crossbow cherished by the weapon craftsman Eidas. Its elaborate design makes it closer to a work of art than a weapon.

Intricate mechanism makes heavy damage possible through triple-shot firing of bolts,

but in fact each bolt inflicts less damage.

Availability


The Duke's Archives treasure
The chest is at the top of a bookshelf, accessible by dropping from a moving staircase.

+ Show methods to get the Avelyn - Hide methods to get the Avelyn
By Dropping from Staircase (Video)

Be wary that when missing the bookshelf, most players usually die have to start over from the bonfire.

  1. Clear as many enemies from the surrounding area as possible or wear Ring of Fog.
  2. Get on the middle part of the moving stairs and position it so that the bottom portion of the stairs is furthest away from the chest.
  3. Start the stair rotating towards the chest and run down the stair. Pause for a second and then drop onto the bookshelf.
Using an Auto-save Exploit (Video)

This method is the easiest and most reliable way to acquire the Avelyn.

  1. Clear as many enemies from the surrounding area as possible or wear Ring of Fog.
  2. Turn the staircase so that the lower portion of the staircase is on the side where the Avelyn chest is located.
  3. Step off the bottom of the lower portion of the staircase onto the landing (on the side above the Avelyn chest), and stay there next to the staircase for at least 5 seconds (enough time for the game to save your position).
  4. Get back on the staircase again and turn the stairs one time so that the upper portion of the staircase is now on the side where the Avelyn chest is located.
  5. While still standing on the staircase, quit the game.
  6. Reload your game.

After performing these steps the player will be standing on the landing directly above the bookcase where the Avelyn chest is located (the location where they previously stood for at least 5 seconds), with the staircase turned so that it's not blocking their way. The reason they end up in this location is that the game doesn't recognize the moving stairs as "solid ground", so when the game is reloaded, it puts them back on the last piece of "solid ground" they occupied (the ledge just above the bookcase containing the Avelyn chest). And because the stairs have been turned, they now have a free fall directly down on top of the bookshelf with the Avelyn chest (note that if edging off carefully may cause the character to fall just short of the bookcase and die, so just step out confidently).

General Information


Shoots three bolts per shot.

The fact that it shoots three bolts at once means that it takes three times as much ammunition as any other crossbow in the game, so make those shots count. If only a single bolt hits an enemy most of the time, it's better to use the Heavy Crossbow instead, as it is lighter and has higher damage-per-bolt ratio.

Binoculars can help with aiming. With the Binoculars, line the target up in the exact center of the screen. Change to the Sniper Crossbow without moving the camera, then fire.

Has a Bow Dist Rate of 0.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt
Souls
Avelyn 37/0/0/0

(Normal)
50 150 6.0 161/14/0/0

-/-/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Avelyn +0 37/0/0/0 -/-/-/-
Avelyn +1 62/0/0/0 -/-/-/- 1
Avelyn +2 74/0/0/0 -/-/-/- 1
Avelyn +3 85/0/0/0 -/-/-/- 2
Avelyn +4 96/0/0/0 -/-/-/- 2
Avelyn +5 107/0/0/0 -/-/-/- 3
Avelyn +6 122/0/0/0 -/-/-/- 1
Avelyn +7 133/0/0/0 -/-/-/- 1
Avelyn +8 144/0/0/0 -/-/-/- 2
Avelyn +9 155/0/0/0 -/-/-/- 2
Avelyn +10 166/0/0/0 -/-/-/- 3
Avelyn +11 181/0/0/0 -/-/-/- 1
Avelyn +12 192/0/0/0 -/-/-/- 1
Avelyn +13 203/0/0/0 -/-/-/- 2
Avelyn +14 214/0/0/0 -/-/-/- 3
Avelyn +15 229/0/0/0 -/-/-/- 1

Crystal


Durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab
Crystal Avelyn 192/0/0/0 -/-/-/- 1
Crystal Avelyn +1 203/0/0/0 -/-/-/- 1
Crystal Avelyn +2 214/0/0/0 -/-/-/- 1
Crystal Avelyn +3 225/0/0/0 -/-/-/- 2
Crystal Avelyn +4 236/0/0/0 -/-/-/- 3
Crystal Avelyn +5 251/0/0/0 -/-/-/- 1

Lightning


Lightning damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab
Lightning Avelyn 103/0/0/96 -/-/-/- 1
Lightning Avelyn +1 111/0/0/103 -/-/-/- 1
Lightning Avelyn +2 118/0/0/111 -/-/-/- 1
Lightning Avelyn +3 125/0/0/118 -/-/-/- 2
Lightning Avelyn +4 133/0/0/125 -/-/-/- 3
Lightning Avelyn +5 140/0/0/133 -/-/-/- 1

Magic


Magic damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Avelyn +0 70/69/0/0 -/-/-/- 1
Magic Avelyn +1 78/77/0/0 -/-/-/- 1
Magic Avelyn +2 86/85/0/0 -/-/-/- 1
Magic Avelyn +3 94/94/0/0 -/-/-/- 2
Magic Avelyn +4 102/102/0/0 -/-/-/- 2
Magic Avelyn +5 110/111/0/0 -/-/-/- 3
Magic Avelyn +6 118/119/0/0 -/-/-/- 1
Magic Avelyn +7 126/127/0/0 -/-/-/- 1
Magic Avelyn +8 134/136/0/0 -/-/-/- 2
Magic Avelyn +9 143/144/0/0 -/-/-/- 3
Magic Avelyn +10 151/154/0/0 -/-/-/- 1

Divine


Divine damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Green Titanite Shard White Titanite Chunk White Titanite Slab
Divine Avelyn +0 62/77/0/0 -/-/-/- 1
Divine Avelyn +1 70/86/0/0 -/-/-/- 1
Divine Avelyn +2 77/96/0/0 -/-/-/- 1
Divine Avelyn +3 85/105/0/0 -/-/-/- 2
Divine Avelyn +4 92/114/0/0 -/-/-/- 2
Divine Avelyn +5 100/124/0/0 -/-/-/- 3
Divine Avelyn +6 107/133/0/0 -/-/-/- 1
Divine Avelyn +7 115/142/0/0 -/-/-/- 1
Divine Avelyn +8 122/151/0/0 -/-/-/- 2
Divine Avelyn +9 130/161/0/0 -/-/-/- 3
Divine Avelyn +10 137/170/0/0 -/-/-/- 1

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Avelyn +0 66/0/66/0 -/-/-/- 1
Fire Avelyn +1 75/0/75/0 -/-/-/- 1
Fire Avelyn +2 83/0/83/0 -/-/-/- 1
Fire Avelyn +3 92/0/92/0 -/-/-/- 2
Fire Avelyn +4 100/0/100/0 -/-/-/- 2
Fire Avelyn +5 109/0/109/0 -/-/-/- 3
Fire Avelyn +6 118/0/118/0 -/-/-/- 1
Fire Avelyn +7 126/0/126/0 -/-/-/- 1
Fire Avelyn +8 135/0/135/0 -/-/-/- 2
Fire Avelyn +9 143/0/143/0 -/-/-/- 3
Fire Avelyn +10 153/0/153/0 -/-/-/- 1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. when two handing this weapon, only 11 Strength is required
Crossbows

Heavy Crossbow

Powerful large crossbow.

While bows require both hands, a crossbow is held in one, but arming each bolt takes time.

Equip bolts to use.

May change type of bolt.

Availability


Depths treasure
Two floors above the Gaping Dragon's boss fog, on a corpse hanging by the parapet overlooking the boss arena

General Information


Binoculars can help with aiming. With the Binoculars, line the target up in the exact center of the screen. Change to the Heavy Crossbow without moving the camera, then fire.

Has a Bow Dist Rate of 0.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Heavy Crossbow 55/0/0/0 50 150 5 141/8/0/0

-/-/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Heavy Crossbow +0 55/0/0/0 -/-/-/- 200
Heavy Crossbow +1 93/0/0/0 -/-/-/- 1 200
Heavy Crossbow +2 110/0/0/0 -/-/-/- 1 200
Heavy Crossbow +3 126/0/0/0 -/-/-/- 2 200
Heavy Crossbow +4 143/0/0/0 -/-/-/- 2 200
Heavy Crossbow +5 159/0/0/0 -/-/-/- 3 200
Heavy Crossbow +6 181/0/0/0 -/-/-/- 1 200
Heavy Crossbow +7 198/0/0/0 -/-/-/- 1 200
Heavy Crossbow +8 214/0/0/0 -/-/-/- 2 200
Heavy Crossbow +9 230/0/0/0 -/-/-/- 2 200
Heavy Crossbow +10 247/0/0/0 -/-/-/- 3 200
Heavy Crossbow +11 269/0/0/0 -/-/-/- 1 200
Heavy Crossbow +12 286/0/0/0 -/-/-/- 1 200
Heavy Crossbow +13 302/0/0/0 -/-/-/- 2 200
Heavy Crossbow +14 319/0/0/0 -/-/-/- 3 200
Heavy Crossbow +15 341/0/0/0 -/-/-/- 1 200

Crystal


Heavy Crossbow durability reduced to ++15**. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Heavy Crossbow +0 286/0/0/0 -/-/-/- 1 200
Crystal Heavy Crossbow +1 302/0/0/0 -/-/-/- 1 200
Crystal Heavy Crossbow +2 319/0/0/0 -/-/-/- 1 200
Crystal Heavy Crossbow +3 335/0/0/0 -/-/-/- 2 200
Crystal Heavy Crossbow +4 352/0/0/0 -/-/-/- 3 200
Crystal Heavy Crossbow +5 374/0/0/0 -/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Lightning Heavy Crossbow +0 154/0/0/143 -/-/-/- 1 200
Lightning Heavy Crossbow +1 165/0/0/154 -/-/-/- 1 200
Lightning Heavy Crossbow +2 176/0/0/165 -/-/-/- 1 200
Lightning Heavy Crossbow +3 187/0/0/176 -/-/-/- 2 200
Lightning Heavy Crossbow +4 198/0/0/187 -/-/-/- 3 200
Lightning Heavy Crossbow +5 209/0/0/198 -/-/-/- 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Heavy Crossbow +0 102/103/0/0 -/-/-/- 1 200
Magic Heavy Crossbow +1 114/116/0/0 -/-/-/- 1 200
Magic Heavy Crossbow +2 126/128/0/0 -/-/-/- 1 200
Magic Heavy Crossbow +3 138/141/0/0 -/-/-/- 2 200
Magic Heavy Crossbow +4 150/153/0/0 -/-/-/- 2 200
Magic Heavy Crossbow +5 161/166/0/0 -/-/-/- 3 200
Magic Heavy Crossbow +6 173/179/0/0 -/-/-/- 1 200
Magic Heavy Crossbow +7 185/191/0/0 -/-/-/- 1 200
Magic Heavy Crossbow +8 197/204/0/0 -/-/-/- 2 200
Magic Heavy Crossbow +9 209/216/0/0 -/-/-/- 3 200
Magic Heavy Crossbow +10 221/231/0/0 -/-/-/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Heavy Crossbow +0 92/112/0/0 -/-/-/- 0/0/110/- 1 200
Divine Heavy Crossbow +1 103/126/0/0 -/-/-/- 0/0/110/- 1 200
Divine Heavy Crossbow +2 114/139/0/0 -/-/-/- 0/0/110/- 1 200
Divine Heavy Crossbow +3 125/153/0/0 -/-/-/- 0/0/110/- 2 200
Divine Heavy Crossbow +4 136/166/0/0 -/-/-/- 0/0/110/- 2 200
Divine Heavy Crossbow +5 148/180/0/0 -/-/-/- 0/0/110/- 3 200
Divine Heavy Crossbow +6 159/193/0/0 -/-/-/- 0/0/110/- 1 200
Divine Heavy Crossbow +7 170/207/0/0 -/-/-/- 0/0/110/- 1 200
Divine Heavy Crossbow +8 181/220/0/0 -/-/-/- 0/0/110/- 2 200
Divine Heavy Crossbow +9 192/233/0/0 -/-/-/- 0/0/110/- 3 200
Divine Heavy Crossbow +10 203/247/0/0 -/-/-/- 0/0/110/- 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Heavy Crossbow +0 99/0/99/0 -/-/-/- 1 200
Fire Heavy Crossbow +1 111/0/111/0 -/-/-/- 1 200
Fire Heavy Crossbow +2 124/0/124/0 -/-/-/- 1 200
Fire Heavy Crossbow +3 136/0/136/0 -/-/-/- 2 200
Fire Heavy Crossbow +4 149/0/149/0 -/-/-/- 2 200
Fire Heavy Crossbow +5 162/0/162/0 -/-/-/- 3 200
Fire Heavy Crossbow +6 176/0/176/0 -/-/-/- 1 200
Fire Heavy Crossbow +7 188/0/188/0 -/-/-/- 1 200
Fire Heavy Crossbow +8 201/0/201/0 -/-/-/- 2 200
Fire Heavy Crossbow +9 213/0/213/0 -/-/-/- 3 200
Fire Heavy Crossbow +10 228/0/228/0 -/-/-/- 1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. When using two handed, only 10 strength is required
Crossbows

Light Crossbow

Standard crossbow issued to soldiers.

While bows require both hands, a crossbow is held in one, but arming each bolt takes time.

Equip bolts to use.

May change type of bolt.

Image Name Damage Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Light Crossbow 50/0/0/0 50 150 3 101/8/0/0

-/-/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Light Crossbow +0 50/0/0/0 -/-/-/- 200
Light Crossbow +1 85/0/0/0 -/-/-/- 1 200
Light Crossbow +2 100/0/0/0 -/-/-/- 1 200
Light Crossbow +3 115/0/0/0 -/-/-/- 2 200
Light Crossbow +4 130/0/0/0 -/-/-/- 2 200
Light Crossbow +5 145/0/0/0 -/-/-/- 3 200
Light Crossbow +6 165/0/0/0 -/-/-/- 1 200
Light Crossbow +7 180/0/0/0 -/-/-/- 1 200
Light Crossbow +8 195/0/0/0 -/-/-/- 2 200
Light Crossbow +9 209/0/0/0 -/-/-/- 2 200
Light Crossbow +10 225/0/0/0 -/-/-/- 3 200
Light Crossbow +11 245/0/0/0 -/-/-/- 1 200
Light Crossbow +12 260/0/0/0 -/-/-/- 1 200
Light Crossbow +13 275/0/0/0 -/-/-/- 2 200
Light Crossbow +14 290/0/0/0 -/-/-/- 3 200
Light Crossbow +15 310/0/0/0 -/-/-/- 1 200

Crystal


Light Crossbow durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Light Crossbow +0 260/0/0/0 -/-/-/- 1 200
Crystal Light Crossbow +1 275/0/0/0 -/-/-/- 1 200
Crystal Light Crossbow +2 290/0/0/0 -/-/-/- 1 200
Crystal Light Crossbow +3 305/0/0/0 -/-/-/- 2 200
Crystal Light Crossbow +4 320/0/0/0 -/-/-/- 3 200
Crystal Light Crossbow +5 340/0/0/0 -/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Lightning Light Crossbow +0 140/0/0/130 -/-/-/- 1 200
Lightning Light Crossbow +1 150/0/0/140 -/-/-/- 1 200
Lightning Light Crossbow +2 160/0/0/150 -/-/-/- 1 200
Lightning Light Crossbow +3 170/0/0/160 -/-/-/- 2 200
Lightning Light Crossbow +4 180/0/0/170 -/-/-/- 3 200
Lightning Light Crossbow +5 190/0/0/180 -/-/-/- 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Light Crossbow +0 95/94/0/0 -/-/-/- 1 200
Magic Light Crossbow +1 106/105/0/0 -/-/-/- 1 200
Magic Light Crossbow +2 117/117/0/0 -/-/-/- 1 200
Magic Light Crossbow +3 128/128/0/0 -/-/-/- 2 200
Magic Light Crossbow +4 139/140/0/0 -/-/-/- 2 200
Magic Light Crossbow +5 150/151/0/0 -/-/-/- 3 200
Magic Light Crossbow +6 161/163/0/0 -/-/-/- 1 200
Magic Light Crossbow +7 172/174/0/0 -/-/-/- 1 200
Magic Light Crossbow +8 183/186/0/0 -/-/-/- 2 200
Magic Light Crossbow +9 194/197/0/0 -/-/-/- 3 200
Magic Light Crossbow +10 205/210/0/0 -/-/-/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Light Crossbow +0 85/102/0/0 -/-/-/- 0/0/110/- 1 200
Divine Light Crossbow +1 95/114/0/0 -/-/-/- 0/0/110/- 1 200
Divine Light Crossbow +2 105/127/0/0 -/-/-/- 0/0/110/- 1 200
Divine Light Crossbow +3 115/139/0/0 -/-/-/- 0/0/110/- 2 200
Divine Light Crossbow +4 125/151/0/0 -/-/-/- 0/0/110/- 2 200
Divine Light Crossbow +5 136/164/0/0 -/-/-/- 0/0/110/- 3 200
Divine Light Crossbow +6 146/176/0/0 -/-/-/- 0/0/110/- 1 200
Divine Light Crossbow +7 156/188/0/0 -/-/-/- 0/0/110/- 1 200
Divine Light Crossbow +8 166/200/0/0 -/-/-/- 0/0/110/- 2 200
Divine Light Crossbow +9 176/213/0/0 -/-/-/- 0/0/110/- 3 200
Divine Light Crossbow +10 187/225/0/0 -/-/-/- 0/0/110/- 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Light Crossbow +0 90/0/90/0 -/-/-/- 1 200
Fire Light Crossbow +1 101/0/101/0 -/-/-/- 1 200
Fire Light Crossbow +2 113/0/113/0 -/-/-/- 1 200
Fire Light Crossbow +3 124/0/124/0 -/-/-/- 2 200
Fire Light Crossbow +4 136/0/136/0 -/-/-/- 2 200
Fire Light Crossbow +5 147/0/147/0 -/-/-/- 3 200
Fire Light Crossbow +6 160/0/160/0 -/-/-/- 1 200
Fire Light Crossbow +7 171/0/171/0 -/-/-/- 1 200
Fire Light Crossbow +8 183/0/183/0 -/-/-/- 2 200
Fire Light Crossbow +9 194/0/194/0 -/-/-/- 3 200
Fire Light Crossbow +10 207/0/207/0 -/-/-/- 1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Footnotes

  1. When two handing this weapon, only 7 Strength is required
Crossbows

Sniper Crossbow

Large crossbow with long distance used by Carim snipers. Often used with sniper bolts.

But while crossbows are normally easy to use, the Sniper Crossbow requires dexterity.

Availability


Treasure from a corpse in Sen's fortress, along with a set of Sniper Bolts.

The corpse is below the broken bridge leading to the Crestfallen Merchant. Running and jumping onto the platform with the boulder-dropping Giant allows access to the corpse with less fall damage.

General Information


Binoculars can help with aiming. With the Binoculars, line the target up in the exact center of the screen. Change to the Sniper Crossbow without moving the camera, then fire.

Has a Bow Dist Rate of 0.

Image Name Damage Critical Range Durability Weight Stats Needed
Stat Bonuses
Frampt Souls
Sniper Crossbow 52/0/0/0 100 70 150 8.0 20/16/0/0

-/-/-/-
50

Upgrades


Basic


Standard upgrade path.
Requires

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Sniper Crossbow +0 52/0/0/0 -/-/-/- 200
Sniper Crossbow +1 88/0/0/0 -/-/-/- 1 200
Sniper Crossbow +2 104/0/0/0 -/-/-/- 1 200
Sniper Crossbow +3 119/0/0/0 -/-/-/- 2 200
Sniper Crossbow +4 135/0/0/0 -/-/-/- 2 200
Sniper Crossbow +5 150/0/0/0 -/-/-/- 3 200
Sniper Crossbow +6 171/0/0/0 -/-/-/- 1 200
Sniper Crossbow +7 187/0/0/0 -/-/-/- 1 200
Sniper Crossbow +8 202/0/0/0 -/-/-/- 2 200
Sniper Crossbow +9 218/0/0/0 -/-/-/- 2 200
Sniper Crossbow +10 234/0/0/0 -/-/-/- 3 200
Sniper Crossbow +11 254/0/0/0 -/-/-/- 1 200
Sniper Crossbow +12 270/0/0/0 -/-/-/- 1 200
Sniper Crossbow +13 286/0/0/0 -/-/-/- 2 200
Sniper Crossbow +14 301/0/0/0 -/-/-/- 3 200
Sniper Crossbow +15 322/0/0/0 -/-/-/- 1 200

Crystal


Sniper Crossbow durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Sniper Crossbow +0 270/0/0/0 -/-/-/- 1 200
Crystal Sniper Crossbow +1 286/0/0/0 -/-/-/- 1 200
Crystal Sniper Crossbow +2 301/0/0/0 -/-/-/- 1 200
Crystal Sniper Crossbow +3 317/0/0/0 -/-/-/- 2 200
Crystal Sniper Crossbow +4 332/0/0/0 -/-/-/- 3 200
Crystal Sniper Crossbow +5 353/0/0/0 -/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Lightning Sniper Crossbow +0 145/0/0/135 -/-/-/- 1 200
Lightning Sniper Crossbow +1 156/0/0/145 -/-/-/- 1 200
Lightning Sniper Crossbow +2 166/0/0/156 -/-/-/- 1 200
Lightning Sniper Crossbow +3 176/0/0/166 -/-/-/- 2 200
Lightning Sniper Crossbow +4 187/0/0/176 -/-/-/- 3 200
Lightning Sniper Crossbow +5 197/0/0/187 -/-/-/- 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Sniper Crossbow +0 97/96/0/0 -/-/-/- 1 200
Magic Sniper Crossbow +1 108/108/0/0 -/-/-/- 1 200
Magic Sniper Crossbow +2 120/120/0/0 -/-/-/- 1 200
Magic Sniper Crossbow +3 131/131/0/0 -/-/-/- 2 200
Magic Sniper Crossbow +4 142/143/0/0 -/-/-/- 2 200
Magic Sniper Crossbow +5 154/155/0/0 -/-/-/- 3 200
Magic Sniper Crossbow +6 165/167/0/0 -/-/-/- 1 200
Magic Sniper Crossbow +7 176/178/0/0 -/-/-/- 1 200
Magic Sniper Crossbow +8 187/190/0/0 -/-/-/- 2 200
Magic Sniper Crossbow +9 199/202/0/0 -/-/-/- 3 200
Magic Sniper Crossbow +10 210/215/0/0 -/-/-/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Sniper Crossbow +0 87/107/0/0 -/-/-/- 0/0/110/- 1 200
Divine Sniper Crossbow +1 98/120/0/0 -/-/-/- 0/0/110/- 1 200
Divine Sniper Crossbow +2 108/133/0/0 -/-/-/- 0/0/110/- 1 200
Divine Sniper Crossbow +3 119/146/0/0 -/-/-/- 0/0/110/- 2 200
Divine Sniper Crossbow +4 129/159/0/0 -/-/-/- 0/0/110/- 2 200
Divine Sniper Crossbow +5 140/172/0/0 -/-/-/- 0/0/110/- 3 200
Divine Sniper Crossbow +6 150/184/0/0 -/-/-/- 0/0/110/- 1 200
Divine Sniper Crossbow +7 161/197/0/0 -/-/-/- 0/0/110/- 1 200
Divine Sniper Crossbow +8 171/210/0/0 -/-/-/- 0/0/110/- 2 200
Divine Sniper Crossbow +9 182/223/0/0 -/-/-/- 0/0/110/- 3 200
Divine Sniper Crossbow +10 192/236/0/0 -/-/-/- 0/0/110/- 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Sniper Crossbow +0 93/0/93/0 -/-/-/- 1 200
Fire Sniper Crossbow +1 105/0/105/0 -/-/-/- 1 200
Fire Sniper Crossbow +2 117/0/117/0 -/-/-/- 1 200
Fire Sniper Crossbow +3 129/0/129/0 -/-/-/- 2 200
Fire Sniper Crossbow +4 141/0/141/0 -/-/-/- 2 200
Fire Sniper Crossbow +5 153/0/153/0 -/-/-/- 3 200
Fire Sniper Crossbow +6 166/0/166/0 -/-/-/- 1 200
Fire Sniper Crossbow +7 178/0/178/0 -/-/-/- 1 200
Fire Sniper Crossbow +8 190/0/190/0 -/-/-/- 2 200
Fire Sniper Crossbow +9 202/0/202/0 -/-/-/- 3 200
Fire Sniper Crossbow +10 215/0/215/0 -/-/-/- 1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a bow or crossbow are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Damage is further modified by the types of arrows or bolts used.

Range: The Range determines the maximum distance an arrow or bolt can be fired. Damage will decrease proportionately with the Range stat the further the arrow/bolt travels.
Durability: The durability 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 user's Equip Weight 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.
Requirements:

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for an 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 the player 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 Great Axe (Requires 26 Strength) properly if she holds the weapon with both hands (18 x 1.5 = 27).

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus players receive based on the associated Stat when they use a weapon. This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).

Catalysts

Catalysts are used to cast Sorceries, with their Magic Adjustment (MagAdj) determining spell potency. Most scale with Intelligence, though a few have unique scaling. Different catalysts offer varying base and max Mag Adj, affecting spell damage and weapon buffs. Some catalysts, like the Tin Crystallization Catalyst, boast extremely high spell power but halve spell casts. Others may deal slightly more physical damage, offering limited melee utility. Choosing the right catalyst can dramatically affect a spellcaster’s overall damage potential and casting strategy.

Flames

Flames are used for casting Pyromancies. Unlike Sorceries and Miracles, Pyromancies generally do not require stat scaling, though upgrading the Pyromancy Flame itself increases spell damage. The Pyromancy Flame weighs nothing and can be fully upgraded for powerful fire attacks. Two-handing it only changes its weak melee attack’s animation, not its spellcasting power. Accessible early on, the Pyromancy Flame allows players to integrate elemental spells into any build, providing flexible combat options without heavy stat investments.

Talismans

Talismans enable the casting of Miracles. They generally scale with Faith, influencing healing, buff, and offensive miracle potency through Magic Adjustment. Some Talismans have static scaling or rely on Intelligence instead, offering variety for hybrid builds. Although Talismans can be used as melee weapons, their damage and blocking potential are minimal. Instead, their true value lies in empowering Miracles that heal, buff weapons, or deal lightning damage. Selecting the right Talisman is crucial for players who want to maximize their Faith-based abilities while retaining flexibility in combat.

Great Axes

Great Axes are heavier and stronger than standard Axes, trading speed and range for massive damage output. Their strikes can flatten enemies and often break through shields, but their slow swings and substantial Stamina cost demand precision. Using Great Axes one-handed allows slightly faster attacks than two-handing, offering subtle flexibility. While landing a hit can devastate foes, missing leaves a gaping vulnerability. Great Axes favor patient, deliberate playstyles that capitalize on punishing enemies’ mistakes with overwhelming force.

Great Axes

Black Knight Greataxe

Greataxe 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


Drop by the Black Knight (Greataxe) in The Catacombs and Kiln of the First Flame (20% drop rate).

General Information


As with other Black Knight weapons, deals extra damage to demon enemies such as Taurus Demon and Capra Demon.

The Black Knight Great Axe often seems weaker in practice than its damage stats would indicate. This is because its Standard Attacks (R1/RB) have reduced damage to account for their swing speed, which is fast compared to similar weapons. The damage of its slower Power Attacks (R2/RT) are in line with its listed statistics.

It is possible to farm this weapon right after leaving the Asylum by simply Reversing Hollow, sprinting through the Catacombs and reaching Paladin Leeroy's summon sign. Once summoned, drop down on the side closest to the fog wall and slowly go back toward the Knight's side of the cavern. Clear the Skeleton Wheels with the help of Leeroy and the moment the Knight aggroes from his perch he will jump down into the cavern. Kite the Black Knight to Leeroy if he keeps going to the fogwall. This is a low time and effort investment into the current playthrough so if the Black Knight doesn't drop the Greataxe, start over and try again. (This "farming" method could also be potentially be used to obtain a Bonewheel Shield)

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Black Knight Greataxe 229/0/0/0

(Regular)
100 300 16.0 361/18/0/0

B/E/-/-
55/10/40/40 38 100

Move Set


1 Handed
R1 — R1 Right-to-left swing into left-to-right swing.
R2 Jumping downward smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Overhead smash.

2 Handed
R1 — R1 Diagonal swing into diagonal swing.
R2 Delayed upward swing.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Black Knight Greataxe Moveset Video

Upgrades


Requires

90% STR, 4% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Black Knight Greataxe +0 229/0/0/0 B/E/-/-
Black Knight Greataxe +1 251/0/0/0 B/E/-/- 1 2,000
Black Knight Greataxe +2 274/0/0/0 B/E/-/- 1 2,000
Black Knight Greataxe +3 297/0/0/0 B/E/-/- 2 2,000
Black Knight Greataxe +4 320/0/0/0 B/E/-/- 2 2,000
Black Knight Greataxe +5 343/0/0/0 B/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 24 Strength is required.
Great Axes

Demon's Greataxe

Carved from the bones of fellow demons.

Wielded by the lesser Taurus demons.

This axe is imbued with no special power,

but can merrily beat foes to a pulp,

providing you have the strength to wield it.

Availability


Drop by Taurus Demon enemies (5% drop rate)

Sold by Shiva of the East for 10,000 Souls (in Blighttown when in Forest Hunter Covenant)

General Information


Strongest weapon in the game in physical damage, it has 654 AR at 46 STR in normal upgrade path+15.

Its high durability and availability make it an excellent crystal weapon: with 46 STR, a crystal Demon's Greataxe +5 has over 700 AR.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Demon's Greataxe 114/0/0/0

(Normal)
100 600 22.0 461/0/0/0

A/-/-/-
55/10/40/40 38 50

Move Set


1 Handed
R1 Overhead smash.
R2 — R2 Right-to-left swing into diagonal swing.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Overhead smash.

2 Handed
R1 Overhead smash.
R2 Slow vertical smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

125% STR scaling. Highest STR scaling in the game.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Demon's Greataxe +0 114/0/0/0 A/-/-/-
Demon's Greataxe +1 125/0/0/0 A/-/-/- 1 800
Demon's Greataxe +2 136/0/0/0 A/-/-/- 1 800
Demon's Greataxe +3 148/0/0/0 A/-/-/- 2 800
Demon's Greataxe +4 159/0/0/0 A/-/-/- 2 800
Demon's Greataxe +5 171/0/0/0 A/-/-/- 3 800
Demon's Greataxe +6 182/0/0/0 A/-/-/- 1 800
Demon's Greataxe +7 193/0/0/0 A/-/-/- 1 800
Demon's Greataxe +8 205/0/0/0 A/-/-/- 2 800
Demon's Greataxe +9 216/0/0/0 A/-/-/- 2 800
Demon's Greataxe +10 228/0/0/0 A/-/-/- 3 800
Demon's Greataxe +11 239/0/0/0 S/-/-/- 1 800
Demon's Greataxe +12 250/0/0/0 S/-/-/- 1 800
Demon's Greataxe +13 262/0/0/0 S/-/-/- 2 800
Demon's Greataxe +14 273/0/0/0 S/-/-/- 3 800
Demon's Greataxe +15 285/0/0/0 S/-/-/- 1 800

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

94% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Demon's Greataxe +0 196/0/0/0 A/-/-/- 1 800
Raw Demon's Greataxe +1 209/0/0/0 A/-/-/- 1 800
Raw Demon's Greataxe +2 222/0/0/0 A/-/-/- 1 800
Raw Demon's Greataxe +3 235/0/0/0 A/-/-/- 2 800
Raw Demon's Greataxe +4 248/0/0/0 A/-/-/- 2 800
Raw Demon's Greataxe +5 262/0/0/0 A/-/-/- 3 800

Crystal


Demon's Greataxe durability reduced to 60. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

125% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Demon's Greataxe +0 250/0/0/0 S/-/-/- 1 800
Crystal Demon's Greataxe +1 262/0/0/0 S/-/-/- 1 800
Crystal Demon's Greataxe +2 273/0/0/0 S/-/-/- 1 800
Crystal Demon's Greataxe +3 285/0/0/0 S/-/-/- 2 800
Crystal Demon's Greataxe +4 296/0/0/0 S/-/-/- 3 800
Crystal Demon's Greataxe +5 307/0/0/0 S/-/-/- 1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Demon's Greataxe +0 205/0/0/205 -/-/-/- 55/10/40/40 1 800
Lightning Demon's Greataxe +1 221/0/0/221 -/-/-/- 55/10/40/43.2 1 800
Lightning Demon's Greataxe +2 237/0/0/237 -/-/-/- 55/10/40/46.4 1 800
Lightning Demon's Greataxe +3 253/0/0/253 -/-/-/- 55/10/40/49.6 2 800
Lightning Demon's Greataxe +4 269/0/0/269 -/-/-/- 55/10/40/52.8 3 800
Lightning Demon's Greataxe +5 285/0/0/285 -/-/-/- 55/10/40/56 1 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

35% STR, 90% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Demon's Greataxe +0 129/139/0/0 D/-/B/- 1 800
Magic Demon's Greataxe +1 137/148/0/0 D/-/B/- 1 800
Magic Demon's Greataxe +2 146/158/0/0 D/-/B/- 1 800
Magic Demon's Greataxe +3 154/167/0/0 D/-/B/- 2 800
Magic Demon's Greataxe +4 163/176/0/0 D/-/B/- 2 800
Magic Demon's Greataxe +5 172/186/0/0 D/-/B/- 3 800
Magic Demon's Greataxe +6 180/195/0/0 D/-/A/- 1 800
Magic Demon's Greataxe +7 189/204/0/0 D/-/A/- 1 800
Magic Demon's Greataxe +8 197/213/0/0 D/-/A/- 2 800
Magic Demon's Greataxe +9 206/223/0/0 D/-/A/- 3 800
Magic Demon's Greataxe +10 215/232/0/0 D/-/A/- 1 800

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

24% STR, 88% INT scaling. Unknown additonal amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Demon's Greataxe +0 172/182/0/0 D/-/A/- 1 800
Enchanted Demon's Greataxe +1 178/187/0/0 D/-/A/- 1 800
Enchanted Demon's Greataxe +2 185/192/0/0 D/-/A/- 1 800
Enchanted Demon's Greataxe +3 192/198/0/0 D/-/A/- 2 800
Enchanted Demon's Greataxe +4 199/203/0/0 D/-/S/- 3 800
Enchanted Demon's Greataxe +5 206/211/0/0 D/-/S/- 1 800

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

48% STR, 89% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Demon's Greataxe +0 115/141/0/0 C/-/-/B 0/0/110/- 1 800
Divine Demon's Greataxe +1 123/150/0/0 C/-/-/B 0/0/110/- 1 800
Divine Demon's Greataxe +2 130/159/0/0 C/-/-/B 0/0/110/- 1 800
Divine Demon's Greataxe +3 138/169/0/0 C/-/-/B 0/0/110/- 2 800
Divine Demon's Greataxe +4 146/178/0/0 C/-/-/B 0/0/110/- 2 800
Divine Demon's Greataxe +5 154/188/0/0 C/-/-/B 0/0/110/- 3 800
Divine Demon's Greataxe +6 161/197/0/0 C/-/-/A 0/0/110/- 1 800
Divine Demon's Greataxe +7 169/206/0/0 C/-/-/A 0/0/110/- 1 800
Divine Demon's Greataxe +8 177/216/0/0 C/-/-/A 0/0/110/- 2 800
Divine Demon's Greataxe +9 184/225/0/0 C/-/-/A 0/0/110/- 3 800
Divine Demon's Greataxe +10 192/235/0/0 C/-/-/A 0/0/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

45% STR, 105% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Demon's Greataxe +0 156/172/0/0 C/-/-/A 0/0/-/110 1 800
Occult Demon's Greataxe +1 165/180/0/0 C/-/-/A 0/0/-/110 1 800
Occult Demon's Greataxe +2 174/189/0/0 C/-/-/A 0/0/-/110 1 800
Occult Demon's Greataxe +3 184/197/0/0 C/-/-/A 0/0/-/110 2 800
Occult Demon's Greataxe +4 193/206/0/0 C/-/-/A 0/0/-/110 3 800
Occult Demon's Greataxe +5 202/215/0/0 C/-/-/A 0/0/-/110 1 800

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Demon's Greataxe +0 148/0/148/0 -/-/-/- 55/10/40/40 1 800
Fire Demon's Greataxe +1 159/0/159/0 -/-/-/- 55/10/40.4/40 1 800
Fire Demon's Greataxe +2 171/0/171/0 -/-/-/- 55/10/40.8/40 1 800
Fire Demon's Greataxe +3 182/0/182/0 -/-/-/- 55/10/41.2/40 2 800
Fire Demon's Greataxe +4 193/0/193/0 -/-/-/- 55/10/41.6/40 2 800
Fire Demon's Greataxe +5 205/0/205/0 -/-/-/- 55/10/42/40 3 800
Fire Demon's Greataxe +6 218/0/218/0 -/-/-/- 55/10/42.4/40 1 800
Fire Demon's Greataxe +7 232/0/232/0 -/-/-/- 55/10/42.8/40 1 800
Fire Demon's Greataxe +8 246/0/246/0 -/-/-/- 55/10/43.2/40 2 800
Fire Demon's Greataxe +9 259/0/259/0 -/-/-/- 55/10/43.6/40 3 800
Fire Demon's Greataxe +10 273/0/273/0 -/-/-/- 55/10/44/40 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Demon's Greataxe +0 180/0/205/0 -/-/-/- 55/10/40/40 1 800
Chaos Demon's Greataxe +1 190/0/216/0 -/-/-/- 55/10/40.8/40 1 800
Chaos Demon's Greataxe +2 200/0/228/0 -/-/-/- 55/10/41.6/40 1 800
Chaos Demon's Greataxe +3 209/0/239/0 -/-/-/- 55/10/42.4/40 2 800
Chaos Demon's Greataxe +4 220/0/250/0 -/-/-/- 55/10/43.2/40 3 800
Chaos Demon's Greataxe +5 230/0/262/0 -/-/-/- 55/10/44/40 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 31 Strength is required.
Great Axes

Dragon King Greataxe

This axe, one of the rare dragon weapons,

is formed by the tail of the Gaping Dragon,

a distant, deformed descendant of the everlasting dragons.

The axe is imbued with a mystical power,

to be released when held with both hands.

Availability


Automatically added to your inventory upon cutting Gaping Dragon's tail

General Information


Can be enchanted.

Increases your Magic and Fire Defense by 20.

Upgrading it will also increase the strong attack area of effect damage.

The area of effect attack is one of the strongest in the game and will consume most or all of someone's Stamina if blocked.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Dragon King Greataxe 380/0/0/0

(Regular)
100 400 24.0 501/8/0/0

-/-/-/-
55/10/40/40 38 5,000

Move Set


1 Handed
R1 Overhead smash.
R2 Right-to-left horizontal smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Overhead smash.

2 Handed
R1 Overhead smash.
R2 Smash AoE. Consumes 50 durability.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

Name Damage Stat Bonuses Dragon Scale Souls
Dragon King Greataxe +0 380/0/0/0 -/-/-/-
Dragon King Greataxe +1 418/0/0/0 -/-/-/- 1 10,000
Dragon King Greataxe +2 456/0/0/0 -/-/-/- 1 10,000
Dragon King Greataxe +3 493/0/0/0 -/-/-/- 2 10,000
Dragon King Greataxe +4 532/0/0/0 -/-/-/- 2 10,000
Dragon King Greataxe +5 570/0/0/0 -/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 34 Strength is required.
Great Axes

Greataxe

This greataxe is a veritable mass of iron.

Its weight sends foes flying, but makes it difficult to handle without inhuman strength.

Any miss makes one very vulnerable, as each swing requires the full force of the body.

Availability


Sold by the Crestfallen Merchant for 8,000 Souls

Treasure from a corpse in the Depths, under some crates behind five Small Undead Rats

Drop from Heavy Knights (2% drop rate, 0.67% drop rate in Undead Parish)

General Information


Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Greataxe 140/0/0/0

(Regular)
230 14.0 321/8/0/0

C/E/-/-
55/10/40/40 38 50

Move Set


1 Handed
R1 Overhead smash.
R2 Right-to-left horizontal smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Overhead smash.

2 Handed
R1 Overhead smash.
R2 Right-to-left horizontal smash.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

68% STR, 11% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Greataxe +0 140/0/0/0 C/E/-/-
Greataxe +1 154/0/0/0 C/E/-/- 1 800
Greataxe +2 168/0/0/0 C/E/-/- 1 800
Greataxe +3 182/0/0/0 C/E/-/- 2 800
Greataxe +4 196/0/0/0 C/E/-/- 2 800
Greataxe +5 210/0/0/0 C/E/-/- 3 800
Greataxe +6 224/0/0/0 C/E/-/- 1 800
Greataxe +7 238/0/0/0 C/E/-/- 1 800
Greataxe +8 252/0/0/0 C/E/-/- 2 800
Greataxe +9 266/0/0/0 C/E/-/- 2 800
Greataxe +10 280/0/0/0 C/E/-/- 3 800
Greataxe +11 294/0/0/0 C/E/-/- 1 800
Greataxe +12 308/0/0/0 C/E/-/- 1 800
Greataxe +13 322/0/0/0 C/E/-/- 2 800
Greataxe +14 336/0/0/0 B/E/-/- 3 800
Greataxe +15 350/0/0/0 B/E/-/- 1 800

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

52% STR, 8% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Greataxe +0 241/0/0/0 C/E/-/- 1 800
Raw Greataxe +1 257/0/0/0 C/E/-/- 1 800
Raw Greataxe +2 273/0/0/0 C/E/-/- 1 800
Raw Greataxe +3 289/0/0/0 C/E/-/- 2 800
Raw Greataxe +4 305/0/0/0 C/E/-/- 2 800
Raw Greataxe +5 322/0/0/0 C/E/-/- 3 800

Crystal


Greataxe durability reduced to 23. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

68% STR, 11% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Greataxe +0 308/0/0/0 C/E/-/- 1 800
Crystal Greataxe +1 322/0/0/0 C/E/-/- 1 800
Crystal Greataxe +2 336/0/0/0 C/E/-/- 1 800
Crystal Greataxe +3 350/0/0/0 C/E/-/- 2 800
Crystal Greataxe +4 364/0/0/0 B/E/-/- 3 800
Crystal Greataxe +5 378/0/0/0 B/E/-/- 1 800

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Great Axe +0 252/0/0/252 -/-/-/- 55/10/40/40 1 800
Lightning Great Axe +1 271/0/0/271 -/-/-/- 55/10/40/43.2 1 800
Lightning Great Axe +2 291/0/0/291 -/-/-/- 55/10/40/46.4 1 800
Lightning Great Axe +3 310/0/0/310 -/-/-/- 55/10/40/49.6 2 800
Lightning Great Axe +4 330/0/0/330 -/-/-/- 55/10/40/52.8 3 800
Lightning Great Axe +5 350/0/0/350 -/-/-/- 55/10/40/56 1 800

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

19% STR, 3% DEX, 57% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Greataxe +0 157/171/0/0 E/E/C/- 1 800
Magic Greataxe +1 168/182/0/0 E/E/C/- 1 800
Magic Greataxe +2 178/193/0/0 E/E/C/- 1 800
Magic Greataxe +3 189/205/0/0 E/E/C/- 2 800
Magic Greataxe +4 199/216/0/0 E/E/C/- 2 800
Magic Greataxe +5 210/228/0/0 E/E/C/- 3 800
Magic Greataxe +6 220/239/0/0 D/E/C/- 1 800
Magic Greataxe +7 231/250/0/0 D/E/C/- 1 800
Magic Greataxe +8 241/262/0/0 D/E/C/- 2 800
Magic Greataxe +9 252/273/0/0 D/E/C/- 3 800
Magic Greataxe +10 262/285/0/0 D/E/C/- 1 800

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

14% STR, 2% DEX, 55% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Enchanted Greataxe +0 210/224/0/0 E/E/C/- 1 800
Enchanted Greataxe +1 218/230/0/0 E/E/C/- 1 800
Enchanted Greataxe +2 226/237/0/0 E/E/C/- 2 800
Enchanted Greataxe +3 235/244/0/0 E/E/B/- 2 800
Enchanted Greataxe +4 243/250/0/0 E/E/B/- 3 800
Enchanted Greataxe +5 252/259/0/0 E/E/B/- 1 800

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

27% STR, 4% DEX, 56% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Greataxe +0 142/174/0/0 D/E/-/C 0/0/110/- 1 800
Divine Greataxe +1 152/185/0/0 D/E/-/C 0/0/110/- 1 800
Divine Greataxe +2 161/197/0/0 D/E/-/C 0/0/110/- 1 800
Divine Greataxe +3 171/208/0/0 D/E/-/C 0/0/110/- 2 800
Divine Greataxe +4 180/220/0/0 D/E/-/C 0/0/110/- 2 800
Divine Greataxe +5 190/232/0/0 D/E/-/C 0/0/110/- 3 800
Divine Greataxe +6 199/243/0/0 D/E/-/C 0/0/110/- 1 800
Divine Greataxe +7 209/255/0/0 D/E/-/C 0/0/110/- 1 800
Divine Greataxe +8 218/266/0/0 D/E/-/C 0/0/110/- 2 800
Divine Greataxe +9 228/278/0/0 D/E/-/C 0/0/110/- 3 800
Divine Greataxe +10 237/290/0/0 D/E/-/C 0/0/110/- 1 800

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

24% STR, 4% DEX, 56% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Greataxe +0 192/210/0/0 D/E/-/C 0/0/-/110 1 800
Occult Greataxe +1 203/220/0/0 D/E/-/C 0/0/-/110 1 800
Occult Greataxe +2 215/231/0/0 D/E/-/C 0/0/-/110 1 800
Occult Greataxe +3 226/241/0/0 D/E/-/C 0/0/-/110 2 800
Occult Greataxe +4 238/252/0/0 D/E/-/C 0/0/-/110 3 800
Occult Greataxe +5 249/262/0/0 D/E/-/C 0/0/-/110 1 800

Fire


Fire damage added. All stat bonuses removed
Requires

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 Greataxe +0 182/0/182/0 -/-/-/- 55/10/40/40 1 800
Fire Greataxe +1 196/0/196/0 -/-/-/- 55/10/40.4/40 1 800
Fire Greataxe +2 210/0/210/0 -/-/-/- 55/10/40.8/40 1 800
Fire Greataxe +3 224/0/224/0 -/-/-/- 55/10/41.2/40 2 800
Fire Greataxe +4 238/0/238/0 -/-/-/- 55/10/41.6/40 2 800
Fire Greataxe +5 252/0/252/0 -/-/-/- 55/10/42/40 3 800
Fire Greataxe +6 268/0/268/0 -/-/-/- 55/10/42.4/40 1 800
Fire Greataxe +7 285/0/285/0 -/-/-/- 55/10/42.8/40 1 800
Fire Greataxe +8 302/0/302/0 -/-/-/- 55/10/43.2/40 2 800
Fire Greataxe +9 319/0/319/0 -/-/-/- 55/10/43.6/40 3 800
Fire Greataxe +10 336/0/336/0 -/-/-/- 55/10/44/40 1 800

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Greataxe +0 219/0/252/0 -/-/-/- 55/10/40/40 1 800
Chaos Greataxe +1 231/0/266/0 -/-/-/- 55/10/40.8/40 1 800
Chaos Greataxe +2 244/0/280/0 -/-/-/- 55/10/41.6/40 1 800
Chaos Greataxe +3 256/0/294/0 -/-/-/- 55/10/42.4/40 2 800
Chaos Greataxe +4 268/0/308/0 -/-/-/- 55/10/43.2/40 3 800
Chaos Greataxe +5 280/0/322/0 -/-/-/- 55/10/44/40 1 800

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 22 Strength is required.
Great Axes

Stone Greataxe

Greataxe borne by the stone knights who guard the forest Sanctuary.

This greataxe, requiring inhuman strength to wield and more fitted to manual labor than battle, is nevertheless completely lethal.

Availability


Drop from Stone Guardian in the Royal Wood (2% drop rate)

General Information


Can be enchanted.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Stone Greataxe 190/0/0/0

(Regular)
100 700 24.0 481/10/0/0

B/E/-/-
55/10/40/40 38 100

Move Set


1 Handed
R1 Overhead smash.
R2 Right-to-left swing.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 (left hand) Guard.
L2 (left hand) Overhead smash.

2 Handed
R1 Overhead smash.
R2 — R2 Smash followed by AoE.
Roll — R1 360 degree horizontal spin attack.
Backstep or Run — R1 Running horizontal smash.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Leaping overhead smash.
L1 or L2 Guard.

Upgrades


Requires

96% STR, 10% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Stone Greataxe 190/0/0/0 B/E/-/-
Stone Greataxe +1 209/0/0/0 B/E/-/- 1 2,000
Stone Greataxe +2 228/0/0/0 B/E/-/- 1 2,000
Stone Greataxe +3 246/0/0/0 B/E/-/- 2 2,000
Stone Greataxe +4 266/0/0/0 B/E/-/- 2 2,000
Stone Greataxe +5 285/0/0/0 B/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 32 Strength is required.

Straightswords

Straightswords balance speed and damage, offering a slower swing than Daggers but with better reach and higher base damage. They have moderate scaling—usually leaning more toward Strength—and deliver solid, well-rounded performance in both PvE and PvP. Their horizontal swings make them effective against groups of enemies, and they consume relatively little Stamina. Although they lack the extreme critical damage of Daggers and do not excel in any one area, their balanced profile makes them a reliable choice for players who prefer a straightforward, versatile melee weapon.

Straightswords

Astora's Straight Sword

Straight sword of an unknown knight, likely one of Astora"s superiors.

High-quality weapon with a powerful blessing.

In Game Description


Straight sword of an unknown knight,
likely one of Astora's superiors.

High-quality weapon with a powerful blessing.

Availability


Treasure from a corpse in the Valley of Drakes (alongside Dragon Crest Shield1) between the Undead Dragon's right arm and head. Entering the area between the dragon's arm and head will cause the dragon to awaken and become hostile. It is possible to retrieve the sword without disturbing the dragon.

General Information


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Astora Straight Sword 80/80/0/0

Holy 120

(Normal/Thrust)
100 160 3.0 102/10/0/14

C/C/-/C
50/10/35/45 32 100

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Requires

51% STR, 51% DEX, 51% FAI scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Astora's Straight Sword +0 80/80/0/0 C/C/-/C    
Astora's Straight Sword +1 88/88/0/0 C/C/-/C 1 2,000
Astora's Straight Sword +2 96/96/0/0 C/C/-/C 1 2,000
Astora's Straight Sword +3 104/104/0/0 C/C/-/C 2 2,000
Astora's Straight Sword +4 112/112/0/0 C/C/-/C 2 2,000
Astora's Straight Sword +5 120/120/0/0 C/C/-/C 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. the sword is on the left and the Dragon Crest Shield is on the right
  2. When two-handing this weapon, only 7 Strength is required.
Straightswords

Balder Side Sword

The knights of the ancient kingdom of Balder wielded these rock-solid, long swords which are excellent for thrust attacks.

Balder was the home of Knight King Rendal, but the kingdom was reduced to ruins after a widespread outbreak of Undead.

Availability


Drop from side sword-wielding Balder Knight (1% drop rate)

General Information


The most efficient spot to farm Balder Knights (Side Sword) is in Sen's Fortress.
With 410 Item Discovery, rest at the bonfire, leave the bonfire area, head right from the top of the stairs, and kill the two Balder Knights there (previously guarding the Flame Stoneplate Ring). Homeward/Homeward Bone back to bonfire. Repeat until the sword drops.

Alternatively, one can start from the Sunlight Altar bonfire (near the Altar of Sunlight in Undead Parish). There are two Balder Knights wielding the Balder Side Sword guarding the entrance of the Undead Parish church, and a third one near the wooden plank bridge outside the church. This location is accessed earlier than Sen's Fortress.

This is an exceptional Straight Sword for DEX builds, as its scaling can reach an A bonus when fully upgraded. Its moveset is also great, with an incredibly powerful thrust strong attack that has great range and can be followed up.

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Balder Side Sword 80/0/0/0

(Normal)
100 120 3.0 101/14/0/0

E/B/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Thrust into thrust.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Thrust into thrust.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Balder Side Sword +0 80/0/0/0 E/B/-/-          
Balder Side Sword +1 88/0/0/0 E/B/-/- 1       200
Balder Side Sword +2 96/0/0/0 E/B/-/- 1       200
Balder Side Sword +3 104/0/0/0 E/B/-/- 2       200
Balder Side Sword +4 112/0/0/0 E/B/-/- 2       200
Balder Side Sword +5 120/0/0/0 E/B/-/- 3       200
Balder Side Sword +6 128/0/0/0 E/B/-/-   1     200
Balder Side Sword +7 136/0/0/0 E/B/-/-   1     200
Balder Side Sword +8 144/0/0/0 E/B/-/-   2     200
Balder Side Sword +9 152/0/0/0 E/B/-/-   2     200
Balder Side Sword +10 160/0/0/0 E/B/-/-   3     200
Balder Side Sword +11 168/0/0/0 E/B/-/-     1   200
Balder Side Sword +12 176/0/0/0 E/B/-/-     1   200
Balder Side Sword +13 184/0/0/0 E/B/-/-     2   200
Balder Side Sword +14 192/0/0/0 E/A/-/-     3   200
Balder Side Sword +15 200/0/0/0 E/A/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Balder Side Sword +0 138/0/0/0 E/C/-/- 1 200
Raw Balder Side Sword +1 147/0/0/0 E/C/-/- 1 200
Raw Balder Side Sword +2 156/0/0/0 E/C/-/- 1 200
Raw Balder Side Sword +3 165/0/0/0 E/C/-/- 2 200
Raw Balder Side Sword +4 174/0/0/0 E/C/-/- 2 200
Raw Balder Side Sword +5 184/0/0/0 E/C/-/- 3 200

Crystal


Balder Side Sword durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Balder Side Sword +0 176/0/0/0 E/B/-/- 1   200
Crystal Balder Side Sword +1 184/0/0/0 E/B/-/- 1   200
Crystal Balder Side Sword +2 192/0/0/0 E/B/-/- 1   200
Crystal Balder Side Sword +3 200/0/0/0 E/B/-/- 2   200
Crystal Balder Side Sword +4 208/0/0/0 E/A/-/- 3   200
Crystal Balder Side Sword +5 216/0/0/0 E/A/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Balder Side Sword +0 144/0/0/144 -/-/-/- 50/10/35/35 1   200
Lightning Balder Side Sword +1 155/0/0/155 -/-/-/- 50/10/35/37.8 1   200
Lightning Balder Side Sword +2 166/0/0/166 -/-/-/- 50/10/35/40.6 1   200
Lightning Balder Side Sword +3 177/0/0/177 -/-/-/- 50/10/35/43.4 2   200
Lightning Balder Side Sword +4 188/0/0/188 -/-/-/- 50/10/35/46.2 3   200
Lightning Balder Side Sword +5 200/0/0/200 -/-/-/- 50/10/35/49   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Balder Side Sword +0 90/97/0/0 E/D/C/- 1     200
Magic Balder Side Sword +1 96/104/0/0 E/D/C/- 1     200
Magic Balder Side Sword +2 102/110/0/0 E/D/C/- 1     200
Magic Balder Side Sword +3 108/117/0/0 E/D/C/- 2     200
Magic Balder Side Sword +4 114/123/0/0 E/D/C/- 2     200
Magic Balder Side Sword +5 120/130/0/0 E/D/C/- 3     200
Magic Balder Side Sword +6 125/136/0/0 E/D/B/-   1   200
Magic Balder Side Sword +7 132/143/0/0 E/D/B/-   1   200
Magic Balder Side Sword +8 138/149/0/0 E/D/B/-   2   200
Magic Balder Side Sword +9 144/156/0/0 E/D/B/-   3   200
Magic Balder Side Sword +10 150/162/0/0 E/D/B/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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 Balder Side Sword +0 120/128/0/0 E/E/C/- 1   200
Enchanted Balder Side Sword +1 124/131/0/0 E/E/B/- 1   200
Enchanted Balder Side Sword +2 129/135/0/0 E/E/B/- 1   200
Enchanted Balder Side Sword +3 134/139/0/0 E/E/A/- 2   200
Enchanted Balder Side Sword +4 139/143/0/0 E/E/A/- 3   200
Enchanted Balder Side Sword +5 144/148/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

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 Balder Side Sword +0 81/99/0/0 E/D/-/C 0/0/110/- 1     200
Divine Balder Side Sword +1 86/105/0/0 E/D/-/C 0/0/110/- 1     200
Divine Balder Side Sword +2 91/112/0/0 E/D/-/C 0/0/110/- 1     200
Divine Balder Side Sword +3 97/118/0/0 E/D/-/C 0/0/110/- 2     200
Divine Balder Side Sword +4 102/125/0/0 E/D/-/C 0/0/110/- 2     200
Divine Balder Side Sword +5 108/132/0/0 E/D/-/C 0/0/110/- 3     200
Divine Balder Side Sword +6 113/138/0/0 E/D/-/C 0/0/110/-   1   200
Divine Balder Side Sword +7 118/145/0/0 E/D/-/C 0/0/110/-   1   200
Divine Balder Side Sword +8 124/151/0/0 E/D/-/C 0/0/110/-   2   200
Divine Balder Side Sword +9 129/158/0/0 E/D/-/B 0/0/110/-   3   200
Divine Balder Side Sword +10 135/165/0/0 E/D/-/B 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

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 Balder Side Sword +0 110/120/0/0 E/D/-/B 0/0/-/110 1   200
Occult Balder Side Sword +1 116/125/0/0 E/D/-/B 0/0/-/110 1   200
Occult Balder Side Sword +2 123/132/0/0 E/D/-/B 0/0/-/110 1   200
Occult Balder Side Sword +3 129/138/0/0 E/D/-/B 0/0/-/110 2   200
Occult Balder Side Sword +4 136/144/0/0 E/D/-/B 0/0/-/110 3   200
Occult Balder Side Sword +5 143/150/0/0 E/D/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed
Requires

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 Balder Side Sword +0 104/0/104/0 -/-/-/- 50/10/35/35 1     200
Fire Balder Side Sword +1 112/0/112/0 -/-/-/- 50/10/35.4/35 1     200
Fire Balder Side Sword +2 120/0/120/0 -/-/-/- 50/10/35.7/35 1     200
Fire Balder Side Sword +3 128/0/128/0 -/-/-/- 50/10/36/35 2     200
Fire Balder Side Sword +4 136/0/136/0 -/-/-/- 50/10/36.4/35 2     200
Fire Balder Side Sword +5 144/0/144/0 -/-/-/- 50/10/36.7/35 3     200
Fire Balder Side Sword +6 153/0/153/0 -/-/-/- 50/10/37.1/35   1   200
Fire Balder Side Sword +7 163/0/163/0 -/-/-/- 50/10/37.5/35   1   200
Fire Balder Side Sword +8 172/0/172/0 -/-/-/- 50/10/37.8/35   2   200
Fire Balder Side Sword +9 182/0/182/0 -/-/-/- 50/10/38.2/35   3   200
Fire Balder Side Sword +10 192/0/192/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Balder Side Sword +0 126/0/144/0 -/-/-/- 50/10/35/35 1   200
Chaos Balder Side Sword +1 133/0/152/0 -/-/-/- 50/10/35.7/35 1   200
Chaos Balder Side Sword +2 140/0/160/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Balder Side Sword +3 147/0/168/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Balder Side Sword +4 154/0/176/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Balder Side Sword +5 161/0/184/0 -/-/-/- 50/10/38.5/35   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 7 Strength is required.
Straightswords

Barbed Straight Sword

The choice weapon of the infamous Darkwraith Kirk, also known as the Knight of Thorns for the gnarly spikes on his favorite weapon.

This frightful sword deals only thrust attacks, and causes heavy bleeding.

In Game Description


The choice weapon of the infamous Darkwraith
Kirk, also known as the Knight of Thorns for
the gnarly spikes on his favorite weapon.

This frightful sword deals only thrust
attacks, and causes heavy bleeding.

Availability


Dropped by Kirk Knight of Thorns in Depths, Demon Ruins or Lost Izalith

General Information


Bleed build-up is 33 per strike and once inflicted, reduces 30% of the enemy's total HP.

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Barbed Straight Sword 80/0/0/0

(Normal)
100 160 3.0 101/10/0/0

D/D/-/-
50/10/35/35 32 300/0/-/- 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Lunging right-to-left swing into left-to-right swing.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Lunging right-to-left swing into left-to-right swing.  
Roll — R1 Swipe.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Barbed Straight Sword +0 80/0/0/0 D/D/-/-          
Barbed Straight Sword +1 88/0/0/0 D/C/-/- 1       200
Barbed Straight Sword +2 96/0/0/0 D/C/-/- 1       200
Barbed Straight Sword +3 104/0/0/0 D/C/-/- 2       200
Barbed Straight Sword +4 112/0/0/0 D/C/-/- 2       200
Barbed Straight Sword +5 120/0/0/0 D/C/-/- 3       200
Barbed Straight Sword +6 128/0/0/0 D/C/-/-   1     200
Barbed Straight Sword +7 136/0/0/0 D/C/-/-   1     200
Barbed Straight Sword +8 144/0/0/0 D/C/-/-   2     200
Barbed Straight Sword +9 152/0/0/0 D/C/-/-   2     200
Barbed Straight Sword +10 160/0/0/0 D/C/-/-   3     200
Barbed Straight Sword +11 168/0/0/0 D/C/-/-     1   200
Barbed Straight Sword +12 176/0/0/0 D/C/-/-     1   200
Barbed Straight Sword +13 184/0/0/0 D/C/-/-     2   200
Barbed Straight Sword +14 192/0/0/0 D/C/-/-     3   200
Barbed Straight Sword +15 200/0/0/0 D/C/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Barbed Straight Sword +0 138/0/0/0 D/D/-/- 1 200
Raw Barbed Straight Sword +1 147/0/0/0 D/D/-/- 1 200
Raw Barbed Straight Sword +2 156/0/0/0 D/D/-/- 1 200
Raw Barbed Straight Sword +3 165/0/0/0 D/D/-/- 2 200
Raw Barbed Straight Sword +4 174/0/0/0 D/D/-/- 2 200
Raw Barbed Straight Sword +5 184/0/0/0 D/D/-/- 3 200

Crystal


Barbed Straight Sword durability reduced to 16. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Barbed Straight Sword +0 176/0/0/0 D/C/-/- 1   200
Crystal Barbed Straight Sword +1 184/0/0/0 D/C/-/- 1   200
Crystal Barbed Straight Sword +2 192/0/0/0 D/C/-/- 1   200
Crystal Barbed Straight Sword +3 200/0/0/0 D/C/-/- 2   200
Crystal Barbed Straight Sword +4 208/0/0/0 D/C/-/- 3   200
Crystal Barbed Straight Sword +5 216/0/0/0 D/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Barbed Straight Sword +0 144/0/0/144 -/-/-/- 50/10/35/35 1   200
Lightning Barbed Straight Sword +1 155/0/0/155 -/-/-/- 50/10/35/37.8 1   200
Lightning Barbed Straight Sword +2 166/0/0/166 -/-/-/- 50/10/35/40.6 1   200
Lightning Barbed Straight Sword +3 177/0/0/177 -/-/-/- 50/10/35/43.4 2   200
Lightning Barbed Straight Sword +4 188/0/0/188 -/-/-/- 50/10/35/46.2 3   200
Lightning Barbed Straight Sword +5 200/0/0/200 -/-/-/- 50/10/35/49   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Barbed Straight Sword +0 90/97/0/0 E/E/C/- 1     200
Magic Barbed Straight Sword +1 96/104/0/0 E/E/C/- 1     200
Magic Barbed Straight Sword +2 102/110/0/0 E/E/C/- 1     200
Magic Barbed Straight Sword +3 108/117/0/0 E/E/C/- 2     200
Magic Barbed Straight Sword +4 114/123/0/0 E/E/C/- 2     200
Magic Barbed Straight Sword +5 120/130/0/0 E/E/C/- 3     200
Magic Barbed Straight Sword +6 125/136/0/0 E/E/C/-   1   200
Magic Barbed Straight Sword +7 132/143/0/0 E/E/C/-   1   200
Magic Barbed Straight Sword +8 138/149/0/0 E/E/C/-   2   200
Magic Barbed Straight Sword +9 144/156/0/0 E/E/C/-   3   200
Magic Barbed Straight Sword +10 150/162/0/0 E/E/C/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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 Barbed Straight Sword +0 120/128/0/0 E/E/C/- 1   200
Enchanted Barbed Straight Sword +1 124/131/0/0 E/E/C/- 1   200
Enchanted Barbed Straight Sword +2 129/135/0/0 E/E/B/- 1   200
Enchanted Barbed Straight Sword +3 134/139/0/0 E/E/B/- 2   200
Enchanted Barbed Straight Sword +4 139/143/0/0 E/E/A/- 3   200
Enchanted Barbed Straight Sword +5 144/148/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

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 Barbed Straight Sword +0 81/99/0/0 E/E/-/C 300/0/110/- 1     200
Divine Barbed Straight Sword +1 86/105/0/0 E/E/-/C 300/0/110/- 1     200
Divine Barbed Straight Sword +2 91/112/0/0 E/E/-/C 300/0/110/- 1     200
Divine Barbed Straight Sword +3 97/118/0/0 E/E/-/C 300/0/110/- 2     200
Divine Barbed Straight Sword +4 102/125/0/0 E/E/-/C 300/0/110/- 2     200
Divine Barbed Straight Sword +5 108/132/0/0 E/E/-/C 300/0/110/- 3     200
Divine Barbed Straight Sword +6 113/138/0/0 E/D/-/C 300/0/110/-   1   200
Divine Barbed Straight Sword +7 118/145/0/0 E/D/-/C 300/0/110/-   1   200
Divine Barbed Straight Sword +8 124/151/0/0 E/D/-/C 300/0/110/-   2   200
Divine Barbed Straight Sword +9 129/158/0/0 E/D/-/C 300/0/110/-   3   200
Divine Barbed Straight Sword +10 135/165/0/0 E/D/-/C 300/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

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 Barbed Straight Sword +0 110/120/0/0 E/E/-/B 300/0/-/110 1   200
Occult Barbed Straight Sword +1 116/125/0/0 E/E/-/B 300/0/-/110 1   200
Occult Barbed Straight Sword +2 123/132/0/0 E/E/-/B 300/0/-/110 1   200
Occult Barbed Straight Sword +3 129/138/0/0 E/E/-/B 300/0/-/110 2   200
Occult Barbed Straight Sword +4 136/144/0/0 E/D/-/B 300/0/-/110 3   200
Occult Barbed Straight Sword +5 143/150/0/0 E/D/-/B 300/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed
Requires

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 Barbed Straight Sword +0 104/0/104/0 -/-/-/- 50/10/35/35 1     200
Fire Barbed Straight Sword +1 112/0/112/0 -/-/-/- 50/10/35.4/35 1     200
Fire Barbed Straight Sword +2 120/0/120/0 -/-/-/- 50/10/35.7/35 1     200
Fire Barbed Straight Sword +3 128/0/128/0 -/-/-/- 50/10/36/35 2     200
Fire Barbed Straight Sword +4 136/0/136/0 -/-/-/- 50/10/36.4/35 2     200
Fire Barbed Straight Sword +5 144/0/144/0 -/-/-/- 50/10/36.7/35 3     200
Fire Barbed Straight Sword +6 153/0/153/0 -/-/-/- 50/10/37.1/35   1   200
Fire Barbed Straight Sword +7 163/0/163/0 -/-/-/- 50/10/37.5/35   1   200
Fire Barbed Straight Sword +8 172/0/172/0 -/-/-/- 50/10/37.8/35   2   200
Fire Barbed Straight Sword +9 182/0/182/0 -/-/-/- 50/10/38.2/35   3   200
Fire Barbed Straight Sword +10 192/0/192/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Barbed Straight Sword +0 126/0/144/0 -/-/-/- 50/10/35/35 1   200
Chaos Barbed Straight Sword +1 133/0/152/0 -/-/-/- 50/10/35.7/35 1   200
Chaos Barbed Straight Sword +2 140/0/160/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Barbed Straight Sword +3 147/0/168/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Barbed Straight Sword +4 154/0/176/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Barbed Straight Sword +5 161/0/184/0 -/-/-/- 50/10/38.5/35   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 7 Strength is required.
Straightswords

Broadsword

The wide blade of this straight sword emphasizes slicing and has no thrust attack.

The horizontal sweeping motion makes this sword effective against multiple enemies.

Availability


Starting weapon of the Knight class

Sold by Andre of Astora for 1000 souls

General Information


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Broadsword 82/0/0/0

(Normal)
100 200 3.0 101/10/0/0

C/C/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Lunging right-to-left swing into left-to-right swing.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Lunging right-to-left swing into left-to-right swing.  
Roll — R1 Swipe.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Broadsword +0 82/0/0/0 C/C/-/-          
Broadsword +1 90/0/0/0 C/C/-/- 1       200
Broadsword +2 98/0/0/0 C/C/-/- 1       200
Broadsword +3 106/0/0/0 C/C/-/- 2       200
Broadsword +4 114/0/0/0 C/C/-/- 2       200
Broadsword +5 123/0/0/0 C/C/-/- 3       200
Broadsword +6 131/0/0/0 C/C/-/-   1     200
Broadsword +7 139/0/0/0 C/C/-/-   1     200
Broadsword +8 147/0/0/0 C/C/-/-   2     200
Broadsword +9 155/0/0/0 C/C/-/-   2     200
Broadsword +10 164/0/0/0 C/C/-/-   3     200
Broadsword +11 172/0/0/0 C/C/-/-     1   200
Broadsword +12 180/0/0/0 C/C/-/-     1   200
Broadsword +13 188/0/0/0 C/C/-/-     2   200
Broadsword +14 196/0/0/0 C/C/-/-     3   200
Broadsword +15 205/0/0/0 C/C/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Broadsword +0 141/0/0/0 D/D/-/- 1 200
Raw Broadsword +1 150/0/0/0 D/D/-/- 1 200
Raw Broadsword +2 159/0/0/0 D/D/-/- 1 200
Raw Broadsword +3 169/0/0/0 D/D/-/- 2 200
Raw Broadsword +4 178/0/0/0 D/D/-/- 2 200
Raw Broadsword +5 188/0/0/0 D/D/-/- 3 200

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Broadsword +0 180/0/0/0 C/C/-/- 1   200
Crystal Broadsword +1 188/0/0/0 C/C/-/- 1   200
Crystal Broadsword +2 196/0/0/0 C/C/-/- 1   200
Crystal Broadsword +3 205/0/0/0 C/C/-/- 2   200
Crystal Broadsword +4 213/0/0/0 C/C/-/- 3   200
Crystal Broadsword +5 221/0/0/0 C/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Broadsword +0 147/0/0/147 -/-/-/- 50/10/35/35 1   200
Lightning Broadsword +1 159/0/0/159 -/-/-/- 50/10/35/37.8 1   200
Lightning Broadsword +2 170/0/0/170 -/-/-/- 50/10/35/40.6 1   200
Lightning Broadsword +3 182/0/0/182 -/-/-/- 50/10/35/43.4 2   200
Lightning Broadsword +4 193/0/0/193 -/-/-/- 50/10/35/46.2 3   200
Lightning Broadsword +5 205/0/0/205 -/-/-/- 50/10/35/49   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Broadsword +0 93/100/0/0 E/E/C/- 1     200
Magic Broadsword +1 99/107/0/0 E/E/C/- 1     200
Magic Broadsword +2 105/113/0/0 E/E/C/- 1     200
Magic Broadsword +3 111/120/0/0 E/E/C/- 2     200
Magic Broadsword +4 117/127/0/0 E/E/C/- 2     200
Magic Broadsword +5 124/134/0/0 E/E/C/- 3     200
Magic Broadsword +6 130/140/0/0 E/E/B/-   1   200
Magic Broadsword +7 136/147/0/0 E/E/B/-   1   200
Magic Broadsword +8 142/154/0/0 E/E/B/-   2   200
Magic Broadsword +9 148/160/0/0 E/E/B/-   3   200
Magic Broadsword +10 155/167/0/0 E/E/B/-     1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Broadsword +0 124/132/0/0 E/E/B/- 1   200
Enchanted Broadsword +1 128/135/0/0 E/E/B/- 1   200
Enchanted Broadsword +2 133/139/0/0 E/E/A/- 1   200
Enchanted Broadsword +3 138/143/0/0 E/E/A/- 2   200
Enchanted Broadsword +4 143/147/0/0 E/E/A/- 3   200
Enchanted Broadsword +5 148/153/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

20% STR, 20% DEX, 73% 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 Broadsword +0 82/102/0/0 D/D/-/C 0/0/110/- 1     200
Divine Broadsword +1 88/108/0/0 D/D/-/C 0/0/110/- 1     200
Divine Broadsword +2 93/115/0/0 D/D/-/C 0/0/110/- 1     200
Divine Broadsword +3 99/122/0/0 D/D/-/C 0/0/110/- 2     200
Divine Broadsword +4 104/129/0/0 D/D/-/C 0/0/110/- 2     200
Divine Broadsword +5 110/136/0/0 D/D/-/C 0/0/110/- 3     200
Divine Broadsword +6 115/142/0/0 D/D/-/B 0/0/110/-   1   200
Divine Broadsword +7 121/149/0/0 D/D/-/B 0/0/110/-   1   200
Divine Broadsword +8 126/156/0/0 D/D/-/B 0/0/110/-   2   200
Divine Broadsword +9 132/163/0/0 D/D/-/B 0/0/110/-   3   200
Divine Broadsword +10 137/170/0/0 D/D/-/B 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

18% STR, 18% DEX, 86% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Broadsword +0 112/124/0/0 E/E/-/B 0/0/-/110 1   200
Occult Broadsword +1 118/130/0/0 E/E/-/B 0/0/-/110 1   200
Occult Broadsword +2 125/136/0/0 E/E/-/B 0/0/-/110 1   200
Occult Broadsword +3 132/142/0/0 E/E/-/B 0/0/-/110 2   200
Occult Broadsword +4 138/148/0/0 D/D/-/A 0/0/-/110 3   200
Occult Broadsword +5 145/155/0/0 D/D/-/A 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Broadsword +0 106/0/106/0 -/-/-/- 50/10/35/35 1     200
Fire Broadsword +1 114/0/114/0 -/-/-/- 50/10/35.4/35 1     200
Fire Broadsword +2 123/0/123/0 -/-/-/- 50/10/35.7/35 1     200
Fire Broadsword +3 131/0/131/0 -/-/-/- 50/10/36.0/35 2     200
Fire Broadsword +4 139/0/139/0 -/-/-/- 50/10/36.4/35 2     200
Fire Broadsword +5 147/0/147/0 -/-/-/- 50/10/36.7/35 3     200
Fire Broadsword +6 157/0/157/0 -/-/-/- 50/10/37.1/35   1   200
Fire Broadsword +7 167/0/167/0 -/-/-/- 50/10/37.5/35   1   200
Fire Broadsword +8 177/0/177/0 -/-/-/- 50/10/37.8/35   2   200
Fire Broadsword +9 186/0/186/0 -/-/-/- 50/10/38.2/35   3   200
Fire Broadsword +10 196/0/196/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Broadsword +0 129/0/147/0 -/-/-/- 50/10/35/35 1   200
Chaos Broadsword +1 136/0/155/0 -/-/-/- 50/10/35.7/35 1   200
Chaos Broadsword +2 144/0/164/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Broadsword +3 151/0/172/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Broadsword +4 158/0/180/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Broadsword +5 165/0/188/0 -/-/-/- 50/10/38.5/35   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 7 Strength is required.
Straightswords

Broken Straight Sword

Half of the blade of this straight sword is broken off.

Only the completely Hollowed would even consider using this as a weapon.

Availability


Drop from Infested Ghouls (sword) (2% drop rate)

Drop from Hollows (sword) (2% drop rate)

General Information


Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Aux Effects Frampt
Souls
Broken Straight Sword 40/0/0/0

(Regular/Thrust)
100 200 2.0 81/8/0/0

D/D/-/-
20/5/15/15 16 0/0/-/- 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

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

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Broken Straight Sword +0 40/0/0/0 D/D/-/-          
Broken Straight Sword +1 44/0/0/0 D/D/-/- 1       100
Broken Straight Sword +2 48/0/0/0 D/D/-/- 1       100
Broken Straight Sword +3 52/0/0/0 D/D/-/- 2       100
Broken Straight Sword +4 56/0/0/0 D/D/-/- 2       100
Broken Straight Sword +5 60/0/0/0 D/D/-/- 3       100
Broken Straight Sword +6 64/0/0/0 D/D/-/-   1     100
Broken Straight Sword +7 68/0/0/0 D/D/-/-   1     100
Broken Straight Sword +8 72/0/0/0 D/D/-/-   2     100
Broken Straight Sword +9 76/0/0/0 D/D/-/-   2     100
Broken Straight Sword +10 80/0/0/0 D/D/-/-   3     100
Broken Straight Sword +11 84/0/0/0 D/D/-/-     1   100
Broken Straight Sword +12 88/0/0/0 D/D/-/-     1   100
Broken Straight Sword +13 92/0/0/0 D/D/-/-     2   100
Broken Straight Sword +14 96/0/0/0 D/D/-/-     3   100
Broken Straight Sword +15 100/0/0/0 D/D/-/-       1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

29% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Broken Straight Sword +0 69/0/0/0 D/D/-/- 1 100
Raw Broken Straight Sword +1 73/0/0/0 D/D/-/- 1 100
Raw Broken Straight Sword +2 78/0/0/0 D/D/-/- 1 100
Raw Broken Straight Sword +3 82/0/0/0 D/D/-/- 2 100
Raw Broken Straight Sword +4 87/0/0/0 D/D/-/- 2 100
Raw Broken Straight Sword +5 92/0/0/0 D/D/-/- 3 100

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

38% STR, 50% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Broken Straight Sword +0 88/0/0/0 D/C/-/- 1   100
Crystal Broken Straight Sword +1 92/0/0/0 D/C/-/- 1   100
Crystal Broken Straight Sword +2 96/0/0/0 D/C/-/- 1   100
Crystal Broken Straight Sword +3 100/0/0/0 D/C/-/- 2   100
Crystal Broken Straight Sword +4 104/0/0/0 D/C/-/- 3   100
Crystal Broken Straight Sword +5 108/0/0/0 D/C/-/-   1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Broken Straight Sword +0 72/0/0/72 -/-/-/- 20/5/15/15 1   100
Lightning Broken Straight Sword +1 77/0/0/77 -/-/-/- 20/5/15/16.2 1   100
Lightning Broken Straight Sword +2 83/0/0/83 -/-/-/- 20/5/15/17.4 1   100
Lightning Broken Straight Sword +3 88/0/0/88 -/-/-/- 20/5/15/18.6 2   100
Lightning Broken Straight Sword +4 94/0/0/94 -/-/-/- 20/5/15/19.8 3   100
Lightning Broken Straight Sword +5 100/0/0/100 -/-/-/- 20/5/15/21   1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

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

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Broken Straight Sword +0 45/49/0/0 E/E/C/- 1     100
Magic Broken Straight Sword +1 48/52/0/0 E/E/C/- 1     100
Magic Broken Straight Sword +2 51/56/0/0 E/E/C/- 1     100
Magic Broken Straight Sword +3 54/59/0/0 E/E/C/- 2     100
Magic Broken Straight Sword +4 57/62/0/0 E/E/C/- 2     100
Magic Broken Straight Sword +5 60/66/0/0 E/E/C/- 3     100
Magic Broken Straight Sword +6 62/69/0/0 E/E/C/-   1   100
Magic Broken Straight Sword +7 66/72/0/0 E/E/C/-   1   100
Magic Broken Straight Sword +8 69/75/0/0 E/E/C/-   2   100
Magic Broken Straight Sword +9 72/79/0/0 E/E/C/-   3   100
Magic Broken Straight Sword +10 75/82/0/0 E/E/C/-     1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

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 Broken Straight Sword +0 60/64/0/0 E/E/C/- 1   100
Enchanted Broken Straight Sword +1 62/65/0/0 E/E/C/- 1   100
Enchanted Broken Straight Sword +2 64/67/0/0 E/E/B/- 1   100
Enchanted Broken Straight Sword +3 67/69/0/0 E/E/B/- 2   100
Enchanted Broken Straight Sword +4 69/71/0/0 E/E/A/- 3   100
Enchanted Broken Straight Sword +5 72/74/0/0 E/E/A/-   1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

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 Broken Straight Sword +0 40/49/0/0 E/E/-/C 0/0/110/- 1     100
Divine Broken Straight Sword +1 43/52/0/0 E/E/-/C 0/0/110/- 1     100
Divine Broken Straight Sword +2 45/56/0/0 E/E/-/C 0/0/110/- 1     100
Divine Broken Straight Sword +3 48/59/0/0 E/E/-/C 0/0/110/- 2     100
Divine Broken Straight Sword +4 51/62/0/0 E/E/-/C 0/0/110/- 2     100
Divine Broken Straight Sword +5 54/66/0/0 E/E/-/C 0/0/110/- 3     100
Divine Broken Straight Sword +6 56/69/0/0 E/D/-/C 0/0/110/-   1   100
Divine Broken Straight Sword +7 59/72/0/0 E/D/-/C 0/0/110/-   1   100
Divine Broken Straight Sword +8 62/75/0/0 E/D/-/C 0/0/110/-   2   100
Divine Broken Straight Sword +9 64/79/0/0 E/D/-/C 0/0/110/-   3   100
Divine Broken Straight Sword +10 67/82/0/0 E/D/-/C 0/0/110/-     1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

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 Broken Straight Sword +0 54/60/0/0 E/E/-/B 0/0/-/110 1   100
Occult Broken Straight Sword +1 57/62/0/0 E/E/-/B 0/0/-/110 1   100
Occult Broken Straight Sword +2 60/66/0/0 E/E/-/B 0/0/-/110 1   100
Occult Broken Straight Sword +3 63/69/0/0 E/E/-/B 0/0/-/110 2   100
Occult Broken Straight Sword +4 66/72/0/0 E/D/-/B 0/0/-/110 3   100
Occult Broken Straight Sword +5 70/75/0/0 E/D/-/B 0/0/-/110   1 100

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Broken Straight Sword +0 52/0/52/0 -/-/-/- 20/5/15/15 1     100
Fire Broken Straight Sword +1 56/0/56/0 -/-/-/- 20/5/15.2/15 1     100
Fire Broken Straight Sword +2 60/0/60/0 -/-/-/- 20/5/15.3/15 1     100
Fire Broken Straight Sword +3 64/0/64/0 -/-/-/- 20/5/15.5/15 2     100
Fire Broken Straight Sword +4 68/0/68/0 -/-/-/- 20/5/15.6/15 2     100
Fire Broken Straight Sword +5 72/0/72/0 -/-/-/- 20/5/15.8/15 3     100
Fire Broken Straight Sword +6 76/0/76/0 -/-/-/- 20/5/15.9/15   1   100
Fire Broken Straight Sword +7 81/0/81/0 -/-/-/- 20/5/16.1/15   1   100
Fire Broken Straight Sword +8 86/0/86/0 -/-/-/- 20/5/16.2/15   2   100
Fire Broken Straight Sword +9 91/0/91/0 -/-/-/- 20/5/16.4/15   3   100
Fire Broken Straight Sword +10 96/0/96/0 -/-/-/- 20/5/16.5/15     1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Broken Straight Sword +0 63/0/73/0 -/-/-/- 20/5/15/15 1   100
Chaos Broken Straight Sword +1 66/0/77/0 -/-/-/- 20/5/15.3/15 1   100
Chaos Broken Straight Sword +2 70/0/82/0 -/-/-/- 20/5/15.6/15 1   100
Chaos Broken Straight Sword +3 73/0/86/0 -/-/-/- 20/5/15.9/15 2   100
Chaos Broken Straight Sword +4 77/0/90/0 -/-/-/- 20/5/16.2/15 3   100
Chaos Broken Straight Sword +5 80/0/94/0 -/-/-/- 20/5/16.5/15   1 100

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 6 Strength is required.
Straightswords

Crystal Straight Sword

A fully crystallized straight sword.

How such a weapon was created is entirely unknown.

The crystallization boosts its attack, but makes the blade brittle. The sword cannot be used for long, as it cannot be repaired.

Availability


Drop from sword-wielding Undead Crystal Soldier (3% drop rate)

Sold by Domhnall of Zena for 4000 Souls

General Information


This sword cannot be upgraded or repaired.

58% STR, 52% DEX scaling.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Crystal Straight Sword 150/0/0/0

(Regular/Thrust)
100 60 6.0 161/10/0/0

C/C/-/-
50/10/35/35 32 12

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

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.
  2. Before 1.05 Frampt souls was 50
Straightswords

Darksword

The sword of the knights of the Four Kings of New Londo. Its blade is wide and thick, and it is wielded in an unusual manner.

When the Four Kings were seduced by evil, their knights became Darkwraiths, servants of the Dark who wielded these darkswords.

Availability


Reach +2 rank in the Darkwraith Covenant

General Information


Like any other items given by a covenant, only one Darksword can be acquired on a character, although ones dropped by other another player can be picked up.

The Darksword's unique strong attacks may be useful in PvE because of its stronger poise-breaking capability, but may not be a preferable choice in PvP as the attacks are slow and leaves the user open to backstabs if handled poorly. In PvP, use the strong attack as the enemy is trying to get up from knockdown. Its long attack animation helps catch the enemy right after their invincibility wears off. For those who have decent precision with deadlocking, the curves of the slashing motions can be hard to approach when opposed.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Darksword 82/0/0/0

(Normal)
100 200 6.0 161/16/0/0

C/C/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Darksword +0 82/0/0/0 C/C/-/-         200
Darksword +1 90/0/0/0 C/C/-/- 1       200
Darksword +2 98/0/0/0 C/C/-/- 1       200
Darksword +3 106/0/0/0 C/C/-/- 2       200
Darksword +4 114/0/0/0 C/C/-/- 2       200
Darksword +5 123/0/0/0 C/C/-/- 3       200
Darksword +6 131/0/0/0 C/C/-/-   1     200
Darksword +7 139/0/0/0 C/C/-/-   1     200
Darksword +8 147/0/0/0 C/C/-/-   2     200
Darksword +9 155/0/0/0 C/C/-/-   2     200
Darksword +10 164/0/0/0 C/C/-/-   3     200
Darksword +11 172/0/0/0 C/C/-/-     1   200
Darksword +12 180/0/0/0 C/C/-/-     1   200
Darksword +13 188/0/0/0 C/C/-/-     2   200
Darksword +14 196/0/0/0 C/C/-/-     3   200
Darksword +15 205/0/0/0 C/C/-/-       1 200

Crystal


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

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Darksword +0 180/0/0/0 C/C/-/- 1   200
Crystal Darksword +1 188/0/0/0 C/C/-/- 1   200
Crystal Darksword +2 196/0/0/0 C/C/-/- 1   200
Crystal Darksword +3 205/0/0/0 C/C/-/- 2   200
Crystal Darksword +4 213/0/0/0 C/C/-/- 3   200
Crystal Darksword +5 221/0/0/0 C/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Darksword +0 147/0/0/147 -/-/-/- 50/10/35/35 1   200
Lightning Darksword +1 159/0/0/159 -/-/-/- 50/10/35/37.8 1   200
Lightning Darksword +2 170/0/0/170 -/-/-/- 50/10/35/40.6 1   200
Lightning Darksword +3 182/0/0/182 -/-/-/- 50/10/35/43.4 2   200
Lightning Darksword +4 193/0/0/193 -/-/-/- 50/10/35/46.2 3   200
Lightning Darksword +5 205/0/0/205 -/-/-/- 50/10/35/49   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Darksword +0 141/0/0/0 D/D/-/- 1 200
Raw Darksword +1 150/0/0/0 D/D/-/- 1 200
Raw Darksword +2 159/0/0/0 D/D/-/- 1 200
Raw Darksword +3 169/0/0/0 D/D/-/- 2 200
Raw Darksword +4 178/0/0/0 D/D/-/- 2 200
Raw Darksword +5 188/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Darksword +0 93/100/0/0 E/E/C/- 1     200
Magic Darksword +1 99/107/0/0 E/E/C/- 1     200
Magic Darksword +2 105/113/0/0 E/E/C/- 1     200
Magic Darksword +3 111/120/0/0 E/E/C/- 2     200
Magic Darksword +4 117/127/0/0 E/E/C/- 2     200
Magic Darksword +5 124/134/0/0 E/E/C/- 3     200
Magic Darksword +6 130/140/0/0 E/E/B/-   1   200
Magic Darksword +7 136/147/0/0 E/E/B/-   1   200
Magic Darksword +8 142/154/0/0 E/E/B/-   2   200
Magic Darksword +9 148/160/0/0 E/E/B/-   3   200
Magic Darksword +10 155/167/0/0 E/E/B/-     1 200

Enchanted


Base damage reduced from Magic upgrade path. Increased damage bonus from Intelligence.
Requires

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Darksword +0 124/132/0/0 E/E/B/- 1   200
Enchanted Darksword +1 128/135/0/0 E/E/B/- 1   200
Enchanted Darksword +2 133/139/0/0 E/E/A/- 1   200
Enchanted Darksword +3 138/143/0/0 E/E/A/- 2   200
Enchanted Darksword +4 143/147/0/0 E/E/A/- 3   200
Enchanted Darksword +5 148/153/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

20% STR, 20% DEX, 73% 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 Darksword +0 82/102/0/0 D/D/-/C 0/0/110/- 1     200
Divine Darksword +1 88/108/0/0 D/D/-/C 0/0/110/- 1     200
Divine Darksword +2 93/115/0/0 D/D/-/C 0/0/110/- 1     200
Divine Darksword +3 99/122/0/0 D/D/-/C 0/0/110/- 2     200
Divine Darksword +4 104/129/0/0 D/D/-/C 0/0/110/- 2     200
Divine Darksword +5 110/136/0/0 D/D/-/C 0/0/110/- 3     200
Divine Darksword +6 115/142/0/0 D/D/-/B 0/0/110/-   1   200
Divine Darksword +7 121/149/0/0 D/D/-/B 0/0/110/-   1   200
Divine Darksword +8 126/156/0/0 D/D/-/B 0/0/110/-   2   200
Divine Darksword +9 132/163/0/0 D/D/-/B 0/0/110/-   3   200
Divine Darksword +10 137/170/0/0 D/D/-/B 0/0/110/-     1 200

Occult


Base damage reduced from Divine upgrade path. Increased damage bonus from Faith.
Requires

18% STR, 18% DEX, 86% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Darksword +0 112/124/0/0 E/E/-/B 0/0/-/110 1   200
Occult Darksword +1 118/130/0/0 E/E/-/B 0/0/-/110 1   200
Occult Darksword +2 125/136/0/0 E/E/-/B 0/0/-/110 1   200
Occult Darksword +3 132/142/0/0 E/E/-/B 0/0/-/110 2   200
Occult Darksword +4 138/148/0/0 D/D/-/A 0/0/-/110 3   200
Occult Darksword +5 145/155/0/0 D/D/-/A 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Darksword +0 106/0/106/0 -/-/-/- 50/10/35/35 1     200
Fire Darksword +1 114/0/114/0 -/-/-/- 50/10/35.4/35 1     200
Fire Darksword +2 123/0/123/0 -/-/-/- 50/10/35.7/35 1     200
Fire Darksword +3 131/0/131/0 -/-/-/- 50/10/36/35 2     200
Fire Darksword +4 139/0/139/0 -/-/-/- 50/10/36.4/35 2     200
Fire Darksword +5 147/0/147/0 -/-/-/- 50/10/36.7/35 3     200
Fire Darksword +6 157/0/157/0 -/-/-/- 50/10/37.1/35   1   200
Fire Darksword +7 167/0/167/0 -/-/-/- 50/10/37.5/35   1   200
Fire Darksword +8 177/0/177/0 -/-/-/- 50/10/37.8/35   2   200
Fire Darksword +9 186/0/186/0 -/-/-/- 50/10/38.2/35   3   200
Fire Darksword +10 196/0/196/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Darksword +0 129/0/147/0 -/-/-/- 50/10/35/35 1   200
Chaos Darksword +1 136/0/155/0 -/-/-/- 50/10/35.7/35 1   200
Chaos Darksword +2 144/0/164/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Darksword +3 151/0/172/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Darksword +4 158/0/180/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Darksword +5 165/0/188/0 -/-/-/- 50/10/38.5/35   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
Straightswords

Drake Sword

This sword, one of the rare dragon weapons, is formed by a drake's tail. Drakes are seen as undeveloped imitators of the dragons, but in they are likely their distant kin.

The sword is imbued with a mystical power, to be released when held with both hands.

Availability


Hellkite Dragon tail cut — Video Guide

General Information


Raises Fire and Magic resistances.

This is a reliable weapon for early game, as it has high base damage and is easily obtained; but its lack of scaling and poor upgrading tends to make it less useful in the later areas, around Gaping Dragon, where most weapons with even minor stat scaling outclass it even at +5.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Drake Sword 200/0/0/0

(Normal)
100 360 6.0 161/10/0/0

-/-/-/-
50/10/35/35 32 5,000

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Lunging right-to-left swing into left-to-right swing.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 Downward slam and shockwave. Costs 30 durability.
Roll — R1 Swipe.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Requires

Name Damage Stat Bonuses Dragon Scale Souls
Drake Sword +0 200/0/0/0 -/-/-/-    
Drake Sword +1 220/0/0/0 -/-/-/- 1 10,000
Drake Sword +2 240/0/0/0 -/-/-/- 1 10,000
Drake Sword +3 260/0/0/0 -/-/-/- 2 10,000
Drake Sword +4 280/0/0/0 -/-/-/- 2 10,000
Drake Sword +5 300/0/0/0 -/-/-/- 4 10,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 11 Strength is required.
Straightswords

Longsword

Widely-used standard straight sword, only matched in ubiquity by the shortsword.

An accessible sword which inflicts consistent regular damage and high slash damage, making it applicable to a variety of situations.

Availability


General Information


Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Longsword 80/0/0/0

(Normal)
100 200 3.0 101/10/0/0

C/C/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires Titanite

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab
Longsword +0 80/0/0/0 C/C/-/-        
Longsword +1 88/0/0/0 C/C/-/- 1      
Longsword +2 96/0/0/0 C/C/-/- 1      
Longsword +3 104/0/0/0 C/C/-/- 2      
Longsword +4 112/0/0/0 C/C/-/- 2      
Longsword +5 120/0/0/0 C/C/-/- 3      
Longsword +6 128/0/0/0 C/C/-/-   1    
Longsword +7 136/0/0/0 C/C/-/-   1    
Longsword +8 144/0/0/0 C/C/-/-   2    
Longsword +9 152/0/0/0 C/C/-/-   2    
Longsword +10 160/0/0/0 C/C/-/-   3    
Longsword +11 168/0/0/0 C/C/-/-     1  
Longsword +12 176/0/0/0 C/C/-/-     1  
Longsword +13 184/0/0/0 C/C/-/-     2  
Longsword +14 192/0/0/0 C/C/-/-     3  
Longsword +15 200/0/0/0 C/C/-/-       1

Crystal


Weapon durability reduced to 20. Base damage increased
Requires

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab
Crystal Longsword +0 176/0/0/0 C/C/-/- 1  
Crystal Longsword +1 184/0/0/0 C/C/-/- 1  
Crystal Longsword +2 192/0/0/0 C/C/-/- 1  
Crystal Longsword +3 200/0/0/0 C/C/-/- 2  
Crystal Longsword +4 208/0/0/0 C/C/-/- 3  
Crystal Longsword +5 216/0/0/0 C/C/-/-   1

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab
Lightning Longsword +0 144/0/0/144 -/-/-/- 50/10/35/35 1  
Lightning Longsword +1 155/0/0/155 -/-/-/- 50/10/35/37.8 1  
Lightning Longsword +2 166/0/0/166 -/-/-/- 50/10/35/40.6 1  
Lightning Longsword +3 177/0/0/177 -/-/-/- 50/10/35/43.4 2  
Lightning Longsword +4 188/0/0/188 -/-/-/- 50/10/35/46.2 3  
Lightning Longsword +5 200/0/0/200 -/-/-/- 50/10/35/49   1

Raw


Base damage increased. Stat bonuses reduced.
Requires

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard
Raw Weapon +0 138/0/0/0 D/D/-/- 1
Raw Weapon +1 147/0/0/0 D/D/-/- 1
Raw Weapon +2 156/0/0/0 D/D/-/- 1
Raw Weapon +3 165/0/0/0 D/D/-/- 2
Raw Weapon +4 174/0/0/0 D/D/-/- 2
Raw Weapon +5 184/0/0/0 D/D/-/- 3

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab
Magic Longsword +0 90/97/0/0 E/E/C/- 1    
Magic Longsword +1 96/104/0/0 E/E/C/- 1    
Magic Longsword +2 102/110/0/0 E/E/C/- 1    
Magic Longsword +3 108/117/0/0 E/E/C/- 2    
Magic Longsword +4 114/123/0/0 E/E/C/- 2    
Magic Longsword +5 120/130/0/0 E/E/C/- 3    
Magic Longsword +6 125/136/0/0 E/E/B/-   1  
Magic Longsword +7 132/143/0/0 E/E/B/-   2  
Magic Longsword +8 138/149/0/0 E/E/B/-   2  
Magic Longsword +9 144/156/0/0 E/E/B/-   3  
Magic Longsword +10 150/162/0/0 E/E/B/-     1

Enchanted


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

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab
Enchanted Longsword +0 120/128/0/0 E/E/B/- 1  
Enchanted Longsword +1 124/131/0/0 E/E/B/- 1  
Enchanted Longsword +2 129/135/0/0 E/E/A/- 1  
Enchanted Longsword +3 134/139/0/0 E/E/A/- 2  
Enchanted Longsword +4 139/143/0/0 E/E/A/- 3  
Enchanted Longsword +5 144/148/0/0 E/E/A/-   1

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

20% STR, 20% DEX, 73% FAI scaling. Additional damage multiplier against unholy enemies.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab
Divine Longsword +0 81/99/0/0 D/E/-/C 0/0/110/- 1    
Divine Longsword +1 86/105/0/0 D/E/-/C 0/0/110/- 1    
Divine Longsword +2 91/112/0/0 D/E/-/C 0/0/110/- 1    
Divine Longsword +3 97/118/0/0 D/E/-/C 0/0/110/- 2    
Divine Longsword +4 102/125/0/0 D/E/-/C 0/0/110/- 2    
Divine Longsword +5 108/132/0/0 D/E/-/C 0/0/110/- 3    
Divine Longsword +6 113/138/0/0 D/D/-/B 0/0/110/-   1  
Divine Longsword +7 118/145/0/0 D/D/-/B 0/0/110/-   1  
Divine Longsword +8 124/151/0/0 D/D/-/B 0/0/110/-   2  
Divine Longsword +9 129/158/0/0 D/D/-/B 0/0/110/-   3  
Divine Longsword +10 135/165/0/0 D/D/-/B 0/0/110/-     1

Occult


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

18% STR, 18% DEX, 86% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab
Occult Longsword +0 110/120/0/0 E/E/-/B 0/0/-/110 1  
Occult Longsword +1 116/125/0/0 E/E/-/B 0/0/-/110 1  
Occult Longsword +2 123/132/0/0 E/E/-/B 0/0/-/110 1  
Occult Longsword +3 129/138/0/0 E/E/-/B 0/0/-/110 2  
Occult Longsword +4 136/144/0/0 D/D/-/A 0/0/-/110 3  
Occult Longsword +5 143/150/0/0 D/D/-/A 0/0/-/110   1

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab
Fire Longsword +0 104/0/104/0 -/-/-/- 50/10/35/35 1    
Fire Longsword +1 112/0/112/0 -/-/-/- 50/10/35.4/35 1    
Fire Longsword +2 120/0/120/0 -/-/-/- 50/10/35.7/35 1    
Fire Longsword +3 128/0/128/0 -/-/-/- 50/10/36/35 2    
Fire Longsword +4 136/0/136/0 -/-/-/- 50/10/36.4/35 2    
Fire Longsword +5 144/0/144/0 -/-/-/- 50/10/36.7/35 3    
Fire Longsword +6 153/0/153/0 -/-/-/- 50/10/37.1/35   1  
Fire Longsword +7 163/0/163/0 -/-/-/- 50/10/37.5/35   1  
Fire Longsword +8 172/0/172/0 -/-/-/- 50/10/37.8/35   2  
Fire Longsword +9 182/0/182/0 -/-/-/- 50/10/38.2/35   3  
Fire Longsword +10 192/0/192/0 -/-/-/- 50/10/38.5/35     1

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab
Chaos Longsword +0 126/0/144/0 -/-/-/- 50/10/35/35 1  
Chaos Longsword +1 133/0/152/0 -/-/-/- 50/10/35.7/35 1  
Chaos Longsword +2 140/0/160/0 -/-/-/- 50/10/36.4/35 1  
Chaos Longsword +3 147/0/168/0 -/-/-/- 50/10/37.1/35 2  
Chaos Longsword +4 154/0/176/0 -/-/-/- 50/10/37.8/35 3  
Chaos Longsword +5 161/0/184/0 -/-/-/- 50/10/38.5/35   1

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 7 Strength is required.
Straightswords

Shortsword

This small straight sword is widely used, to an extent only matched by the longsword.

An accessible sword which inflicts consistent regular damage and high thrust damage, making it applicable to a variety of situations.

Availability


Starting weapon of the Hunter class

Sold by Undead Merchant Male for 600 Souls

Drop from Undead Soldier (Sword) (2% drop rate)

General Information


Its main early advantage is a quick and efficient thrust R2 attack, and its short range makes it useful in hallways and at corners

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Shortsword 78/0/0/0

(Regular/Thrust)
100 200 2.0 81/10/0/0

C/C/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Shortsword +0 78/0/0/0 C/C/-/-         200
Shortsword +1 85/0/0/0 C/C/-/- 1       200
Shortsword +2 93/0/0/0 C/C/-/- 1       200
Shortsword +3 101/0/0/0 C/C/-/- 2       200
Shortsword +4 109/0/0/0 C/C/-/- 2       200
Shortsword +5 117/0/0/0 C/C/-/- 3       200
Shortsword +6 124/0/0/0 C/C/-/-   1     200
Shortsword +7 132/0/0/0 C/C/-/-   1     200
Shortsword +8 140/0/0/0 C/C/-/-   2     200
Shortsword +9 148/0/0/0 C/C/-/-   2     200
Shortsword +10 156/0/0/0 C/C/-/-   3     200
Shortsword +11 163/0/0/0 C/C/-/-     1   200
Shortsword +12 171/0/0/0 C/C/-/-     1   200
Shortsword +13 179/0/0/0 C/C/-/-     2   200
Shortsword +14 187/0/0/0 C/C/-/-     3   200
Shortsword +15 195/0/0/0 C/C/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Shortsword +0 135/0/0/0 D/D/-/- 1 200
Raw Shortsword +1 144/0/0/0 D/D/-/- 1 200
Raw Shortsword +2 153/0/0/0 D/D/-/- 1 200
Raw Shortsword +3 162/0/0/0 D/D/-/- 2 200
Raw Shortsword +4 171/0/0/0 D/D/-/- 2 200
Raw Shortsword +5 180/0/0/0 D/D/-/- 3 200

Crystal


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

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Shortsword +0 171/0/0/0 C/C/-/- 1   200
Crystal Shortsword +1 179/0/0/0 C/C/-/- 1   200
Crystal Shortsword +2 187/0/0/0 C/C/-/- 1   200
Crystal Shortsword +3 195/0/0/0 C/C/-/- 2   200
Crystal Shortsword +4 202/0/0/0 C/C/-/- 3   200
Crystal Shortsword +5 210/0/0/0 C/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Shortsword +0 140/0/0/140 -/-/-/- 50/10/35/35 1   200
Lightning Shortsword +1 151/0/0/151 -/-/-/- 50/10/35/37.8 1   200
Lightning Shortsword +2 162/0/0/162 -/-/-/- 50/10/35/40.6 1   200
Lightning Shortsword +3 173/0/0/173 -/-/-/- 50/10/35/43.4 2   200
Lightning Shortsword +4 184/0/0/184 -/-/-/- 50/10/35/46.2 3   200
Lightning Shortsword +5 195/0/0/195 -/-/-/- 50/10/35/49.0   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Shortsword +0 88/94/0/0 E/E/C/- 1     200
Magic Shortsword +1 94/100/0/0 E/E/C/- 1     200
Magic Shortsword +2 100/107/0/0 E/E/C/- 1     200
Magic Shortsword +3 106/113/0/0 E/E/C/- 2     200
Magic Shortsword +4 112/119/0/0 E/E/C/- 2     200
Magic Shortsword +5 118/126/0/0 E/E/C/- 3     200
Magic Shortsword +6 123/132/0/0 E/E/B/-   1   200
Magic Shortsword +7 129/138/0/0 E/E/B/-   1   200
Magic Shortsword +8 135/144/0/0 E/E/B/-   2   200
Magic Shortsword +9 141/151/0/0 E/E/B/-   3   200
Magic Shortsword +10 147/157/0/0 E/E/B/-     1 200

Enchanted


Enchanted damage added. All stat bonuses removed.
Requires

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Shortsword +0 118/124/0/0 E/E/B/- 1   200
Enchanted Shortsword +1 122/127/0/0 E/E/B/- 1   200
Enchanted Shortsword +2 127/131/0/0 E/E/A/- 1   200
Enchanted Shortsword +3 132/135/0/0 E/E/A/- 2   200
Enchanted Shortsword +4 136/138/0/0 E/E/A/- 3   200
Enchanted Shortsword +5 141/143/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

20% STR, 20% DEX, 73% 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 Shortsword +0 79/96/0/0 D/D/-/C 0/0/110/0 1     200
Divine Shortsword +1 84/102/0/0 D/D/-/C 0/0/110/0 1     200
Divine Shortsword +2 90/108/0/0 D/D/-/C 0/0/110/0 1     200
Divine Shortsword +3 95/115/0/0 D/D/-/C 0/0/110/0 2     200
Divine Shortsword +4 100/121/0/0 D/D/-/C 0/0/110/0 2     200
Divine Shortsword +5 106/128/0/0 D/D/-/C 0/0/110/0 3     200
Divine Shortsword +6 111/134/0/0 D/D/-/B 0/0/110/0   1   200
Divine Shortsword +7 116/140/0/0 D/D/-/B 0/0/110/0   1   200
Divine Shortsword +8 121/147/0/0 D/D/-/B 0/0/110/0   2   200
Divine Shortsword +9 127/153/0/0 D/D/-/B 0/0/110/0   3   200
Divine Shortsword +10 132/160/0/0 D/D/-/B 0/0/110/0     1 200

Occult


Occult damage added. All stat bonuses removed.
Requires

18% STR, 18% DEX, 86% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Shortsword +0 108/118/0/0 E/E/-/B 0/0/0/110 1   200
Occult Shortsword +1 114/123/0/0 E/E/-/B 0/0/0/110 1   200
Occult Shortsword +2 120/129/0/0 E/E/-/B 0/0/0/110 1   200
Occult Shortsword +3 127/135/0/0 E/E/-/B 0/0/0/110 2   200
Occult Shortsword +4 133/141/0/0 D/D/-/A 0/0/0/110 3   200
Occult Shortsword +5 140/147/0/0 D/D/-/B 0/0/0/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Shortsword +0 101/0/101/0 -/-/-/- 50/10/35/35 1     200
Fire Shortsword +1 109/0/109/0 -/-/-/- 50/10/35.4/35 1     200
Fire Shortsword +2 117/0/117/0 -/-/-/- 50/10/35.7/35 1     200
Fire Shortsword +3 124/0/124/0 -/-/-/- 50/10/36.0/35 2     200
Fire Shortsword +4 132/0/132/0 -/-/-/- 50/10/36.4/35 2     200
Fire Shortsword +5 140/0/140/0 -/-/-/- 50/10/36.7/35 3     200
Fire Shortsword +6 149/0/149/0 -/-/-/- 50/10/37.1/35   1   200
Fire Shortsword +7 159/0/159/0 -/-/-/- 50/10/37.5/35   1   200
Fire Shortsword +8 168/0/168/0 -/-/-/- 50/10/37.8/35   2   200
Fire Shortsword +9 177/0/177/0 -/-/-/- 50/10/38.2/35   3   200
Fire Shortsword +10 187/0/187/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


Chaos damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Shortsword +0 122/0/140/0 -/-/-/- 50/10/35/35 1   200
Chaos Shortsword +1 129/0/148/0 -/-/-/- 50/10/35.7/35 1   200
Chaos Shortsword +2 136/0/156/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Shortsword +3 142/0/163/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Shortsword +4 149/0/171/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Shortsword +5 156/0/179/0 -/-/-/- 50/10/38.5/35   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 6 Strength is required
Straightswords

Silver Knight Straight Sword

The silver knights of Anor Londo guard the city using this beautifully slender weapon.

Its chain attacks, in which the wielder takes great advancing steps and makes use of his bodyweight, are deadly even in single hits.

Availability


Drop from Silver Knight (Sword) (2% drop rate)

General Information


Enchantable despite being upgraded with Twinkling Titanite.

Longest range of any Straight Sword.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Silver Knight Straight Sword 175/0/0/0

(Normal)
100 300 6.0 161/22/0/0

E/C/-/-
50/10/35/35 32 100

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  


Attacks slightly slower than most other Straight Swords

Upgrades


Requires Twinkling Titanite

8% STR, 52% DEX scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Silver Knight Straight Sword +0 175/0/0/0 E/C/-/-    
Silver Knight Straight Sword +1 192/0/0/0 E/C/-/- 1 2,000
Silver Knight Straight Sword +2 210/0/0/0 E/C/-/- 1 2,000
Silver Knight Straight Sword +3 227/0/0/0 E/C/-/- 2 2,000
Silver Knight Straight Sword +4 245/0/0/0 E/C/-/- 2 2,000
Silver Knight Straight Sword +5 262/0/0/0 E/C/-/- 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 11 Strength is required
Straightswords

Straight Sword Hilt

The hilt of this lost sword was found discarded in the Undead Asylum.

Only slightly better than one's bare hands, and not recommended for extensive use.

Be certain to find a replacement quickly.

Availability


Starting weapon for all Classes
It's the only weapon in the game which can be obtained once, regardless of how many playthroughs are started (except drops from multiplayer sessions).

General Information


Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Straight Sword Hilt 20/0/0/0

(Regular/Thrust)
100 200 1.0 61/6/0/0

E/E/-/-
20/5/15/15 10 50

Move Set


One-handed
R1 - R1 Right-to-left slash -> left-to-right slash
R2 - R2 Right-to-left slash -> left-to-right slash
Backstep/Run - R1 Running left-to-right swipe
Forward + R1 Kick
Forward + R2 Jump attack
Roll - R1 Uppercut
L1 (left hand) Guard
L2 (left hand) Left-to-right slash
Two-handed
R1 - R1 Right-to-left slash -> left-to-right slash
R2 - R2 Right-to-left slash -> left-to-right slash
Backstep/Run - R1 Overhead chop
Forward + R1 Kick
Forward + R2 Jump attack
Roll - R1 Left-to-right slash

Upgrades


Basic


Standard upgrade path.
Requires Titanite

8% STR, 7% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Straight Sword Hilt +0 20/0/0/0 E/E/-/-          
Straight Sword Hilt +1 22/0/0/0 E/E/-/- 1       100
Straight Sword Hilt +2 24/0/0/0 E/E/-/- 1       100
Straight Sword Hilt +3 26/0/0/0 E/E/-/- 2       100
Straight Sword Hilt +4 28/0/0/0 E/E/-/- 2       100
Straight Sword Hilt +5 30/0/0/0 E/E/-/- 3       100
Straight Sword Hilt +6 32/0/0/0 E/E/-/-   1     100
Straight Sword Hilt +7 34/0/0/0 E/E/-/-   1     100
Straight Sword Hilt +8 36/0/0/0 E/E/-/-   2     100
Straight Sword Hilt +9 38/0/0/0 E/E/-/-   2     100
Straight Sword Hilt +10 40/0/0/0 E/E/-/-   3     100
Straight Sword Hilt +11 42/0/0/0 E/E/-/-     1   100
Straight Sword Hilt +12 44/0/0/0 E/E/-/-     1   100
Straight Sword Hilt +13 46/0/0/0 E/E/-/-     2   100
Straight Sword Hilt +14 48/0/0/0 E/E/-/-     3   100
Straight Sword Hilt +15 50/0/0/0 E/E/-/-       1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

6% STR, 6% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Straight Sword Hilt +0 34/0/0/0 E/E/-/- 1 100
Raw Straight Sword Hilt +1 36/0/0/0 E/E/-/- 1 100
Raw Straight Sword Hilt +2 39/0/0/0 E/E/-/- 1 100
Raw Straight Sword Hilt +3 41/0/0/0 E/E/-/- 2 100
Raw Straight Sword Hilt +4 43/0/0/0 E/E/-/- 2 100
Raw Straight Sword Hilt +5 46/0/0/0 E/E/-/- 3 100

Crystal


Weapon durability reduced to 20. Base damage increased
Requires

8% STR, 7% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Straight Sword Hilt +0 44/0/0/0 E/E/-/- 1   100
Crystal Straight Sword Hilt +1 46/0/0/0 E/E/-/- 1   100
Crystal Straight Sword Hilt +2 48/0/0/0 E/E/-/- 2   100
Crystal Straight Sword Hilt +3 50/0/0/0 E/E/-/- 2   100
Crystal Straight Sword Hilt +4 52/0/0/0 E/E/-/- 3   100
Crystal Straight Sword Hilt +5 54/0/0/0 E/E/-/-   1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Straight Sword Hilt +0 36/0/0/36 -/-/-/- 20/5/15/15 1   100
Lightning Straight Sword Hilt +1 38/0/0/38 -/-/-/- 20/5/15/16.2 1   100
Lightning Straight Sword Hilt +2 41/0/0/41 -/-/-/- 20/5/15/17.4 2   100
Lightning Straight Sword Hilt +3 44/0/0/44 -/-/-/- 20/5/15/18.6 2   100
Lightning Straight Sword Hilt +4 47/0/0/47 -/-/-/- 20/5/15/19.8 3   100
Lightning Straight Sword Hilt +5 50/0/0/50 -/-/-/- 20/5/15/21   1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

3% STR, 2% DEX, 11% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Straight Sword Hilt +0 22/24/0/0 E/E/E/- 1     100
Magic Straight Sword Hilt +1 24/25/0/0 E/E/E/- 1     100
Magic Straight Sword Hilt +2 25/27/0/0 E/E/E/- 1     100
Magic Straight Sword Hilt +3 27/28/0/0 E/E/E/- 2     100
Magic Straight Sword Hilt +4 28/30/0/0 E/E/E/- 2     100
Magic Straight Sword Hilt +5 30/32/0/0 E/E/E/- 3     100
Magic Straight Sword Hilt +6 31/33/0/0 E/E/E/-   1   100
Magic Straight Sword Hilt +7 33/35/0/0 E/E/E/-   1   100
Magic Straight Sword Hilt +8 34/36/0/0 E/E/E/-   2   100
Magic Straight Sword Hilt +9 36/38/0/0 E/E/E/-   3   100
Magic Straight Sword Hilt +10 37/40/0/0 E/E/E/-     1 100

Enchanted


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

1% STR, 1% DEX, 11%, INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Straight Sword Hilt +0 30/32/0/0 E/E/E/- 1   100
Enchanted Straight Sword Hilt +1 31/32/0/0 E/E/E/- 1   100
Enchanted Straight Sword Hilt +2 32/33/0/0 E/E/E/- 1   100
Enchanted Straight Sword Hilt +3 33/34/0/0 E/E/E/- 2   100
Enchanted Straight Sword Hilt +4 34/35/0/0 E/E/E/- 3   100
Enchanted Straight Sword Hilt +5 36/37/0/0 E/E/E/-   1 100

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

3% STR, 3% DEX, 11% 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 Straight Sword Hilt +0 21/25/0/0 E/E/-/E 0/0/110/- 1     100
Divine Straight Sword Hilt +1 22/27/0/0 E/E/-/E 0/0/110/- 1     100
Divine Straight Sword Hilt +2 23/28/0/0 E/E/-/E 0/0/110/- 1     100
Divine Straight Sword Hilt +3 25/30/0/0 E/E/-/E 0/0/110/- 2     100
Divine Straight Sword Hilt +4 26/32/0/0 E/E/-/E 0/0/110/- 2     100
Divine Straight Sword Hilt +5 28/34/0/0 E/E/-/E 0/0/110/- 3     100
Divine Straight Sword Hilt +6 29/35/0/0 E/E/-/E 0/0/110/-   1   100
Divine Straight Sword Hilt +7 30/37/0/0 E/E/-/E 0/0/110/-   1   100
Divine Straight Sword Hilt +8 32/39/0/0 E/E/-/E 0/0/110/-   2   100
Divine Straight Sword Hilt +9 33/40/0/0 E/E/-/E 0/0/110/-   3   100
Divine Straight Sword Hilt +10 35/42/0/0 E/E/-/E 0/0/110/-     1 100

Occult


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

3% STR, 3% DEX, 13% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Straight Sword Hilt +0 28/30/0/0 E/E/-/E 0/0/-/110 1   100
Occult Straight Sword Hilt +1 29/31/0/0 E/E/-/E 0/0/-/110 1   100
Occult Straight Sword Hilt +2 31/33/0/0 E/E/-/E 0/0/-/110 1   100
Occult Straight Sword Hilt +3 33/34/0/0 E/E/-/E 0/0/-/110 2   100
Occult Straight Sword Hilt +4 34/36/0/0 E/E/-/E 0/0/-/110 3   100
Occult Straight Sword Hilt +5 36/37/0/0 E/E/-/E 0/0/-/110   1 100

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Straight Sword Hilt +0 26/0/26/0 -/-/-/- 20/5/15/15 1     100
Fire Straight Sword Hilt +1 28/0/28/0 -/-/-/- 20/5/15.2/15 1     100
Fire Straight Sword Hilt +2 30/0/30/0 -/-/-/- 20/5/15.3/15 1     100
Fire Straight Sword Hilt +3 32/0/32/0 -/-/-/- 20/5/15.5/15 2     100
Fire Straight Sword Hilt +4 34/0/34/0 -/-/-/- 20/5/15.6/15 2     100
Fire Straight Sword Hilt +5 36/0/36/0 -/-/-/- 20/5/15.8/15 3     100
Fire Straight Sword Hilt +6 38/0/38/0 -/-/-/- 20/5/15.9/15   1   100
Fire Straight Sword Hilt +7 40/0/40/0 -/-/-/- 20/5/16.1/15   1   100
Fire Straight Sword Hilt +8 43/0/43/0 -/-/-/- 20/5/16.2/15   2   100
Fire Straight Sword Hilt +9 45/0/45/0 -/-/-/- 20/5/16.4/15   3   100
Fire Straight Sword Hilt +10 48/0/48/0 -/-/-/- 20/5/16.5/15     1 100

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Straight Sword Hilt +0 32/0/36/0 -/-/-/- 20/5/15/15 1   100
Chaos Straight Sword Hilt +1 34/0/38/0 -/-/-/- 20/5/15.3/15 1   100
Chaos Straight Sword Hilt +2 36/0/40/0 -/-/-/- 20/5/15.6/15 2   100
Chaos Straight Sword Hilt +3 37/0/42/0 -/-/-/- 20/5/15.9/15 2   100
Chaos Straight Sword Hilt +4 39/0/44/0 -/-/-/- 20/5/16.2/15 3   100
Chaos Straight Sword Hilt +5 41/0/46/0 -/-/-/- 20/5/16.5/15   1 100

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 4 Strength is required
Straightswords

Sunlight Straight Sword

This standard longsword, belonging to Solaire of Astora, is of high quality, is well-forged, and has been kept in good repair.

Easy-to-use and dependable, but unlikely to live up to its grandiose name.

Availability


Solaire of Astora drop

General Information


Basically a variation of Longsword. This weapon has better base damage, better damage scaling, and higher durability than Longsword. It is 1 point heavier and has a higher STR/DEX requirement, and slightly slower attack.

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Sunlight Straight Sword 82/0/0/0

(Normal)
100 240 4.0 121/12/0/0

C/C/-/-
50/10/35/35 32 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Heavy piercing thrust into upwards slash.  
Roll — R1 Uppercut.  
Backstep or Run — R1 Fast running horizontal slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 (left hand) Guard.  
L2 (left hand) Heavy horizontal swipe.  


2 Handed  
R1 — R1 Alternating vertical swipes.  
R2 — R2 Heavy horizontal slash into horizontal slash.  
Roll — R1 Thrust.  
Backstep or Run — R1 Heavy running overhead vertical chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping stab attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires Titanite

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Sunlight Straight Sword +0 82/0/0/0 C/C/-/-          
Sunlight Straight Sword +1 90/0/0/0 C/C/-/- 1       200
Sunlight Straight Sword +2 98/0/0/0 C/C/-/- 1       200
Sunlight Straight Sword +3 106/0/0/0 C/C/-/- 2       200
Sunlight Straight Sword +4 114/0/0/0 C/C/-/- 2       200
Sunlight Straight Sword +5 123/0/0/0 C/C/-/- 3       200
Sunlight Straight Sword +6 131/0/0/0 C/C/-/-   1     200
Sunlight Straight Sword +7 139/0/0/0 C/C/-/-   1     200
Sunlight Straight Sword +8 147/0/0/0 C/C/-/-   2     200
Sunlight Straight Sword +9 155/0/0/0 C/C/-/-   2     200
Sunlight Straight Sword +10 164/0/0/0 C/C/-/-   3     200
Sunlight Straight Sword +11 172/0/0/0 C/C/-/-     1   200
Sunlight Straight Sword +12 180/0/0/0 C/C/-/-     1   200
Sunlight Straight Sword +13 188/0/0/0 C/C/-/-     2   200
Sunlight Straight Sword +14 196/0/0/0 C/C/-/-     3   200
Sunlight Straight Sword +15 205/0/0/0 C/C/-/-       1 200

Crystal


Weapon durability reduced. Base damage increased
Requires

51% STR, 51% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Sunlight Straight Sword +0 180/0/0/0 C/C/-/- 1   200
Crystal Sunlight Straight Sword +1 188/0/0/0 C/C/-/- 1   200
Crystal Sunlight Straight Sword +2 196/0/0/0 C/C/-/- 1   200
Crystal Sunlight Straight Sword +3 205/0/0/0 C/C/-/- 2   200
Crystal Sunlight Straight Sword +4 213/0/0/0 C/C/-/- 3   200
Crystal Sunlight Straight Sword +5 221/0/0/0 C/C/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Sunlight Straight Sword +0 147/0/0/147 -/-/-/- 50/10/35/35 1   200
Lightning Sunlight Straight Sword +1 159/0/0/159 -/-/-/- 50/10/35/37.8 1   200
Lightning Sunlight Straight Sword +2 170/0/0/170 -/-/-/- 50/10/35/40.6 1   200
Lightning Sunlight Straight Sword +3 182/0/0/182 -/-/-/- 50/10/35/43.4 2   200
Lightning Sunlight Straight Sword +4 193/0/0/193 -/-/-/- 50/10/35/46.2 3   200
Lightning Sunlight Straight Sword +5 205/0/0/205 -/-/-/- 50/10/35/49   1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

38% STR, 38% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Sunlight Straight Sword +0 141/0/0/0 D/D/-/- 1 200
Raw Sunlight Straight Sword +1 150/0/0/0 D/D/-/- 1 200
Raw Sunlight Straight Sword +2 159/0/0/0 D/D/-/- 1 200
Raw Sunlight Straight Sword +3 169/0/0/0 D/D/-/- 2 200
Raw Sunlight Straight Sword +4 178/0/0/0 D/D/-/- 2 200
Raw Sunlight Straight Sword +5 188/0/0/0 D/D/-/- 3 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

14% STR, 14% DEX, 73% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Sunlight Straight Sword +0 93/100/0/0 E/E/C/- 1     200
Magic Sunlight Straight Sword +1 99/107/0/0 E/E/C/- 1     200
Magic Sunlight Straight Sword +2 105/113/0/0 E/E/C/- 1     200
Magic Sunlight Straight Sword +3 111/120/0/0 E/E/C/- 2     200
Magic Sunlight Straight Sword +4 117/127/0/0 E/E/C/- 2     200
Magic Sunlight Straight Sword +5 124/134/0/0 E/E/C/- 3     200
Magic Sunlight Straight Sword +6 130/140/0/0 E/E/B/-   1   200
Magic Sunlight Straight Sword +7 136/147/0/0 E/E/B/-   1   200
Magic Sunlight Straight Sword +8 142/154/0/0 E/E/B/-   2   200
Magic Sunlight Straight Sword +9 148/160/0/0 E/E/B/-   3   200
Magic Sunlight Straight Sword +10 155/167/0/0 E/E/B/-     1 200

Enchanted


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

10% STR, 10% DEX, 72% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Sunlight Straight Sword +0 124/132/0/0 E/E/B/- 1   200
Enchanted Sunlight Straight Sword +1 128/135/0/0 E/E/B/- 1   200
Enchanted Sunlight Straight Sword +2 133/139/0/0 E/E/A/- 1   200
Enchanted Sunlight Straight Sword +3 138/143/0/0 E/E/A/- 2   200
Enchanted Sunlight Straight Sword +4 143/147/0/0 E/E/A/- 3   200
Enchanted Sunlight Straight Sword +5 148/153/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith.
Requires

20% STR, 20% DEX, 73% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Sunlight Straight Sword +0 82/102/0/0 D/D/-/C 0/0/110/- 1     200
Divine Sunlight Straight Sword +1 88/108/0/0 D/D/-/C 0/0/110/- 1     200
Divine Sunlight Straight Sword +2 93/115/0/0 D/D/-/C 0/0/110/- 1     200
Divine Sunlight Straight Sword +3 99/122/0/0 D/D/-/C 0/0/110/- 2     200
Divine Sunlight Straight Sword +4 104/129/0/0 D/D/-/C 0/0/110/- 2     200
Divine Sunlight Straight Sword +5 110/136/0/0 D/D/-/C 0/0/110/- 3     200
Divine Sunlight Straight Sword +6 115/142/0/0 D/D/-/B 0/0/110/-   1   200
Divine Sunlight Straight Sword +7 121/149/0/0 D/D/-/B 0/0/110/-   1   200
Divine Sunlight Straight Sword +8 126/156/0/0 D/D/-/B 0/0/110/-   2   200
Divine Sunlight Straight Sword +9 132/163/0/0 D/D/-/B 0/0/110/-   3   200
Divine Sunlight Straight Sword +10 137/170/0/0 D/D/-/B 0/0/110/-     1 200

Occult


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

18% STR, 18% DEX, 86% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Sunlight Straight Sword +0 112/124/0/0 E/E/-/B 0/0/-/110 1   200
Occult Sunlight Straight Sword +1 118/130/0/0 E/E/-/B 0/0/-/110 1   200
Occult Sunlight Straight Sword +2 125/136/0/0 E/E/-/B 0/0/-/110 1   200
Occult Sunlight Straight Sword +3 132/142/0/0 E/E/-/B 0/0/-/110 2   200
Occult Sunlight Straight Sword +4 138/148/0/0 D/D/-/A 0/0/-/110 3   200
Occult Sunlight Straight Sword +5 145/155/0/0 D/D/-/A 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Sunlight Straight Sword +0 106/0/106/0 -/-/-/- 50/10/35/35 1     200
Fire Sunlight Straight Sword +1 114/0/114/0 -/-/-/- 50/10/35.4/35 1     200
Fire Sunlight Straight Sword +2 123/0/123/0 -/-/-/- 50/10/35.7/35 1     200
Fire Sunlight Straight Sword +3 131/0/131/0 -/-/-/- 50/10/36/35 2     200
Fire Sunlight Straight Sword +4 139/0/139/0 -/-/-/- 50/10/36.4/35 2     200
Fire Sunlight Straight Sword +5 147/0/147/0 -/-/-/- 50/10/36.7/35 3     200
Fire Sunlight Straight Sword +6 157/0/157/0 -/-/-/- 50/10/37.1/35   1   200
Fire Sunlight Straight Sword +7 167/0/167/0 -/-/-/- 50/10/37.5/35   1   200
Fire Sunlight Straight Sword +8 177/0/177/0 -/-/-/- 50/10/37.8/35   2   200
Fire Sunlight Straight Sword +9 186/0/186/0 -/-/-/- 50/10/38.2/35   3   200
Fire Sunlight Straight Sword +10 196/0/196/0 -/-/-/- 50/10/38.5/35     1 200

Chaos


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

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Sunlight Straight Sword +0 129/0/147/0 -/-/-/- 50/10/35/35 1   200
Chaos Sunlight Straight Sword +1 136/0/155/0 -/-/-/- 50/10/3.75/35 1   200
Chaos Sunlight Straight Sword +2 144/0/164/0 -/-/-/- 50/10/36.4/35 1   200
Chaos Sunlight Straight Sword +3 151/0/172/0 -/-/-/- 50/10/37.1/35 2   200
Chaos Sunlight Straight Sword +4 158/0/180/0 -/-/-/- 50/10/37.8/35 3   200
Chaos Sunlight Straight Sword +5 165/0/188/0 -/-/-/- 50/10/38.5/35   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 7 Strength is required

Piercing Swords

Piercing Swords (also called Thrusting Swords) focus on swift thrust attacks that excel at breaking enemy poise and delivering devastating critical hits. They are highly effective against heavy armor, thanks to their pinpoint strikes and hidden critical bonus damage. Their linear attack patterns enable precise counterattacks but can be predictable and easily dodged. While not ideal in wide-open duels where opponents can evade the narrow hitbox, their parrying capability and synergy with ripostes make them dangerous in skilled hands. Piercing Swords reward players who time their attacks to interrupt or exploit enemy openings.

Piercing Swords

Estoc

The largest of the thrusting swords.

Can pierce an armored knight in one thrust.

The blade is also sharp,

allowing slicing as well.

Availability


Treasure from a corpse in upper New Londo Ruins. From the Firelink Shrine elevator, follow the left path. After the ruined arch, look right

General Information


Has the longest range of all Thrusting Swords.

Slower than other Thrusting Swords.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Estoc 75/0/0/0

(Regular/Thrust)
100 150 3.0 101/12/0/0

D/C/-/-
45/10/30/30 22 50

Move Set


1 Handed
R1 — R1 Piercing thrusts. Can be done with shield raised.
R2 — R2 Right-to-left slash into left-to-right slash.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 (left hand) Piercing thrust.
L2 (left hand) Parry.

2 Handed
R1 — R1 Piercing thrusts.
R2 Delayed thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Estoc +0 75/0/0/0 D/C/-/-
Estoc +1 82/0/0/0 D/C/-/- 1 200
Estoc +2 90/0/0/0 D/C/-/- 1 200
Estoc +3 97/0/0/0 D/C/-/- 2 200
Estoc +4 105/0/0/0 D/C/-/- 2 200
Estoc +5 112/0/0/0 D/C/-/- 3 200
Estoc +6 120/0/0/0 D/C/-/- 1 200
Estoc +7 127/0/0/0 D/C/-/- 1 200
Estoc +8 135/0/0/0 D/C/-/- 2 200
Estoc +9 142/0/0/0 D/C/-/- 2 200
Estoc +10 150/0/0/0 D/C/-/- 3 200
Estoc +11 157/0/0/0 D/C/-/- 1 200
Estoc +12 165/0/0/0 D/C/-/- 1 200
Estoc +13 172/0/0/0 D/C/-/- 2 200
Estoc +14 180/0/0/0 D/B/-/- 3 200
Estoc +15 187/0/0/0 D/B/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Estoc +0 129/0/0/0 E/C/-/- 1 200
Raw Estoc +1 137/0/0/0 E/C/-/- 1 200
Raw Estoc +2 146/0/0/0 E/C/-/- 1 200
Raw Estoc +3 154/0/0/0 E/C/-/- 2 200
Raw Estoc +4 163/0/0/0 E/C/-/- 2 200
Raw Estoc +5 172/0/0/0 E/C/-/- 3 200

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Estoc +0 165/0/0/0 D/C/-/- 1 200
Crystal Estoc +1 172/0/0/0 D/C/-/- 1 200
Crystal Estoc +2 180/0/0/0 D/C/-/- 2 200
Crystal Estoc +3 187/0/0/0 D/C/-/- 2 200
Crystal Estoc +4 195/0/0/0 D/C/-/- 3 200
Crystal Estoc +5 202/0/0/0 D/C/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Estoc +0 135/0/0/135 -/-/-/- 45/10/30/30 1 200
Lightning Estoc +1 145/0/0/145 -/-/-/- 45/10/30/32.4 1 200
Lightning Estoc +2 156/0/0/156 -/-/-/- 45/10/30/34.8 1 200
Lightning Estoc +3 166/0/0/166 -/-/-/- 45/10/30/37.2 2 200
Lightning Estoc +4 176/0/0/176 -/-/-/- 45/10/30/39.6 3 200
Lightning Estoc +5 187/0/0/187 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Estoc +0 84/91/0/0 E/D/C/- 1 200
Magic Estoc +1 89/97/0/0 E/D/C/- 1 200
Magic Estoc +2 95/103/0/0 E/D/C/- 1 200
Magic Estoc +3 100/109/0/0 E/D/C/- 2 200
Magic Estoc +4 106/115/0/0 E/D/C/- 2 200
Magic Estoc +5 112/122/0/0 E/D/C/- 3 200
Magic Estoc +6 117/128/0/0 E/D/C/- 1 200
Magic Estoc +7 123/134/0/0 E/D/C/- 1 200
Magic Estoc +8 128/140/0/0 E/D/C/- 2 200
Magic Estoc +9 134/146/0/0 E/D/C/- 3 200
Magic Estoc +10 140/152/0/0 E/D/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Estoc +0 112/120/0/0 E/E/C/- 1 200
Enchanted Estoc +1 116/123/0/0 E/E/B/- 1 200
Enchanted Estoc +2 120/127/0/0 E/E/B/- 2 200
Enchanted Estoc +3 125/130/0/0 E/E/B/- 2 200
Enchanted Estoc +4 129/134/0/0 E/E/A/- 3 200
Enchanted Estoc +5 134/139/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Estoc +0 76/93/0/0 E/D/-/C 0/0/110/- 1 200
Divine Estoc +1 81/99/0/0 E/D/-/C 0/0/110/- 1 200
Divine Estoc +2 86/105/0/0 E/D/-/C 0/0/110/- 1 200
Divine Estoc +3 91/111/0/0 E/D/-/C 0/0/110/- 2 200
Divine Estoc +4 96/117/0/0 E/D/-/C 0/0/110/- 2 200
Divine Estoc +5 102/124/0/0 E/D/-/C 0/0/110/- 3 200
Divine Estoc +6 107/130/0/0 E/D/-/C 0/0/110/- 1 200
Divine Estoc +7 112/136/0/0 E/D/-/C 0/0/110/- 1 200
Divine Estoc +8 117/142/0/0 E/D/-/C 0/0/110/- 2 200
Divine Estoc +9 122/148/0/0 E/D/-/C 0/0/110/- 3 200
Divine Estoc +10 127/155/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Estoc +0 104/112/0/0 E/D/-/B 0/0/-/110 1 200
Occult Estoc +1 110/117/0/0 E/D/-/B 0/0/-/110 1 200
Occult Estoc +2 116/123/0/0 E/D/-/B 0/0/-/110 2 200
Occult Estoc +3 122/128/0/0 E/D/-/B 0/0/-/110 2 200
Occult Estoc +4 128/134/0/0 E/D/-/B 0/0/-/110 3 200
Occult Estoc +5 135/140/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Adds fire damage. All stat bonuses removed.
Requires

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 Estoc +0 97/0/97/00 -/-/-/- 45/10/30/30 1 200
Fire Estoc +1 105/0/105/0 -/-/-/- 45/10/30.3/30 1 200
Fire Estoc +2 112/0/112/0 -/-/-/- 45/10/30.6/30 1 200
Fire Estoc +3 120/0/120/0 -/-/-/- 45/10/30.9/30 2 200
Fire Estoc +4 127/0/127/0 -/-/-/- 45/10/31.2/30 2 200
Fire Estoc +5 135/0/135/0 -/-/-/- 45/10/31.5/30 3 200
Fire Estoc +6 144/0/144/0 -/-/-/- 45/10/31.8/30 1 200
Fire Estoc +7 153/0/153/0 -/-/-/- 45/10/32.1/30 1 200
Fire Estoc +8 162/0/162/0 -/-/-/- 45/10/32.4/30 2 200
Fire Estoc +9 171/0/171/0 -/-/-/- 45/10/32.7/30 3 200
Fire Estoc +10 180/0/180/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Estoc +0 117/0/135/0 -/-/-/- 45/10/30/30 1 200
Chaos Estoc +1 123/0/142/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Estoc +2 130/0/150/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Estoc +3 136/0/157/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Estoc +4 143/0/165/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Estoc +5 149/0/172/0 -/-/-/- 45/10/33/30 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 5 Strength is required.
Piercing Swords

Mail Breaker

Standard small thrusting sword.

Unsharpened but pointed solid shaft can pierce tough armor.

Can be thrust using the weight of one"s body,

and is very effective for critical attacks.

Availability


Treasure in the Undead Burg on the way to Capra Demon, in a house where an Undead Assassin emerges from

General Information


Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Mail Breaker 57/0/0/0

(Normal)
120 200 0.5 51/12/0/0

D/C/-/-
45/10/30/30 22 50

Move Set


1 Handed
R1 — R1 Piercing thrusts. Can be done with shield raised.
R2 Delayed thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 (left hand) Piercing thrust.
L2 (left hand) Parry.

2 Handed
R1 — R1 Piercing thrusts.
R2 Delayed thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Mail Breaker +0 57/0/0/0 D/C/-/-
Mail Breaker +1 62/0/0/0 D/C/-/- 1 100
Mail Breaker +2 68/0/0/0 D/C/-/- 1 100
Mail Breaker +3 74/0/0/0 D/C/-/- 2 100
Mail Breaker +4 79/0/0/0 D/C/-/- 2 100
Mail Breaker +5 85/0/0/0 D/C/-/- 3 100
Mail Breaker +6 91/0/0/0 D/C/-/- 1 100
Mail Breaker +7 96/0/0/0 D/C/-/- 1 100
Mail Breaker +8 102/0/0/0 D/C/-/- 2 100
Mail Breaker +9 108/0/0/0 D/C/-/- 2 100
Mail Breaker +10 114/0/0/0 D/C/-/- 3 100
Mail Breaker +11 119/0/0/0 D/C/-/- 1 100
Mail Breaker +12 125/0/0/0 D/C/-/- 1 100
Mail Breaker +13 131/0/0/0 D/C/-/- 2 100
Mail Breaker +14 136/0/0/0 D/B/-/- 3 100
Mail Breaker +15 142/0/0/0 D/B/-/- 1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Mail Breaker +0 99/0/0/0 E/C/-/- 1 100
Raw Mail Breaker +1 105/0/0/0 E/C/-/- 1 100
Raw Mail Breaker +2 112/0/0/0 E/C/-/- 1 100
Raw Mail Breaker +3 118/0/0/0 E/C/-/- 2 100
Raw Mail Breaker +4 125/0/0/0 E/C/-/- 2 100
Raw Mail Breaker +5 132/0/0/0 E/C/-/- 3 100

Crystal


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

Ascended by the Giant Blacksmith with Crystal Ember.

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Mail Breaker +0 125/0/0/0 D/C/-/- 1 100
Crystal Mail Breaker +1 131/0/0/0 D/C/-/- 1 100
Crystal Mail Breaker +2 136/0/0/0 D/C/-/- 1 100
Crystal Mail Breaker +3 142/0/0/0 D/C/-/- 2 100
Crystal Mail Breaker +4 148/0/0/0 D/B/-/- 3 100
Crystal Mail Breaker +5 153/0/0/0 D/B/-/- 1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Mail Breaker +0 102/0/0/102 -/-/-/- 45/10/30/30 1 100
Lightning Mail Breaker +1 110/0/0/110 -/-/-/- 45/10/30/32.4 1 100
Lightning Mail Breaker +2 118/0/0/118 -/-/-/- 45/10/30/34.8 1 100
Lightning Mail Breaker +3 126/0/0/126 -/-/-/- 45/10/30/37.2 2 100
Lightning Mail Breaker +4 134/0/0/134 -/-/-/- 45/10/30/39.6 3 100
Lightning Mail Breaker +5 142/0/0/142 -/-/-/- 45/10/30/42 1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Mail Breaker +0 64/69/0/0 E/D/C/- 1 100
Magic Mail Breaker +1 68/73/0/0 E/D/C/- 1 100
Magic Mail Breaker +2 73/78/0/0 E/D/C/- 1 100
Magic Mail Breaker +3 77/82/0/0 E/D/C/- 2 100
Magic Mail Breaker +4 81/87/0/0 E/D/C/- 2 100
Magic Mail Breaker +5 86/92/0/0 E/D/C/- 3 100
Magic Mail Breaker +6 90/96/0/0 E/D/C/- 1 100
Magic Mail Breaker +7 94/101/0/0 E/D/C/- 1 100
Magic Mail Breaker +8 98/105/0/0 E/D/C/- 2 100
Magic Mail Breaker +9 103/110/0/0 E/D/C/- 3 100
Magic Mail Breaker +10 107/115/0/0 E/D/C/- 1 100

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Mail Breaker +0 86/92/0/0 E/E/C/- 1 100
Enchanted Mail Breaker +1 89/94/0/0 E/E/B/- 1 100
Enchanted Mail Breaker +2 92/97/0/0 E/E/B/- 1 100
Enchanted Mail Breaker +3 96/100/0/0 E/E/B/- 2 100
Enchanted Mail Breaker +4 99/103/0/0 E/E/A/- 3 100
Enchanted Mail Breaker +5 103/106/0/0 E/E/A/- 1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

8% STR, 27% DEX, 66% 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 Mail Breaker +0 57/70/0/0 E/D/-/C 0/0/110/- 1 100
Divine Mail Breaker +1 60/75/0/0 E/D/-/C 0/0/110/- 1 100
Divine Mail Breaker +2 64/79/0/0 E/D/-/C 0/0/110/- 1 100
Divine Mail Breaker +3 68/84/0/0 E/D/-/C 0/0/110/- 2 100
Divine Mail Breaker +4 72/89/0/0 E/D/-/C 0/0/110/- 2 100
Divine Mail Breaker +5 76/94/0/0 E/D/-/C 0/0/110/- 3 100
Divine Mail Breaker +6 79/98/0/0 E/D/-/C 0/0/110/- 1 100
Divine Mail Breaker +7 83/103/0/0 E/D/-/C 0/0/110/- 1 100
Divine Mail Breaker +8 87/108/0/0 E/D/-/C 0/0/110/- 2 100
Divine Mail Breaker +9 91/112/0/0 E/D/-/C 0/0/110/- 3 100
Divine Mail Breaker +10 95/117/0/0 E/D/-/C 0/0/110/- 1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

8% STR, 25% DEX, 77% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Mail Breaker +0 78/86/0/0 E/D/-/B 0/0/-/110 1 100
Occult Mail Breaker +1 82/90/0/0 E/D/-/B 0/0/-/110 1 100
Occult Mail Breaker +2 87/94/0/0 E/D/-/B 0/0/-/110 1 100
Occult Mail Breaker +3 92/98/0/0 E/D/-/B 0/0/-/110 2 100
Occult Mail Breaker +4 96/103/0/0 E/D/-/B 0/0/-/110 3 100
Occult Mail Breaker +5 101/107/0/0 E/D/-/B 0/0/-/110 1 100

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Mail Breaker +0 74/0/74/0 -/-/-/- 45/10/30/30 1 100
Fire Mail Breaker +1 79/0/79/0 -/-/-/- 45/10/30.3/30 1 100
Fire Mail Breaker +2 85/0/85/0 -/-/-/- 45/10/30.6/30 1 100
Fire Mail Breaker +3 91/0/91/0 -/-/-/- 45/10/30.9/30 2 100
Fire Mail Breaker +4 96/0/96/0 -/-/-/- 45/10/31.2/30 2 100
Fire Mail Breaker +5 102/0/102/0 -/-/-/- 45/10/31.5/30 3 100
Fire Mail Breaker +6 109/0/109/0 -/-/-/- 45/10/31.8/30 1 100
Fire Mail Breaker +7 116/0/116/0 -/-/-/- 45/10/32.1/30 1 100
Fire Mail Breaker +8 123/0/123/0 -/-/-/- 45/10/32.4/30 2 100
Fire Mail Breaker +9 129/0/129/0 -/-/-/- 45/10/32.7/30 3 100
Fire Mail Breaker +10 136/0/136/0 -/-/-/- 45/10/33/30 1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Mail Breaker +0 88/0/102/0 -/-/-/- 45/10/30/30 1 100
Chaos Mail Breaker +1 93/0/108/0 -/-/-/- 45/10/30.6/30 1 100
Chaos Mail Breaker +2 98/0/114/0 -/-/-/- 45/10/31.2/30 1 100
Chaos Mail Breaker +3 102/0/119/0 -/-/-/- 45/10/31.8/30 2 100
Chaos Mail Breaker +4 107/0/125/0 -/-/-/- 45/10/32.4/30 3 100
Chaos Mail Breaker +5 112/0/131/0 -/-/-/- 45/10/33/30 1 100

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 4 Strength is required.
Piercing Swords

Rapier

Standard thrusting sword. Regular one-handed attack can be delivered with shield held up.

Can parry with use of left hand.

Thrusting attacks pierce and are effective against foes with hard exteriors, but the wielder is left open to damage after a swing.

Availability


Sold by the Undead Merchant (Male) in the Undead Burg for 600 Souls

Drop from rapier-wielding Balder Knights (2% drop rate)

General Information


Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Rapier 73/0/0/0

(Thrust)
110 150 1.5 71/12/0/0

D/C/-/-
45/10/30/30 22 50

Move Set


1 Handed
R1 — R1 Piercing thrusts. Can be done with shield raised.
R2 — R2 Lunging thrust into heavy thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 (left hand) Piercing thrust.
L2 (left hand) Parry.

2 Handed
R1 — R1 Piercing thrusts.
R2 Lunging thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Rapier +0 73/0/0/0 D/C/-/-
Rapier +1 80/0/0/0 D/C/-/- 1 200
Rapier +2 87/0/0/0 D/C/-/- 1 200
Rapier +3 94/0/0/0 D/C/-/- 2 200
Rapier +4 102/0/0/0 D/C/-/- 2 200
Rapier +5 109/0/0/0 D/C/-/- 3 200
Rapier +6 116/0/0/0 D/C/-/- 1 200
Rapier +7 124/0/0/0 D/C/-/- 1 200
Rapier +8 131/0/0/0 D/C/-/- 2 200
Rapier +9 138/0/0/0 D/C/-/- 2 200
Rapier +10 146/0/0/0 D/C/-/- 3 200
Rapier +11 153/0/0/0 D/C/-/- 1 200
Rapier +12 160/0/0/0 D/C/-/- 1 200
Rapier +13 167/0/0/0 D/C/-/- 2 200
Rapier +14 175/0/0/0 D/B/-/- 3 200
Rapier +15 182/0/0/0 D/B/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Rapier +0 126/0/0/0 E/C/-/- 1 200
Raw Rapier +1 134/0/0/0 E/C/-/- 1 200
Raw Rapier +2 142/0/0/0 E/C/-/- 1 200
Raw Rapier +3 151/0/0/0 E/C/-/- 2 200
Raw Rapier +4 159/0/0/0 E/C/-/- 2 200
Raw Rapier +5 168/0/0/0 E/C/-/- 3 200

Crystal


Rapier durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Rapier +0 160/0/0/0 D/C/-/- 1 200
Crystal Rapier +1 167/0/0/0 D/C/-/- 1 200
Crystal Rapier +2 175/0/0/0 D/B/-/- 1 200
Crystal Rapier +3 182/0/0/0 D/B/-/- 2 200
Crystal Rapier +4 189/0/0/0 D/B/-/- 3 200
Crystal Rapier +5 197/0/0/0 D/B/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Rapier +0 131/0/0/131 -/-/-/- 45/10/30/30 1 200
Lightning Rapier +1 141/0/0/141 -/-/-/- 45/10/30/32.4 1 200
Lightning Rapier +2 151/0/0/151 -/-/-/- 45/10/30/34.8 1 200
Lightning Rapier +3 162/0/0/162 -/-/-/- 45/10/30/37.2 2 200
Lightning Rapier +4 172/0/0/172 -/-/-/- 45/10/30/39.6 3 200
Lightning Rapier +5 182/0/0/182 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Rapier +0 82/88/0/0 E/D/C/- 1 200
Magic Rapier +1 88/94/0/0 E/D/C/- 1 200
Magic Rapier +2 93/100/0/0 E/D/C/- 1 200
Magic Rapier +3 99/106/0/0 E/D/C/- 2 200
Magic Rapier +4 104/112/0/0 E/D/C/- 2 200
Magic Rapier +5 110/118/0/0 E/D/C/- 3 200
Magic Rapier +6 115/123/0/0 E/D/C/- 1 200
Magic Rapier +7 121/129/0/0 E/D/C/- 1 200
Magic Rapier +8 126/135/0/0 E/D/C/- 2 200
Magic Rapier +9 132/141/0/0 E/D/C/- 3 200
Magic Rapier +10 137/147/0/0 E/D/C/- 1 200

Enchanted


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

Ascended by Rickert of Vinheim with Enchanted Ember.

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Rapier +0 110/116/0/0 E/E/C/- 1 200
Enchanted Rapier +1 114/119/0/0 E/E/B/- 1 200
Enchanted Rapier +2 118/122/0/0 E/E/B/- 1 200
Enchanted Rapier +3 123/126/0/0 E/E/B/- 2 200
Enchanted Rapier +4 127/129/0/0 E/E/A/- 3 200
Enchanted Rapier +5 132/134/0/0 E/E/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

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

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Rapier +0 73/90/0/0 E/D/-/C 0/0/110/- 1 200
Divine Rapier +1 78/96/0/0 E/D/-/C 0/0/110/- 1 200
Divine Rapier +2 83/102/0/0 E/D/-/C 0/0/110/- 1 200
Divine Rapier +3 88/108/0/0 E/D/-/C 0/0/110/- 2 200
Divine Rapier +4 93/114/0/0 E/D/-/C 0/0/110/- 2 200
Divine Rapier +5 98/120/0/0 E/D/-/C 0/0/110/- 3 200
Divine Rapier +6 102/125/0/0 E/D/-/C 0/0/110/- 1 200
Divine Rapier +7 107/132/0/0 E/D/-/C 0/0/110/- 1 200
Divine Rapier +8 112/138/0/0 E/D/-/C 0/0/110/- 2 200
Divine Rapier +9 117/144/0/0 E/D/-/C 0/0/110/- 3 200
Divine Rapier +10 122/150/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Rapier +0 100/110/0/0 E/D/-/B 0/0/-/110 1 200
Occult Rapier +1 105/115/0/0 E/D/-/B 0/0/-/110 1 200
Occult Rapier +2 112/121/0/0 E/D/-/B 0/0/-/110 1 200
Occult Rapier +3 117/126/0/0 E/D/-/B 0/0/-/110 2 200
Occult Rapier +4 124/132/0/0 E/D/-/B 0/0/-/110 3 200
Occult Rapier +5 130/137/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Rapier +0 94/0/94/0 -/-/-/- 45/10/30/30 1 200
Fire Rapier +1 102/0/102/0 -/-/-/- 45/10/30.3/30 1 200
Fire Rapier +2 109/0/109/0 -/-/-/- 45/10/30.6/30 1 200
Fire Rapier +3 116/0/116/0 -/-/-/- 45/10/30.9/30 2 200
Fire Rapier +4 124/0/124/0 -/-/-/- 45/10/31.2/30 2 200
Fire Rapier +5 131/0/131/0 -/-/-/- 45/10/31.5/30 3 200
Fire Rapier +6 140/0/140/0 -/-/-/- 45/10/31.8/30 1 200
Fire Rapier +7 148/0/148/0 -/-/-/- 45/10/32.1/30 1 200
Fire Rapier +8 157/0/157/0 -/-/-/- 45/10/32.4/30 2 200
Fire Rapier +9 166/0/166/0 -/-/-/- 45/10/32.7/30 3 200
Fire Rapier +10 175/0/175/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Rapier +0 113/0/131/0 -/-/-/- 45/10/30/30 1 200
Chaos Rapier +1 119/0/138/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Rapier +2 126/0/146/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Rapier +3 132/0/153/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Rapier +4 138/0/160/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Rapier +5 144/0/167/0 -/-/-/- 45/10/33/30 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 5 Strength is required.
Piercing Swords

Ricard's Rapier

A rapier with intricate decorations. Chosen weapon of the infamous Undead Prince Ricard.

Ricard"s exploits are told in a monomyth.

He was born into royalty, but wandered the lands in a fateful ill-conceived journey.

He became Undead, and disappeared up North.

Availability


Undead Prince Ricard drop in Sen's Fortress

General Information


While most rapiers deal moderate damage in one hit, the strong attack of this rapier will spread damage over six quick thrusts. A successful combo is capable of dealing massive damage and building up poison when buffed with Rotten Pine Resin. Upgrading this weapon through the Normal path is highly recommended, as its damage can be amplified via use of resins and spells.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Ricard's Rapier 70/0/0/0

(Thrust)
100 100 2.0 81/20/0/0

E/B/-/-
45/10/30/30 22 50

Move Set


1 Handed
R1 — R1 Piercing thrusts. Can be done with shield raised.
R2 — R2 Two thrusts into four thrusts.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 (left hand) Piercing thrust.
L2 (left hand) Parry.

2 Handed
R1 — R1 Piercing thrusts.
R2 — R2 Two thrusts into four thrusts.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

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

6% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Ricard's Rapier +1 77/0/0/0 E/B/-/- 1
Ricard's Rapier +2 84/0/0/0 E/B/-/- 1 200
Ricard's Rapier +3 91/0/0/0 E/B/-/- 2 200
Ricard's Rapier +4 98/0/0/0 E/B/-/- 2 200
Ricard's Rapier +5 105/0/0/0 E/B/-/- 3 200
Ricard's Rapier +6 112/0/0/0 E/B/-/- 1 200
Ricard's Rapier +7 119/0/0/0 E/B/-/- 1 200
Ricard's Rapier +8 126/0/0/0 E/B/-/- 2 200
Ricard's Rapier +9 133/0/0/0 E/B/-/- 2 200
Ricard's Rapier +10 140/0/0/0 E/B/-/- 3 200
Ricard's Rapier +11 147/0/0/0 E/B/-/- 1 200
Ricard's Rapier +12 154/0/0/0 E/B/-/- 1 200
Ricard's Rapier +13 161/0/0/0 E/B/-/- 2 200
Ricard's Rapier +14 168/0/0/0 E/A/-/- 3 200
Ricard's Rapier +15 175/0/0/0 E/A/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

4% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Ricard's Rapier +0 121/0/0/0 E/C/-/- 1 200
Raw Ricard's Rapier +1 129/0/0/0 E/C/-/- 1 200
Raw Ricard's Rapier +2 137/0/0/0 E/C/-/- 1 200
Raw Ricard's Rapier +3 145/0/0/0 E/C/-/- 2 200
Raw Ricard's Rapier +4 153/0/0/0 E/C/-/- 2 200
Raw Ricard's Rapier +5 162/0/0/0 E/C/-/- 3 200

Crystal


Ricard's Rapier durability reduced to 10. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

6% STR, 85% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Ricard's Rapier +0 154/0/0/0 E/B/-/- 1 200
Crystal Ricard's Rapier +1 161/0/0/0 E/B/-/- 1 200
Crystal Ricard's Rapier +2 168/0/0/0 E/B/-/- 1 200
Crystal Ricard's Rapier +3 175/0/0/0 E/B/-/- 2 200
Crystal Ricard's Rapier +4 182/0/0/0 E/A/-/- 3 200
Crystal Ricard's Rapier +5 189/0/0/0 E/A/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Ricard's Rapier +0 126/0/0/126 -/-/-/- 45/10/30/30 1 200
Lightning Ricard's Rapier +1 135/0/0/135 -/-/-/- 45/10/30/32.4 1 200
Lightning Ricard's Rapier +2 145/0/0/145 -/-/-/- 45/10/30/34.8 1 200
Lightning Ricard's Rapier +3 155/0/0/155 -/-/-/- 45/10/30/37.2 2 200
Lightning Ricard's Rapier +4 165/0/0/165 -/-/-/- 45/10/30/39.6 3 200
Lightning Ricard's Rapier +5 175/0/0/175 -/-/-/- 45/10/30/42 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

2% STR, 23% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Ricard's Rapier +0 79/85/0/0 E/D/C/- 1 200
Magic Ricard's Rapier +1 84/91/0/0 E/D/C/- 1 200
Magic Ricard's Rapier +2 90/96/0/0 E/D/C/- 1 200
Magic Ricard's Rapier +3 95/102/0/0 E/D/C/- 2 200
Magic Ricard's Rapier +4 100/108/0/0 E/D/C/- 2 200
Magic Ricard's Rapier +5 106/114/0/0 E/D/C/- 3 200
Magic Ricard's Rapier +6 111/119/0/0 E/D/C/- 1 200
Magic Ricard's Rapier +7 116/125/0/0 E/D/C/- 1 200
Magic Ricard's Rapier +8 121/131/0/0 E/D/C/- 2 200
Magic Ricard's Rapier +9 127/136/0/0 E/D/C/- 3 200
Magic Ricard's Rapier +10 132/142/0/0 E/D/C/- 1 200

Enchanted


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

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

1% STR, 17% DEX, 64% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Ricard's Rapier +0 106/112/0/0 E/E/C/- 1 200
Enchanted Ricard's Rapier +1 110/115/0/0 E/E/B/- 1 200
Enchanted Ricard's Rapier +2 114/118/0/0 E/E/B/- 1 200
Enchanted Ricard's Rapier +3 118/122/0/0 E/E/B/- 2 200
Enchanted Ricard's Rapier +4 122/125/0/0 E/E/A/- 3 200
Enchanted Ricard's Rapier +5 127/129/0/0 E/E/A/- 1 200

Divine


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

2% STR, 33% DEX, 65% 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 Ricard's Rapier +0 70/87/0/0 E/D/-/C 0/0/110/- 1 200
Divine Ricard's Rapier +1 75/92/0/0 E/D/-/C 0/0/110/- 1 200
Divine Ricard's Rapier +2 79/98/0/0 E/D/-/C 0/0/110/- 1 200
Divine Ricard's Rapier +3 84/104/0/0 E/D/-/C 0/0/110/- 2 200
Divine Ricard's Rapier +4 89/110/0/0 E/D/-/C 0/0/110/- 2 200
Divine Ricard's Rapier +5 94/116/0/0 E/D/-/C 0/0/110/- 3 200
Divine Ricard's Rapier +6 98/121/0/0 E/D/-/C 0/0/110/- 1 200
Divine Ricard's Rapier +7 103/127/0/0 E/D/-/C 0/0/110/- 1 200
Divine Ricard's Rapier +8 108/133/0/0 E/D/-/C 0/0/110/- 2 200
Divine Ricard's Rapier +9 112/139/0/0 E/D/-/C 0/0/110/- 3 200
Divine Ricard's Rapier +10 117/145/0/0 E/D/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

2% STR, 31% DEX, 76% FAI scaling. Additional damage multiplier against holy enemies.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Ricard's Rapier +0 96/106/0/0 E/D/-/B 0/0/-/110 1 200
Occult Ricard's Rapier +1 101/111/0/0 E/D/-/B 0/0/-/110 1 200
Occult Ricard's Rapier +2 107/116/0/0 E/D/-/B 0/0/-/110 1 200
Occult Ricard's Rapier +3 113/121/0/0 E/D/-/B 0/0/-/110 2 200
Occult Ricard's Rapier +4 119/127/0/0 E/D/-/B 0/0/-/110 3 200
Occult Ricard's Rapier +5 124/132/0/0 E/D/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

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 Ricard's Rapier +0 91/0/91/0 -/-/-/- 45/10/30/30 1 200
Fire Ricard's Rapier +1 98/0/98/0 -/-/-/- 45/10/30.3/30 1 200
Fire Ricard's Rapier +2 105/0/105/0 -/-/-/- 45/10/30.6/30 1 200
Fire Ricard's Rapier +3 112/0/112/0 -/-/-/- 45/10/30.9/30 2 200
Fire Ricard's Rapier +4 119/0/119/0 -/-/-/- 45/10/31.2/30 2 200
Fire Ricard's Rapier +5 126/0/126/0 -/-/-/- 45/10/31.5/30 3 200
Fire Ricard's Rapier +6 134/0/134/0 -/-/-/- 45/10/31.8/30 1 200
Fire Ricard's Rapier +7 142/0/142/0 -/-/-/- 45/10/32.1/30 1 200
Fire Ricard's Rapier +8 151/0/151/0 -/-/-/- 45/10/32.4/30 2 200
Fire Ricard's Rapier +9 159/0/159/0 -/-/-/- 45/10/32.7/30 3 200
Fire Ricard's Rapier +10 168/0/168/0 -/-/-/- 45/10/33/30 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Ricard's Rapier +0 109/0/127/0 -/-/-/- 45/10/30/30 1 200
Chaos Ricard's Rapier +1 115/0/134/0 -/-/-/- 45/10/30.6/30 1 200
Chaos Ricard's Rapier +2 122/0/142/0 -/-/-/- 45/10/31.2/30 1 200
Chaos Ricard's Rapier +3 128/0/149/0 -/-/-/- 45/10/31.8/30 2 200
Chaos Ricard's Rapier +4 134/0/156/0 -/-/-/- 45/10/32.4/30 3 200
Chaos Ricard's Rapier +5 140/0/163/0 -/-/-/- 45/10/33/30 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 6 Strength is required.
Piercing Swords

Velka's Rapier

A symbolic, powerful thrusting sword used by the Pardoner serving Velka,

Goddess of Sin.

It is no mere symbol to be sure; the Pardoner is an inhuman swordsman, and wields this enchanted blade with special sword technique.

Availability


Painted World of Ariamis treasure:
After accessing the Annex using the Annex Key, continue upstairs.
In the next section there is a set of wooden planks on the right.
Breaking them gives access to a corpse with the rapier on it

General Information


A good thrusting weapon for a high-INT build.

Quite effective for killing Giant Mosquitoes because of the vertical slash motion of its one-handed strong attack.

The "V"-shaped strong attack could stand for the initial letter in "Velka."

Image Name Damage Critical
Bonus
Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt Souls
Velka's Rapier 62/104/0/0

Dark 110

(Regular/Thrust)
100 130 2 81/16/16/0

E/C/B/-
45/10/30/30 22 5,000

Move Set


1 Handed
R1 — R1 Piercing thrusts. Can be done with shield raised.
R2 — R2 Two v-slashes into thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 (left hand) Piercing thrust.
L2 (left hand) Parry.

2 Handed
R1 — R1 Piercing thrusts.
R2 — R2 Two v-slashes into thrust.
Roll — R1 Low piercing thrust.
Backstep or Run — R1 Jumping piercing thrust.
Forward + R1 Backstep thrust. Useful as an evasive attack.
Forward + R2 Jumping thrust attack.
L1 or L2 Guard.

Upgrades


Requires

5% STR, 53% DEX, 97% INT scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Velka's Rapier +0 62/104/0/0 E/C/B/-
Velka's Rapier +1 68/114/0/0 E/C/B/- 1 2,000
Velka's Rapier +2 74/124/0/0 E/C/B/- 1 2,000
Velka's Rapier +3 80/135/0/0 E/C/B/- 2 2,000
Velka's Rapier +4 86/145/0/0 E/C/B/- 2 2,000
Velka's Rapier +5 93/156/0/0 E/C/B/- 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 6 Strength is required.