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.
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Move Set
1 Handed | ||
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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 | ||
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R1 | Right-to-left horizontal swing. | |
R2 — R2 | Jumping overhead chop into overhead chop. | |
Roll — R1 | Fast overhead chop. | |
Backstep or Run — R1 | Fast running chop. | |
Forward + R1 | Kick. | Useful for breaking guard. |
Forward + R2 | Jumping overhead chop. | |
L1 or L2 | Guard. |
- Strong attacks (1-handed & 2-handed) are replaced by a leaping smash, followed up by a right-to-left swing.
Upgrades
Basic
Standard upgrade path.
Requires
- Titanite Shard/Large Shard/Chunk/Slab
Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).
110% STR scaling.
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Raw
Base damage increased. Stat bonuses reduced.
Requires
- Club+5
- Titanite
Ascended by Andre of Astora with Large Ember.
82% STR scaling.
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Crystal
Club durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires
- Club +10
- Titanite
Ascended by the Giant Blacksmith with Crystal Ember.
110% STR scaling.
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Lightning
Adds lightning damage. All stat bonuses removed.
Requires
- Club+10
- Titanite
Ascended by the Giant Blacksmith.
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Magic
Adds magic damage. Moderate damage bonus from intelligence.
Requires
- Club+5
- Green Titanite
- Blue Titanite
Ascended by Rickert of Vinheim & with Large Magic Ember (+6).
31% STR, 79% INT scaling.
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Enchanted
Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires
- Magic Club+5
- Blue Titanite
Ascended by Rickert of Vinheim with Enchanted Ember.
22% STR, 77% INT scaling. Unknown amount of additional INT scaling.
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Divine
Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires
- Club+5
- Green Titanite
- White Titanite
Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).
42% STR, 79% FAI scaling.
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Occult
Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires
- Divine Club+5
- White Titanite
Ascended by Andre of Astora with Dark Ember.
39% STR, 92% FAI scaling.
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Fire
Fire damage added. All stat bonuses removed.
Requires
- Club+5
- Green Titanite
- Red Titanite
Ascended by Vamos & with Large Flame Ember (+6).
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Chaos
Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires
- Fire Club+5
- Red Titanite
Ascended by Vamos with Chaos Flame Ember.
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Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different types of damage types. |
Critical: | One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes. |
Durability: | The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%. |
Weight: | The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon. Also keep in mind that a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required. |
Damage Reduction %: |
The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:
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Stability: | The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks. |
Frampt Souls: | This is the amount of souls players will receive if they feed the item to Kingseeker Frampt. |
Footnotes
- When two-handing this weapon, only 7 Strength is required.
- It's not a mistake.
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