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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.
  • 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.

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

  • Club+5
  • Titanite

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

  • Club +10
  • Titanite

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

  • Club+10
  • Titanite

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

  • Club+5
  • Green Titanite
  • Blue Titanite

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

  • Magic Club+5
  • Blue Titanite

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

  • Club+5
  • Green Titanite
  • White Titanite

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

  • Divine Club+5
  • White Titanite

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

  • Club+5
  • Green Titanite
  • Red Titanite

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire 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

  • Fire Club+5
  • Red Titanite

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.