Great Hammers
Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Availability Special note
demon-s-great-hammer.png Demon's Great Hammer 138/0/0/0

600 22.0 46*/0/0/0

Asylum Demon drop
Trade Sack to Snuggly the Crow
dragon-tooth.png Dragon Tooth 290/0/0/0

999 18.0 40*/0/0/0

Anor Londo Chest Raises Fire and Magic defense by 20 points. Never loses durability points.
grant.png Grant 130/130/0/0

Holy 130

600 24.0 50*/0/0/30

Paladin Leeroy drop Two handed strong attack replaced by an energy wave emanating from wielder
great-club.png Great Club 135/0/0/0

250 12.0 28*/0/0/0

Blighttown treasure -
large-club.png Large Club 120/0/0/0

Poison 180

250 11.0 26*/0/0/0

Infested barbarian drop Poison build up is 30 per hit and once inflicted does 3 HP per second for 160 seconds.
Strong attack is replaced by a dashing horizontal swing.
smough-s-hammer.png Smough's Hammer 300/0/0/0

600 28.0 58*/0/0/0

Ascension only.
Upgrade +10 blunt weapon with Soul of Smough
One-handed strong attack replaced with a wide horizontal swing.
Two-handed strong attack replaced with a jumping attack.
Regenerates 10 HP on hit.

* When wielding a weapon with two-hands, the strength requirement is reduced. See individual pages for more detail.



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.
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