• Whips are odd weapons that cannot be parried or used in critical or plunging attacks. They deal light but reliable damage.
  • The Whips' attacks cover a large area and have good range, making them very useful against opponents with low Poise.
  • Whips have an unusually long stun time, making them effective against Skeletons and other nimble opponents.
  • Whips are good offhand weapons, as their tracking capabilities increase and they can be used to parry.
  • Buffing Whips is an effective tactic. The particle effects - besides the blue tint of Magic Weapon - are hidden until the weapon is used, and the fact that it can't be parried lets the user attack in relative safety.

Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Availability Special Note
guardian-tail.png Guardian Tail 84/0/0/0

Poison 300
250 5.0 15*/10/0/0

Sanctuary Guardian drop (tail cut)

Lesser Sanctuary Guardian drop (tail cut)
notched-whip.png Notched Whip 76/0/0/0

Bleed 300
200 2.0 8*/16/0/0

Xanthous King, Jeremiah drop Bleed is 33 per strike. Once inflicted

does 30% of the enemy's total HP
whip.png Whip 80/0/0/0

200 1.5 7*/14/0/0

Blighttown treasure -

* 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: The damage bonus for backstabs and ripostes. Thrusting Swords and Daggers get an invisible bonus to critical damage as well.
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.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License