Skip to content
ASHENBORNEDARK SOULS REFERENCE

Development preview. Public browsing is available. Editing and uploads are restricted.

Dark Souls Remastered · r39
Club inventory iconHammers

Weapons

Club

Hammers

The normal Club scales with Strength alone. Its A Strength grade is stronger than the Reinforced Club's C grade, but the Reinforced Club begins with higher base damage. Which one hits harder depends on your Strength and upgrade level; the letter alone does not settle that comparison.

Weight3
RequiresStrength 10
Physical base attack87
Magic base attack0

Attack and requirements

Base requirements

strength
10

Interactive calculations are pending.

Native base attack

Physical
87
Magic
0
Fire
0
Lightning
0
Technical details

Native values and variant identities remain separate. These fields are not a final damage prediction.

{
    "EquipParamWeapon:800000": {
        "weight": 3,
        "attackBasePhysics": 87,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 110,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2000,
        "materialSetId": 0,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:800100": {
        "weight": 3,
        "attackBasePhysics": 87,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 110,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2100,
        "materialSetId": 100,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:800200": {
        "weight": 3,
        "attackBasePhysics": 87,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 87,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2200,
        "materialSetId": 200,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800300": {
        "weight": 3,
        "attackBasePhysics": 100,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 82,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2300,
        "materialSetId": 300,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:800400": {
        "weight": 3,
        "attackBasePhysics": 65,
        "attackBaseMagic": 71,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 31,
        "correctAgility": 0,
        "correctMagic": 79,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2400,
        "materialSetId": 400,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800500": {
        "weight": 3,
        "attackBasePhysics": 65,
        "attackBaseMagic": 70,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 22,
        "correctAgility": 0,
        "correctMagic": 77,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2500,
        "materialSetId": 500,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800600": {
        "weight": 3,
        "attackBasePhysics": 59,
        "attackBaseMagic": 72,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 42,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 79,
        "correctType": 1,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2600,
        "materialSetId": 600,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800700": {
        "weight": 3,
        "attackBasePhysics": 60,
        "attackBaseMagic": 65,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 39,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 92,
        "correctType": 1,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2700,
        "materialSetId": 700,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800800": {
        "weight": 3,
        "attackBasePhysics": 87,
        "attackBaseMagic": 0,
        "attackBaseFire": 87,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2800,
        "materialSetId": 800,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:800900": {
        "weight": 3,
        "attackBasePhysics": 76,
        "attackBaseMagic": 0,
        "attackBaseFire": 88,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 10,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 2900,
        "materialSetId": 900,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 1,
        "isEnhance": 0
    }
}

Weapon behavior

Deals strike damage and has a leaping overhead strong attack. Be careful about swinging from too far away: a missed swing leaves a longer recovery than a hit.

Reinforcement and comparison

The normal Club scales with Strength alone. Its A Strength grade is stronger than the Reinforced Club's C grade, but the Reinforced Club begins with higher base damage. Which one hits harder depends on your Strength and upgrade level; the letter alone does not settle that comparison.

Normal reinforcement reaches +15. Andre needs the Large Ember to continue past +5 and the Very Large Ember to continue past +10. Crystal reinforcement improves attack but prevents ordinary repairs, so its durability needs special planning.

Magic and Enchanted versions add magical damage that scales with Intelligence; Divine and Occult use Faith. Fire and Lightning remove attribute scaling. Chaos uses held Humanity up to 10. These changes replace the normal Club's Strength-focused damage arrangement.

Compare equipment in this collection

In-game description

Weapon type: Hammer
Attack type: Strike

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.

Where to find

Starting equipment

Northern Undead Asylum

Requirements

  • Choose Deprived when creating the character.
  1. Deprived has Club as starting equipment. Collect your starting gear during the Undead Asylum tutorial.

Merchant purchase

Undead Burg

Cost: 150 Souls · Stock: ∞

Requirements

  • Reach Firelink Shrine after leaving the Undead Asylum.
  • Keep the male Undead Merchant alive and friendly.
  1. If you have not reached Undead Burg yet, leave Firelink Shrine by the stairs climbing toward the large stone bridge. Fight past the Hollows on the hillside and enter the water passage inside the bridge. Watch for the rat near the entrance, then follow the passage to the exit and stairs into Undead Burg.
  2. Follow the route through the buildings and up onto the rampart. Clear the Hollows and the crossbow soldier on the small tower, then enter the bonfire room beside that tower. Rest here before looking for the merchant.
  3. Leave the room and clear the nearby crossbow soldier and the Hollows on the lower platform. If you rested, these enemies will have returned.
  4. Look for the short walkway to a separate rooftop guarded by two soldiers with spears and shields. Cross to that roof and deal with both soldiers.
  5. Break the wooden crates around the stair opening on the rooftop, then go downstairs. Check the room for the Hollow hiding behind the furniture before stopping to shop.
  6. Go through the doorway leading outside onto the narrow ledge. Speak to the seated merchant and buy Club from his weapon inventory.
  • Keep attacks away from the merchant. Killing him permanently removes this shop for the current playthrough.

Mimic drop

Anor Londo

Requirements

  • Reach the interior bonfire in the cathedral, beyond the two Silver Knight archers.
  1. After passing the archers, follow the right ledge around the building and drop onto the balcony with a fog doorway. Go inside and enter the first room on the left to find the interior bonfire.
  2. Leave the bonfire room and follow the ground-floor corridor past the spiral staircase. Defeat the Silver Knight at the far end, then enter the room on his left.
  3. Strike the back of the fireplace to reveal the hidden passage. Go down into the room with several chests containing Havel's equipment. One chest is a Mimic.
  4. Attack and defeat the Mimic instead of trying to open it as an ordinary chest. Collect the Occult Club it drops. The surrounding ordinary chests contain different equipment.
  • This pickup is already on the Occult path. It is not a normal +0 Club and does not have the Divine property that stops skeleton revival.
  • The Mimic does not respawn after defeat, so this is a one-time world pickup per playthrough.

Notes

  • Strength scaling: The normal Club scales with Strength alone. Its A Strength grade is stronger than the Reinforced Club's C grade, but the Reinforced Club begins with higher base damage. Which one hits harder depends on your Strength and upgrade level; the letter alone does not settle that comparison.
  • Weight and requirements: Requires 10 Strength and weighs 3.0. There is no Dexterity requirement. Holding it in both hands lets you meet the Strength requirement with 7 Strength.
  • Attacks and recovery: Deals strike damage and has a leaping overhead strong attack. Be careful about swinging from too far away: a missed swing leaves a longer recovery than a hit.
  • Choosing between the clubs: The ordinary Club has 250 durability and no built-in bleed. Reinforced Club weighs one unit more, has only 100 durability and adds bleed. You are choosing between different damage, weight and maintenance tradeoffs rather than a straight upgrade.
  • Weapon buffs: Resins and weapon-enchantment spells can be used on the normal, Raw and Crystal versions. Magic, Enchanted, Divine, Occult, Fire, Chaos and Lightning versions cannot receive those coatings.
  • The Occult pickup: Anor Londo also contains an Occult Club in the hidden room with Havel's equipment. It is an upgraded version of this weapon, not a separate club with a new moveset. Its magical damage scales with Faith. Occult and Divine are different upgrade paths, so do not assume the Occult pickup prevents skeletons from reviving.
  • Turning the pickup into Divine: Take the Occult Club to a blacksmith and use the revert option in Modify Equipment to return it to Divine Club +5. This removes Occult and restores Divine. It is a downgrade to its previous upgrade tier, so you do not need the Divine Ember to perform that reversion.
  • Normal reinforcement: Normal reinforcement reaches +15. Andre needs the Large Ember to continue past +5 and the Very Large Ember to continue past +10. Crystal reinforcement improves attack but prevents ordinary repairs, so its durability needs special planning.
  • Elemental scaling: Magic and Enchanted versions add magical damage that scales with Intelligence; Divine and Occult use Faith. Fire and Lightning remove attribute scaling. Chaos uses held Humanity up to 10. These changes replace the normal Club's Strength-focused damage arrangement.
  • Boss forging: A normal +10 Club can be changed into Smough's Hammer at the Giant Blacksmith with the Soul of Smough. The change consumes the Club and soul. Keep another Club if you still want a light strike weapon.