Starting equipment
Northern Undead Asylum
Requirements
- Choose Deprived when creating the character.
- Deprived has Club as starting equipment. Collect your starting gear during the Undead Asylum tutorial.
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Weapons
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.
Base requirements
Interactive calculations are pending.
Native base attack
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
}
}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.
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 collectionWeapon 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.
Starting equipment
Merchant purchase
Cost: 150 Souls · Stock: ∞
Mimic drop
Hammers
Hammers
Hammers
Hammers
Hammers
Hammers