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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Reinforced Club inventory iconHammers

Weapons

Reinforced Club

Hammers

Requires 12 Strength, no Dexterity, and weighs 4.0. The normal version gains damage from Strength alone. You can wield it in both hands with 8 Strength, which makes it available without leveling Strength on a starting Pyromancer.

Weight4
RequiresStrength 12
Physical base attack97
Magic base attack0

Attack and requirements

Base requirements

strength
12

Interactive calculations are pending.

Native base attack

Physical
97
Magic
0
Fire
0
Lightning
0
Technical details

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

{
    "EquipParamWeapon:809000": {
        "weight": 4,
        "attackBasePhysics": 97,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 75,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 0,
        "materialSetId": 0,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:809100": {
        "weight": 4,
        "attackBasePhysics": 97,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 75,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 100,
        "materialSetId": 100,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:809200": {
        "weight": 4,
        "attackBasePhysics": 97,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 97,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 200,
        "materialSetId": 200,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809300": {
        "weight": 4,
        "attackBasePhysics": 112,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 56,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 300,
        "materialSetId": 300,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:809400": {
        "weight": 4,
        "attackBasePhysics": 73,
        "attackBaseMagic": 79,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 21,
        "correctAgility": 0,
        "correctMagic": 54,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 400,
        "materialSetId": 400,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809500": {
        "weight": 4,
        "attackBasePhysics": 73,
        "attackBaseMagic": 78,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 14,
        "correctAgility": 0,
        "correctMagic": 53,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 500,
        "materialSetId": 500,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809600": {
        "weight": 4,
        "attackBasePhysics": 65,
        "attackBaseMagic": 80,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 29,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 54,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 600,
        "materialSetId": 600,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809700": {
        "weight": 4,
        "attackBasePhysics": 67,
        "attackBaseMagic": 73,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 27,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 63,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 700,
        "materialSetId": 700,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809800": {
        "weight": 4,
        "attackBasePhysics": 97,
        "attackBaseMagic": 0,
        "attackBaseFire": 97,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 800,
        "materialSetId": 800,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:809900": {
        "weight": 4,
        "attackBasePhysics": 85,
        "attackBaseMagic": 0,
        "attackBaseFire": 97,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 0,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 900,
        "materialSetId": 900,
        "behaviorVariationId": 3302,
        "wepmotionCategory": 33,
        "isLuckCorrect": 1,
        "isEnhance": 0
    }
}

Weapon behavior

Its strong attack opens with a leaping overhead smash. The leap can close a small gap, but it also commits you to an attack. Missing leaves you exposed during recovery, so start close enough to connect.

Maximum durability is only 100, compared with the ordinary Club's 250. Repair it regularly, especially before a long area where you will be fighting with it repeatedly.

Reinforcement and comparison

Requires 12 Strength, no Dexterity, and weighs 4.0. The normal version gains damage from Strength alone. You can wield it in both hands with 8 Strength, which makes it available without leveling Strength on a starting Pyromancer.

Normal upgrades retain Strength scaling. Fire and Lightning remove attribute scaling and add elemental damage, which can be useful when you are meeting only the wielding requirement. Their split damage must pass through separate defenses, so a larger listed attack total does not guarantee a harder hit.

Magic and Enchanted versions add Intelligence scaling to their magic damage, while Divine and Occult use Faith. Chaos adds a damage bonus from carried humanity, up to 10. These versions still need the weapon's Strength requirement to be wielded effectively.

The normal upgrade path reaches +15. Andre needs the Large Ember for +6 and the Very Large Ember for +11. Alternatively, a normal +10 Reinforced Club can be used with the Soul of Smough at the Giant Blacksmith to create Smough's Hammer. This replaces the club, so keep another copy if you want to retain it.

Compare equipment in this collection

In-game description

Weapon type: Hammer
Attack type: Strike

A club with leather nailed to the pommel.
The burg Undead merchant proudly peddles
this club, but its reinforcement is shoddy.
Indeed, its attack is stronger, but the
club is no longer dependably sturdy.

Where to find

Merchant purchase

Undead Burg

Cost: 350 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 Reinforced Club from his weapon inventory.
  • Keep attacks away from the merchant. Killing him permanently removes this shop for the current playthrough.

Notes

  • Requirements and scaling: Requires 12 Strength, no Dexterity, and weighs 4.0. The normal version gains damage from Strength alone. You can wield it in both hands with 8 Strength, which makes it available without leveling Strength on a starting Pyromancer.
  • Bleed and strike damage: Combines strike damage with built-in bleed. Bleed adds a separate burst when enough buildup accumulates on a susceptible target. Against an immune enemy, you only get the direct hit damage.
  • Strong attacks: Its strong attack opens with a leaping overhead smash. The leap can close a small gap, but it also commits you to an attack. Missing leaves you exposed during recovery, so start close enough to connect.
  • Durability: Maximum durability is only 100, compared with the ordinary Club's 250. Repair it regularly, especially before a long area where you will be fighting with it repeatedly.
  • Upgrade choice: Normal upgrades retain Strength scaling. Fire and Lightning remove attribute scaling and add elemental damage, which can be useful when you are meeting only the wielding requirement. Their split damage must pass through separate defenses, so a larger listed attack total does not guarantee a harder hit.
  • Weapon buffs: The normal, Raw and Crystal versions can use resins and weapon-enchantment spells. The elemental and magical upgrade paths cannot. Choosing one of those paths also changes how you can use temporary weapon buffs.
  • Merchant consequence: Buy a copy before killing the male Undead Merchant if you want to use this weapon. His shop is its direct purchase source, and killing him does not award a Reinforced Club.
  • Other scaling paths: Magic and Enchanted versions add Intelligence scaling to their magic damage, while Divine and Occult use Faith. Chaos adds a damage bonus from carried humanity, up to 10. These versions still need the weapon's Strength requirement to be wielded effectively.
  • Normal reinforcement and crafting: The normal upgrade path reaches +15. Andre needs the Large Ember for +6 and the Very Large Ember for +11. Alternatively, a normal +10 Reinforced Club can be used with the Soul of Smough at the Giant Blacksmith to create Smough's Hammer. This replaces the club, so keep another copy if you want to retain it.