"Some beings do not belong to any of the dimensions - neither Human, nor Rhogar. By letting them travel between, a natural balance is preserved."

Obtained From: the Lost Pike polesword is obtained from: After opening the Passage and meeting the Smith, there is a T-junction in front of a gate. Go right, into the single room. It's hidden up on one of the platforms that you can reach with jump mechanic.

Note: If you socket this weapon with a Higher Poison Rune and Flawless Fire Rune the Smith will present you with a unique dialogue piece and replace the weapon with an unsocketed -but much stronger- Polesword. You will not get your runes back.


Lost Pike


Main Hand

Damage 41 (at 12 Strength)

Power 100%

Energy 150%

Weight 2.00

No Socket

Requirements & Bonuses

Strength Requirement
Strength Scale
Attack Speed
Critical Damage


Min Req
50 Str
Physical Damage
Magic Damage
Fire Damage
Poison Damage
Lightning Damage


Physical Block Defense

Moveset & Player Notes

  • Small video embed/link.
  • This weapon cannot be used single handed. Press Triangle/Y to two-hand the polesword..
  • Slow attack speed compared to x.


Socketing is the process of embedding a rune into the available slot in your weapon. An empty rune socket looks like this: socket.png . Please see the relevant runes page to find what upgrade is best for your build.
Weapons and armor may have up to three sockets. There is no cost for socketing an empty slot although you must be at the crafter
You can remove a socketed rune and save it in your inventory, and thus you can place a new rune on a socketed weapon.

Term Explanations

This section explains the terminology used to abbreviate tables and to refer to game mechanics regarding weapons:

  • Damage: The total amount of damage dealt by the weapon.
  • Power:
  • Energy: The weapon's energy consumption per swing.
  • Weight: The total amount of units this weapon adds to your equipment load
  • socket.png : Empty sockets available or not for the weapon to be upgraded with runes

  • Attribute Requirement: The amount of a certain attribute needed to wield the weapon.
  • Attribute Scale: The percentage of bonus damage obtained from the attribute
  • Attack Speed: The weapon's swing speed
  • Critical Damage: The weapon's bonus damage when a critical is executed. It is corresponding to the base damage.

  • Physical Damage: Damage dealt that checks against physical defenses.
  • Magic Damage: Damage dealt that checks against magic defenses.
  • Fire Damage: Damage dealt that checks against fire defenses.
  • Poison Damage: Damage dealt that checks against poison defenses.
  • Lightning Damage: Damage dealt that checks against lightning defenses.

  • Physical Block Defense: Percentage of physical damage this weapon can block.

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