Equipment >> Weapons
"Anyone who is hit with this club is left with a peculiar, numb kind of feeling. As well as the unbearable, physical pain."

Obtained From: the Pain Hammer is obtained from ???




Main Hand

Damage 29                121 (at 1000 Faith)

Power 100%

Energy 100%

Weight 1.50

No Socket

Requirements & Bonuses

Faith Requirement 8
Faith Scale 3%
Attack Speed 100%
Critical Damage 100%


  Min Req 50 Fth             1000 Fth
Physical Damage 0 0                      0
Magic Damage 14 18                    58
Fire Damage 0 0                      0
Poison Damage 15 19                    63
Lightning Damage 0 0                      0


Physical Block Defense 75%

Moveset & Player Notes

  • Small video embed/link.
  • 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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