Beast Claw

Beast Claw

Beast Claw

Beastly weapon wielded by Irreverent Izzy.

Crafted by chiseling the long bones of an undead darkbeast
and fastening them to the weapon. The bones are still alive,
and when unleashed, grant its wielder a spurt beastly
power.

As flesh is flayed and blood is sprayed, the beast within
awakens, and in time, the wielder of this weapon surges with
both strength and feverish reverie.

General Information

Physical
ATK
Blood
ATK
Arcane
ATK
Fire
ATK
Bolt
ATK
QS Bullet
Use
Durability
75 0 0 0 0 0 180
(Physical/Thrust)


Special Attack
Slow
Poison
Rapid
Poison
Vs.
the Kin
Vs.
Beasts
0 0 100 100
Attribute
Requirement
Attribute
Bonus
Strength Skill Bloodtinge Arcane Strength Skill Bloodtinge Arcane
14 12 - - D E - D


Rally
Potential
Weapon Type Bonus ATK
Normal Trick
Normal: 35
Trick: 52
- - - -

Trick Transform

Claw transformation releases a spurt of Beasthood and turns left hand into a beast's claw.

Availability

Found in Ailing Loran, Layer 2, in a treasure room found before the Layer 2 lamp.

Purchase from the Bath Messengers in the Hunter's Dream for 34,000 Blood Echoes after acquiring one. Can be made available if the player summons another player with a Beast Claw into the Hunter's Dream upon challenging Gehrman, the First Hunter.

Move Set

Notes

  • Cannot use any Left Hand Weapons while the weapon is transformed. Instead, pressing L2 will use an attack that's available only while the weapon is transformed.
  • Transforming the claw will put you into the Beasthood state, the same as as consuming a Beast Blood Pellet except without the 60 second duration, indicated by the light brown smoke effect coming off your character. This effect lasts until the weapon is transformed back or switched out.
  • If you change the Beast Claw back with L1 or switch to a different weapon, the Beasthood meter and any Beasthood you've accumulated to that point will remain, but you'll no longer be able to build it up until you change the Beast Claw back or use a Beast Blood Pellet. The meter will constantly deplete until then, and you'll benefit from whatever damage boosts and defense drops you'd normally get until it runs out. This can be used to transfer your Beasthood bonuses to another, stronger weapon, like Ludwig's Holy Blade or the Kirkhammer.
    • Every physical attack made while the weapon is transformed will fill your Beasthood gauge by a little bit, which increases the physical damage you deal with each attack but also increases the damage you take by an equal amount.
    • Using Strong attacks (R2 and L2) will fill the meter faster than light attacks (R1).
  • You can use a Beast Blood Pellet with a transformed Beast Claw but it grants no additional benefit and actually resets your Beasthood meter to zero when it wears off.
  • It doesn't have a transforming attack from 1 claw to 2 claws.

Upgrades

Name PhysicalATK BloodATK ArcaneATK FireATK BoltATK Attribute Bonus
St / Sk / Bl / Ar
Blood Gem
Imprints
Materials Blood
Echoes
Kirkhammer 75 - - - - D E - D 0 - - -
Kirkhammer +1 82 - - - - D E - D 1 Blood Stone Shard 3 -
Kirkhammer +2 89 - - - - D E - D 1 Blood Stone Shard 5 -
Kirkhammer +3 96 - - - - D E - D 2 Blood Stone Shard 8 -
Kirkhammer +4 103 - - - - D E - D 2 Twin Blood Stone Shards 3 -
Kirkhammer +5 110 - - - - D D - D 2 Twin Blood Stone Shards 5 -
Kirkhammer +6 117 - - - - D D - D 3 Twin Blood Stone Shards 8 -
Kirkhammer +7 124 - - - - D D - D 3 Blood Stone Chunk 3 -
Kirkhammer +8 131 - - - - C D - D 3 Blood Stone Chunk 5 -
Kirkhammer +9 138 - - - - C D - D 3 Blood Stone Chunk 8 -
Kirkhammer +10 150 - - - - C D - D 3 Blood Rock 1

Blood Gem Imprints

Radial/Triangle/Radial


Weapon Properties

PhysicalATK - Physical ATK
Used to calculate damage inflicted on a target. Higher values have the potential to inflict more damage to targets.
Mitigated with a target's Physical RES.
BloodATK - Blood ATK
Used to calculate damage inflicted on a target. Higher values have the potential to inflict more damage to targets.
Mitigated with a target's Blood RES.
ArcaneATK - Arcane ATK
Used to calculate damage inflicted on a target. Higher values have the potential to inflict more damage to targets.
Mitigated with a target's Arcane RES.
FireATK - Fire ATK
Used to calculate damage inflicted on a target. Higher values have the potential to inflict more damage to targets.
Mitigated with a target's Fire RES.
BoltATK - Bolt ATK
Used to calculate damage inflicted on a target. Higher values have the potential to inflict more damage to targets.
Mitigated with a target's Bolt RES.
PhysATK - Durability
Degradation counter used to determine when a weapon breaks after being used. Durability decreases as a weapon is used to attack any object, targets, and any other surface on which a weapon can collide. Once durability reaches 0, the weapon breaks.
A broken weapon can still be used to attack, but it will have greatly diminished attack properties.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License