Kirkhammer |
|
A trick weapon typically used by Healing Church Hunters. On the one side, an easily handled silver sword. The Church takes a heavy-handed, merciless stance |
General Information
Physical ATK |
Blood ATK |
Arcane ATK |
Fire ATK |
Bolt ATK |
QS Bullet Use |
Durability |
---|---|---|---|---|---|---|
105 | 0 | 0 | 0 | 0 | 0 | 250 |
(Physical/Blunt/Thrust) |
Special Attack | |||||||
---|---|---|---|---|---|---|---|
Slow Poison |
Rapid Poison |
Vs. the Kin |
Vs. Beasts |
||||
0 | 0 | 100 | 100 | ||||
Attribute Requirement |
Attribute Bonus |
||||||
16 | 10 | - | - | C | E | - | D |
Rally Potential |
Weapon Type Bonus ATK | |||
---|---|---|---|---|
Normal | Trick | |||
120 | Righteous | 50% | - | - |
Trick Transform
Sword transforms into giant obtuse hammer.
Availability
Purchase from the Bath Messengers in the Hunter's Dream for 3,000 Blood Echoes after acquiring the Sword Hunter Badge.
Move Set
- Cannot use any Left Hand Weapons while using the weapon in Trick form.
- Pressing L2 will execute unique attacks (see Move Set for details).
- Primary Physical attack properties can be converted into Arcane, Fire, or Bolt via Blood Gems that provide the respective ATK bonus.
- Conversion occurs when affixing Blood Gems with an Add ATK+ and/or ATK UP +% bonus.
- Attack will scale based on Arcane scaling; Strength and Skill scaling will be ignored.
- Physical, Blunt, and Thrust primary attacks will be removed.
Upgrades
Name | Attribute Bonus | Blood Gem Imprints |
Materials | Blood Echoes |
|||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Kirkhammer | 105 | - | - | - | - | C | E | - | D | 0 | - | - | - |
Kirkhammer +1 | 115 | - | - | - | - | C | E | - | D | 1 | Blood Stone Shard | 3 | 200 |
Kirkhammer +2 | 125 | - | - | - | - | B | E | - | D | 1 | Blood Stone Shard | 5 | 260 |
Kirkhammer +3 | 135 | - | - | - | - | B | E | - | D | 2 | Blood Stone Shard | 8 | 300 |
Kirkhammer +4 | 145 | - | - | - | - | B | E | - | D | 2 | Twin Blood Stone Shards | 3 | 360 |
Kirkhammer +5 | 155 | - | - | - | - | B | E | - | C | 2 | Twin Blood Stone Shards | 5 | 400 |
Kirkhammer +6 | 165 | - | - | - | - | B | E | - | C | 3 | Twin Blood Stone Shards | 8 | 440 |
Kirkhammer +7 | 175 | - | - | - | - | A | E | - | B | 3 | Blood Stone Chunk | 3 | 500 |
Kirkhammer +8 | 185 | - | - | - | - | A | E | - | B | 3 | Blood Stone Chunk | 5 | 540 |
Kirkhammer +9 | 195 | - | - | - | - | A | E | - | B | 3 | Blood Stone Chunk | 8 | 600 |
Kirkhammer +10 | 210 | - | - | - | - | A | E | - | B | 3 | Blood Rock | 1 | 640 |
Blood Gem Imprints
Weapon Properties
- - 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 DEF. - - 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. - - 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. - - 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. - - 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. - - 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.