Bat Staff
bat staff

In-Game Description

Staff used by hollowed Drangleic sorcerers.
A catalyst for sorceries and hexes.

The bat affixed to its tip is a simple charm.
It has no bearing on the staffs powers,
but the germs on the cadaver poison
foes upon contact in strike attacks.

Availability

Dropped by Hollow Mages in Brightstone Cove Tseldora (rare).

General Information

Name Damage Counter
Strength
Poise
Damage
Durability Weight Casting
Speed
Stats Needed
Stat Bonuses
Aux Effects
Aux Effects Reduction
Damage
Reduction
Stability
Bat Staff 0/102/0/0/102

(Spell/Strike)
100 10 30 2.0 125 0/0/25/0

-/-/C/-/-/B
107/0

10/5/5/5
25/30/20/20/20 15

Notes

  • Melee attacks with this staff deal Poison damage, but will no longer affect the poison buildup of the Dark Fog hex as of calibration patch 1.06.

Upgrades

Basic

Requires Titanite.

Name Damage Aux Effect Stat Bonuses Materials Cost Souls
Bat Staff +0 0/102/0/0/102 107/0 -/C/-/-/-/B N/A N/A
Bat Staff +1 0/112/0/0/112 112/0 -/C/-/-/-/B 1x Titanite Shard 500
Bat Staff +2 0/122/0/0/122 117/0 -/C/-/-/-/B 2x Titanite Shard 630
Bat Staff +3 0/132/0/0/132 122/0 -/C/-/-/-/B 3x Titanite Shard 750
Bat Staff +4 0/143/0/0/143 128/0 -/C/-/-/-/B 1x Large Titanite Shard 1000
Bat Staff +5 0/153/0/0/153 133/0 -/C/-/-/-/B 2x Large Titanite Shard 1130
Bat Staff +6 0/163/0/0/163 138/0 -/C/-/-/-/B 3x Large Titanite Shard 1250
Bat Staff +7 0/174/0/0/174 144/0 -/C/-/-/-/B 1x Titanite Chunk 1500
Bat Staff +8 0/184/0/0/184 149/0 -/C/-/-/-/B 2x Titanite Chunk 1630
Bat Staff +9 0/194/0/0/194 154/0 -/C/-/-/-/B 3x Titanite Chunk 1750
Bat Staff +10 0/205/0/0/205 160/0 -/B/-/-/-/A 1x Titanite Slab 2000

Infusions

Magic

Requires:

Name Damage Aux. Effects Stat Bonuses
Magic Bat Staff +0 0/117/0/0/94 98/0 -/-/C/-/-/B
Magic Bat Staff +1 0/129/0/0/103 103/0 -/-/C/-/-/B
Magic Bat Staff +2 0/140/0/0/113 108/0 -/-/C/-/-/B
Magic Bat Staff +3 0/152/0/0/122 113/0 -/-/C/-/-/B
Magic Bat Staff +4 0/164/0/0/132 118/0 -/-/C/-/-/B
Magic Bat Staff +5 0/176/0/0/141 123/0 -/-/C/-/-/B
Magic Bat Staff +6 0/188/0/0/151 128/0 -/-/C/-/-/B
Magic Bat Staff +7 0/200/0/0/161 133/0 -/-/C/-/-/B
Magic Bat Staff +8 0/212/0/0/170 138/0 -/-/C/-/-/B
Magic Bat Staff +9 0/223/0/0/180 143/0 -/-/C/-/-/B
Magic Bat Staff +10 0/235/0/0/189 148/0 -/-/B/-/-/A

Dark

Requires:

Name Damage Aux. Effects Stat Bonuses
Dark Bat Staff +0 0/94/0/0/117 98/0 -/-/C/-/-/B
Dark Bat Staff +1 0/103/0/0/129 103/0 -/-/C/-/-/B
Dark Bat Staff +2 0/113/0/0/140 108/0 -/-/C/-/-/B
Dark Bat Staff +3 0/122/0/0/152 113/0 -/-/C/-/-/B
Dark Bat Staff +4 0/132/0/0/164 118/0 -/-/C/-/-/B
Dark Bat Staff +5 0/141/0/0/176 123/0 -/-/C/-/-/B
Dark Bat Staff +6 0/151/0/0/188 128/0 -/-/C/-/-/B
Dark Bat Staff +7 0/161/0/0/200 133/0 -/-/C/-/-/B
Dark Bat Staff +8 0/170/0/0/212 138/0 -/-/C/-/-/B
Dark Bat Staff +9 0/180/0/0/223 143/0 -/-/C/-/-/B
Dark Bat Staff +10 0/189/0/0/235 148/0 -/-/B/-/-/A

Key

Damage: The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are A / B / C / D / E:
  • A is Physical Damage
  • B is Magical Damage
  • C is Fire Damage
  • D is Lightning Damage
  • E is Dark Damage

Each weapon has one or more physical damage types:

  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Casting Speed: The speed at which this catalyst will cast a spell.
Counter Strength: Damage multiplier when hitting an enemy that is performing an action such as attacking. Value of 100 means no extra damage.
Poise Damage: The ability of the weapon to break the poise of an enemy.
Durability: The durability of the weapon. If durability hits zero, the weapon has to be repaired at a blacksmith.
Weight: The weight of the weapon. Note that carrying over 70% of your Equip Weight will reduce the speed of your rolls, while going
over 100% will reduce your regular speed to walking and attempts to roll or backstep will leave you momentarily stunned.
Stats Needed: The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
The stats required are A / B / C / D:
  • A is the Strength required
  • B is the Dexterity required
  • C is the Intelligence required
  • D is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon,
while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that your character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing
the actual Strength required. For example, a character with 19 Strength can wield a Great Club (Requires 28 Strength)
properly if the weapon is held with both hands. (19 x 1.5 = 28.5)

Stat Bonuses: The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).
Aux Effect: The Aux Effect stat dictates how effective the weapon will be at causing the effect. The Aux Effect stats for a weapon are A / B:
  • A is Poison Effect
  • B is Bleed Effect
Aux Effect Reduction: The Aux Effect Reduction % of the weapon. It dictates how much effect the weapon mitigates while blocking.
The Aux Effect Reduction % stats for a weapon are A / B / C / D:
  • A is Poison Effect
  • B is Bleed Effect
  • C is Petrify Effect
  • D is Curse Effect
Damage Reduction: The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking.
The Damage Reduction % stats for weapons are A / B / C / D / E :
  • A is Physical Damage
  • B is Magical Damage
  • C is Fire Damage
  • D is Lightning Damage
  • E is Dark Damage
Stability: Determines the amount of stamina expended to block an incoming attack. A higher stability also allows you to block stronger
attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks.
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