Archdeacon's Great Staff

icon-wp_physicalAttack.png
89 physical_defense-shield-icon.jpg 25
icon-magicbonus.png
-
magic_defense-shield-icon.jpg
25
icon-firebonus.png
-
fire_defense-shield-icon.jpg
10
icon-lightningbonus.png
- lightning_defense-shield-icon.jpg 10
icon-darkbonus.png
-
icon_weight.png
15
critical.png
- icon-wp_stability.png 15
icon_weight.png 2.5
icon-durabilitiy.png
55
  100
Requirements & Bonus
icon-strength_22.png
icon-dexterity_22.png
icon-intelligence_22.png
icon-faith_22.png
D - - A
8 - 12 12
weapon_type-icon.jpg Staves damage_type-icon.jpg Strike
skill-icon.jpg Steady Chant icon_fp_cost.png 7  (-/-)

Archdeacon's Great Staff is a Weapon in Dark Souls 3.



Large staff bestowed upon Archdeacons of the Cathedral of the Deep.

The Archdeacon McDonnell's trespass, the sin of channeling faith for sorcery, transformed what was once merely a symbol of ecclesiastic authority into a catalyst of sorceries.

Skill: Steady Chant
Boost the strength of sorceries for a very short period. Works while equipped in either hand.



Notes and Tips:

  • Cannot be Infused or Buffed.
  • Reinforced using Twinkling Titanite.
  • Causes sorceries cast to scale entirely with faith, allowing miracle focused builds to use normal sorceries effectively. Dark sorceries do not perform well with this catalyst.
  • This staff's spell damage softcaps at 45 Faith.



Location/Where to Find




Moveset and Videos:

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Archdeacon's Great Staff Upgrade Table

Requires regular reinforcement, totalling ?? souls, ?? titanite shards, ?? large titanite shards, ?? titanite chunks and ?? titanite slab.

  Attack ValuesBonus Parameter Bonus Auxiliary Effects Damage Reduction (%)
Name
icon-wp_physicalAttack.png
icon-magicbonus.png
icon-firebonus.png
icon-lightningbonus.png
icon-darkbonus.png
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Faith Bonus
icon-wp_poisonbld.png
frost.png
icon-wp_bleed.png
icon-wp_physicaldef.png
icon-wp_magicdef.png
icon-wp_firedef.png
icon-wp_lightningdef.png
icon-wp_darkdef.png
Stability
Regular 89 - - - - D - - A - - - 25 25 10 10 15 15
Regular +1 99 - - - - D - - A - - - 25 25 10 10 15 15
Regular +2 106 - - - - D - - A - - - 25 25 10 10 15 15
Regular +3 124 - - - - D - - A - - - 25 25 10 10 15 15
Regular +4 140 - - - - D - - S - - - 25 25 10 10 15 15
Regular +5 156 - - - - D - - S - - - 25 25 10 10 15 15


Table Key

 

Requirement Parameter Bonus Attack Values Damage Reduction % Auxiliary Effects Others
icon-strength_22.png Strength
icon-strength_22.png Strength
icon-wp_physicalAttack.png Physical  Physical icon-wp_bleed.png Bleeding  Durability
icon-dexterity_22.png Dexterity
icon-dexterity_22.png Dexterity
icon-magicbonus.png Magic  Magic icon-wp_poisonbld.png Poison

 Weight

icon-intelligence_22.png Intelligence
icon-intelligence_22.png Intelligence
icon-firebonus.png Fire  Fire Frost Frost  
icon-faith_22.png Faith
icon-faith_22.png Faith
icon-lightningbonus.png Lightning  Lightning  Curse  
    icon-darkbonus.png Dark  Dark    
    Critical Critical
 Stability
   
    Spell Buff Spell Buff
     
     Range      

Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X". 
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped. 
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)






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    • Anonymous

      With only 18 INT I was able to use many of the useful Sorceries to supplement my Faith build in terms of damage using HGSA while also being able to go unnoticeable.

      • Anonymous

        Having a staff that purely relies on FTH instead of INT sounds neat at first; but then you remember that INT requirement of all spells that go as high as 55... Wtf FromSoft?

        • Anonymous

          I just tested this using Great Deep Soul against a Court Sorcerer's Staff +5. I have 32 int/32 faith and both staves showed a spell buff of 137 with the Court Staff having the higher reinforcement. Using the Court Staff, GDS hit a thief in high wall for 134 damage while using Archdeacons Staff the spell hit for 174.So I'd say this staff does scale better for dark, seems like maybe it treats your Faith as both stats? Sadly I don't have an Izalith staff to test it against for even spell buff because mine is already +5.

          • Anonymous

            name ATK STR FTH Renforcement Souls+1 99+3 D A 1 430 Twinkling Titanite+2 106+3 D A 2 602 Twinkling Titanite+3 124+4 D A 4 774 Twinkling Titanite+4 140+5 D S 8 946 Twinkling Titanite+5 156+5 D S 1 1290 Tittanite Slabhope this helps remember if you need that final Twinkling Titanite give the birds a prism stone also so farming the deacons at Aldrich, Devourer of Gods bonfire is a good way to farm souls while getting the dregs

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