Man-Grub's Staff

90 physical_defense-shield-icon.jpg 30.0
0 lightning_defense-shield-icon.jpg 10.0
100 icon-wp_stability.png 15
icon_weight.png 3.0
Requirements & Bonus
D - - -
9 0 18 0
weapon_type-icon.jpg Staves damage_type-icon.jpg Strike
skill-icon.jpg Steady Chant icon_fp_cost.png 7

Man-Grub's Staff is a Weapon in Dark Souls 3.

Staff of the man-grubs who guard Rosaria’s Bed Chamber. Their holy symbol is formed at the tip. Wielder’s luck strengthens effects of sorceries.

The man-grubs have clearly been reborn, but as what?

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 with Twinkling Titanite
  • This staff's spell power scales with Luck and gains nothing from Intelligence. Its highest returns are up to 45 Luck, after which it gains virtually nothing per level spent. The luck scaling only works for damage spells - weapon buffs apply their base values and could easily be replaced with Resin.
  • Man-Grub's Staff is the best option only if Luck is much higher than Int.
  • The magic adjustment from Luck is not reflected in the Man-Grub's Staff's Stats. It will always show a Spell Buff Rating of 100 regardless of Luck. With my testing, I came up with the values listed below:
    • At 99 Luck, Man-Grub Staff +5 has a Spell Buff rating of 244.
      At 60 Luck, Man-Grub Staff +5 has a Spell Buff rating of 218.
      At 40 Luck, Man-Grub Staff +5 has a Spell Buff rating of 197.
      At 10 Luck, Man-Grub Staff +5 has a Spell Buff rating of 95.
    • This IS affected by the upgrade level of the staff.
    • Weapon buffs are NOT affected by this and always use Spell Buff rating of 100.
  • The Man-Grub's Staff is an inversion of the papal cross.



Location/Where to Find

  • Reach rank 2 in Rosaria's Fingers (You MUST offer 30 Pale Tongues to reach rank 2)

Moveset and Videos:

(If your name is not on THIS list, please do not post videos here. If you wish to post videos, please click the link and apply in the thread)

  • ??
  • ??



Man-Grub's Staff Upgrade Table

Requires 3,008 souls and 15 Twinkling Titanite and 1 Titanite Slab to + 5 

  Attack ValuesBonus Parameter Bonus Auxiliary Effects Damage Reduction (%)
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Faith Bonus
Regular 90 - - - - D - - - - - - 30 25 10 10 15
Regular +1 101 - - - - D - - - - - - 30 25 10 10 15
Regular +2 108 - - - - D - - - - - - 30 25 10 10 15
Regular +3 126 - - - - D - - - - - - 30 25 10 10 15
Regular +4 142 - - - - D - - - - - - 30 25 10 10 15
Regular +5 158 - - - - D - - - - - - 30 25 10 10 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


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
    Spell Buff Spell Buff

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

      07 Feb 2021 12:32  

      This staff is an A+ for RP. You just stick it in your generic, cookie-cutter "luck build" that's just Anri Straight Sword and an Hollow infusion off hand. Those spells Yuria provide for her future Lord of Hollows are just low INT enough to slot onto this anime path.

      • Anonymous

        17 May 2020 04:12  

        This staff has a niche. Its if you need to farm proof of concords. Make your luck 70 and use this and the crystal sage staff in off hand. Equip all other item boosting gear and attune crystal soul spear. Now you can one shot the knights while still having high luck.

        • Anonymous

          26 Mar 2020 07:50  

          So I was looking up how powerfull is a sl120 luck build and this staff is the core of the dillema. Yes a 40/40/40 (str/dex/lck) hollow weapon will out damage a quality 40/40 (str/dex) weapon always by a minimum of 10ar and a maximum around 40ar ("bigger" weapon the bigger the value). The bleed aux increase is negligible and bleed aux always means less damage for a weapon within its class (a trade-off), for better bleed the weapon has to be small and nimble to deliver multiple hits without straight killing the target, which in turn a hollow weapon will only outdamage a quality by around 10 ar. So since bleed doesn't really pay off the stat investment on luck then damage has to. Getting 40/40/40 is a lot of investiment that always compromises either on health/stamina or casting abilities. Compromising health will get you killed faster; less stamina means your offensive pressure will be cut short; let's ignore these two. Let's set a standart of 36 vigor and 20 endurance which I saw on a 40/40/(35+5) sl 120 warrior build to compare weapon buffs. Well, the given build can't even attune a buff so it will use an gold pine bundle instead so an extra 120 but of lighting damage (therefore split damage), could it use Great Magic Weapon with this staf it would do about 168 magic split damage. Now lets consider a 10 Atunement, 33 faith, 40/40 sl 120 warrior build with cleric sacred chime (best for given faith) and lightining blade; this would give us a buff around 145, an 25 extra from the bundle. Therefore adding all up we get that the liquid extra ar from a low stamina luck build is from -15ar to 15ar. Now applying a resonable absorbtion of 20% to both damage types (since absorbtion is the same we can simply apply to our calculated range) the True Extra Damage from the luck build is at most 12. I would take the stamina since I can't use the grub-staff.

          • Anonymous

            04 Nov 2019 11:16  

            The staff is somewhat underrated in certain aspects, though definitely lackluster in others. Doesn't get matched by any other stave until 51 INT. Two farron flashsword's can consistently be combo'd into two r1's from a greataxe or faster. (Need to be close to combo). In order to use the staff with a hollow build you only really need to spend 8 stats for a high damage GHSA.

            • Anonymous

              24 Jun 2019 01:36  

              Luck build sounds entertaining, but frustrating. If not for farming 30 soul dreges (I play offline), I would try this long ago, but seeing how much of work it requires, and it's not certain it will be fun in use, I'm gonna pass.

              • Anonymous

                23 Mar 2019 11:20  

                Well, best invasion so far in my career (600hrs) was with this beauty and anri sword, invaded in archives to 4 people, soon the blue joined, thanks to obscuring ring they didnt know where i was first, we started at gargoyles, and while blue fought i nuked him with ghsa from this staff. Then we moved to a pair of gargoyles and another phantom died there. Moving on to three hollows, i stand behind a wall on the left side and patiently wait, they engage - i finish one phantom with another ghsa, the second with anri r1 spam, and when i moved to host he panicked, "connection lost". That day i understood how op was the Oscuring ring and felt in love with invasions ever since.You know, this game is not only about best damage numbers on a weapon or best min\max build with most efficiency.

                • Anonymous

                  14 Mar 2019 22:23  

                  What's too hard to get that this staff really does suck? It's a terrible gimmick. If you use magic, you make yourself squishy as a trade off. Trying to throw bleed and poison weapons that require you to be aggressive is just asking to get your ass destroyed. You won't have the defenses, health poise, nor the stamina to consistently stay in a person's face. Then backing away to cast magic safely is counterproductive to the aggression needed for bleed and poison to proc. And even if you just go with Anri's sword or other luck infused weapons, the same issue arises about the lack of proper melee stats.

                  • 21 Feb 2019 04:46  

                    It's like they added Luck late in the Dev process or just never got around to allowing viable builds for it. (Couldn't be arsed) Without the Spice System DkS2 offered this Staff is pointless. Heck, effecting Weapon Buffs might've saved it.

                    • Anonymous

                      22 May 2018 18:58  

                      It's easy, get 45 luck, 20 int, 35 endurance, min-max strength and dexterity, the scholar's ring, prisoner's chain, the magic rings, and just wreck shit with both magic and status ailments.
                      That too hard to get? Cause it's pretty simple with the available arsenal.

                      • Anonymous

                        08 Jan 2018 12:22  

                        "Man-Grub's Staff is the best option only if Luck is much higher than Int."

                        Oh, really? I thought the staves that had no luck scaling would be better on higher luck. Wow.

                        • Anonymous

                          20 Nov 2017 19:29  

                          Build tips: start with thief, get anri straight sword, get blood bandits knife

                          use low intelligence spells (dont go over 23 Int) like: cristal hail, deep souls, great deeps souls, farron dart, soul greatsword, farron dart, heavy soul arrow.

                          Get your luck up to 50 (cap of Anri SS is 50 luck, hardcap for man grub staff is 45)

                          Use your spells to poke/disturb ennemy, catch them with the blood bandits knife, bleed them out, finish them with anri SS.

                          • Anonymous

                            23 Jul 2017 23:44  

                            Guys the point of this is to make Hollow/Luck builds even MORE viable. With 18 int, the bare minimum requirement, you can cast Great Homing Soul Arrow. Assuming you stop at 40 luck (35 if you get a maxed out hollow weapon) you get a spell buff of 197. If you use the GHSA Attack equation, AR = (2.84 * Spell Buff) - 111.8 , you get 560 Damage. On average you get better damage on a Hollow weapon that has a natural C scaling or better, you can then use other points to level Dex. If we go for 40 dex, assuming we are deprived, we spend levels equivalent to 25 Lck + 8 Int + 30 Dex, we get about 57 other points to go into other stats. Because dex reduces cast time, we don't even need a sage ring for this. The only drawback would be attunement and Ashen estus flasks, which are pretty major. But considering that for 18 int and we can cast it 7 times (with full fp) we can get a very damaging and long range utillity. If we use 30 points for Fth for weapon buffing, 17 in Vigor, we would have 10 left for Endurance. This might sound bad, but that's where rings come in. Prisoners Chain adds 5 to End and gives essentially 10 free points to upgrade. Ring of favor gives base bonuses. Then we have rings for +5 dex/faith, etc. This staff is very underrated and can make a very good side arm. Put 4 points into attunement btw, to get a spell and then a weapon buff. Also, another idea is to stop at 17 int and then use the Scholar ring for +5 int, you can cast Soul Greatsword, great for roll catching (Only deals 328 damage, but easier to hit in a SL 120 Pvp situation). You could also stay at 18 Int and then cast Great Magic Shield to tank everything, with Stabillity as your only drawback. A really great staff IMO, with a build already oriented around luck you can use 8 SL to get a spell buff (damage spells only) that's about equivalent to 40 int.

                            • 16 Jun 2017 02:01  

                              This item is absolutely worthless to base a caster build around, why?

                              If you have a luck build, in order to use Damage spells that are work anything, you still need a great amount of INT just to be able to use the spells:

                              The staff alone has a min requirement of 18 INT, which isn't too bad, but at that point the best Damaging spell you can use is Great Heavy Soul Arrow.

                              No Homing Mass
                              No Soul Spear

                              You still need heavy INT investment for the good spells that all Sorcerers use, and after that investment, you have enough Int that this staff can't compare to other int scaling staffs.

                              • Anonymous

                                02 Jun 2017 22:04  

                                For a Dex, Int, Luck build i guess, but the fact that your buff dont scale is clearly a deal breaker imo. I mean, for the last prize in a covenant, wth.

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