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ASHENBORNEELDEN RING REFERENCE

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Game data · App / Regulation 1.17
Greatsword of Damnation iconGreatsword

Weapons · Greatsword

Greatsword of Damnation

Pierce / StandardSomber Smithing Stone—Unique skill

Golden greatsword that once pierced the body of Midra, master of the manse. Used by the hornsent in the execution of a damnation like no other.

Attack rating—At your attributes
Weight8Equip load units
Requires20Str15Dex20Fai
Passive buildup—At your attributes
LocationOpen build planner

Attack & scalingUpdates as you edit

Base weapon values are available in the structured record. Enable JavaScript to compare attributes, upgrades and affinities.

In-game description

Golden greatsword that once pierced the body of Midra, master of the manse. Used by the hornsent in the execution of a damnation like no other.

The barbs that pierce the victim from within wind gently around the blade.

Skill

Greatsword of Damnation icon
Golden CruxFP 21 / 10 · Unique skill

Leap up and skewer foe from overhead. If successful, the weapon's barbs unfold to excruciate from within; else, additional input releases barbs in the area. There is something of the Golden Order in the sight of those fixed upon this crux.

Where to find

Map pending
LocationMidra's Manse, then Enia at Roundtable Hold

Abyssal Woods

Starting Site of Grace: Second Floor Chamber

Before you go

  • Defeat Starscourge Radahn and Mohg, Lord of Blood, then touch the withered arm in Mohg's arena to enter the Realm of Shadow.
  • Reach the burning-boat ramparts in Shadow Keep.
  1. To enter the Realm of Shadow, defeat Starscourge Radahn and Mohg, Lord of Blood, then touch the withered arm in Mohg's arena at Mohgwyn Palace.
  2. For the main Shadow Keep approach, defeat the Golden Hippopotamus and activate Main Gate Plaza grace. Follow the left-hand route through the keep to the upper courtyard lined with burning boats. Watch for the Militiamen hiding beside them.
  3. At the southeastern end of the boat courtyard, find the ladder beside the outer railing and descend to the water. Walk behind the waterfall and take the second ladder down to the painting room.
  4. Strike the false wall beside the Domain of Dragons painting. Follow the revealed passage and rest in the stone coffin to arrive at Castle Watering Hole.
  5. Head south past Ruins of Unte, avoiding the active Furnace Golem. Follow the eastern, left-hand cliff beside the waterfall to Recluses' River Upstream grace.
  6. Continue south along the cliff ledges. Where the route changes sides, jump across to the western, right-hand bank and follow it down to Recluses' River Downstream grace. Clear nearby Man-Flies before attempting the drops.
  7. Use the large gravestones projecting from the cliff to descend to the river below, then continue south to the next descent. Take the lower gravestones one at a time to the wooded valley filled with stone coffins.
  8. Follow the valley's eastern cliff, keeping the wall on your left, to the catacomb doors marked by two pale flames. Enter Darklight Catacombs and ride the entrance lift to its grace. Bring a lantern or torch.
  9. From the dungeon grace, take the right-hand doorway beside the Yellow Fulgurbloom. Follow the descending stairs through the Imp rooms. At the lower doorway, deal with the cannon-mouthed Imp before crossing its line of fire.
  10. The passage behind the stairs leads to the first light-switch lever. Pull it to make the ledges easier to see, then return through the cannon Imp's doorway to the balcony.
  11. For the main route, take the balcony's left-hand doorway, pass the sorcerer room and descend the ramp to the first internal stone lift. Ride it down. This is separate from the lift at the dungeon entrance.
  12. In the next main room, take the stairs on the right and follow the left railing toward the next staircase. Look for the narrow broken section at the top of those stairs.
  13. Look down through the gap and drop carefully onto the thin ledge below. Turn back toward the doorway in the wall instead of dropping into the pit.
  14. Go through the doorway above the pit, clear the sorcerer on the right and take the ladder down beside him. Deal with the next sorcerer, then drop onto the main descending passage and ride the next stone lift to the lowest dungeon level.
  15. The enormous cannon Imp ahead fires explosive clusters. Move between cover toward the platform beneath it, dealing with the smaller imps rather than retreating into each delayed blast.
  16. Continue north to the doorway marked by two torches and pull the lever on the left. It lights the room and lowers the giant Imp's platform so you can reach the enemy.
  17. After clearing the lowered platform, drop to the chest area beneath it. Climb the ladder beyond the chest, pass the Lion Imp and drop into the connecting passage. Follow the passage to the final stone lift.
  18. Ride down to Jori, Elder Inquisitor and defeat him. Leave his arena through the opening into Forsaken Graveyard and activate its grace. This exit, rather than a cliff drop from Scadu Altus, leads into Abyssal Woods.
  19. Go south through the opening in the stone wall, then follow the woodland path south-southwest past the warning messages to Woodland Trail grace. Torrent becomes unavailable in these woods, so continue on foot.
  20. From Woodland Trail, head due west off the main church road. Descend the small slope near the rats and continue west through the grass to Abyssal Woods grace. This avoids the first Aging Untouchables near the church.
  21. Head south, then southwest to the large tree. Turn west into the fog and keep near the left rock wall, using trees and grass to break the Aging Untouchables' view. Avoid the rattling plants that alert them.
  22. A corpse with Clarifying Boluses is a useful landmark along this fog route. Continue to its far end, then turn northwest toward the waterfalls and rats. Activate Divided Falls grace north of the water.
  23. From Divided Falls, head southwest past the first Inquisitors. Continue south past the next candle-carrying enemy toward the channel leading to the mansion.
  24. Stay on the main route toward the mansion, descend the low ledge and continue south along the water. Keep near the right edge to avoid drawing the entire final group of Inquisitors.
  25. Open the large double doors of Midra's Manse. Climb the entrance stairs and activate Manse Hall grace.
  26. Strike the large painting opposite the locked door at Manse Hall to reveal the passage. Follow the hall past the first Horned Warrior to the dining room, watching for frenzied stones thrown from above.
  27. Take the southeastern doorway past the dining table and the second Horned Warrior. Follow the winding passage to the lever at its end and pull it.
  28. Backtrack to the connecting corridor and use the newly opened southeastern room. Climb its ladder, watching for the shade immediately behind you at the top.
  29. Continue along the upper passage past the enemy throwing frenzied stones, then climb the next ladder. Cross the beams above the entry hall carefully and activate Midra's Library grace at the far end.
  30. Clear the Inquisitor beside the library entrance and climb down its ladder. Deal with the scattered Inquisitors on the lower floor before looking for the next passage.
  31. Enter the eastern room behind the ladder and open its door back to Manse Hall as a shortcut. Strike the large painting on the southern wall to uncover a second hidden staircase.
  32. Climb the hidden stairs and the ladder at their top. Pull the lever on the balcony to move the bookcase in the library's northwestern corner.
  33. Return to the library's lower floor and use the passage behind the moved northwestern bookcase. The jumps across the tops of the shelves lead to Nanaya's Torch, but are not required for this lower route.
  34. Clear the normal and large Inquisitors on the next ledge, then climb their stairs. Watch the shelves along the following hall: two more enemies wait there alongside the visible Inquisitor.
  35. Enter the next room and activate Second Floor Chamber grace. Kick down the ladder on its northern side to open another shortcut to Manse Hall.
  36. Go through the eastern doorway and turn right into the large chamber. Defeat the small figure in the middle to begin Midra's full boss fight, then defeat Midra, Lord of Frenzied Flame to receive his remembrance.
  37. Return to Finger Reader Enia at Roundtable Hold. Choose Greatsword of Damnation from the remembrance rewards and exchange Remembrance of the Lord of Frenzied Flame. No extra runes are required.
Map location pending

Notes

  • Deals physical and Holy damage. Strength provides stronger physical scaling than Dexterity, while Faith improves Holy damage. The value of another level changes as an attribute approaches its soft caps; the largest scaling coefficient does not make every later Strength level automatically better.
  • Its one- and two-handed heavy attacks thrust, as do its two-handed crouching and rolling attacks. These reach farther ahead than a downward slam and can benefit from Spear Talisman when the Pierce hit lands during an enemy's attack.
  • Golden Crux costs 21 FP for the leaping plunge. Against a player or a compatible human NPC opponent, the plunge can catch the target and unfold its barbs inside them. Many enemies look human but do not use a player body, so the grab does not work on every humanoid or boss.
  • When the grab does not connect, press heavy attack for the surrounding barb follow-up at another 10 FP. Keep 31 FP available if you want both parts. This gives the skill an area attack against enemies it cannot seize.
  • Both the plunge and the follow-up use the weapon's damage, including its physical and Holy portions. Strength, Dexterity and Faith therefore contribute through the sword's normal scaling. The follow-up is not a separate Faith-only Holy projectile.
  • Shard of Alexander improves Golden Crux. The skill is not charged, and its leap does not make it an ordinary jumping attack. Use Axe Talisman for charged normal heavies rather than expecting it or Godfrey Icon to improve the skill.
  • The weapon has no innate Madness buildup, despite coming from Midra. It also has no bleed effect. Its golden barbs are part of its attacks rather than a passive status that applies to every hit.
  • Requires 20 Strength, 15 Dexterity and 20 Faith, weighs 8.0 and has a normal critical rating of 100. Upgrade it with Somber Smithing Stones to +10.
  • Golden Crux cannot be replaced, its affinity cannot be changed, and grease or weapon enchantments cannot be applied.
  • Enia exchanges the remembrance for this sword with no additional rune fee. Midra's Flame of Frenzy is the other reward. Duplicate the remembrance to claim both, but the sword's stock is still one per Journey.

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