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Weapons · Great Spear
Spear of the Impaler
Weapon of Messmer the Impaler. A greatspear with a warped blade in the shape of undulating flame. Remade by the forging arts of the realm of shadow, this weapon can be thrown by executing a strong attack, dashing strong attack, or mounted strong attack. Charge the attack to produce flame on impact.
Attack & scalingUpdates as you edit
In-game description
Weapon of Messmer the Impaler.
A greatspear with a warped blade in the shape of undulating flame.
Remade by the forging arts of the realm of shadow, this weapon can be thrown by executing a strong attack, dashing strong attack, or mounted strong attack. Charge the attack to produce flame on impact.
Skill
A fierce succession of attacks using a flame-coated spear tip. Repeated inputs allow up to two follow-up attacks. The final move thrusts the spear into the ground, causing countless spears to form in the surrounding area.
Where to find
Scadu Altus
Starting Site of Grace: Dark Chamber Entrance
Before you go
- 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.
- Defeat Messmer the Impaler.
- Keep the Remembrance of the Impaler.
- Enter the Realm of Shadow after defeating Starscourge Radahn and Mohg, Lord of Blood, by touching the withered arm in Mohg's arena.
- From Highroad Cross in Scadu Altus, follow the main road north to Shadow Keep's southern gate. Ride the entrance lift and activate Shadow Keep Main Gate grace.
- Defeat Golden Hippopotamus in the plaza. This is the front-door route; the flooded Church District provides a different way into the keep.
- From Main Gate Plaza, leave through the west-northwest doorway, pass through the armory and climb the stairs. Continue up the wooden steps to the dining hall, where two Black Knights guard the route.
- Leave the dining hall through its southeastern exit to the upper rampart. Follow the rampart past the burning boats and watch for the small Shadow Militiamen hiding beside them.
- Take the stairs leading north-northeast toward the large lift, passing the Fire Knight in front of it. Ride up and activate Storehouse, First Floor grace.
- Inside the storehouse, use the stairs behind the central specimen to climb through the book-lined galleries. Stay on the ascending route rather than taking the side lift toward West Rampart.
- On the third-floor walkway, get past the Fire Knight and the small ambushers. Jump onto the feet of the large hanging specimen, climb along its body and jump from the head to the balcony with Storehouse, Fourth Floor grace.
- Leave the fourth-floor room through its open window-door, turn left and climb the outside stairs. Follow the balcony past the bats and go back inside through the next doorway.
- Follow the inner gallery around the bookshelves and climb the stairs past the Fire Knights and shadow scholars to Storehouse, Seventh Floor grace, in the room where Freyja can appear.
- Leave that grace room and cross the northeastern wooden bridge. Follow the walkway to the hanging bull, then reach the lower gallery beside it and pull the lever that moves the central specimens.
- From the balcony near the lever, jump onto the newly positioned wooden beam. Follow it inward, cross the raised specimen platforms and climb the next specimen's tail and back to jump from its head onto the upper balcony.
- Go through the small room and back outside. Turn right, climb the stairs and cross the outer bridge toward the large closed doors. Defeat Fire Knight Kood, who guards this approach and awards Winged Serpent Helm and Flame Spear.
- Open the doors, climb the stairs and activate Dark Chamber Entrance grace. Messmer is through the nearby double doors.
- Defeat Messmer the Impaler, including the Base Serpent phase of the same fight. Using his kindling at the Sealing Tree is not required to buy his armor.
- Return to Finger Reader Enia at Roundtable Hold and exchange Remembrance of the Impaler for Spear of the Impaler. Messmer’s Orb is the other remembrance choice.
Notes
- Requires 14 Strength, 35 Dexterity and 18 Faith, and weighs 9.5. Dexterity provides the strongest Physical scaling, Strength contributes very little, and Faith improves ordinary Fire damage.
- Standing strong attacks, running strong attacks and mounted strong attacks throw the spear. It returns automatically and uses neither ammunition nor FP for an ordinary throw.
- A fully charged throw creates a Fire explosion and leaves flames at the impact point. An uncharged throw does not produce the same burning area.
- Smithing Talisman improves eligible ordinary throws by 10% against enemies or 5% against other players. Axe Talisman can strengthen a fully charged ordinary strong attack; these are different from Messmer’s Assault.
- Messmer’s Assault costs 15 FP to begin. Two further skill inputs cost 9 FP each, making 33 FP for the complete sequence.
- The opening releases a fan of Fire and a spear contact. The second stage adds three thrusts; the last drives downward and raises spears from the ground.
- The weapon contacts use the spear’s attack power. The separate Fire effects are not ordinary spear hits and do not turn into Blood Loss attacks simply because the animation pierces a target.
- Shard of Alexander improves the skill. Winged Serpent Helm adds 10% to this Fire Knight skill, while Messmer’s Helm is an alternative 8% bonus; both helmets cannot be worn together.
- Godfrey Icon does not improve Messmer’s Assault because the skill cannot be charged. Charging an ordinary throw is a separate action.
- Each continuation commits you to another animation. Stop after an earlier stage when the target moves away or starts an attack you cannot safely trade with.
- Uses Somber Smithing Stones to +10. Its skill and affinity are fixed, and grease or weapon enchantments cannot be applied.
- The spear is a remembrance reward, not a drop from a Fire Knight. Killing the Fire Knights on the Storehouse route does not give this weapon.
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