### In-Game Description
---
*Most clerics receive this as their first
sacred chime. A catalyst for miracles and hexes.*
*To use miracles, equip a sacred chime
and attune a miracle at a bonfire.
The strength of most miracles is
affected by the caster's faith.*
### Availability
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- Starting weapon of the Cleric class.
- On a cliff ledge on the path from Things Betwixt to Majula.
- Sold by Licia of Lindeldt for 1,400 souls.
### General Information
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### Upgrades
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#### Basic
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Standard upgrade path.
Requires Titanite.
Name | Damage | Stat Bonuses | Damage
Reduction | Aux Effects
Reduction |
---|
Lightning Cleric's Sacred Chime +0 | 0/0/0/107/71 | -/-/-/-/B/C | 24.1/19.1/19.1/36.6/19.1 | 4.1/4.1/4.1/4.1 |
Lightning Cleric's Sacred Chime +1 | 0/0/0/118/77 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +2 | 0/0/0/129/83 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +3 | 0/0/0/140/88 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +4 | 0/0/0/151/94 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +5 | 0/0/0/161/99 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +6 | 0/0/0/172/105 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +7 | 0/0/0/183/111 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +8 | 0/0/0/194/116 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +9 | 0/0/0/205/122 | -/-/-/-/B/C |
Lightning Cleric's Sacred Chime +10 | 0/0/0/215/127 | -/-/-/-/B/B |
Name | Damage | Stat Bonuses | Damage
Reduction | Aux Effects
Reduction |
---|
Dark Cleric's Sacred Chime +0 | 0/0/0/71/107 | -/-/-/-/B/C | 24.1/19.1/19.1/29.1/26.6 | 4.1/4.1/4.1/4.1 |
Dark Cleric's Sacred Chime +1 | 0/0/0/79/116 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +2 | 0/0/0/86/124 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +3 | 0/0/0/93/133 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +4 | 0/0/0/100/141 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +5 | 0/0/0/107/149 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +6 | 0/0/0/115/158 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +7 | 0/0/0/122/166 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +8 | 0/0/0/129/175 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +9 | 0/0/0/136/183 | -/-/-/-/B/C |
Dark Cleric's Sacred Chime +10 | 0/0/0/143/191 | -/-/-/-/B/B |
**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. |