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©Future Press Bloodborne Collectors Edition Guide

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Threaded Cane

Threaded Cane


Bloodborne Wiki » Weapons » Threaded Cane

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 89, last edited: 16 Mar 2024

Gallery Page
  • Basic Information
  • In-Game Description
  • Overview
  • Availability
  • Gem Shapes and Alternate Weapons
  • Gem Advice
  • Key Attacks
  • Durability
  • Notes
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength & Skill)
  • Normal Mode Attacks Properties
  • Transformed Mode Attacks Properties
  • Key


Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Threaded Cane Threaded Cane 78 / - / - / - / -
(Phys./Thrust)
- 200 7 / 9 / - / -
E / C / - / D
- / - / 100 / 100 35
(no upgrade)
Yes

Threaded Cane ❘ 仕込み杖

Right Hand Weapon

In-Game Description

    One of the trick weapons of the workshop, commonly used
    by hunters on their duties.

    Sufficiently deadly as a rigid bladed cane, but also serves as
    a whip when its blade is split into many.

    Concealing the weapon inside the cane and flogging the
    beasts with the whip is partly an act of ceremony, an
    attempt to demonstrate to oneself that the bloodlust of the
    hunt will never encroach upon the soul.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Threaded Cane requires 7 strength and 9 skill to use. Among the starter weapons, the cane should be the weapon of choice for hunters focusing on skill. Increasing skill raises the damage of the Threaded Cane very quickly. At first glance, this weapon appears weak, but this is misleading. The normal mode deals 20% bonus damage against enemies weak to righteous weapons, and the transformed mode deals 20% bonus damage against foes weak against serrated weapons. This and the Church Pick are the only weapons that receive a bonus against both types. Additionally, the Threaded Cane's quickness and low stamina consumption allow for very long combos.
  • Normal Mode: When fighting against enemies weak to righteous weapons, you'll definitely want to use normal mode for the 20% damage bonus. Normal mode is also useful when you need thrust-type attacks. This can't be underestimated, as the normal mode Threaded Cane has some very quick thrusts that are perfect against certain enemies. Normal mode is also preferable in narrow corridors so that you don't hit the walls.
  • Transformed Mode: If you are fighting enemies weak against serrated weapons, you will definitely want to transform your cane and take advantage of its 20% bonus damage. Beyond that, the transformed cane has very, very good reach. Against any opponent that you want to keep at a distance, or any quick enemy, this mode works well. It can also be used to hit the heads of tall enemies. One note of caution, though - the Threaded Cane can and will bounce off of obstacles in this mode.

Availability

  • Normal: Treasure in (Main Story): Starting gift from messengers in Hunter's Dream; Sold by: Bath Messengers
  • Saw Hunter Badge: This badge is found in Aqueducts beside the Maneater Boar in Central Yharnam. In addition to unlocking the basic hunter weapons, this badge will make Throwing Knives and Beast Blood Cocktails available for sale, providing you with a backup source of ranged attacks and an extremely helpful means of distracting beast-type enemies.
  • Uncanny: Treasure in (Root Dungeons): Central Pthumeru; ydit83ur, F Central Pthumeru L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, xa9gkumh, Central Pthumeru L1, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Isz Gravestone; 9x9gipey, Isz Gravestone L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, f3cz4awe, Pthumeru L1, side area before layer lamp [tested Jan 01, 2018]

Gem Shapes and Alternate Weapons

  • Right-hand weapons can have up to three gem slots, and some left-hand weapons have one slot. There are different slot shapes, though; not every gem will fit every slot. The slot types are: Radial, Triangular, Waning, and Circle. Your gem's shape needs to match the slot you want to use it in. If you find a really great gem but the shape doesn't properly match your weapon, don't give up hope. There are actually two alternate versions of every right-hand weapon - the Lost and Uncanny versions. They're identical to normal weapons except that they have different slot configurations (► Blood Gems Sockets on the right). These alternate weapons can be found in Chalice Dungeons. There is also an exceedingly rare fifth type of gem shape - Droplet gems. These are "almighty" gems; they can fit in any type of gem slot!

Gem Advice

  • With most of its scaling centered on Skill alone, the Threaded Cane is a popular choice for pure Skill builds, although some Strength investment will be beneficial despite the unattractive E scaling. The weapon will of course reach its best full potential on a quality build with a Heavy Abyssal and two Temperings, however a lower stat spread with closer to 25-30 Strength and a Tempering gem substituted for the Heavy reaches competitive AR. The Cane is also notable for the quirks its tricked mode offers, most famously the serrated damage against beasts, but also a sizable boost to Skill scaling, enabling its viscerals to hit much harder than normal. As such, those aiming to make farming as fast as possible can opt to slot multiple Clawmark runes and equip 12.2% + 27% Poormans gems from Labyrinth Spirits at low HP for critical damage that easily one-shots many bosses, although this is not a set-up recommended for general use. Finally, the weapon is very appealing for Arcane build conversion due to its lack of real stat requirements. Any element will work, though the serrated damage in its tricked mode makes Fire especially appealing against beast enemies. Whatever your choice, aim for two Cold Abyssals and one Elemental Abyssal.
  • Best suited for: Skill builds, Arcane builds
  • Arcane conversion: Yes
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The uncharged R2 is a thrust attack, and it's quite a fast one. It's crucial against foes who are weak against thrusts, like Brainsuckers, but it's also useful against other foes as well due to being nearly as quick as an R1 while having better impact. The charged R2 has a high attack multiplier, which makes it good against enemies with high defense. This is important, since the low attack power of the Threaded Cane means that it struggles against enemies with high defense.

    Landing a charged R2 from behind can stagger an enemy and allow for a rear visceral attack. A more advanced technique is to perform a second charged R2 instead of the visceral attack. This doesn't work for all weapons; some are too slow, and others have special R2 follow-ups that prevent it. It does work for the cane, though, and it works very well. When using an upgraded cane, it does more damage than the visceral attack would. The speed and low stamina consumption of the cane's charged R2 make it ideal for this tactic.

    Another advanced technique is to perform a charged R2, use the visceral attack, move forward and perform another charged R2 while the enemy is trying to stand. This doesn't work on every enemy, but it's usually fatal on enemies that it does work on, like Huntsman's Minions. You can even combine it with the double charged R2 technique to ensure your attack is lethal; you won't need this normally, but it's something to remember for New Game+.
  • Transformed Mode: The normal R1 chain for transformed mode has deceptive range. Normal enemies can't really handle this very well; you can simply step backwards as they try to attack to make them miss and then attack from outside of their range. Huntsmen wielding swords and axes are easy prey with this technique. Do be cautious of enemies with long attack ranges, such as pitchfork-wielders, though.

    The real beauty of this tactic is that it makes scoring counter hits very easy. Counter hits do additional damage, and stacking the serrated damage bonus along with the bonus for landing a counter hit can let you deal serious damage - all while being safely out of range! You can use the R2 chain for this purpose as well; it hits quite hard when used as a proper counter. The backstep R2 also works for this tactic; it has amazing range and can easily catch your enemies off-guard. Be cautious of enemies with long-range attacks, though.

    The dashing R2 is another extremely useful move for the transformed cane. At first glance, it doesn't seem particularly special, but it hits very high, so it is great at striking the heads of large enemies Just be aware that it hits slightly to the right of your character, so you may need to dash to the enemy's left side when using it. You can run in after an enemy attack, land a hit on the enemy weak point, and escape with stamina to spare.

Durability

  • Durability of the weapon depletes when used. This means hitting an enemy, destructible object or bouncing off the walls. Hitting undestructible objects and environment does not deplete your durability. Style of an attack or upgrade of the weapon, even different weapon, does not matter - each count as one hit. Every 10th hit against the enemy/object depletes 1 durability. Exception is Tonitrus, which when in self buffed mode, depletes durability at rate of 2 hits. Hitting an enemy in dying animation still counts as hit. Also hitting multiple enemies/destructible objects at once counts as one hit per enemy - hitting 3 enemies at once counts as 3 hits towards durability counter. Shields lose 1 durability every 10th hit. Bounce means when your hit is bounced back off the wall or other objects. Every 5th bounce depletes 1 durability. Not every weapon can be bounced off, Threaded Cane belongs into the category which can.
  • Damage reduction when heavily worn. When weapon is at 30% of total durability, it reaches the Risk state and AR is reduced by 30% and when it hits 0% of total durability, weapon is Broken, then AR is reduced by 50%. Threaded Cane which has 200 points of durability reaches risk state at 60 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Threaded Cane +0 it's 2 Blood Echoes per 1 point and for Threaded Cane +10 it's 8 (values are rounded), full repair costs for +10 are 1600 Blood Echoes

Notes

  • Available for purchase after obtaining Saw Hunter Badge.
  • Unique Coffin Item Treasure (available) in (Root Dungeons): Uncanny Threaded Cane in Central Pthumerian Labyrinth [All Layers] and Lost Threaded Cane in Isz Gravestone [All Layers] and Sinister Isz Gravestone [All Layers], could be found in each bonus room and can only be looted once. For entire unique items list of each chalice follow to the Unique Items in Chalice Dungeons wiki page.
  • Weapon's Rally: A lot of attacks multiply the rally number by their attack damage multiplier. Some of them are special-cased to have a different amount of rally, both multipliers can be seen in the Normal & Transformed Mode Attacks Properties tables below. Rally number (in flat HP) can be raised by upgrading the weapon, as seen in the Upgrade Table below.
  • Moveset Data: Transformed attacks as well as untransformed L1 have +0.15 Skill scaling.
  • Orphanage Key Skip in Upper Cathedral Ward: You can kill the brainsucker holding the key to Orphanage through the door if you have a weapon with long reach: Threaded Cane or Beast Cutter. You will automatically receive the key when the brainsucker dies.
  • You can find concept art of the Threaded Cane in Bloodborne Official Artworks, on page 228.

Threaded Cane
Model Art Icon
In-game Description Print Threaded Cane

Blood Gems Sockets

  • Threaded Cane
  • RadialRadialTriangle
  • Uncanny Threaded Cane
  • RadialRadialWaning
  • Lost Threaded Cane
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 1200 1200 1200 1200 1200 600 Saw Hunter Badge
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - - - - - None
Patches, the Spider [Chalice Dungeons Rare] - - - - - - None

Upgrade Table

Name Blood Gem
Sockets
Rally Physical ATK Blood ATK Arcane ATK Fire ATK Bolt ATK Strength Icon Skill Icon Bloodtinge Icon Arcane Icon Blood Stone Shard Twin Blood Stone Shards Blood Stone Chunk Blood Rock Blood Echoes Icon
Threaded Cane +0 0 / 3 35 78 - - - - E C - D - - - - -
Threaded Cane +1 1 / 3 38 85 - - - - E C - D 3 - - - 200
Threaded Cane +2 1 / 3 41 92 - - - - E B - D 5 - - - 260
Threaded Cane +3 2 / 3 44 99 - - - - E B - D 8 - - - 300
Threaded Cane +4 2 / 3 47 106 - - - - E B - D - 3 - - 360
Threaded Cane +5 2 / 3 50 113 - - - - E B - D - 5 - - 400
Threaded Cane +6 3 / 3 53 120 - - - - E B - C - 8 - - 440
Threaded Cane +7 3 / 3 56 127 - - - - E B - C - - 3 - 500
Threaded Cane +8 3 / 3 59 134 - - - - E B - C - - 5 - 540
Threaded Cane +9 3 / 3 62 141 - - - - E A - C - - 8 - 600
Threaded Cane +10 3 / 3 65 156 - - - - E A - B - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Threaded Cane requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4240 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Threaded Cane +0 0.19 0.60 0.00 0.43
Threaded Cane +1 0.20 0.63 0.00 0.45
Threaded Cane +2 0.21 0.66 0.00 0.47
Threaded Cane +3 0.22 0.69 0.00 0.50
Threaded Cane +4 0.23 0.72 0.00 0.52
Threaded Cane +5 0.24 0.75 0.00 0.54
Threaded Cane +6 0.25 0.78 0.00 0.56
Threaded Cane +7 0.26 0.81 0.00 0.58
Threaded Cane +8 0.27 0.84 0.00 0.61
Threaded Cane +9 0.28 0.87 0.00 0.63
Threaded Cane +10 0.29 0.90 0.00 0.65
Scaling
Scaling determines how much additional damage a weapon deals. You gain a percentage of the weapon's base damage as additional damage, indicated by a "+" next to the weapon's base damage.

Average Physical Attack Increase (Strength & Skill)

  • This table will show you the approximate damage increase you will gain per point of a stat with a +10 weapon. There are three main ranges: base to 26, 26 to 50, and 51 to 99. The Damage per Point is how much each point of the stat will raise your attack power in that range. The Estimated Attack Gained is how much attack power will gain from that range in total.
Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained
8 to 25 1.17 21 10 to 25 4.00 64
26 to 50 0.64 16 26 to 50 1.96 49
50 to 99 0.14 7 50 to 99 0.43 21

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 17 1.00 Light
→ R1 (2nd) 1.02 Physical 17 1.02 Light
→ → R1 (3rd) 1.04 Physical 17 1.04 Light stamina-efficient damage
R1 (backstep) 1.05 Physical 10 (+10) 1.10 Light moves forward; useful for counters
R1 (rolling) 1.05 Physical 20 (+10) 1.10 Light quick startup
R1 (frontstep) 1.05 Physical 20 (+10) 1.10 Light quick startup
R1 (sidestep) 1.05 Physical 20 (+10) 1.10 Light
R1 (dash) 1.20 Physical 30 (+X) 1.20 Normal
R2 1.35 Thrust 30 1.35 Normal
R2 (charged) 1.90 Thrust 45 1.90 Normal continuously hold the button to execute
R2 (backstep) 1.20 Thrust 25(+10) 1.30 Normal
R2 (dash) 1.45 Thrust 45 (+X) 1.45 Normal
R2 (forward leap) 1.40 Thrust 50 1.40 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 Physical 25 (+X) 2.50 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical 50 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Transformed Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.95 Physical 17 0.95 Light useful for counters
→ R1 (2nd) 0.98 Physical 17 0.98 Light
→ → R1 (3rd) 1.00 Physical 17 1.00 Light
R1 (backstep) 1.00 Thrust 17 (+10) 1.00 Light useful for counters
R1 (rolling) 0.90 Physical 15 (+10) 0.90 Light
R1 (frontstep) 0.90 Physical 15 (+10) 0.90 Light
R1 (sidestep) 0.90 Physical 15 (+10) 0.90 Light
R1 (dash) 1.10 Physical 25 (+X) 1.10 Light
R2 1.25 Physical 32 1.25 Normal useful for counters
→ R2 (2nd) 1.25 Physical 32 1.25 Normal
R2 (backstep) 1.20 Thrust 25 (+10) 1.20 Normal fantastic range; useful for counters
R2 (dash) 1.30 Physical 40 (+X) 1.30 Normal hits high
R2(forward leap) 1.30 Physical 50 1.30 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 Thrust 25 (+X) 2.50 Light press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical 50 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.
Attack: Attacks are named for the input command required to execute them.
Attack Damage Multipliers: Each attack has a different multiplier. Your attack's power is equal to the attack power of your weapon times this multiplier. Higher multipliers mean stronger attacks. Type: Damage type determines which gems will boost your attack and which defense the enemy will use to reduce the damage. If multiple types are listed, the attack has two separate damage components that are calculated separately. Stamina: Each attack costs a different amount of stamina. Numbers in parentheses indicate the cost of the additional action required to execute the attack. For example, a backstep attack requires a backstep, which costs 10 stamina. Impact: When you hit an enemy, it will be stunned momentarily. Impact is an assessment of how heavy the stun will be. The scale is Light > Normal > Heavy > Massive. Attacks with Massive Impact often cause knockdowns.

Key

Damage

Requirements

Stat Bonuses

Special Attack

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:
  • V is Physical damage
  • W is Blood damage
  • X is Arcane damage
  • Y is Fire damage
  • Z is Bolt damage
The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
  • W is the Strength required
  • X is the Skill required
  • Y is the Bloodtinge required
  • Z is the Arcane required
The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page. The special attack attributes for a weapon are
W / X / Y / Z:
  • W is the Slow Poison attack
  • X is the Rapid Poison attack
  • Y is the VS. Kin attack
  • Z is the VS. Beasts attack
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