Axes

Axes deliver impactful, wide-arc strikes ideal for hitting multiple targets. They emphasize raw damage and poise-breaking over reach or finesse. The relatively short length and slower swings require careful positioning, as missed attacks can leave the user open. They work best in open areas where their wide swings can shine, and the high poise damage ensures enemies struggle to retaliate once struck. Although they offer average scaling, their straightforward effectiveness suits players seeking raw, reliable power in melee combat.

Battle Axe

Standard battle axe. Inflicts regular damage, making it effective in various situations.

Powerful attack due to its weight, but one wrong swing leaves the wielder wide open, so timing and proximity to the enemy must be judged carefully.

Availability


Bandit class starting weapon

Sold by Andre of Astora for 1,000 Souls

Drop by Armored Hollow (Axe) in Undead Burg (2% drop rate).

General Information


Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Battle Axe 95/0/0/0

(Normal)
100 250 4.0 121/8/0/0

C/D/-/-
55/10/40/40 36 50

Move Set


1 Handed  
R1 Right-to-left horizontal swing.  
R2 — R2 Heavy overhead chop into overhead chop.  
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right horizontal swing.  


2 Handed  
R1 Right-to-left horizontal swing.  
R2 — R2 Heavy overhead chop into overhead chop.  
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Battle Axe +0 95/0/0/0 C/D/-/-          
Battle Axe +1 104/0/0/0 C/D/-/- 1       200
Battle Axe +2 114/0/0/0 C/D/-/- 1       200
Battle Axe +3 123/0/0/0 C/D/-/- 2       200
Battle Axe +4 133/0/0/0 C/D/-/- 2       200
Battle Axe +5 142/0/0/0 C/D/-/- 3       200
Battle Axe +6 152/0/0/0 C/D/-/-   1     200
Battle Axe +7 161/0/0/0 C/D/-/-   1     200
Battle Axe +8 171/0/0/0 C/D/-/-   2     200
Battle Axe +9 180/0/0/0 C/D/-/-   2     200
Battle Axe +10 190/0/0/0 C/D/-/-   3     200
Battle Axe +11 199/0/0/0 C/D/-/-     1   200
Battle Axe +12 209/0/0/0 C/D/-/-     1   200
Battle Axe +13 218/0/0/0 C/D/-/-     2   200
Battle Axe +14 228/0/0/0 C/D/-/-     3   200
Battle Axe +15 237/0/0/0 C/D/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires:

Ascended by Andre of Astora with Large Ember.

45% STR, 23% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Battle Axe +0 163/0/0/0 D/D/-/- 1 200
Raw Battle Axe +1 174/0/0/0 D/D/-/- 1 200
Raw Battle Axe +2 185/0/0/0 D/D/-/- 1 200
Raw Battle Axe +3 196/0/0/0 D/D/-/- 2 200
Raw Battle Axe +4 207/0/0/0 D/D/-/- 2 200
Raw Battle Axe +5 218/0/0/0 D/D/-/- 3 200

Crystal


Battle Axe durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires:

Ascended by the Giant Blacksmith with Crystal Ember.

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Battle Axe +0 209/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +1 218/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +2 228/0/0/0 C/D/-/- 1   200
Crystal Battle Axe +3 237/0/0/0 C/D/-/- 2   200
Crystal Battle Axe +4 247/0/0/0 C/D/-/- 2   200
Crystal Battle Axe +5 256/0/0/0 C/D/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires:

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Battle Axe +0 171/0/0/171 -/-/-/- 55/10/40/40 1   200
Lightning Battle Axe +1 184/0/0/184 -/-/-/- 55/10/40/43.2 1   200
Lightning Battle Axe +2 197/0/0/197 -/-/-/- 55/10/40/46.4 1   200
Lightning Battle Axe +3 210/0/0/210 -/-/-/- 55/10/40/49.6 2   200
Lightning Battle Axe +4 224/0/0/224 -/-/-/- 55/10/40/52.8 3   200
Lightning Battle Axe +5 237/0/0/237 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires:

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

17% STR, 8% DEX, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Battle Axe +0 106/115/0/0 E/E/C/- 1     200
Magic Battle Axe +1 113/123/0/0 E/E/C/- 1     200
Magic Battle Axe +2 120/130/0/0 E/E/C/- 1     200
Magic Battle Axe +3 127/138/0/0 E/E/C/- 2     200
Magic Battle Axe +4 134/146/0/0 E/E/C/- 2     200
Magic Battle Axe +5 142/154/0/0 E/E/C/- 3     200
Magic Battle Axe +6 149/161/0/0 E/E/C/-   1   200
Magic Battle Axe +7 156/169/0/0 E/E/C/-   1   200
Magic Battle Axe +8 163/177/0/0 E/E/C/-   2   200
Magic Battle Axe +9 170/184/0/0 E/E/C/-   2   200
Magic Battle Axe +10 177/192/0/0 E/E/C/-     1 200

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires:

Ascended by Rickert of Vinheim with Enchanted Ember.

12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Battle Axe +0 142/152/0/0 E/E/C/- 1   200
Enchanted Battle Axe +1 147/156/0/0 E/E/C/- 1   200
Enchanted Battle Axe +2 153/161/0/0 E/E/C/- 1   200
Enchanted Battle Axe +3 159/165/0/0 E/E/C/- 2   200
Enchanted Battle Axe +4 164/170/0/0 E/E/C/- 3   200
Enchanted Battle Axe +5 170/176/0/0 E/E/C/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires:

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

23% STR, 12% DEX, 64% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Battle Axe +0 96/117/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +1 102/124/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +2 108/132/0/0 D/E/-/C 0/0/110/- 1     200
Divine Battle Axe +3 115/140/0/0 D/E/-/C 0/0/110/- 2     200
Divine Battle Axe +4 121/148/0/0 D/E/-/C 0/0/110/- 2     200
Divine Battle Axe +5 128/156/0/0 D/E/-/C 0/0/110/- 3     200
Divine Battle Axe +6 134/163/0/0 D/E/-/C 0/0/110/-   1   200
Divine Battle Axe +7 140/171/0/0 D/E/-/C 0/0/110/-   1   200
Divine Battle Axe +8 147/179/0/0 D/E/-/C 0/0/110/-   2   200
Divine Battle Axe +9 153/187/0/0 D/E/-/C 0/0/110/-   3   200
Divine Battle Axe +10 160/195/0/0 D/E/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires:

Ascended by Andre of Astora with Dark Ember.

22% STR, 11% DEX, 76% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Battle Axe +0 130/142/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +1 137/149/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +2 145/156/0/0 D/E/-/B 0/0/-/110 1   200
Occult Battle Axe +3 153/163/0/0 D/E/-/B 0/0/-/110 2   200
Occult Battle Axe +4 161/170/0/0 D/E/-/B 0/0/-/110 3   200
Occult Battle Axe +5 169/177/0/0 D/E/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires:

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Battle Axe +0 123/0/123/0 -/-/-/- 55/10/40/40 1     200
Fire Battle Axe +1 133/0/133/0 -/-/-/- 55/10/40.4/40 1     200
Fire Battle Axe +2 142/0/142/0 -/-/-/- 55/10/40.8/40 1     200
Fire Battle Axe +3 152/0/152/0 -/-/-/- 55/10/41.2/40 2     200
Fire Battle Axe +4 161/0/161/0 -/-/-/- 55/10/41.6/40 2     200
Fire Battle Axe +5 171/0/171/0 -/-/-/- 55/10/42/40 3     200
Fire Battle Axe +6 182/0/182/0 -/-/-/- 55/10/42.4/40   1   200
Fire Battle Axe +7 193/0/193/0 -/-/-/- 55/10/42.8/40   1   200
Fire Battle Axe +8 205/0/205/0 -/-/-/- 55/10/43.2/40   2   200
Fire Battle Axe +9 216/0/216/0 -/-/-/- 55/10/43.6/40   3   200
Fire Battle Axe +10 228/0/228/0 -/-/-/- 55/10/44/40     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires:

  • Fire Battle Axe +5
  • Red Titanite

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Battle Axe +0 149/0/171/0 -/-/-/- 55/10/40/40 1   200
Chaos Battle Axe +1 157/0/180/0 -/-/-/- 55/10/40.8/40 1   200
Chaos Battle Axe +2 166/0/190/0 -/-/-/- 55/10/41.6/40 1   200
Chaos Battle Axe +3 174/0/199/0 -/-/-/- 55/10/42.4/40 2   200
Chaos Battle Axe +4 182/0/209/0 -/-/-/- 55/10/43.2/40 3   200
Chaos Battle Axe +5 190/0/218/0 -/-/-/- 55/10/44/40   1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 8 Strength is required.

Butcher Knife

Giant butcher knife wielded by the Undead man-eating cook lurking in the Depths.

More a tool for subduing and preparing live catches than an actual weapon. Those who have faced this deadly blade have a deeper sense of how helpless prey must feel.

Availability


Maneater Mildred drop in Blighttown

General Information


Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Restores 5 HP each time an enemy is hit.

It can sometimes restore more health (up to 40 HP) when hitting certain dying enemies just as the players absorb their Souls (tested with Undead Soldiers and Undead Assassins). This also works on bosses and NPCs (such as those of the Clan of Forest Protectors) multiple times during their dying animation to recover more health.

This item will restore health even if used to hit an enemy's shield and deal no damage (tested with Royal Sentinels).

If more than one enemy is hit in the same swing, the amount of health restored does not change. Strong attacks and 2-handed attacks also do not gain more health.

This healing effect will stack with the Ring of the Evil Eye.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Butcher Knife 90/0/0/0

(Regular)
100 250 10.0 241/0/0/0

B/-/-/-
55/10/40/40 36 50

Move Set


1 Handed
R1 Right-to-left horizontal swing.
R2 Dashing vertical chop. No stagger on miss.
Roll — R1 Fast overhead chop.
Backstep or Run — R1 Fast running chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal swing.

2 Handed
R1 Right-to-left horizontal swing.
R2 — R2 Guillotine chop into guillotine chop. No stagger on miss.
Roll — R1 Fast overhead chop.
Backstep or Run — R1 Fast running chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.
L1 or L2 Guard.

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

88% STR scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Butcher Knife +0 90/0/0/0 B/-/-/-
Butcher Knife +1 99/0/0/0 B/-/-/- 1 200
Butcher Knife +2 108/0/0/0 B/-/-/- 1 200
Butcher Knife +3 116/0/0/0 B/-/-/- 2 200
Butcher Knife +4 126/0/0/0 B/-/-/- 2 200
Butcher Knife +5 135/0/0/0 B/-/-/- 3 200
Butcher Knife +6 144/0/0/0 B/-/-/- 1 200
Butcher Knife +7 153/0/0/0 B/-/-/- 1 200
Butcher Knife +8 162/0/0/0 B/-/-/- 2 200
Butcher Knife +9 171/0/0/0 B/-/-/- 2 200
Butcher Knife +10 180/0/0/0 B/-/-/- 3 200
Butcher Knife +11 188/0/0/0 A/-/-/- 1 200
Butcher Knife +12 198/0/0/0 A/-/-/- 1 200
Butcher Knife +13 207/0/0/0 A/-/-/- 2 200
Butcher Knife +14 216/0/0/0 A/-/-/- 3 200
Butcher Knife +15 225/0/0/0 A/-/-/- 1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

66% STR scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Butcher Knife +0 156/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +1 166/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +2 176/0/0/0 C/-/-/- 1 200
Raw Butcher Knife +3 187/0/0/0 C/-/-/- 2 200
Raw Butcher Knife +4 197/0/0/0 C/-/-/- 2 200
Raw Butcher Knife +5 208/0/0/0 C/-/-/- 3 200

Crystal


Butcher Knife durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

88% STR scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Butcher Knife +0 198/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +1 207/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +2 216/0/0/0 A/-/-/- 1 200
Crystal Butcher Knife +3 225/0/0/0 A/-/-/- 2 200
Crystal Butcher Knife +4 233/0/0/0 A/-/-/- 3 200
Crystal Butcher Knife +5 243/0/0/0 A/-/-/- 1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Butcher Knife +0 162/0/0/162 -/-/-/- 55/10/40/40 1 200
Lightning Butcher Knife +1 174/0/0/174 -/-/-/- 55/10/40/43.2 1 200
Lightning Butcher Knife +2 187/0/0/187 -/-/-/- 55/10/40/46.4 1 200
Lightning Butcher Knife +3 199/0/0/199 -/-/-/- 55/10/40/49.6 2 200
Lightning Butcher Knife +4 212/0/0/212 -/-/-/- 55/10/40/52.8 3 200
Lightning Butcher Knife +5 225/0/0/225 -/-/-/- 55/10/40/56 1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

25% STR scaling, 63% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Butcher Knife +0 102/109/0/0 D/-/C/- 1 200
Magic Butcher Knife +1 108/116/0/0 D/-/C/- 1 200
Magic Butcher Knife +2 115/124/0/0 D/-/C/- 1 200
Magic Butcher Knife +3 122/131/0/0 D/-/C/- 2 200
Magic Butcher Knife +4 129/138/0/0 D/-/C/- 2 200
Magic Butcher Knife +5 136/146/0/0 D/-/C/- 3 200
Magic Butcher Knife +6 142/153/0/0 D/-/C/- 1 200
Magic Butcher Knife +7 149/160/0/0 D/-/C/- 1 200
Magic Butcher Knife +8 156/167/0/0 D/-/C/- 2 200
Magic Butcher Knife +9 163/175/0/0 D/-/C/- 3 200
Magic Butcher Knife +10 170/182/0/0 D/-/C/- 1 200

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

18% STR, 62% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Butcher Knife +0 136/144/0/0 E/-/C/- 1 200
Enchanted Butcher Knife +1 141/148/0/0 E/-/C/- 1 200
Enchanted Butcher Knife +2 146/152/0/0 E/-/B/- 1 200
Enchanted Butcher Knife +3 152/156/0/0 E/-/B/- 2 200
Enchanted Butcher Knife +4 157/161/0/0 D/-/A/- 3 200
Enchanted Butcher Knife +5 163/167/0/0 D/-/A/- 1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

34% STR scaling, 63% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Butcher Knife +0 91/111/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +1 97/118/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +2 103/125/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +3 109/133/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +4 115/140/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +5 122/148/0/0 D/-/-/C 0/0/110/- 3 200
Divine Butcher Knife +6 128/155/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +7 134/162/0/0 D/-/-/C 0/0/110/- 1 200
Divine Butcher Knife +8 140/170/0/0 D/-/-/C 0/0/110/- 2 200
Divine Butcher Knife +9 146/177/0/0 D/-/-/C 0/0/110/- 3 200
Divine Butcher Knife +10 152/185/0/0 D/-/-/C 0/0/110/- 1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

32% STR, 74% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Butcher Knife +0 124/136/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +1 131/142/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +2 138/149/0/0 D/-/-/B 0/0/-/110 1 200
Occult Butcher Knife +3 146/156/0/0 D/-/-/B 0/0/-/110 2 200
Occult Butcher Knife +4 153/163/0/0 D/-/-/B 0/0/-/110 3 200
Occult Butcher Knife +5 161/170/0/0 D/-/-/B 0/0/-/110 1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Butcher Knife +0 116/0/116/0 -/-/-/- 55/10/40/40 1 200
Fire Butcher Knife +1 126/0/126/0 -/-/-/- 55/10/40.4/40 1 200
Fire Butcher Knife +2 135/0/135/0 -/-/-/- 55/10/40.8/40 1 200
Fire Butcher Knife +3 144/0/144/0 -/-/-/- 55/10/41.2/40 2 200
Fire Butcher Knife +4 153/0/153/0 -/-/-/- 55/10/41.6/40 2 200
Fire Butcher Knife +5 162/0/162/0 -/-/-/- 55/10/44/40 3 200
Fire Butcher Knife +6 172/0/172/0 -/-/-/- 55/10/42.4/40 1 200
Fire Butcher Knife +7 183/0/183/0 -/-/-/- 55/10/42.8/40 1 200
Fire Butcher Knife +8 194/0/194/0 -/-/-/- 55/10/43.2/40 2 200
Fire Butcher Knife +9 205/0/205/0 -/-/-/- 55/10/43.6/40 3 200
Fire Butcher Knife +10 216/0/216/0 -/-/-/- 55/10/44/40 1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Butcher Knife +0 140/0/162/0 -/-/-/- 55/10/40/40 1 200
Chaos Butcher Knife +1 148/0/171/0 -/-/-/- 55/10/40.8/40 1 200
Chaos Butcher Knife +2 156/0/180/0 -/-/-/- 55/10/41.60/40 1 200
Chaos Butcher Knife +3 163/0/188/0 -/-/-/- 55/10/42.4/40 2 200
Chaos Butcher Knife +4 171/0/198/0 -/-/-/- 55/10/43.2/40 3 200
Chaos Butcher Knife +5 179/0/207/0 -/-/-/- 55/10/44/40 1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 16 Strength is required.

Crescent Axe

Well-used old bronze battle axe with a long hilt and a crescent-shaped blade.

One of the blessed weapons of the Way of White. The Crescent Axe is bequeathed to cleric warriors who have proven their faith.

Availability


Dropped by Patches

Sold by Patches in Firelink Shrine for 10,000 Souls

General Information


Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Like all weapons that have a Holy modifier, Skeleton enemies in The Catacombs will not reassemble when killed with it even if the Necromancers are still alive.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Aux Effects Stability Frampt Souls
Crescent Axe 115/115/0/0

(Regular)
100 180 7.0 181/12/0/16

D/D/-/B
55/10/40/40 0/0/120/- 36 100

Move Set


1 Handed
R1 Right-to-left horizontal swing.
R2 — R2 Heavy overhead chop into overhead chop.
Roll — R1 Fast overhead chop.
Backstep or Run — R1 Fast running chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal swing.

2 Handed
R1 Right-to-left horizontal swing.
R2 — R2 Heavy overhead chop into overhead chop.
Roll — R1 Fast overhead chop.
Backstep or Run — R1 Fast running chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.
L1 or L2 Guard.

Upgrades


Requires Twinkling Titanite
24% STR, 21% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Twinkling Titanite Souls
Crescent Axe +0 115/115/0/0 D/D/-/B
Crescent Axe +1 126/126/0/0 D/D/-/B 1 2,000
Crescent Axe +2 138/138/0/0 D/D/-/B 1 2,000
Crescent Axe +3 149/149/0/0 D/D/-/B 2 2,000
Crescent Axe +4 161/161/0/0 D/D/-/B 2 2,000
Crescent Axe +5 172/172/0/0 D/D/-/B 4 2,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 12 Strength is required.

Gargoyle Tail Axe

Sliced tail of the gargoyle guarding the Bell of Awakening in the Undead Church or patrolling in Anor Londo. Can be used as a bronze battle axe.

Bends dramatically during large attacks, owing to its nature as a tail.

Availability

Dropped from cutting off the tail of the first Bell Gargoyle in the Undead Parish

Dropped from cutting off the tail of the first Gargoyle enemy in Anor Londo (Does not drop off the second Gargoyle)

General Information

Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Increases Bleed and Poison resistance.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Gargoyle Tail Axe 93/0/0/0

(Regular)
100 150 5.0 141/14/0/0

D/C/-/-
55/10/40/40 36 50

Move Set


+ Show move-set - Hide move-set

1 Handed  
R1 Right-to-left horizontal swing.  
R2 Heavy right-to-left swing. No stagger on miss.
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right horizontal swing.  


2 Handed  
R1 Right-to-left horizontal swing.  
R2 Heavy uppercut swing. No stagger on miss.
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Gargoyle Tail Axe +0 93/0/0/0 D/C/-/-          
Gargoyle Tail Axe +1 102/0/0/0 D/C/-/- 1       200
Gargoyle Tail Axe +2 111/0/0/0 D/C/-/- 1       200
Gargoyle Tail Axe +3 120/0/0/0 D/C/-/- 2       200
Gargoyle Tail Axe +4 130/0/0/0 D/C/-/- 2       200
Gargoyle Tail Axe +5 139/0/0/0 D/C/-/- 3       200
Gargoyle Tail Axe +6 148/0/0/0 D/C/-/-   1     200
Gargoyle Tail Axe +7 158/0/0/0 D/C/-/-   1     200
Gargoyle Tail Axe +8 167/0/0/0 D/C/-/-   2     200
Gargoyle Tail Axe +9 176/0/0/0 D/C/-/-   2     200
Gargoyle Tail Axe +10 186/0/0/0 D/C/-/-   3     200
Gargoyle Tail Axe +11 195/0/0/0 D/C/-/-     1   200
Gargoyle Tail Axe +12 204/0/0/0 D/C/-/-     1   200
Gargoyle Tail Axe +13 213/0/0/0 D/C/-/-     2   200
Gargoyle Tail Axe +14 223/0/0/0 D/B/-/-     3   200
Gargoyle Tail Axe +15 232/0/0/0 D/B/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

17% STR, 53% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Gargoyle Tail Axe +0 160/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +1 171/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +2 181/0/0/0 E/C/-/- 1 200
Raw Gargoyle Tail Axe +3 192/0/0/0 E/C/-/- 2 200
Raw Gargoyle Tail Axe +4 203/0/0/0 E/C/-/- 2 200
Raw Gargoyle Tail Axe +5 214/0/0/0 E/C/-/- 3 200

Crystal


Gargoyle Tail Axe durability reduced to 15. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

Ascended by the Giant Blacksmith with Crystal Ember.

22% STR, 70% DEX scaling.

Name Damage Stat Bonuses Chunk Slab Souls
Crystal Gargoyle Tail Axe +0 204/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +1 213/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +2 223/0/0/0 D/C/-/- 1   200
Crystal Gargoyle Tail Axe +3 232/0/0/0 D/C/-/- 2   200
Crystal Gargoyle Tail Axe +4 241/0/0/0 D/B/-/- 3   200
Crystal Gargoyle Tail Axe +5 251/0/0/0 D/B/-/-   1 200

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Gargoyle Tail Axe +0 167/0/0/167 -/-/-/- 55/10/40/40 1   200
Lightning Gargoyle Tail Axe +1 180/0/0/180 -/-/-/- 55/10/40/43.2 1   200
Lightning Gargoyle Tail Axe +2 193/0/0/193 -/-/-/- 55/10/40/46.4 1   200
Lightning Gargoyle Tail Axe +3 206/0/0/206 -/-/-/- 55/10/40/49.6 2   200
Lightning Gargoyle Tail Axe +4 219/0/0/219 -/-/-/- 55/10/40/52.8 3   200
Lightning Gargoyle Tail Axe +5 232/0/0/232 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

6% STR, 20% DEX, 66% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Gargoyle Tail Axe +0 105/114/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +1 112/121/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +2 119/129/0/0 E/D/C/- 1     200
Magic Gargoyle Tail Axe +3 126/136/0/0 E/D/C/- 2     200
Magic Gargoyle Tail Axe +4 133/144/0/0 E/D/C/- 2     200
Magic Gargoyle Tail Axe +5 140/152/0/0 E/D/C/- 3     200
Magic Gargoyle Tail Axe +6 147/159/0/0 E/D/C/-   1   200
Magic Gargoyle Tail Axe +7 154/167/0/0 E/D/C/-   1   200
Magic Gargoyle Tail Axe +8 161/174/0/0 E/D/C/-   2   200
Magic Gargoyle Tail Axe +9 168/182/0/0 E/D/C/-   3   200
Magic Gargoyle Tail Axe +10 175/190/0/0 E/D/C/-     1 200

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Gargoyle Tail Axe +0 140/148/0/0 E/E/C/- 1   200
Enchanted Gargoyle Tail Axe +1 145/152/0/0 E/E/B/- 1   200
Enchanted Gargoyle Tail Axe +2 151/156/0/0 E/E/B/- 1   200
Enchanted Gargoyle Tail Axe +3 156/161/0/0 E/E/B/- 2   200
Enchanted Gargoyle Tail Axe +4 162/165/0/0 E/E/A/- 3   200
Enchanted Gargoyle Tail Axe +5 168/171/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

8% STR, 27% DEX, 66% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Gargoyle Tail Axe +0 94/115/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +1 100/123/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +2 107/130/0/0 E/D/-/C 0/0/110/- 1     200
Divine Gargoyle Tail Axe +3 113/138/0/0 E/D/-/C 0/0/110/- 2     200
Divine Gargoyle Tail Axe +4 119/146/0/0 E/D/-/C 0/0/110/- 2     200
Divine Gargoyle Tail Axe +5 126/154/0/0 E/D/-/C 0/0/110/- 3     200
Divine Gargoyle Tail Axe +6 132/161/0/0 E/D/-/C 0/0/110/-   1   200
Divine Gargoyle Tail Axe +7 138/169/0/0 E/D/-/C 0/0/110/-   1   200
Divine Gargoyle Tail Axe +8 144/177/0/0 E/D/-/C 0/0/110/-   2   200
Divine Gargoyle Tail Axe +9 151/184/0/0 E/D/-/C 0/0/110/-   3   200
Divine Gargoyle Tail Axe +10 157/192/0/0 E/D/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

8% STR, 25% DEX, 77% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Gargoyle Tail Axe +0 128/140/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +1 135/147/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +2 143/154/0/0 E/D/-/B 0/0/-/110 1   200
Occult Gargoyle Tail Axe +3 151/161/0/0 E/D/-/B 0/0/-/110 2   200
Occult Gargoyle Tail Axe +4 158/168/0/0 E/D/-/B 0/0/-/110 3   200
Occult Gargoyle Tail Axe +5 166/175/0/0 E/D/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Gargoyle Tail Axe +0 120/0/120/0 -/-/-/- 55/10/40/40 1     200
Fire Gargoyle Tail Axe +1 130/0/130/0 -/-/-/- 55/10/40.4/40 1     200
Fire Gargoyle Tail Axe +2 139/0/139/0 -/-/-/- 55/10/40.8/40 1     200
Fire Gargoyle Tail Axe +3 148/0/148/0 -/-/-/- 55/10/41.2/40 2     200
Fire Gargoyle Tail Axe +4 158/0/158/0 -/-/-/- 55/10/41.6/40 2     200
Fire Gargoyle Tail Axe +5 167/0/167/0 -/-/-/- 55/10/42/40 3     200
Fire Gargoyle Tail Axe +6 178/0/178/0 -/-/-/- 55/10/42.4/40   1   200
Fire Gargoyle Tail Axe +7 189/0/189/0 -/-/-/- 55/10/42.8/40   1   200
Fire Gargoyle Tail Axe +8 200/0/200/0 -/-/-/- 55/10/43.2/40   2   200
Fire Gargoyle Tail Axe +9 212/0/212/0 -/-/-/- 55/10/43.6/40   3   200
Fire Gargoyle Tail Axe +10 223/0/223/0 -/-/-/- 55/10/44/40     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Gargoyle Tail Axe +0 145/0/167/0 -/-/-/- 55/10/40/40 1   200
Chaos Gargoyle Tail Axe +1 153/0/176/0 -/-/-/- 55/10/40.8/40 1   200
Chaos Gargoyle Tail Axe +2 162/0/186/0 -/-/-/- 55/10/41.6/40 1   200
Chaos Gargoyle Tail Axe +3 170/0/195/0 -/-/-/- 55/10/42.4/40 2   200
Chaos Gargoyle Tail Axe +4 178/0/204/0 -/-/-/- 55/10/43.2/40 3   200
Chaos Gargoyle Tail Axe +5 186/0/213/0 -/-/-/- 55/10/44/40   1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 10 Strength is required.

Golem Axe

An axe born from the soul of the Iron Golem, guardian of Sen's Fortress who repelled countless heroes who sought Anor Londo.

Its powerful one-handed attack imitates the golem's blade of wind, but the heavy iron blade makes it quite unwieldy.

Availability


Created by the Giant Blacksmith in Anor Londo from Core of an Iron Golem and any +10 Axe for 5,000 Souls

General Information


Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage Reduction % Stability Frampt Souls
Golem Axe 170/0/0/0

(Normal)
100 600 16 361/8/0/0

C/E/-/-
55/10/40/40 36 100

Move Set


1 Handed  
R1 Right-to-left horizontal swing.  
R2 Left-to-right swing and wind projectile. No stagger on miss. Consumes 30 durability.
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right horizontal swing.  


2 Handed  
R1 Right-to-left horizontal swing.  
R2 Heavy overhead chop. No stagger on miss.
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 or L2 Guard.  

Upgrades


Requires

74% STR scaling, 16% DEX scaling.

Name Damage Stat Bonuses Demon Titanite Souls
Golem Axe +0 170/0/0/0 C/E/-/-    
Golem Axe +1 187/0/0/0 C/E/-/- 1 5,000
Golem Axe +2 204/0/0/0 C/E/-/- 1 5,000
Golem Axe +3 221/0/0/0 C/E/-/- 2 5,000
Golem Axe +4 237/0/0/0 C/E/-/- 2 5,000
Golem Axe +5 255/0/0/0 C/E/-/- 4 5,000

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. when two handing this weapon, only 24 Strength is required.

Hand Axe

Small hand axe. Appears identical to a lumberjack's tool, but has an ideal weight and strength, and is easy to handle.

One wrong swing leaves the wielder wide open, so timing and proximity to the enemy must be judged carefully.

Availability


Starting weapon of the Pyromancer class

Sold by the Undead Merchant (Male) for 450 Souls

General Information


Like all Axes, if an attack doesn't connect with an enemy, the user will stumble and seem to not be able to handle the weight. If the hit connects, the stumble animation does not come into play and the user moves as normal.

Image Name Damage Critical Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Hand Axe 80/0/0/0

(Normal)
100 250 2 81/8/0/0

C/D/-/-
55/10/40/40 36 50

Move Set


1 Handed  
R1 — R1 Right-to-left swing into left-to-right swing. No stagger on miss.
R2 Right-to-left horizontal swing.  
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 (left hand) Guard.  
L2 (left hand) Left-to-right horizontal swing.  


2 Handed  
R1 — R1 Right-to-left swing into left-to-right swing. No stagger on miss.
R2 Right-to-left horizontal swing.  
Roll — R1 Fast overhead chop.  
Backstep or Run — R1 Fast running chop.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Hand Axe +0 80/0/0/0 C/D/-/-          
Hand Axe +1 88/0/0/0 C/D/-/- 1       200
Hand Axe +2 96/0/0/0 C/D/-/- 1       200
Hand Axe +3 104/0/0/0 C/D/-/- 2       200
Hand Axe +4 112/0/0/0 C/D/-/- 2       200
Hand Axe +5 120/0/0/0 C/D/-/- 3       200
Hand Axe +6 128/0/0/0 C/D/-/-   1     200
Hand Axe +7 136/0/0/0 C/D/-/-   1     200
Hand Axe +8 144/0/0/0 C/D/-/-   2     200
Hand Axe +9 152/0/0/0 C/D/-/-   2     200
Hand Axe +10 160/0/0/0 C/D/-/-   3     200
Hand Axe +11 168/0/0/0 C/D/-/-     1   200
Hand Axe +12 176/0/0/0 C/D/-/-     1   200
Hand Axe +13 184/0/0/0 C/D/-/-     2   200
Hand Axe +14 192/0/0/0 C/D/-/-     3   200
Hand Axe +15 200/0/0/0 C/D/-/-       1 200

Raw


Base damage increased. Stat bonuses reduced.
Requires

Ascended by Andre of Astora with Large Ember.

45% STR, 23% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Hand Axe +0 138/0/0/0 D/D/-/- 1 200
Raw Hand Axe +1 147/0/0/0 D/D/-/- 1 200
Raw Hand Axe +2 156/0/0/0 D/D/-/- 1 200
Raw Hand Axe +3 165/0/0/0 D/D/-/- 2 200
Raw Hand Axe +4 174/0/0/0 D/D/-/- 2 200
Raw Hand Axe +5 184/0/0/0 D/D/-/- 3 200

Crystal


Hand Axe durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement).

Ascended by the Giant Blacksmith with Crystal Ember.

60% STR, 30% DEX scaling.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Crystal Hand Axe +0 176/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +1 184/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +2 192/0/0/0 C/D/-/- 55/10/40/40 1   200
Crystal Hand Axe +3 200/0/0/0 C/D/-/- 55/10/40/40 2   200
Crystal Hand Axe +4 208/0/0/0 C/D/-/- 55/10/40/40 3   200
Crystal Hand Axe +5 216/0/0/0 C/D/-/- 55/10/40/40   1 200

Lightning


Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Chunk Slab Souls
Lightning Hand Axe +0 144/0/0/144 -/-/-/- 55/10/40/40 1   200
Lightning Hand Axe +1 155/0/0/155 -/-/-/- 55/10/40/43.2 1   200
Lightning Hand Axe +2 166/0/0/166 -/-/-/- 55/10/40/46.4 1   200
Lightning Hand Axe +3 177/0/0/177 -/-/-/- 55/10/40/49.6 2   200
Lightning Hand Axe +4 188/0/0/188 -/-/-/- 55/10/40/52.8 3   200
Lightning Hand Axe +5 200/0/0/200 -/-/-/- 55/10/40/56   1 200

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

17% STR, 8% DEX, 65% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Hand Axe +0 90/97/0/0 E/E/C/- 1     200
Magic Hand Axe +1 96/104/0/0 E/E/C/- 1     200
Magic Hand Axe +2 102/110/0/0 E/E/C/- 1     200
Magic Hand Axe +3 108/117/0/0 E/E/C/- 2     200
Magic Hand Axe +4 114/123/0/0 E/E/C/- 2     200
Magic Hand Axe +5 120/130/0/0 E/E/C/- 3     200
Magic Hand Axe +6 125/136/0/0 E/E/C/-   1   200
Magic Hand Axe +7 132/143/0/0 E/E/C/-   1   200
Magic Hand Axe +8 138/149/0/0 E/E/C/-   2   200
Magic Hand Axe +9 144/156/0/0 E/E/C/-   3   200
Magic Hand Axe +10 150/162/0/0 E/E/C/-     1 200

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

Ascended by Rickert of Vinheim with Enchanted Ember.

12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Hand Axe +0 120/128/0/0 E/E/C/- 1   200
Enchanted Hand Axe +1 124/131/0/0 E/E/C/- 1   200
Enchanted Hand Axe +2 129/135/0/0 E/E/B/- 1   200
Enchanted Hand Axe +3 134/139/0/0 E/E/B/- 2   200
Enchanted Hand Axe +4 139/143/0/0 E/E/A/- 3   200
Enchanted Hand Axe +5 144/148/0/0 E/E/A/-   1 200

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

23% STR, 12% DEX, 64% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Hand Axe +0 81/99/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +1 86/105/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +2 91/112/0/0 D/E/-/C 0/0/110/- 1     200
Divine Hand Axe +3 97/118/0/0 D/E/-/C 0/0/110/- 2     200
Divine Hand Axe +4 102/125/0/0 D/E/-/C 0/0/110/- 2     200
Divine Hand Axe +5 108/132/0/0 D/E/-/C 0/0/110/- 3     200
Divine Hand Axe +6 113/138/0/0 D/E/-/C 0/0/110/-   1   200
Divine Hand Axe +7 118/145/0/0 D/E/-/C 0/0/110/-   1   200
Divine Hand Axe +8 124/151/0/0 D/E/-/C 0/0/110/-   2   200
Divine Hand Axe +9 129/158/0/0 D/E/-/C 0/0/110/-   3   200
Divine Hand Axe +10 135/165/0/0 D/E/-/C 0/0/110/-     1 200

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

Ascended by Andre of Astora with Dark Ember.

22% STR, 11% DEX, 76% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Hand Axe +0 110/120/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +1 116/125/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +2 123/132/0/0 D/E/-/B 0/0/-/110 1   200
Occult Hand Axe +3 129/138/0/0 D/E/-/B 0/0/-/110 2   200
Occult Hand Axe +4 136/144/0/0 D/E/-/B 0/0/-/110 3   200
Occult Hand Axe +5 143/150/0/0 D/E/-/B 0/0/-/110   1 200

Fire


Fire damage added. All stat bonuses removed.
Requires

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Hand Axe +0 104/0/104/0 -/-/-/- 55/10/40/40/36 1     200
Fire Hand Axe +1 112/0/112/0 -/-/-/- 55/10/40.4/40/36 1     200
Fire Hand Axe +2 120/0/120/0 -/-/-/- 55/10/40.8/40/36 1     200
Fire Hand Axe +3 128/0/128/0 -/-/-/- 55/10/41.2/40/36 2     200
Fire Hand Axe +4 136/0/136/0 -/-/-/- 55/10/41.6/40/36 2     200
Fire Hand Axe +5 144/0/144/0 -/-/-/- 55/10/42/40/36 3     200
Fire Hand Axe +6 153/0/153/0 -/-/-/- 55/10/42.4/40/36   1   200
Fire Hand Axe +7 163/0/163/0 -/-/-/- 55/10/42.8/40/36   1   200
Fire Hand Axe +8 172/0/172/0 -/-/-/- 55/10/43.2/40/36   2   200
Fire Hand Axe +9 182/0/182/0 -/-/-/- 55/10/43.6/40/36   3   200
Fire Hand Axe +10 192/0/192/0 -/-/-/- 55/10/44/40/36     1 200

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Hand Axe +0 126/0/144/0 -/-/-/- 55/10/40/40/36 1   200
Chaos Hand Axe +1 133/0/152/0 -/-/-/- 55/10/40.8/40/36 1   200
Chaos Hand Axe +2 140/0/160/0 -/-/-/- 55/10/44.6/40/36 1   200
Chaos Hand Axe +3 147/0/168/0 -/-/-/- 55/10/42.4/40/36 2   200
Chaos Hand Axe +4 154/0/176/0 -/-/-/- 55/10/43.2/40/36 3   200
Chaos Hand Axe +5 161/0/184/0 -/-/-/- 55/10/44/40/36   1 200

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed 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 Dexterity required
  • Y is the Intelligence required
  • Z 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 a 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 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 6 Strength is required.