# 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/battle-axe.webp)![]()Battle Axe95/0/0/0 (Normal)1002504.0121/8/0/0 C/D/-/-55/10/40/403650
### 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 - Titanite Shard/Large Shard/Chunk/Slab Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11). 60% STR, 30% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Battle Axe +095/0/0/0C/D/-/-
Battle Axe +1104/0/0/0C/D/-/-1 200
Battle Axe +2114/0/0/0C/D/-/-1 200
Battle Axe +3123/0/0/0C/D/-/-2 200
Battle Axe +4133/0/0/0C/D/-/-2 200
Battle Axe +5142/0/0/0C/D/-/-3 200
Battle Axe +6152/0/0/0C/D/-/- 1 200
Battle Axe +7161/0/0/0C/D/-/- 1 200
Battle Axe +8171/0/0/0C/D/-/- 2 200
Battle Axe +9180/0/0/0C/D/-/- 2 200
Battle Axe +10190/0/0/0C/D/-/- 3 200
Battle Axe +11199/0/0/0C/D/-/- 1 200
Battle Axe +12209/0/0/0C/D/-/- 1 200
Battle Axe +13218/0/0/0C/D/-/- 2 200
Battle Axe +14228/0/0/0C/D/-/- 3 200
Battle Axe +15237/0/0/0C/D/-/- 1200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires: - Battle Axe +5 - Titanite Ascended by Andre of Astora with Large Ember. 45% STR, 23% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Battle Axe +0163/0/0/0D/D/-/-1200
Raw Battle Axe +1174/0/0/0D/D/-/-1200
Raw Battle Axe +2185/0/0/0D/D/-/-1200
Raw Battle Axe +3196/0/0/0D/D/-/-2200
Raw Battle Axe +4207/0/0/0D/D/-/-2200
Raw Battle Axe +5218/0/0/0D/D/-/-3200
#### Crystal --- Battle Axe durability reduced to 25. Base damage increased. Cannot repair weapon (except through reinforcement). Requires: - Battle Axe +10 - Titanite Ascended by the Giant Blacksmith with Crystal Ember. 60% STR, 30% DEX scaling.
NameDamageStat BonusesChunkSlabSouls
Crystal Battle Axe +0209/0/0/0C/D/-/-1 200
Crystal Battle Axe +1218/0/0/0C/D/-/-1 200
Crystal Battle Axe +2228/0/0/0C/D/-/-1 200
Crystal Battle Axe +3237/0/0/0C/D/-/-2 200
Crystal Battle Axe +4247/0/0/0C/D/-/-2 200
Crystal Battle Axe +5256/0/0/0C/D/-/- 1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires: - Battle Axe +10 - Titanite Ascended by the Giant Blacksmith.
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Lightning Battle Axe +0171/0/0/171-/-/-/-55/10/40/401 200
Lightning Battle Axe +1184/0/0/184-/-/-/-55/10/40/43.21 200
Lightning Battle Axe +2197/0/0/197-/-/-/-55/10/40/46.41 200
Lightning Battle Axe +3210/0/0/210-/-/-/-55/10/40/49.62 200
Lightning Battle Axe +4224/0/0/224-/-/-/-55/10/40/52.83 200
Lightning Battle Axe +5237/0/0/237-/-/-/-55/10/40/56 1200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires: - Battle Axe +5 - Green Titanite - Blue Titanite Ascended by Rickert of Vinheim & with Large Magic Ember (+6). 17% STR, 8% DEX, 65% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Battle Axe +0106/115/0/0E/E/C/-1 200
Magic Battle Axe +1113/123/0/0E/E/C/-1 200
Magic Battle Axe +2120/130/0/0E/E/C/-1 200
Magic Battle Axe +3127/138/0/0E/E/C/-2 200
Magic Battle Axe +4134/146/0/0E/E/C/-2 200
Magic Battle Axe +5142/154/0/0E/E/C/-3 200
Magic Battle Axe +6149/161/0/0E/E/C/- 1 200
Magic Battle Axe +7156/169/0/0E/E/C/- 1 200
Magic Battle Axe +8163/177/0/0E/E/C/- 2 200
Magic Battle Axe +9170/184/0/0E/E/C/- 2 200
Magic Battle Axe +10177/192/0/0E/E/C/- 1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires: - Magic Battle Axe +5 - Blue Titanite Ascended by Rickert of Vinheim with Enchanted Ember. 12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Battle Axe +0142/152/0/0E/E/C/-1 200
Enchanted Battle Axe +1147/156/0/0E/E/C/-1 200
Enchanted Battle Axe +2153/161/0/0E/E/C/-1 200
Enchanted Battle Axe +3159/165/0/0E/E/C/-2 200
Enchanted Battle Axe +4164/170/0/0E/E/C/-3 200
Enchanted Battle Axe +5170/176/0/0E/E/C/- 1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies. Requires: - Battle Axe +10 - Green Titanite - White Titanite Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6). 23% STR, 12% DEX, 64% FAI scaling.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Battle Axe +096/117/0/0D/E/-/C0/0/110/-1 200
Divine Battle Axe +1102/124/0/0D/E/-/C0/0/110/-1 200
Divine Battle Axe +2108/132/0/0D/E/-/C0/0/110/-1 200
Divine Battle Axe +3115/140/0/0D/E/-/C0/0/110/-2 200
Divine Battle Axe +4121/148/0/0D/E/-/C0/0/110/-2 200
Divine Battle Axe +5128/156/0/0D/E/-/C0/0/110/-3 200
Divine Battle Axe +6134/163/0/0D/E/-/C0/0/110/- 1 200
Divine Battle Axe +7140/171/0/0D/E/-/C0/0/110/- 1 200
Divine Battle Axe +8147/179/0/0D/E/-/C0/0/110/- 2 200
Divine Battle Axe +9153/187/0/0D/E/-/C0/0/110/- 3 200
Divine Battle Axe +10160/195/0/0D/E/-/C0/0/110/- 1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies. Requires: - Divine Battle Axe +5 - White Titanite Ascended by Andre of Astora with Dark Ember. 22% STR, 11% DEX, 76% FAI scaling.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Battle Axe +0130/142/0/0D/E/-/B0/0/-/1101 200
Occult Battle Axe +1137/149/0/0D/E/-/B0/0/-/1101 200
Occult Battle Axe +2145/156/0/0D/E/-/B0/0/-/1101 200
Occult Battle Axe +3153/163/0/0D/E/-/B0/0/-/1102 200
Occult Battle Axe +4161/170/0/0D/E/-/B0/0/-/1103 200
Occult Battle Axe +5169/177/0/0D/E/-/B0/0/-/110 1200
#### Fire --- Fire damage added. All stat bonuses removed. Requires: - Battle Axe +5 - Green Titanite - Red Titanite Ascended by Vamos & with Large Flame Ember (+6).
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Battle Axe +0123/0/123/0-/-/-/-55/10/40/401 200
Fire Battle Axe +1133/0/133/0-/-/-/-55/10/40.4/401 200
Fire Battle Axe +2142/0/142/0-/-/-/-55/10/40.8/401 200
Fire Battle Axe +3152/0/152/0-/-/-/-55/10/41.2/402 200
Fire Battle Axe +4161/0/161/0-/-/-/-55/10/41.6/402 200
Fire Battle Axe +5171/0/171/0-/-/-/-55/10/42/403 200
Fire Battle Axe +6182/0/182/0-/-/-/-55/10/42.4/40 1 200
Fire Battle Axe +7193/0/193/0-/-/-/-55/10/42.8/40 1 200
Fire Battle Axe +8205/0/205/0-/-/-/-55/10/43.2/40 2 200
Fire Battle Axe +9216/0/216/0-/-/-/-55/10/43.6/40 3 200
Fire Battle Axe +10228/0/228/0-/-/-/-55/10/44/40 1200
#### 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.
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Battle Axe +0149/0/171/0-/-/-/-55/10/40/401 200
Chaos Battle Axe +1157/0/180/0-/-/-/-55/10/40.8/401 200
Chaos Battle Axe +2166/0/190/0-/-/-/-55/10/41.6/401 200
Chaos Battle Axe +3174/0/199/0-/-/-/-55/10/42.4/402 200
Chaos Battle Axe +4182/0/209/0-/-/-/-55/10/43.2/403 200
Chaos Battle Axe +5190/0/218/0-/-/-/-55/10/44/40 1200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/butcher-knife.webp)![]()Butcher Knife90/0/0/0 (Regular)10025010.0241/0/0/0 B/-/-/-55/10/40/403650
### 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.
- Strong attack (1-handed) is replaced by a run up to a vertical chop that does not cause staggering if it misses. - Strong attack (2-handed) is replaced by a heavy guillotine chop attack that does not cause staggering if it misses. ### Upgrades --- #### Basic --- Standard upgrade path. Requires - Titanite Shard/Large Shard/Chunk/Slab Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11). 88% STR scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Butcher Knife +090/0/0/0B/-/-/-
Butcher Knife +199/0/0/0B/-/-/-1200
Butcher Knife +2108/0/0/0B/-/-/-1200
Butcher Knife +3116/0/0/0B/-/-/-2200
Butcher Knife +4126/0/0/0B/-/-/-2200
Butcher Knife +5135/0/0/0B/-/-/-3200
Butcher Knife +6144/0/0/0B/-/-/-1200
Butcher Knife +7153/0/0/0B/-/-/-1200
Butcher Knife +8162/0/0/0B/-/-/-2200
Butcher Knife +9171/0/0/0B/-/-/-2200
Butcher Knife +10180/0/0/0B/-/-/-3200
Butcher Knife +11188/0/0/0A/-/-/-1200
Butcher Knife +12198/0/0/0A/-/-/-1200
Butcher Knife +13207/0/0/0A/-/-/-2200
Butcher Knife +14216/0/0/0A/-/-/-3200
Butcher Knife +15225/0/0/0A/-/-/-1200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Butcher Knife+5 - Titanite Ascended by Andre of Astora with Large Ember. 66% STR scaling.
NameDamageStat BonusesL. ShardSouls
Raw Butcher Knife +0156/0/0/0C/-/-/-1200
Raw Butcher Knife +1166/0/0/0C/-/-/-1200
Raw Butcher Knife +2176/0/0/0C/-/-/-1200
Raw Butcher Knife +3187/0/0/0C/-/-/-2200
Raw Butcher Knife +4197/0/0/0C/-/-/-2200
Raw Butcher Knife +5208/0/0/0C/-/-/-3200
#### Crystal --- Butcher Knife durability reduced to **25**. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Butcher Knife+10 - Titanite Ascended by the Giant Blacksmith with Crystal Ember. 88% STR scaling.
NameDamageStat BonusesChunkSlabSouls
Crystal Butcher Knife +0198/0/0/0A/-/-/-1200
Crystal Butcher Knife +1207/0/0/0A/-/-/-1200
Crystal Butcher Knife +2216/0/0/0A/-/-/-1200
Crystal Butcher Knife +3225/0/0/0A/-/-/-2200
Crystal Butcher Knife +4233/0/0/0A/-/-/-3200
Crystal Butcher Knife +5243/0/0/0A/-/-/-1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Butcher Knife+10 - Titanite Ascended by the Giant Blacksmith.
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Lightning Butcher Knife +0162/0/0/162-/-/-/-55/10/40/401200
Lightning Butcher Knife +1174/0/0/174-/-/-/-55/10/40/43.21200
Lightning Butcher Knife +2187/0/0/187-/-/-/-55/10/40/46.41200
Lightning Butcher Knife +3199/0/0/199-/-/-/-55/10/40/49.62200
Lightning Butcher Knife +4212/0/0/212-/-/-/-55/10/40/52.83200
Lightning Butcher Knife +5225/0/0/225-/-/-/-55/10/40/561200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Butcher Knife+5 - Green Titanite - Blue Titanite Ascended by Rickert of Vinheim & with Large Magic Ember (+6). 25% STR scaling, 63% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Butcher Knife +0102/109/0/0D/-/C/-1200
Magic Butcher Knife +1108/116/0/0D/-/C/-1200
Magic Butcher Knife +2115/124/0/0D/-/C/-1200
Magic Butcher Knife +3122/131/0/0D/-/C/-2200
Magic Butcher Knife +4129/138/0/0D/-/C/-2200
Magic Butcher Knife +5136/146/0/0D/-/C/-3200
Magic Butcher Knife +6142/153/0/0D/-/C/-1200
Magic Butcher Knife +7149/160/0/0D/-/C/-1200
Magic Butcher Knife +8156/167/0/0D/-/C/-2200
Magic Butcher Knife +9163/175/0/0D/-/C/-3200
Magic Butcher Knife +10170/182/0/0D/-/C/-1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires - Magic Butcher Knife+5 - Blue Titanite Ascended by Rickert of Vinheim with Enchanted Ember. 18% STR, 62% INT scaling. Unknown amount of additional INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Butcher Knife +0136/144/0/0E/-/C/-1200
Enchanted Butcher Knife +1141/148/0/0E/-/C/-1200
Enchanted Butcher Knife +2146/152/0/0E/-/B/-1200
Enchanted Butcher Knife +3152/156/0/0E/-/B/-2200
Enchanted Butcher Knife +4157/161/0/0D/-/A/-3200
Enchanted Butcher Knife +5163/167/0/0D/-/A/-1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies. Requires - Butcher Knife+5 - Green Titanite - White Titanite Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6). 34% STR scaling, 63% FAI scaling.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Butcher Knife +091/111/0/0D/-/-/C0/0/110/-1200
Divine Butcher Knife +197/118/0/0D/-/-/C0/0/110/-1200
Divine Butcher Knife +2103/125/0/0D/-/-/C0/0/110/-1200
Divine Butcher Knife +3109/133/0/0D/-/-/C0/0/110/-2200
Divine Butcher Knife +4115/140/0/0D/-/-/C0/0/110/-2200
Divine Butcher Knife +5122/148/0/0D/-/-/C0/0/110/-3200
Divine Butcher Knife +6128/155/0/0D/-/-/C0/0/110/-1200
Divine Butcher Knife +7134/162/0/0D/-/-/C0/0/110/-1200
Divine Butcher Knife +8140/170/0/0D/-/-/C0/0/110/-2200
Divine Butcher Knife +9146/177/0/0D/-/-/C0/0/110/-3200
Divine Butcher Knife +10152/185/0/0D/-/-/C0/0/110/-1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies. Requires - Divine Butcher Knife+5 - White Titanite Ascended by Andre of Astora with Dark Ember. 32% STR, 74% FAI scaling.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Butcher Knife +0124/136/0/0D/-/-/B0/0/-/1101200
Occult Butcher Knife +1131/142/0/0D/-/-/B0/0/-/1101200
Occult Butcher Knife +2138/149/0/0D/-/-/B0/0/-/1101200
Occult Butcher Knife +3146/156/0/0D/-/-/B0/0/-/1102200
Occult Butcher Knife +4153/163/0/0D/-/-/B0/0/-/1103200
Occult Butcher Knife +5161/170/0/0D/-/-/B0/0/-/1101200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Butcher Knife+5 - Green Titanite - Red Titanite Ascended by Vamos & with Large Flame Ember (+6).
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Butcher Knife +0116/0/116/0-/-/-/-55/10/40/401200
Fire Butcher Knife +1126/0/126/0-/-/-/-55/10/40.4/401200
Fire Butcher Knife +2135/0/135/0-/-/-/-55/10/40.8/401200
Fire Butcher Knife +3144/0/144/0-/-/-/-55/10/41.2/402200
Fire Butcher Knife +4153/0/153/0-/-/-/-55/10/41.6/402200
Fire Butcher Knife +5162/0/162/0-/-/-/-55/10/44/403200
Fire Butcher Knife +6172/0/172/0-/-/-/-55/10/42.4/401200
Fire Butcher Knife +7183/0/183/0-/-/-/-55/10/42.8/401200
Fire Butcher Knife +8194/0/194/0-/-/-/-55/10/43.2/402200
Fire Butcher Knife +9205/0/205/0-/-/-/-55/10/43.6/403200
Fire Butcher Knife +10216/0/216/0-/-/-/-55/10/44/401200
#### Chaos --- Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity. Requires - Fire Butcher Knife+5 - Red Titanite Ascended by Vamos with Chaos Flame Ember.
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Butcher Knife +0140/0/162/0-/-/-/-55/10/40/401200
Chaos Butcher Knife +1148/0/171/0-/-/-/-55/10/40.8/401200
Chaos Butcher Knife +2156/0/180/0-/-/-/-55/10/41.60/401200
Chaos Butcher Knife +3163/0/188/0-/-/-/-55/10/42.4/402200
Chaos Butcher Knife +4171/0/198/0-/-/-/-55/10/43.2/403200
Chaos Butcher Knife +5179/0/207/0-/-/-/-55/10/44/401200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**Aux EffectsStabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/crescent-axe.webp)![]()Crescent Axe115/115/0/0 (Regular)1001807.0181/12/0/16 D/D/-/B55/10/40/400/0/120/-36100
### 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.
NameDamageStat BonusesTwinkling TitaniteSouls
Crescent Axe +0115/115/0/0D/D/-/B
Crescent Axe +1126/126/0/0D/D/-/B12,000
Crescent Axe +2138/138/0/0D/D/-/B12,000
Crescent Axe +3149/149/0/0D/D/-/B22,000
Crescent Axe +4161/161/0/0D/D/-/B22,000
Crescent Axe +5172/172/0/0D/D/-/B42,000
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/gargoyle-tail-axe.webp)![]()Gargoyle Tail Axe93/0/0/0 (Regular)1001505.0141/14/0/0 D/C/-/-55/10/40/403650
### 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.
- Strong attack (1-handed) is replaced by a heavy right-to-left horizontal slash, where the tail bends dramatically, and does not cause staggering if it misses. - Strong attack (2-handed) is replaced by a heavy uppercut slash, where the tail bends dramatically, and does not cause staggering if it misses. ### Upgrades --- #### Basic --- Standard upgrade path. Requires - Titanite Shard/Large Shard/Chunk/Slab Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11). 22% STR, 70% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Gargoyle Tail Axe +093/0/0/0D/C/-/-
Gargoyle Tail Axe +1102/0/0/0D/C/-/-1 200
Gargoyle Tail Axe +2111/0/0/0D/C/-/-1 200
Gargoyle Tail Axe +3120/0/0/0D/C/-/-2 200
Gargoyle Tail Axe +4130/0/0/0D/C/-/-2 200
Gargoyle Tail Axe +5139/0/0/0D/C/-/-3 200
Gargoyle Tail Axe +6148/0/0/0D/C/-/- 1 200
Gargoyle Tail Axe +7158/0/0/0D/C/-/- 1 200
Gargoyle Tail Axe +8167/0/0/0D/C/-/- 2 200
Gargoyle Tail Axe +9176/0/0/0D/C/-/- 2 200
Gargoyle Tail Axe +10186/0/0/0D/C/-/- 3 200
Gargoyle Tail Axe +11195/0/0/0D/C/-/- 1 200
Gargoyle Tail Axe +12204/0/0/0D/C/-/- 1 200
Gargoyle Tail Axe +13213/0/0/0D/C/-/- 2 200
Gargoyle Tail Axe +14223/0/0/0D/B/-/- 3 200
Gargoyle Tail Axe +15232/0/0/0D/B/-/- 1200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Gargoyle Tail Axe+5 - Titanite Ascended by Andre of Astora with Large Ember. 17% STR, 53% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Gargoyle Tail Axe +0160/0/0/0E/C/-/-1200
Raw Gargoyle Tail Axe +1171/0/0/0E/C/-/-1200
Raw Gargoyle Tail Axe +2181/0/0/0E/C/-/-1200
Raw Gargoyle Tail Axe +3192/0/0/0E/C/-/-2200
Raw Gargoyle Tail Axe +4203/0/0/0E/C/-/-2200
Raw Gargoyle Tail Axe +5214/0/0/0E/C/-/-3200
#### Crystal --- Gargoyle Tail Axe durability reduced to **15**. Base damage increased. Cannot repair weapon (except through reinforcement). Requires - Gargoyle Tail Axe+10 - Titanite Ascended by the Giant Blacksmith with Crystal Ember. 22% STR, 70% DEX scaling.
NameDamageStat BonusesChunkSlabSouls
Crystal Gargoyle Tail Axe +0204/0/0/0D/C/-/-1 200
Crystal Gargoyle Tail Axe +1213/0/0/0D/C/-/-1 200
Crystal Gargoyle Tail Axe +2223/0/0/0D/C/-/-1 200
Crystal Gargoyle Tail Axe +3232/0/0/0D/C/-/-2 200
Crystal Gargoyle Tail Axe +4241/0/0/0D/B/-/-3 200
Crystal Gargoyle Tail Axe +5251/0/0/0D/B/-/- 1200
#### Lightning --- Adds lightning damage. All stat bonuses removed. Requires - Gargoyle Tail Axe+10 - Titanite Ascended by the Giant Blacksmith.
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Lightning Gargoyle Tail Axe +0167/0/0/167-/-/-/-55/10/40/401 200
Lightning Gargoyle Tail Axe +1180/0/0/180-/-/-/-55/10/40/43.21 200
Lightning Gargoyle Tail Axe +2193/0/0/193-/-/-/-55/10/40/46.41 200
Lightning Gargoyle Tail Axe +3206/0/0/206-/-/-/-55/10/40/49.62 200
Lightning Gargoyle Tail Axe +4219/0/0/219-/-/-/-55/10/40/52.83 200
Lightning Gargoyle Tail Axe +5232/0/0/232-/-/-/-55/10/40/56 1200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Gargoyle Tail Axe+5 - Green Titanite - Blue Titanite Ascended by Rickert of Vinheim & with Large Magic Ember (+6). 6% STR, 20% DEX, 66% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Gargoyle Tail Axe +0105/114/0/0E/D/C/-1 200
Magic Gargoyle Tail Axe +1112/121/0/0E/D/C/-1 200
Magic Gargoyle Tail Axe +2119/129/0/0E/D/C/-1 200
Magic Gargoyle Tail Axe +3126/136/0/0E/D/C/-2 200
Magic Gargoyle Tail Axe +4133/144/0/0E/D/C/-2 200
Magic Gargoyle Tail Axe +5140/152/0/0E/D/C/-3 200
Magic Gargoyle Tail Axe +6147/159/0/0E/D/C/- 1 200
Magic Gargoyle Tail Axe +7154/167/0/0E/D/C/- 1 200
Magic Gargoyle Tail Axe +8161/174/0/0E/D/C/- 2 200
Magic Gargoyle Tail Axe +9168/182/0/0E/D/C/- 3 200
Magic Gargoyle Tail Axe +10175/190/0/0E/D/C/- 1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires - Magic Gargoyle Tail Axe+5 - Blue Titanite Ascended by Rickert of Vinheim with Enchanted Ember. 4% STR, 14% DEX, 65% INT scaling. Unknown amount of additional INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Gargoyle Tail Axe +0140/148/0/0E/E/C/-1 200
Enchanted Gargoyle Tail Axe +1145/152/0/0E/E/B/-1 200
Enchanted Gargoyle Tail Axe +2151/156/0/0E/E/B/-1 200
Enchanted Gargoyle Tail Axe +3156/161/0/0E/E/B/-2 200
Enchanted Gargoyle Tail Axe +4162/165/0/0E/E/A/-3 200
Enchanted Gargoyle Tail Axe +5168/171/0/0E/E/A/- 1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies. Requires - Gargoyle Tail Axe+5 - Green Titanite - White Titanite Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6). 8% STR, 27% DEX, 66% FAI scaling.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Gargoyle Tail Axe +094/115/0/0E/D/-/C0/0/110/-1 200
Divine Gargoyle Tail Axe +1100/123/0/0E/D/-/C0/0/110/-1 200
Divine Gargoyle Tail Axe +2107/130/0/0E/D/-/C0/0/110/-1 200
Divine Gargoyle Tail Axe +3113/138/0/0E/D/-/C0/0/110/-2 200
Divine Gargoyle Tail Axe +4119/146/0/0E/D/-/C0/0/110/-2 200
Divine Gargoyle Tail Axe +5126/154/0/0E/D/-/C0/0/110/-3 200
Divine Gargoyle Tail Axe +6132/161/0/0E/D/-/C0/0/110/- 1 200
Divine Gargoyle Tail Axe +7138/169/0/0E/D/-/C0/0/110/- 1 200
Divine Gargoyle Tail Axe +8144/177/0/0E/D/-/C0/0/110/- 2 200
Divine Gargoyle Tail Axe +9151/184/0/0E/D/-/C0/0/110/- 3 200
Divine Gargoyle Tail Axe +10157/192/0/0E/D/-/C0/0/110/- 1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies. Requires - Divine Gargoyle Tail Axe+5 - White Titanite Ascended by Andre of Astora with Dark Ember. 8% STR, 25% DEX, 77% FAI scaling.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Gargoyle Tail Axe +0128/140/0/0E/D/-/B0/0/-/1101 200
Occult Gargoyle Tail Axe +1135/147/0/0E/D/-/B0/0/-/1101 200
Occult Gargoyle Tail Axe +2143/154/0/0E/D/-/B0/0/-/1101 200
Occult Gargoyle Tail Axe +3151/161/0/0E/D/-/B0/0/-/1102 200
Occult Gargoyle Tail Axe +4158/168/0/0E/D/-/B0/0/-/1103 200
Occult Gargoyle Tail Axe +5166/175/0/0E/D/-/B0/0/-/110 1200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Gargoyle Tail Axe+5 - Green Titanite - Red Titanite Ascended by Vamos & with Large Flame Ember (+6).
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Gargoyle Tail Axe +0120/0/120/0-/-/-/-55/10/40/401 200
Fire Gargoyle Tail Axe +1130/0/130/0-/-/-/-55/10/40.4/401 200
Fire Gargoyle Tail Axe +2139/0/139/0-/-/-/-55/10/40.8/401 200
Fire Gargoyle Tail Axe +3148/0/148/0-/-/-/-55/10/41.2/402 200
Fire Gargoyle Tail Axe +4158/0/158/0-/-/-/-55/10/41.6/402 200
Fire Gargoyle Tail Axe +5167/0/167/0-/-/-/-55/10/42/403 200
Fire Gargoyle Tail Axe +6178/0/178/0-/-/-/-55/10/42.4/40 1 200
Fire Gargoyle Tail Axe +7189/0/189/0-/-/-/-55/10/42.8/40 1 200
Fire Gargoyle Tail Axe +8200/0/200/0-/-/-/-55/10/43.2/40 2 200
Fire Gargoyle Tail Axe +9212/0/212/0-/-/-/-55/10/43.6/40 3 200
Fire Gargoyle Tail Axe +10223/0/223/0-/-/-/-55/10/44/40 1200
#### Chaos --- Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity. Requires - Fire Gargoyle Tail Axe+5 - Red Titanite Ascended by Vamos with Chaos Flame Ember.
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Gargoyle Tail Axe +0145/0/167/0-/-/-/-55/10/40/401 200
Chaos Gargoyle Tail Axe +1153/0/176/0-/-/-/-55/10/40.8/401 200
Chaos Gargoyle Tail Axe +2162/0/186/0-/-/-/-55/10/41.6/401 200
Chaos Gargoyle Tail Axe +3170/0/195/0-/-/-/-55/10/42.4/402 200
Chaos Gargoyle Tail Axe +4178/0/204/0-/-/-/-55/10/43.2/403 200
Chaos Gargoyle Tail Axe +5186/0/213/0-/-/-/-55/10/44/40 1200
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/golem-axe.webp)![]()Golem Axe170/0/0/0 (Normal)10060016361/8/0/0 C/E/-/-55/10/40/4036100
### 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.
- Strong attack (1-handed) is replaced by a wind projectile attack that inflicts damage identical to a 1-handed weak attack, causes knockdown on hit, and does not cause staggering if it misses. This attack consumes 30 durability. - Strong attack (2-handed) is replaced by a single heavy overhead chop to the floor and does not cause staggering if it misses. ### Upgrades --- Requires - Demon Titanite 74% STR scaling, 16% DEX scaling.
NameDamageStat BonusesDemon TitaniteSouls
Golem Axe +0170/0/0/0C/E/-/-
Golem Axe +1187/0/0/0C/E/-/-15,000
Golem Axe +2204/0/0/0C/E/-/-15,000
Golem Axe +3221/0/0/0C/E/-/-25,000
Golem Axe +4237/0/0/0C/E/-/-25,000
Golem Axe +5255/0/0/0C/E/-/-45,000
--- ### 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.
ImageNameDamageCriticalDurabilityWeightStats Needed Stat BonusesDamage Reduction **%**StabilityFrampt Souls
![](https://darksouls.wiki/uploads/images/gallery/2024-12/hand-axe.webp)![]()Hand Axe80/0/0/0 (Normal)100250281/8/0/0 C/D/-/-55/10/40/403650
### 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.
- Light attacks (1-handed & 2-handed) are replaced by fast, alternating horizontal slashes that do not cause staggering if they miss. - Strong attacks (1-handed & 2-handed) are replaced by the normal weak attack of axes. ### Upgrades --- #### Basic --- Standard upgrade path. Requires - Titanite Shard/Large Shard/Chunk/Slab Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11). 60% STR, 30% DEX scaling.
NameDamageStat BonusesShardL. ShardChunkSlabSouls
Hand Axe +080/0/0/0C/D/-/-
Hand Axe +188/0/0/0C/D/-/-1 200
Hand Axe +296/0/0/0C/D/-/-1 200
Hand Axe +3104/0/0/0C/D/-/-2 200
Hand Axe +4112/0/0/0C/D/-/-2 200
Hand Axe +5120/0/0/0C/D/-/-3 200
Hand Axe +6128/0/0/0C/D/-/- 1 200
Hand Axe +7136/0/0/0C/D/-/- 1 200
Hand Axe +8144/0/0/0C/D/-/- 2 200
Hand Axe +9152/0/0/0C/D/-/- 2 200
Hand Axe +10160/0/0/0C/D/-/- 3 200
Hand Axe +11168/0/0/0C/D/-/- 1 200
Hand Axe +12176/0/0/0C/D/-/- 1 200
Hand Axe +13184/0/0/0C/D/-/- 2 200
Hand Axe +14192/0/0/0C/D/-/- 3 200
Hand Axe +15200/0/0/0C/D/-/- 1200
#### Raw --- Base damage increased. Stat bonuses reduced. Requires - Hand Axe +5 - Titanite Ascended by Andre of Astora with Large Ember. 45% STR, 23% DEX scaling.
NameDamageStat BonusesL. ShardSouls
Raw Hand Axe +0138/0/0/0D/D/-/-1200
Raw Hand Axe +1147/0/0/0D/D/-/-1200
Raw Hand Axe +2156/0/0/0D/D/-/-1200
Raw Hand Axe +3165/0/0/0D/D/-/-2200
Raw Hand Axe +4174/0/0/0D/D/-/-2200
Raw Hand Axe +5184/0/0/0D/D/-/-3200
#### Crystal --- Hand Axe durability reduced. Base damage increased. Cannot repair weapon (except through reinforcement). - Hand Axe +10 - Titanite Ascended by the Giant Blacksmith with Crystal Ember. 60% STR, 30% DEX scaling.
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Crystal Hand Axe +0176/0/0/0C/D/-/-55/10/40/401 200
Crystal Hand Axe +1184/0/0/0C/D/-/-55/10/40/401 200
Crystal Hand Axe +2192/0/0/0C/D/-/-55/10/40/401 200
Crystal Hand Axe +3200/0/0/0C/D/-/-55/10/40/402 200
Crystal Hand Axe +4208/0/0/0C/D/-/-55/10/40/403 200
Crystal Hand Axe +5216/0/0/0C/D/-/-55/10/40/40 1200
#### Lightning --- - Hand Axe +10 - Titanite Chunk. Ascended by the Giant Blacksmith.
NameDamageStat BonusesDamage ReductionChunkSlabSouls
Lightning Hand Axe +0144/0/0/144-/-/-/-55/10/40/401 200
Lightning Hand Axe +1155/0/0/155-/-/-/-55/10/40/43.21 200
Lightning Hand Axe +2166/0/0/166-/-/-/-55/10/40/46.41 200
Lightning Hand Axe +3177/0/0/177-/-/-/-55/10/40/49.62 200
Lightning Hand Axe +4188/0/0/188-/-/-/-55/10/40/52.83 200
Lightning Hand Axe +5200/0/0/200-/-/-/-55/10/40/56 1200
#### Magic --- Adds magic damage. Moderate damage bonus from intelligence. Requires - Hand Axe +5 - Green Titanite - Blue Titanite Ascended by Rickert of Vinheim & with Large Magic Ember (+6). 17% STR, 8% DEX, 65% INT scaling.
NameDamageStat BonusesGreen Titanite ShardBlue Titanite ChunkBlue Titanite SlabSouls
Magic Hand Axe +090/97/0/0E/E/C/-1 200
Magic Hand Axe +196/104/0/0E/E/C/-1 200
Magic Hand Axe +2102/110/0/0E/E/C/-1 200
Magic Hand Axe +3108/117/0/0E/E/C/-2 200
Magic Hand Axe +4114/123/0/0E/E/C/-2 200
Magic Hand Axe +5120/130/0/0E/E/C/-3 200
Magic Hand Axe +6125/136/0/0E/E/C/- 1 200
Magic Hand Axe +7132/143/0/0E/E/C/- 1 200
Magic Hand Axe +8138/149/0/0E/E/C/- 2 200
Magic Hand Axe +9144/156/0/0E/E/C/- 3 200
Magic Hand Axe +10150/162/0/0E/E/C/- 1200
#### Enchanted --- Base damage reduced from magic upgrade path. Increased damage bonus from intelligence. Requires - Magic Hand Axe +5 - Blue Titanite Ascended by Rickert of Vinheim with Enchanted Ember. 12% STR, 6% DEX, 63% INT scaling. Unknown amount of additional INT scaling.
NameDamageStat BonusesBlue Titanite ChunkBlue Titanite SlabSouls
Enchanted Hand Axe +0120/128/0/0E/E/C/-1 200
Enchanted Hand Axe +1124/131/0/0E/E/C/-1 200
Enchanted Hand Axe +2129/135/0/0E/E/B/-1 200
Enchanted Hand Axe +3134/139/0/0E/E/B/-2 200
Enchanted Hand Axe +4139/143/0/0E/E/A/-3 200
Enchanted Hand Axe +5144/148/0/0E/E/A/- 1200
#### Divine --- Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies. Requires - Hand Axe +5 - Green Titanite - White Titanite Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6). 23% STR, 12% DEX, 64% FAI scaling.
NameDamageStat BonusesAux EffectsGreen Titanite ShardWhite Titanite ChunkWhite Titanite SlabSouls
Divine Hand Axe +081/99/0/0D/E/-/C0/0/110/-1 200
Divine Hand Axe +186/105/0/0D/E/-/C0/0/110/-1 200
Divine Hand Axe +291/112/0/0D/E/-/C0/0/110/-1 200
Divine Hand Axe +397/118/0/0D/E/-/C0/0/110/-2 200
Divine Hand Axe +4102/125/0/0D/E/-/C0/0/110/-2 200
Divine Hand Axe +5108/132/0/0D/E/-/C0/0/110/-3 200
Divine Hand Axe +6113/138/0/0D/E/-/C0/0/110/- 1 200
Divine Hand Axe +7118/145/0/0D/E/-/C0/0/110/- 1 200
Divine Hand Axe +8124/151/0/0D/E/-/C0/0/110/- 2 200
Divine Hand Axe +9129/158/0/0D/E/-/C0/0/110/- 3 200
Divine Hand Axe +10135/165/0/0D/E/-/C0/0/110/- 1200
#### Occult --- Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies. Requires - Divine Hand Axe +5 - White Titanite Ascended by Andre of Astora with Dark Ember. 22% STR, 11% DEX, 76% FAI scaling.
NameDamageStat BonusesAux EffectsWhite Titanite ChunkWhite Titanite SlabSouls
Occult Hand Axe +0110/120/0/0D/E/-/B0/0/-/1101 200
Occult Hand Axe +1116/125/0/0D/E/-/B0/0/-/1101 200
Occult Hand Axe +2123/132/0/0D/E/-/B0/0/-/1101 200
Occult Hand Axe +3129/138/0/0D/E/-/B0/0/-/1102 200
Occult Hand Axe +4136/144/0/0D/E/-/B0/0/-/1103 200
Occult Hand Axe +5143/150/0/0D/E/-/B0/0/-/110 1200
#### Fire --- Fire damage added. All stat bonuses removed. Requires - Hand Axe +5 - Green Titanite - Red Titanite
NameDamageStat BonusesDamage ReductionGreen Titanite ShardRed Titanite ChunkRed Titanite SlabSouls
Fire Hand Axe +0104/0/104/0-/-/-/-55/10/40/40/361 200
Fire Hand Axe +1112/0/112/0-/-/-/-55/10/40.4/40/361 200
Fire Hand Axe +2120/0/120/0-/-/-/-55/10/40.8/40/361 200
Fire Hand Axe +3128/0/128/0-/-/-/-55/10/41.2/40/362 200
Fire Hand Axe +4136/0/136/0-/-/-/-55/10/41.6/40/362 200
Fire Hand Axe +5144/0/144/0-/-/-/-55/10/42/40/363 200
Fire Hand Axe +6153/0/153/0-/-/-/-55/10/42.4/40/36 1 200
Fire Hand Axe +7163/0/163/0-/-/-/-55/10/42.8/40/36 1 200
Fire Hand Axe +8172/0/172/0-/-/-/-55/10/43.2/40/36 2 200
Fire Hand Axe +9182/0/182/0-/-/-/-55/10/43.6/40/36 3 200
Fire Hand Axe +10192/0/192/0-/-/-/-55/10/44/40/36 1200
#### Chaos --- Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity. Requires - Fire Hand Axe +5 - Red Titanite Ascended by Vamos with Chaos Flame Ember.
NameDamageStat BonusesDamage ReductionRed Titanite ChunkRed Titanite SlabSouls
Chaos Hand Axe +0126/0/144/0-/-/-/-55/10/40/40/361 200
Chaos Hand Axe +1133/0/152/0-/-/-/-55/10/40.8/40/361 200
Chaos Hand Axe +2140/0/160/0-/-/-/-55/10/44.6/40/361 200
Chaos Hand Axe +3147/0/168/0-/-/-/-55/10/42.4/40/362 200
Chaos Hand Axe +4154/0/176/0-/-/-/-55/10/43.2/40/363 200
Chaos Hand Axe +5161/0/184/0-/-/-/-55/10/44/40/36 1200
--- ### 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.