• Axes deal heavy Poise damage similar to greatswords and can stunlock
  • Heavy Normal damage is effective against most opponents
  • Most Axes have a whiff animation if the attack misses, causing the user to take extra damage during the animation.
  • Unlike the Hammers the whiff animation is still active and can harm opponents.
Image Name Damage Durability Weight Stats Needed
Stat Bonuses
Availability Special Note
battle-axe.png Battle Axe 95/0/0/0

250 4.0 12*/8/0/0
Sold by Andre of Astora
Hollow (Axe) drop
Bandit starting equipment
butcher-knife.png Butcher Knife 90/0/0/0

250 10.0 24*/0/0/0
Maneater Mildred drop Strong attack is similar to Mildred's overhead two-handed slam.
crescent-axe.png Crescent Axe 115/115/0/0

Holy 120

180 7.0 18*/12/0/16
Sold by Patches
Patches drop
gargoyle-tail-axe.png Gargoyle Tail Axe 93/0/0/0

150 5.0 14*/14/0/0
Bell Gargoyle (tail) drop
First Anor Londo Gargoyle (tail) drop
Provides 100% increase to resistance for bleed and poison
golem-axe.png Golem Axe 170/0/0/0

600 16.0 36*/8/0/0
Create from a Core of an Iron Golem and any +10 axe One-handed strong attack is replaced by a large wind projectile that deals physical damage
hand-axe.png Hand Axe 80/0/0/0

250 2.0 8*/8/0/0
Sold by Undead Merchant (Male)
Pyromancer starting equipment

* When wielding a weapon with two-hands, the strength requirement is reduced. See individual pages for more detail.



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: The damage bonus for backstabs and ripostes. Thrusting Swords and Daggers get an invisible bonus to critical damage as well.
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.
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