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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Battle Axe inventory iconAxes

Weapons

Battle Axe

Axes

Requires 12 Strength, 8 Dexterity and weighs 4.0.

Weight4
RequiresStrength 12 · Dexterity 8
Physical base attack95
Magic base attack0

Attack and requirements

Base requirements

strength
12
dexterity
8

Interactive calculations are pending.

Native base attack

Physical
95
Magic
0
Fire
0
Lightning
0
Technical details

Native values and variant identities remain separate. These fields are not a final damage prediction.

{
    "EquipParamWeapon:701000": {
        "weight": 4,
        "attackBasePhysics": 95,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 60,
        "correctAgility": 30,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 0,
        "materialSetId": 0,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:701100": {
        "weight": 4,
        "attackBasePhysics": 95,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 60,
        "correctAgility": 30,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 100,
        "materialSetId": 100,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:701200": {
        "weight": 4,
        "attackBasePhysics": 95,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 95,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 200,
        "materialSetId": 200,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701300": {
        "weight": 4,
        "attackBasePhysics": 109,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 45,
        "correctAgility": 23,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 300,
        "materialSetId": 300,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:701400": {
        "weight": 4,
        "attackBasePhysics": 71,
        "attackBaseMagic": 77,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 17,
        "correctAgility": 8,
        "correctMagic": 65,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 400,
        "materialSetId": 400,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701500": {
        "weight": 4,
        "attackBasePhysics": 71,
        "attackBaseMagic": 76,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 12,
        "correctAgility": 6,
        "correctMagic": 63,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 500,
        "materialSetId": 500,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701600": {
        "weight": 4,
        "attackBasePhysics": 64,
        "attackBaseMagic": 78,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 23,
        "correctAgility": 12,
        "correctMagic": 0,
        "correctFaith": 64,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 600,
        "materialSetId": 600,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701700": {
        "weight": 4,
        "attackBasePhysics": 65,
        "attackBaseMagic": 71,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 22,
        "correctAgility": 11,
        "correctMagic": 0,
        "correctFaith": 76,
        "correctType": 1,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 700,
        "materialSetId": 700,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701800": {
        "weight": 4,
        "attackBasePhysics": 95,
        "attackBaseMagic": 0,
        "attackBaseFire": 95,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 800,
        "materialSetId": 800,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:701900": {
        "weight": 4,
        "attackBasePhysics": 83,
        "attackBaseMagic": 0,
        "attackBaseFire": 95,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 12,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 900,
        "materialSetId": 900,
        "behaviorVariationId": 3000,
        "wepmotionCategory": 30,
        "isLuckCorrect": 1,
        "isEnhance": 0
    }
}

Weapon behavior

Its attacks deal regular physical damage rather than automatically dealing strike damage because it is an axe. The overhead strong attack gives a narrower option than the light swing.

Reinforcement and comparison

Strength contributes more physical scaling than Dexterity on the normal path. Dexterity still contributes, unlike a weapon with no Dexterity coefficient.

Normal reinforcement reaches +15. Andre needs the Large Ember for +5 to +6 and the Very Large Ember for +10 to +11. Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. Crystal reinforcement prevents ordinary repairs.

Magic and Enchanted add magical damage with Intelligence scaling; Divine and Occult use Faith. Fire and Lightning remove attribute scaling, while Chaos gains damage from held Humanity up to 10. These magical and elemental versions cannot receive temporary weapon coatings.

Compare equipment in this collection

In-game description

Weapon type: Axe
Attack type: Regular

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.

Where to find

Starting equipment

Northern Undead Asylum

Requirements

  • Choose Bandit at character creation.
  1. Collect the Bandit starting weapon during the asylum tutorial.

Merchant purchase

Undead Parish

Cost: 1000 Souls · Stock: ∞

Requirements

  • Keep Andre alive and friendly.
  1. At the Undead Parish church, find the long stone bridge leading toward the forest. Clear the sword and crossbow soldiers at its entrance, then cross into the smaller ruined building.
  2. Descend to the bonfire and rest. Follow the next stairs down toward the hammering to find Andre at his anvil. The Titanite Demon farther below is not required for this purchase.
  3. Speak to Andre and buy Battle Axe from the weapon inventory.
  • Killing Andre removes this shop and his specialized forging services for the rest of the playthrough.

Enemy drop

Undead Burg

Requirements

  • Reach the first Undead Burg bonfire.
  1. Leave the bonfire and clear the nearby platforms. Kill the lightly armored Hollow Warriors carrying axes, then collect any dropped items.
  2. Rest at the bonfire and repeat if you want another chance. Sword-wielding warriors drop Shortsword instead.
  • Random drop. Buying from Andre avoids farming.

Notes

  • Requirements and weight: Requires 12 Strength, 8 Dexterity and weighs 4.0.
  • Strength-led scaling: Strength contributes more physical scaling than Dexterity on the normal path. Dexterity still contributes, unlike a weapon with no Dexterity coefficient.
  • Missed-swing recovery: A swing that misses leaves a longer stumble recovery. The lighter Hand Axe handles misses differently, so Battle Axe's higher starting attack is not a free improvement to every attack pattern.
  • Attack type: Its attacks deal regular physical damage rather than automatically dealing strike damage because it is an axe. The overhead strong attack gives a narrower option than the light swing.
  • Reinforcement and weapon buffs: Normal reinforcement reaches +15. Andre needs the Large Ember for +5 to +6 and the Very Large Ember for +10 to +11. Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. Crystal reinforcement prevents ordinary repairs.
  • Other upgrade paths: Magic and Enchanted add magical damage with Intelligence scaling; Divine and Occult use Faith. Fire and Lightning remove attribute scaling, while Chaos gains damage from held Humanity up to 10. These magical and elemental versions cannot receive temporary weapon coatings.