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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Hand Axe inventory iconAxes

Weapons

Hand Axe

Axes

Requires 8 Strength and 8 Dexterity and weighs 2.0. On the normal path, Strength provides stronger physical scaling than Dexterity. Its initial grades are C Strength and D Dexterity.

Weight2
RequiresStrength 8 · Dexterity 8
Physical base attack80
Magic base attack0

Attack and requirements

Base requirements

strength
8
dexterity
8

Interactive calculations are pending.

Native base attack

Physical
80
Magic
0
Fire
0
Lightning
0
Technical details

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

{
    "EquipParamWeapon:700000": {
        "weight": 2,
        "attackBasePhysics": 80,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 60,
        "correctAgility": 30,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 0,
        "materialSetId": 0,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:700100": {
        "weight": 2,
        "attackBasePhysics": 80,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 60,
        "correctAgility": 30,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 100,
        "materialSetId": 100,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:700200": {
        "weight": 2,
        "attackBasePhysics": 80,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 80,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 200,
        "materialSetId": 200,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700300": {
        "weight": 2,
        "attackBasePhysics": 92,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 45,
        "correctAgility": 23,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 300,
        "materialSetId": 300,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:700400": {
        "weight": 2,
        "attackBasePhysics": 60,
        "attackBaseMagic": 65,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 17,
        "correctAgility": 8,
        "correctMagic": 65,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 400,
        "materialSetId": 400,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700500": {
        "weight": 2,
        "attackBasePhysics": 60,
        "attackBaseMagic": 64,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 12,
        "correctAgility": 6,
        "correctMagic": 63,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 500,
        "materialSetId": 500,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700600": {
        "weight": 2,
        "attackBasePhysics": 54,
        "attackBaseMagic": 66,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 23,
        "correctAgility": 12,
        "correctMagic": 0,
        "correctFaith": 64,
        "correctType": 1,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 600,
        "materialSetId": 600,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700700": {
        "weight": 2,
        "attackBasePhysics": 55,
        "attackBaseMagic": 60,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 22,
        "correctAgility": 11,
        "correctMagic": 0,
        "correctFaith": 76,
        "correctType": 1,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 700,
        "materialSetId": 700,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700800": {
        "weight": 2,
        "attackBasePhysics": 80,
        "attackBaseMagic": 0,
        "attackBaseFire": 80,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 800,
        "materialSetId": 800,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:700900": {
        "weight": 2,
        "attackBasePhysics": 70,
        "attackBaseMagic": 0,
        "attackBaseFire": 80,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 8,
        "properAgility": 8,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 900,
        "materialSetId": 900,
        "behaviorVariationId": 3001,
        "wepmotionCategory": 30,
        "isLuckCorrect": 1,
        "isEnhance": 0
    }
}

Weapon behavior

Its light attacks alternate quick horizontal swings. They do not have the same missed-swing stumble as the usual axe light attack, making the Hand Axe easier to use for short openings.

The strong attack uses a heavier horizontal swing rather than a spell or projectile. The weapon has no built-in elemental damage or status buildup on its normal path.

Reinforcement and comparison

Requires 8 Strength and 8 Dexterity and weighs 2.0. On the normal path, Strength provides stronger physical scaling than Dexterity. Its initial grades are C Strength and D Dexterity.

Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. Magic and Enchanted add Intelligence scaling; Divine and Occult add Faith scaling. Fire and Lightning remove attribute scaling. Those magical and elemental paths cannot receive temporary weapon coatings.

The normal path reaches +15. Andre needs the Large Ember to take it past +5 and the Very Large Ember to take it past +10. These are normal weapon upgrades; they do not add a spell attack to the axe.

Compare equipment in this collection

In-game description

Weapon type: Axe
Attack type: Regular

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.

Where to find

Starting equipment

Northern Undead Asylum

Requirements

  • Choose Pyromancer when creating the character.
  1. Pyromancer has Hand Axe as starting equipment. Collect your starting gear during the Undead Asylum tutorial.

Merchant purchase

Undead Burg

Cost: 450 Souls · Stock: ∞

Requirements

  • Reach Firelink Shrine after leaving the Undead Asylum.
  • Keep the male Undead Merchant alive and friendly.
  1. If you have not reached Undead Burg yet, leave Firelink Shrine by the stairs climbing toward the large stone bridge. Fight past the Hollows on the hillside and enter the water passage inside the bridge. Watch for the rat near the entrance, then follow the passage to the exit and stairs into Undead Burg.
  2. Follow the route through the buildings and up onto the rampart. Clear the Hollows and the crossbow soldier on the small tower, then enter the bonfire room beside that tower. Rest here before looking for the merchant.
  3. Leave the room and clear the nearby crossbow soldier and the Hollows on the lower platform. If you rested, these enemies will have returned.
  4. Look for the short walkway to a separate rooftop guarded by two soldiers with spears and shields. Cross to that roof and deal with both soldiers.
  5. Break the wooden crates around the stair opening on the rooftop, then go downstairs. Check the room for the Hollow hiding behind the furniture before stopping to shop.
  6. Go through the doorway leading outside onto the narrow ledge. Speak to the seated merchant and buy Hand Axe from his weapon inventory.
  • Keep attacks away from the merchant. Killing him permanently removes this shop for the current playthrough.

Notes

  • Requirements and scaling: Requires 8 Strength and 8 Dexterity and weighs 2.0. On the normal path, Strength provides stronger physical scaling than Dexterity. Its initial grades are C Strength and D Dexterity.
  • Light attacks: Its light attacks alternate quick horizontal swings. They do not have the same missed-swing stumble as the usual axe light attack, making the Hand Axe easier to use for short openings.
  • Strong attacks: The strong attack uses a heavier horizontal swing rather than a spell or projectile. The weapon has no built-in elemental damage or status buildup on its normal path.
  • Weapon buffs and upgrades: Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. Magic and Enchanted add Intelligence scaling; Divine and Occult add Faith scaling. Fire and Lightning remove attribute scaling. Those magical and elemental paths cannot receive temporary weapon coatings.
  • Pyromancy: Pyromancer starts with this axe, but raising Intelligence does not improve its ordinary physical attacks. The axe's normal damage comes from its upgrades, Strength and Dexterity. Casting pyromancies requires the separate Pyromancy Flame.
  • Later crafting: A normal Hand Axe upgraded to +10 can serve as the weapon used to create Golem Axe at the Giant Blacksmith with the Core of an Iron Golem. That process changes the weapon, so keep a separate Hand Axe if you want to retain its light moveset.
  • Normal reinforcement: The normal path reaches +15. Andre needs the Large Ember to take it past +5 and the Very Large Ember to take it past +10. These are normal weapon upgrades; they do not add a spell attack to the axe.