Items / Weapon
Executioner's Axe
Inventory size is not listed. 6 crafting, use, or component entries are listed.
MATERIALS & RESULTS
Item attributes
Choose materials for the weapon body and fitted parts. Available empty slots start filled with compatible parts; added parts are labelled below.
5 possible rarities. Item rarity follows Straight Shaft; it is not a score for all stats.
Starts at each part’s lowest available rarity. Some parts have no Common version.
1 · Select a part on the item

The picture includes the default fitted parts. Material choices update colours of labels and the values; the model is a structural preview.
2 · Choose this part’s material
Weapon body

Straight Shaft
5 rarities · 8 materialsIts material sets the finished weapon’s rarity. Grip stats and fixed bonuses stay the same.
CommonMaterial details: Birch
Crafting materials, tools and facilities
Materials to make 1:
4 ×Birch Billet
These ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
Material and component values
- Item weight
- 1
- Straight Shaft: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Straight Shaft: Maximum durability = 100; unchanged by material choice.
Source items
- Attack stamina cost before modifiers
- 10
- Straight Shaft: Attack stamina cost before modifiers = 10; unchanged by material choice.
Source items
- Parry stamina cost
- 20
- Straight Shaft: Parry stamina cost = 20; unchanged by material choice.
Source items
- Material hardness
- 0.8
- Birch: Material hardness = 0.8.
Source items
2 · Choose this part’s material
Fitted part

Simple Socket
4 rarities · 16 materialsMaterial changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
1 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Simple Socket: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Simple Socket: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part

Executioneers' Axe Head
4 rarities · 16 materialsFixed component effects: attack stamina cost +5, multi-target damage falloff +15%, attack speed −20%. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
3 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Swing hit-part base damage
- 28
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Executioneers' Axe Head 35 × 0.8 = 28.
Source items
- Thrust hit-part base damage
- 4.2
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Executioneers' Axe Head 35 × (1 − 85%) × 0.8 = 4.199999.
Source items
- Item weight
- 2.5
- Executioneers' Axe Head: Item weight = 2.5; unchanged by material choice.
Source items
- Maximum durability
- 100
- Executioneers' Axe Head: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Curberg Top Spike
4 rarities · 16 materialsFixed component effects: attack stamina cost +5. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
2 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Swing hit-part base damage
- 19.2
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Curberg Top Spike 24 × 0.8 = 19.2.
Source items
- Thrust hit-part base damage
- 38.4
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Curberg Top Spike 24 × (1 + 100%) × 0.8 = 38.4.
Source items
- Item weight
- 1
- Curberg Top Spike: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Curberg Top Spike: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Stub Spike
4 rarities · 16 materialsFixed component effects: attack stamina cost +5, multi-target damage falloff +50%. Its material changes this striking part’s damage and hit effects. Fixed bonuses and weight stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
1 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Swing hit-part base damage
- 16
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Stub Spike 20 × 0.8 = 16.
Source items
- Thrust hit-part base damage
- 16
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Stub Spike 20 × 0.8 = 16.
Source items
- Item weight
- 2.5
- Stub Spike: Item weight = 2.5; unchanged by material choice.
Source items
- Maximum durability
- 100
- Stub Spike: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part

Wrapped Grip
3 rarities · 4 materialsFixed component effects: swing damage +2.5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 1
- Wrapped Grip: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Wrapped Grip: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
2 · Choose this part’s material
Fitted part

Wrapped Grip
3 rarities · 4 materialsFixed component effects: swing damage +2.5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 1
- Wrapped Grip: Item weight = 1; unchanged by material choice.
Source items
- Maximum durability
- 100
- Wrapped Grip: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
2 · Choose this part’s material
Fitted part

Short Support
4 rarities · 16 materialsFixed component effects: swing damage +5%. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
NotableMaterial details: Brass
Crafting materials, tools and facilities
Materials to make 1:
6 ×Tiny Rivets
2 ×Copper Ingot
These ingredients make 1 item(s) in one crafting operation.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Short Support: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Short Support: Maximum durability = 100; unchanged by material choice.
Source items
- Material hardness
- 0.3
- Brass: Material hardness = 0.3.
Source items
2 · Choose this part’s material
Fitted part
Added to fill this slot in the site’s default setup

Long Knot
3 rarities · 4 materialsFixed component effects: multi-target damage falloff +5%, attack stamina cost −1. Material changes this part’s rarity and recipe. Finished weapon stats and rarity stay the same.
CommonMaterial details: Cow
Crafting materials, tools and facilities
Materials to make 1:
ToolsFacilitiesThese ingredients make 1 item(s) in one crafting operation.
Dyes and tools for a different pattern are additional; the list uses the default pattern.
This recipe must be learned before crafting.
Material and component values
- Item weight
- 0.25
- Long Knot: Item weight = 0.25; unchanged by material choice.
Source items
- Maximum durability
- 100
- Long Knot: Maximum durability = 100; unchanged by material choice.
Source items
- Material thickness
- 0.85
- Cow: Material thickness = 0.85.
Source items
- Executioneers' Axe Head: swing damage
- 30.8
- Executioneers' Axe Head: thrust damage
- 4.2
- Curberg Top Spike: swing damage
- 21.12
- Curberg Top Spike: thrust damage
- 38.4
- Stub Spike: swing damage
- 17.6
- Stub Spike: thrust damage
- 16
- Assembled weight
- 9.75
Selected configuration
CommonBirch is Common. The weapon follows the material selected for Straight Shaft.
Calculated from the materials selected above. Character bonuses and target defences are separate.
A swing uses swing damage; a thrust uses thrust damage. These are alternatives, not two damages added to every hit.
- Executioneers' Axe Head: swing damage
- 30.8
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Executioneers' Axe Head 35 × 0.8 = 28. Component bonuses: 28 × (1 + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 30.8.
Source items
- Executioneers' Axe Head: thrust damage
- 4.2
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Executioneers' Axe Head 35 × (1 − 85%) × 0.8 = 4.199999. No directional component bonus.
Source items
- Curberg Top Spike: swing damage
- 21.12
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Curberg Top Spike 24 × 0.8 = 19.2. Component bonuses: 19.2 × (1 + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 21.12.
Source items
- Curberg Top Spike: thrust damage
- 38.4
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Curberg Top Spike 24 × (1 + 100%) × 0.8 = 38.4. No directional component bonus.
Source items
- Stub Spike: swing damage
- 17.6
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Stub Spike 20 × 0.8 = 16. Component bonuses: 16 × (1 + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 17.6.
Source items
- Stub Spike: thrust damage
- 16
- Metal damage multiplier: Brass hardness 0.3 uses 0.3 here (0–1 limit); 0.3 + the game’s fixed value 0.5 = 0.8×. Stub Spike 20 × 0.8 = 16. No directional component bonus.
Source items
- Assembled weight
- 9.75
- Straight Shaft 1 + Simple Socket 0.25 + Executioneers' Axe Head 2.5 + Curberg Top Spike 1 + Stub Spike 2.5 + Wrapped Grip 1 + Wrapped Grip 1 + Short Support 0.25 + Long Knot 0.25 = 9.75. Unchanged by material choice.
Source items
- Attack stamina cost
- 24
- Straight Shaft base: 10 + Executioneers' Axe Head 5 + Curberg Top Spike 5 + Stub Spike 5 − Long Knot 1 = 24.
Source items
- Attack speed multiplier
- 0.8
- Base attack-speed multiplier: 1 × (1 − Executioneers' Axe Head 20%) = 0.8.
Source items
- Parry stamina cost
- 20
- Straight Shaft: 20; fixed parry cost, unchanged by material choice.
Source items
- Weapon inertia
- 0.6
- Straight Shaft base: 0.6 (no component bonus).
Source items
- Damage loss per additional target
- 59.5 %
- Straight Shaft base: 0.35 × (1 + Executioneers' Axe Head 15% + Stub Spike 50% + Long Knot 5%) = 0.595. 0.595 × 100% = 59.5%. The next target keeps 1 − this falloff × the number of targets already hit in this attack.
Source items
EFFECTS & CONDITIONS
Special properties and effects
Component bonuses are already included in the result above.
Attack stamina cost +5; Damage falloff per additional target +15%; Attack speed -20%.
Swing damage +2.5%.
Swing damage +2.5%.
Swing damage +5%.
Lacerating property
Lacerating changes how matching resistances treat the hit. It does not cause bleeding or damage over time.
10% chance to electrify
Melee hits have a 10% chance to electrify. The effect lasts 2 seconds, dealing 10 base damage every second, separately from the weapon hit.
When it applies: Works on goblins and skeletons too, with a 33% spread chance within 1.5 m. Configurable arrows do not gain this electric effect.
Repeated electric effects
The same electric effect refreshes to 2 seconds without stacking damage.
How the bonuses apply
Applies when this component is part of equipped gear. Percent changes to the same stat are added together; action-specific damage only applies when that action is available. A larger falloff value means less damage after the first target, not more cleave damage.
Applies when this component is part of equipped gear. Percent changes to the same stat are added together; action-specific damage only applies when that action is available.
These material effects describe the listed default assembly. Changing the striking component’s material can change its properties and on-hit effects. Component adjustments are listed as sources, not an extra bonus to apply again to the calculated assembly.
USING THIS ENTRY
Use & common questions
Grip and shield compatibility
The listed Straight Shaft grip/shaft occupies both hands and disables the off-hand shield while this weapon is drawn. A different blade does not by itself change this grip’s hand requirement.
Game preset reference · before component bonuses
Executioneers' Axe Head: Amethyst Bronze (Rare);Curberg Top Spike: Amethyst Bronze (Rare);Stub Spike: Amethyst Bronze (Rare)
- Swing base damage
- 38.5 points
- Thrust base damage
- 5.774999 points
These fixed reference values do not follow the selectors. Your selected weapon and its calculation are shown above.
Original attack head and armour
This section describes Executioneers' Axe Head. Added attack heads have their own hit properties.
- Swing hit
- Protection on the body part hit applies
- Thrust hit
- Protection on the body part hit applies
Each hit uses the damage for its actual move: swing or thrust, never their sum. The weapon has a separate value for each move; armour reducing both does not make them a single attack.
This striking component has no Piercing. Base protection reduces these hits; any matching material resistance is applied separately.
Damage component: Executioneers' Axe Head