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Items / Weapon

Executioner Great Axe

Inventory size is not listed. 7 crafting, use, or component entries are listed.

Weapon

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 Long 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

Assembled item with selectable parts

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

Fitted part

Executioneers' Axe Head

4 rarities · 16 materials

Fixed 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.

Crafting materials, tools and facilities

Materials to make 1:

ToolsFacilities

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
3 · Item result
Executioneers' Axe Head: swing damage
33.6
Executioneers' Axe Head: thrust damage
4.2
Stub Spike: swing damage
19.2
Stub Spike: thrust damage
16
Assembled weight
8.75
View calculations

Selected configuration

Common

Birch is Common. The weapon follows the material selected for Long 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
33.6
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×. Executioneers' Axe Head 35 × 0.8 = 28. Component bonuses: 28 × (1 + Long Straight Shaft 10% + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 33.6.
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
Stub Spike: swing 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×. Stub Spike 20 × 0.8 = 16. Component bonuses: 16 × (1 + Long Straight Shaft 10% + Wrapped Grip 2.5% + Wrapped Grip 2.5% + Short Support 5%) = 19.2.
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
8.75
Long Straight Shaft 1 + Plain Socket 0.25 + Executioneers' Axe Head 2.5 + Stub Spike 2.5 + Wrapped Grip 1 + Wrapped Grip 1 + Short Support 0.25 + Long Knot 0.25 = 8.75. Unchanged by material choice.
Source items
Attack stamina cost
29
Long Straight Shaft base: 10 + Plain Socket 10 + Executioneers' Axe Head 5 + Stub Spike 5 − Long Knot 1 = 29.
Source items
Attack speed multiplier
0.7
Base attack-speed multiplier: 1 × (1 − Long Straight Shaft 10% − Executioneers' Axe Head 20%) = 0.7.
Source items
Parry stamina cost
20
Long Straight Shaft: 20; fixed parry cost, unchanged by material choice.
Source items
Weapon inertia
0.7
Long Straight Shaft base: 0.7 (no component bonus).
Source items
Damage loss per additional target
42.5 %
Long Straight Shaft base: 0.25 × (1 + Executioneers' Axe Head 15% + Stub Spike 50% + Long Knot 5%) = 0.425. 0.425 × 100% = 42.5%. 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.

Lacerating property

Lacerating changes how matching resistances treat the hit. It does not cause bleeding or damage over time.

Executioneers' Axe Head
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.

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.

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 Long 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: Iron (Rare);Stub Spike: Amethyst Bronze (Rare)

Swing base damage
35 points
Thrust base damage
5.249999 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