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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Bandit's Knife inventory iconDaggers

Weapons

Bandit's Knife

Daggers

Requires 6 Strength and 12 Dexterity and weighs 1.0. On the normal upgrade path, Dexterity contributes much more physical scaling than Strength. Its base scaling is E Strength and B Dexterity.

Weight1
RequiresStrength 6 · Dexterity 12
Physical base attack56
Magic base attack0

Attack and requirements

Base requirements

strength
6
dexterity
12

Interactive calculations are pending.

Native base attack

Physical
56
Magic
0
Fire
0
Lightning
0
Technical details

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

{
    "EquipParamWeapon:103000": {
        "weight": 1,
        "attackBasePhysics": 56,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 13,
        "correctAgility": 85,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 0,
        "materialSetId": 0,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:103100": {
        "weight": 1,
        "attackBasePhysics": 56,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 13,
        "correctAgility": 85,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 100,
        "materialSetId": 100,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:103200": {
        "weight": 1,
        "attackBasePhysics": 56,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 56,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 200,
        "materialSetId": 200,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103300": {
        "weight": 1,
        "attackBasePhysics": 64,
        "attackBaseMagic": 0,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 10,
        "correctAgility": 64,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 300,
        "materialSetId": 300,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 1
    },
    "EquipParamWeapon:103400": {
        "weight": 1,
        "attackBasePhysics": 42,
        "attackBaseMagic": 46,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 4,
        "correctAgility": 24,
        "correctMagic": 71,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 400,
        "materialSetId": 400,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103500": {
        "weight": 1,
        "attackBasePhysics": 42,
        "attackBaseMagic": 45,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 3,
        "correctAgility": 17,
        "correctMagic": 69,
        "correctFaith": 0,
        "correctType": 1,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 500,
        "materialSetId": 500,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103600": {
        "weight": 1,
        "attackBasePhysics": 38,
        "attackBaseMagic": 46,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 5,
        "correctAgility": 33,
        "correctMagic": 0,
        "correctFaith": 70,
        "correctType": 1,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 600,
        "materialSetId": 600,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103700": {
        "weight": 1,
        "attackBasePhysics": 38,
        "attackBaseMagic": 42,
        "attackBaseFire": 0,
        "attackBaseThunder": 0,
        "correctStrength": 5,
        "correctAgility": 31,
        "correctMagic": 0,
        "correctFaith": 82,
        "correctType": 1,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 700,
        "materialSetId": 700,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103800": {
        "weight": 1,
        "attackBasePhysics": 56,
        "attackBaseMagic": 0,
        "attackBaseFire": 56,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 800,
        "materialSetId": 800,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 0,
        "isEnhance": 0
    },
    "EquipParamWeapon:103900": {
        "weight": 1,
        "attackBasePhysics": 49,
        "attackBaseMagic": 0,
        "attackBaseFire": 57,
        "attackBaseThunder": 0,
        "correctStrength": 0,
        "correctAgility": 0,
        "correctMagic": 0,
        "correctFaith": 0,
        "correctType": 0,
        "properStrength": 6,
        "properAgility": 12,
        "properMagic": 0,
        "properFaith": 0,
        "reinforceTypeId": 900,
        "materialSetId": 900,
        "behaviorVariationId": 2001,
        "wepmotionCategory": 20,
        "isLuckCorrect": 1,
        "isEnhance": 0
    }
}

Weapon behavior

The critical rating is 147, higher than the ordinary Dagger's 131. That makes critical attacks an important use for this weapon, but the rating is not a promise that it will beat every other weapon against every target.

Its standing strong attacks use heavier slashes rather than the ordinary Dagger's opening strong thrust. In the left hand, it can parry, giving you another way to set up a riposte.

Reinforcement and comparison

Requires 6 Strength and 12 Dexterity and weighs 1.0. On the normal upgrade path, Dexterity contributes much more physical scaling than Strength. Its base scaling is E Strength and B Dexterity.

Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. The magical and elemental versions cannot. Magic and Enchanted add Intelligence scaling to magical damage; Divine and Occult use Faith. Fire and Lightning remove attribute scaling, while Chaos gains damage from held Humanity up to 10.

Normal reinforcement reaches +15. Andre needs the Large Ember for the change from +5 to +6 and the Very Large Ember for +10 to +11. Crystal reinforcement sacrifices ordinary repairs for higher attack, so it needs a replacement plan.

Some upgrade paths shorten the name to Knife, such as Fire Knife. That is an upgraded Bandit's Knife, not a new weapon with a different moveset.

Compare equipment in this collection

In-game description

Weapon type: Dagger
Attack type: Slash

This wide single-edged shortsword is
the favorite of lowly thieves and bandits.

Primarily a slicing weapon, but highly
effective when used for critical hits,
such as after parrying or from behind.

Where to find

Starting equipment

Northern Undead Asylum

Requirements

  • Choose Thief when creating the character.
  1. Thief starts with a Bandit's Knife. Other classes can obtain it later from enemies in Lower Undead Burg.

Enemy drop

Lower Undead Burg

Requirements

  • Collect the Basement Key beside the gate lever outside the Undead Parish church.
  1. Return to the end of the Hellkite bridge where Solaire stands, beyond the Taurus Demon arena. Unlock the nearby door with the Basement Key and climb down the long ladder.
  2. Before heading down the dog-filled street, take the stairs back up to the shortcut gate. Open it from this side so you can return here from the first Undead Burg bonfire.
  3. Go back down and fight the dogs one at a time. Follow the lower street until the closed doors burst open and Undead Assassins attack. Kill them and collect any dropped items.
  4. A second group waits farther along the street. Two more assassins are down the side stairs beside the Capra Demon fog. You can reach all of these enemies without fighting the boss.
  5. Return through the shortcut gate to the first Burg bonfire, rest, then follow the same route down to the assassins again. Repeat until one drops the knife.
  • These enemies can parry and backstab. Avoid their defensive stance and do not let the group surround you.
  • The knife is a random drop. The Residence Key does not replace the Basement Key needed for the entrance.

Notes

  • Requirements and scaling: Requires 6 Strength and 12 Dexterity and weighs 1.0. On the normal upgrade path, Dexterity contributes much more physical scaling than Strength. Its base scaling is E Strength and B Dexterity.
  • Critical attacks: The critical rating is 147, higher than the ordinary Dagger's 131. That makes critical attacks an important use for this weapon, but the rating is not a promise that it will beat every other weapon against every target.
  • Bleed: Attacks build bleed on enemies that can suffer it. Keep landing hits to fill the target's bleed meter and trigger a separate burst of damage. Bleed immunity removes that benefit, so the weapon still needs enough direct damage for the fight.
  • Strong attacks and offhand use: Its standing strong attacks use heavier slashes rather than the ordinary Dagger's opening strong thrust. In the left hand, it can parry, giving you another way to set up a riposte.
  • Upgrade paths and buffs: Normal, Raw and Crystal versions can use resins and weapon-enchantment spells. The magical and elemental versions cannot. Magic and Enchanted add Intelligence scaling to magical damage; Divine and Occult use Faith. Fire and Lightning remove attribute scaling, while Chaos gains damage from held Humanity up to 10.
  • Normal reinforcement: Normal reinforcement reaches +15. Andre needs the Large Ember for the change from +5 to +6 and the Very Large Ember for +10 to +11. Crystal reinforcement sacrifices ordinary repairs for higher attack, so it needs a replacement plan.
  • Changed upgrade names: Some upgrade paths shorten the name to Knife, such as Fire Knife. That is an upgraded Bandit's Knife, not a new weapon with a different moveset.
  • Boss forging: A normal +10 copy can be changed at the Giant Blacksmith into the cursed Greatsword of Artorias with the Soul of Sif, Great Lord Greatsword with the Soul of Gwyn, or Abyss Greatsword with the Soul of Artorias. This consumes the knife and the selected soul.