Starting equipment
Northern Undead Asylum
Requirements
- Choose Thief when creating the character.
- Thief starts with a Bandit's Knife. Other classes can obtain it later from enemies in Lower Undead Burg.
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Weapons
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.
Base requirements
Interactive calculations are pending.
Native base attack
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
}
}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.
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 collectionWeapon 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.
Starting equipment
Enemy drop
Daggers
Daggers
Daggers
Daggers
Daggers