Starting equipment
Northern Undead Asylum
Requirements
- Choose Sorcerer when creating the character.
- Sorcerer starts with a Dagger as its melee weapon. You do not need to buy another one after reaching Firelink Shrine.
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Weapons
Requires 5 Strength and 8 Dexterity, with a weight of 0.5. Its low weight makes it easy to carry alongside a heavier weapon without adding much to your equipment load.
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:100000": {
"weight": 0.5,
"attackBasePhysics": 56,
"attackBaseMagic": 0,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 13,
"correctAgility": 85,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 0,
"materialSetId": 0,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 1
},
"EquipParamWeapon:100100": {
"weight": 0.5,
"attackBasePhysics": 56,
"attackBaseMagic": 0,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 13,
"correctAgility": 85,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 100,
"materialSetId": 100,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 1
},
"EquipParamWeapon:100200": {
"weight": 0.5,
"attackBasePhysics": 56,
"attackBaseMagic": 0,
"attackBaseFire": 0,
"attackBaseThunder": 56,
"correctStrength": 0,
"correctAgility": 0,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 200,
"materialSetId": 200,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100300": {
"weight": 0.5,
"attackBasePhysics": 64,
"attackBaseMagic": 0,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 10,
"correctAgility": 64,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 300,
"materialSetId": 300,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 1
},
"EquipParamWeapon:100400": {
"weight": 0.5,
"attackBasePhysics": 42,
"attackBaseMagic": 46,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 4,
"correctAgility": 24,
"correctMagic": 71,
"correctFaith": 0,
"correctType": 1,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 400,
"materialSetId": 400,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100500": {
"weight": 0.5,
"attackBasePhysics": 42,
"attackBaseMagic": 45,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 3,
"correctAgility": 17,
"correctMagic": 69,
"correctFaith": 0,
"correctType": 1,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 500,
"materialSetId": 500,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100600": {
"weight": 0.5,
"attackBasePhysics": 38,
"attackBaseMagic": 46,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 5,
"correctAgility": 33,
"correctMagic": 0,
"correctFaith": 70,
"correctType": 1,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 600,
"materialSetId": 600,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100700": {
"weight": 0.5,
"attackBasePhysics": 38,
"attackBaseMagic": 42,
"attackBaseFire": 0,
"attackBaseThunder": 0,
"correctStrength": 5,
"correctAgility": 31,
"correctMagic": 0,
"correctFaith": 82,
"correctType": 1,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 700,
"materialSetId": 700,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100800": {
"weight": 0.5,
"attackBasePhysics": 56,
"attackBaseMagic": 0,
"attackBaseFire": 56,
"attackBaseThunder": 0,
"correctStrength": 0,
"correctAgility": 0,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 800,
"materialSetId": 800,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 0,
"isEnhance": 0
},
"EquipParamWeapon:100900": {
"weight": 0.5,
"attackBasePhysics": 49,
"attackBaseMagic": 0,
"attackBaseFire": 57,
"attackBaseThunder": 0,
"correctStrength": 0,
"correctAgility": 0,
"correctMagic": 0,
"correctFaith": 0,
"correctType": 0,
"properStrength": 5,
"properAgility": 8,
"properMagic": 0,
"properFaith": 0,
"reinforceTypeId": 900,
"materialSetId": 900,
"behaviorVariationId": 2000,
"wepmotionCategory": 20,
"isLuckCorrect": 1,
"isEnhance": 0
}
}The Dagger combines quick slashes with thrusts. Its first one-handed strong attack is a forward thrust, followed by a slash on the next strong input. Equipped in the left hand, it can parry. That gives you an offhand parry option without carrying a shield.
Its critical rating is 131. Backstabs and ripostes are a useful part of its moveset, but that number alone does not tell you the final damage against a target. Weapon damage, the critical animation, defenses and active effects also matter.
Dexterity provides much stronger physical scaling than Strength on the normal upgrade path. The normal Dagger starts with E Strength and B Dexterity scaling and reaches A Dexterity at +14. Magic and Enchanted upgrades add Intelligence scaling; Divine and Occult add Faith scaling. Fire and Lightning remove attribute scaling, while Chaos adds a damage bonus from carried humanity, up to 10.
Normal reinforcement reaches +15. Andre needs the Large Ember to take it past +5 and the Very Large Ember to take it past +10. Crystal is a separate path with much lower durability and no ordinary repairs, so it is a poor choice if you need a weapon you can maintain indefinitely.
Compare equipment in this collectionWeapon type: Dagger
Attack type: Slash/Thrust
This standard small dagger has only a modest
attack but can be jabbed in rapid succession,
and is effective in critical hits such as
after a parry or when stabbing in the back.
With both slash and thrust attacks, this
dagger is useful in various situations.
Starting equipment
Merchant purchase
Cost: 300 Souls · Stock: ∞
Daggers
Daggers
Daggers
Daggers
Daggers