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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Dagger inventory iconDaggers

Weapons

Dagger

Daggers

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.

Weight0.5
RequiresStrength 5 · Dexterity 8
Physical base attack56
Magic base attack0

Attack and requirements

Base requirements

strength
5
dexterity
8

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: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
    }
}

Weapon behavior

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.

Reinforcement and comparison

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 collection

In-game description

Weapon 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.

Where to find

Starting equipment

Northern Undead Asylum

Requirements

  • Choose Sorcerer when creating the character.
  1. Sorcerer starts with a Dagger as its melee weapon. You do not need to buy another one after reaching Firelink Shrine.

Merchant purchase

Undead Burg

Cost: 300 Souls · Stock: ∞

Requirements

  • Reach Firelink Shrine after leaving the Undead Asylum.
  • Keep the male Undead Merchant alive and friendly.
  1. If you have not reached Undead Burg yet, leave Firelink Shrine by the stairs climbing toward the large stone bridge. Fight past the Hollows on the hillside and enter the water passage inside the bridge. Watch for the rat near the entrance, then follow the passage to the exit and stairs into Undead Burg.
  2. Follow the route through the buildings and up onto the rampart. Clear the Hollows and the crossbow soldier on the small tower, then enter the bonfire room beside that tower. Rest here before looking for the merchant.
  3. Leave the room and clear the nearby crossbow soldier and the Hollows on the lower platform. If you rested, these enemies will have returned.
  4. Look for the short walkway to a separate rooftop guarded by two soldiers with spears and shields. Cross to that roof and deal with both soldiers.
  5. Break the wooden crates around the stair opening on the rooftop, then go downstairs. Check the room for the Hollow hiding behind the furniture before stopping to shop.
  6. Go through the doorway onto the outside ledge. Speak to the seated merchant and buy Dagger from his weapon inventory.
  • Keep attacks away from the merchant. Killing him permanently removes this shop for the current playthrough.

Notes

  • Requirements and weight: 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.
  • Scaling: 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.
  • Moveset: 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.
  • Critical attacks: 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.
  • Weapon buffs: The normal, Raw and Crystal versions can use resins and weapon-enchantment spells. The magical and elemental paths cannot. Its quick attacks give you repeated opportunities to land a coating's added damage, provided you can stay close enough to connect.
  • Normal reinforcement: 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.
  • Boss-weapon material: A normal +10 Dagger can be used at the Giant Blacksmith to create the cursed Greatsword of Artorias with the Soul of Sif, Great Lord Greatsword with Gwyn's soul, or Abyss Greatsword with the Soul of Artorias. The chosen recipe replaces the dagger and consumes the boss soul. Use a spare if you want to keep your dagger.