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Daggers

Icon Name Damage Poise Damage Counter Strength Durability Weight Stats Needed
Stat Bonuses
Availability Reinforcement Material Special Note
Bandit's Knife 65/0/0/0/0

Bleed 67

(Slash/Thrust)
10 130 60 1.0 3/11/0/0

D/-/-/-/-/-
Huntsman's Copse treasure.

Hollow Infantry drop.
Titanite -
Black Flamestone Dagger 70/0/0/0/0

(Slash/Thrust)
5 130 50 4.0 10*/12/0/0

D/D/-/-/-/-
Sold by Chancellor Wellager.

Black Armor Edition/preorder bonus.
Titanite -
Blue Dagger 76/0/0/0/0

(Slash/Thrust)
10 130 60 0.5 6/14/0/0

E/C/-/-/-/-
Fume sorcerer drop.
Twinkling Titanite DLC item.

Increases spell damage by ~5%,
but decreases elemental resists by 200.
Broken Thief Sword 60/0/0/0/0

(Slash/Thrust)
20 100 30 1 9/5/0/0

D/-/-/-/-/-
Heide's Tower of Flame treasure.

Rogue (Bow & Dual Daggers) drop.
Titanite -
Dagger 57/0/0/0/0

(Slash/Thrust)
10 150 60 0.5 2*/6/0/0

E/B/-/-/-/-
Things Betwixt treasure.

Explorer and Sorcerer class starting item.
Titanite -
Manikin Knife 52/0/0/0/0

(Slash/Thrust)
10 150 80 1 6/14/0/0

D/C/-/-/-/-
Manikin(Bow & Dagger) drop. Titanite -
Mytha's Bent Blade 40/0/0/0/0

Poison 67

(Slash/Thrust)
10 150 40 0.5 5*/20/0/0

-/B/-/-/-/-
Traded by Straid of Olaphis
for Mytha, the Baneful Queen Soul.
Petrified Dragon Bone -
Parrying Dagger 40/0/0/0/0

(Slash/Thrust)
10 120 60 0.5 4*/9/0/0

E/A/-/-/-/-
The Lost Bastille treasure.

Parasite Spider drop.
Titanite -
Retainer's Short Sword 53/60/0/0/0

(Slash/Thrust)
10 110 30 1.0 11/15/15/0

E/E/D/-/-/-
Retainer drop.
Titanite DLC item.
Royal Dirk 100/0/0/0/0

(Slash/Thrust)
10 140 90 2.0 11*/15/0/0

D/B/-/-/-/-
Chancellor Wellager gift. Twinkling Titanite -
Shadow Dagger 60/0/0/0/0

(Slash/Thrust)
10 130 60 1.5 4*/16/0/0

C/D/-/-/-/-
Suspicious Shadow drop. Titanite -
Thief Dagger 72/0/0/0/0

(Slash/Thrust)
10 110 30 0.5 2*/7/0/0

E/-/-/-/-/-
Rogue (Bow & Dual Daggers) drop. Titanite -
Umbral Dagger 53/0/0/0/0

(Slash/Thrust)
10 130 30 2.0 12*/20/0/0

-/S/-/-/-/-
Fume Sorcerer drop. Twinkling Titanite DLC item.

Increased backstab damage.

* When wielding a weapon with two hands, the Strength requirement is reduced. See individual pages for more detail.

* * As of Calibration 1.11, Daggers lose approximately 25% of standard Mundane scaling (depends on the dagger). A level 20, Mundane infused Dagger gives a level bonus of 127(74.7% of 170) , instead of 170. A level 99, Mundane infused Dagger gives a level bonus of (74.7% of 187) , instead of 250. Several daggers have different adjustments. For example the Shadow Dagger only loses 20% of the standard Mundane scaling. And the Bandit's Knife loses more than 25%, as the bonus is spread between damage and bleed.


Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are A / B / C / D / E:

  • A is Physical Damage
  • B is Magical Damage
  • C is Fire Damage
  • D is Lightning Damage
  • E is Dark Damage

Each weapon has one or more physical damage types:

  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different damage types.
See Weakness for physical reduction, Resistance for elemental reduction.

Aux Effect:

The Aux Effect stat dictates how effective the weapon will be at causing the effect. The Aux Effect stats for a weapon are A / B:

  • A is Poison Effect
  • B is Bleed Effect
Counter Strength: Damage multiplier when hitting an enemy that is performing an action such as attacking. Value of 100 means no extra damage.
Poise Damage: The ability of the weapon to break the poise of an enemy.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
The stats required for a weapon are A / B / C / D:

  • A is the Strength required
  • B is the Dexterity required
  • C is the Intelligence required
  • D is the Faith required

Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon,
while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.

Also keep in mind that your character gains a 100% bonus to Strength by wielding a weapon with both hands, thus reducing
the actual Strength required. For example, a character with 14 Strength can wield a Great Club (Requires 28 Strength)
properly if the weapon is held with both hands. (14 x 2 = 28)

Stat Bonuses:

The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill).
See Scaling for more information.
The Bonus Stats for a weapon are A/B/C/D/E/F:

  • A is the Strength stat bonus that influences the physical attack of the weapon.
  • B is the Dexterity stat bonus that influences the physical attack of the weapon.
  • C is the Intelligence stat bonus that influences the Magical attack of the weapon.
  • D is the Intelligence and Faith stat bonus that influences the Fire attack of the weapon.
  • E is the Faith stat bonus that influences the Lightning attack of the weapon.
  • F is the Intelligence or Faith stat bonus that influence the Dark attack of the weapon(The lower of the two stats is chosen as the bonus stat).
Damage Reduction:

The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking.
The Damage Reduction % stats for weapons are A / B / C / D / E :

  • A is Physical Damage
  • B is Magical Damage
  • C is Fire Damage
  • D is Lightning Damage
  • E is Dark Damage
Aux Effect Reduction:

The Aux Effect Reduction % of the weapon. It dictates how much of the effect the weapon mitigates while blocking.
The Aux Effect Reduction % stats for a weapon are A / B / C / D:

  • A is Poison Effect
  • B is Bleed Effect
  • C is Petrification Effect
  • D is Curse Effect
Stability: Determines the amount of stamina expended to block an incoming attack. A higher stability also allows you to block stronger
attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks.
Durability: The durability of the weapon.
Weight: The weight of the weapon. Note that carrying over 70% of your Equip Weight will reduce the speed of your rolls, while going
over 100% will reduce your regular speed to walking and attempts to roll or backstep will leave you momentarily stunned.
Enchantable? Items/Spells: Determines whether or not the weapon can receive a temporary damage buff by items and/or spells. Note that if you decided
to infuse the weapon it cannot be enchanted by items.