# Daggers
IconNameDamagePoise DamageCounter StrengthDurabilityWeightStats Needed Stat BonusesAvailabilityReinforcement MaterialSpecial Note
![]()Bandit's Knife65/0/0/0/0 Bleed 67 (Slash/Thrust)10130601.03/11/0/0 D/-/-/-/-/-Huntsman's Copse treasure. Hollow Infantry drop.Titanite-
![]()Black Flamestone Dagger70/0/0/0/0 (Slash/Thrust)5130504.010\*/12/0/0 D/D/-/-/-/-Sold by Chancellor Wellager. Black Armor Edition/preorder bonus.Titanite-
![]()Blue Dagger76/0/0/0/0 (Slash/Thrust)10130600.56/14/0/0 E/C/-/-/-/-Fume sorcerer drop. Twinkling TitaniteDLC item. Increases spell damage by ~5%, but decreases elemental resists by 200.
![]()Broken Thief Sword60/0/0/0/0 (Slash/Thrust)201003019/5/0/0 D/-/-/-/-/-Heide's Tower of Flame treasure. Rogue (Bow & Dual Daggers) drop.Titanite-
![]()Dagger57/0/0/0/0 (Slash/Thrust)10150600.52\*/6/0/0 E/B/-/-/-/-Things Betwixt treasure. Explorer and Sorcerer class starting item. Titanite-
![]()Manikin Knife52/0/0/0/0 (Slash/Thrust)101508016/14/0/0 D/C/-/-/-/-Manikin(Bow & Dagger) drop.Titanite-
![]()Mytha's Bent Blade40/0/0/0/0 Poison 67 (Slash/Thrust)10150400.55\*/20/0/0 -/B/-/-/-/-Traded by Straid of Olaphis for Mytha, the Baneful Queen Soul.Petrified Dragon Bone-
![]()Parrying Dagger40/0/0/0/0 (Slash/Thrust)10120600.54\*/9/0/0 E/A/-/-/-/-The Lost Bastille treasure. Parasite Spider drop.Titanite-
![]()Retainer's Short Sword53/60/0/0/0 (Slash/Thrust)10110301.011/15/15/0 E/E/D/-/-/-Retainer drop. TitaniteDLC item.
![]()Royal Dirk100/0/0/0/0 (Slash/Thrust)10140902.011\*/15/0/0 D/B/-/-/-/-Chancellor Wellager gift.Twinkling Titanite-
![]()Shadow Dagger60/0/0/0/0 (Slash/Thrust)10130601.54\*/16/0/0 C/D/-/-/-/-Suspicious Shadow drop.Titanite-
![]()Thief Dagger72/0/0/0/0 (Slash/Thrust)10110300.52\*/7/0/0 E/-/-/-/-/-Rogue (Bow & Dual Daggers) drop.Titanite-
![]()Umbral Dagger53/0/0/0/0 (Slash/Thrust)10130302.012\*/20/0/0 -/S/-/-/-/-Fume Sorcerer drop.Twinkling TitaniteDLC 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.