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Parrying Dagger

This dagger is useful after parrying and is normally equipped in the left hand.

A favorite of the knights of Carim, who are famous for fighting without a shield.

Availability


New Londo Ruins treasure

General Information


Has a special parrying animation identical to the Buckler and Target Shield when used in the left hand.
The parry window is 8 frames instead of the regular 7.

Image Name Damage Critical Bonus Durability Weight Stats Needed
Stat Bonuses
Damage
Reduction %
Stability Frampt
Souls
Parrying Dagger 54/0/0/0

(Slash/Thrust)
131 200 0.5 51/14/0/0

E/B/-/-
45/10/30/30 26 50

Move Set


1 Handed
R1 — R1 Right-to-left swipe into left-to-right swipe.  
R2 — R2 Thrust into left-to-right swipe.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Forward stab.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 (left hand) Horizontal swipe.  
L2 (left hand) Parry.  


2 Handed  
R1 — R1 Downward slash into left-to-right slash.  
R2 Thrust.  
Roll — R1 Forward stab.  
Backstep or Run — R1 Downward slash.  
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping thrust attack.  
L1 or L2 Guard.  

Upgrades


Basic


Standard upgrade path.
Requires

  • Titanite Shard/Large Shard/Chunk/Slab

Ascended by Andre of Astora with Large Ember (+6) & Very Large Ember (+11).

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Shard L. Shard Chunk Slab Souls
Parrying Dagger +0 54/0/0/0 E/B/-/-          
Parrying Dagger +1 59/0/0/0 E/B/-/- 1       100
Parrying Dagger +2 64/0/0/0 E/B/-/- 1       100
Parrying Dagger +3 70/0/0/0 E/B/-/- 2       100
Parrying Dagger +4 75/0/0/0 E/B/-/- 2       100
Parrying Dagger +5 81/0/0/0 E/B/-/- 3       100
Parrying Dagger +6 86/0/0/0 E/B/-/-   1     100
Parrying Dagger +7 91/0/0/0 E/B/-/-   1     100
Parrying Dagger +8 97/0/0/0 E/B/-/-   2     100
Parrying Dagger +9 102/0/0/0 E/B/-/-   2     100
Parrying Dagger +10 108/0/0/0 E/B/-/-   3     100
Parrying Dagger +11 113/0/0/0 E/B/-/-     1   100
Parrying Dagger +12 118/0/0/0 E/B/-/-     1   100
Parrying Dagger +13 124/0/0/0 E/B/-/-     2   100
Parrying Dagger +14 129/0/0/0 E/A/-/-     3   100
Parrying Dagger +15 135/0/0/0 E/A/-/-       1 100

Raw


Base damage increased. Stat bonuses reduced.
Requires

  • Parrying Dagger +5
  • Titanite

Ascended by Andre of Astora with Large Ember.

10% STR, 64% DEX scaling.

Name Damage Stat Bonuses L. Shard Souls
Raw Parrying Dagger +0 93/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +1 99/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +2 105/0/0/0 E/C/-/- 1 100
Raw Parrying Dagger +3 111/0/0/0 E/C/-/- 2 100
Raw Parrying Dagger +4 117/0/0/0 E/C/-/- 2 100
Raw Parrying Dagger +5 124/0/0/0 E/C/-/- 3 100

Crystal


Parrying Dagger durability reduced to 20. Base damage increased. Cannot repair weapon (except through reinforcement).
Requires

  • Parrying Dagger +10
  • Titanite

Ascended by the Giant Blacksmith with Crystal Ember.

13% STR, 85% DEX scaling.

Name Damage Stat Bonuses Titanite Chunk Titanite Slab Souls
Crystal Parrying Dagger +0 118/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +1 124/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +2 129/0/0/0 E/B/-/- 1   100
Crystal Parrying Dagger +3 135/0/0/0 E/B/-/- 2   100
Crystal Parrying Dagger +4 140/0/0/0 E/A/-/- 3   100
Crystal Parrying Dagger +5 145/0/0/0 E/A/-/-   1 100

Lightning


Adds lightning damage. All stat bonuses removed.
Requires

  • Parrying Dagger +10
  • Titanite

Ascended by the Giant Blacksmith.

Name Damage Stat Bonuses Damage Reduction Titanite Chunk Titanite Slab Souls
Lightning Parrying Dagger +0 97/0/0/97 -/-/-/- 45/10/30/30 1   100
Lightning Parrying Dagger +1 104/0/0/104 -/-/-/- 45/10/30/32.4 1   100
Lightning Parrying Dagger +2 112/0/0/112 -/-/-/- 45/10/30/34.8 1   100
Lightning Parrying Dagger +3 119/0/0/119 -/-/-/- 45/10/30/37.2 2   100
Lightning Parrying Dagger +4 127/0/0/127 -/-/-/- 45/10/30/39.6 3   100
Lightning Parrying Dagger +5 135/0/0/135 -/-/-/- 45/10/30/42   1 100

Magic


Adds magic damage. Moderate damage bonus from intelligence.
Requires

  • Parrying Dagger +10
  • Green Titanite
  • Blue Titanite

Ascended by Rickert of Vinheim & with Large Magic Ember (+6).

4% STR, 24% DEX, 71% INT scaling.

Name Damage Stat Bonuses Green Titanite Shard Blue Titanite Chunk Blue Titanite Slab Souls
Magic Parrying Dagger +0 61/66/0/0 E/D/C/- 1     100
Magic Parrying Dagger +1 65/70/0/0 E/D/C/- 1     100
Magic Parrying Dagger +2 69/74/0/0 E/D/C/- 1     100
Magic Parrying Dagger +3 73/79/0/0 E/D/C/- 2     100
Magic Parrying Dagger +4 77/83/0/0 E/D/C/- 2     100
Magic Parrying Dagger +5 82/88/0/0 E/D/C/- 3     100
Magic Parrying Dagger +6 86/92/0/0 E/D/B/-   1   100
Magic Parrying Dagger +7 90/96/0/0 E/D/B/-   1   100
Magic Parrying Dagger +8 94/101/0/0 E/D/B/-   2   100
Magic Parrying Dagger +9 98/105/0/0 E/D/B/-   3   100
Magic Parrying Dagger +10 102/110/0/0 E/D/B/-     1 100

Enchanted


Base damage reduced from magic upgrade path. Increased damage bonus from intelligence.
Requires

  • Magic Parrying Dagger +5
  • Blue Titanite

Ascended by Rickert of Vinheim with Enchanted Ember.

3% STR, 17% DEX, 69% INT scaling. Unknown additional amount of INT scaling.

Name Damage Stat Bonuses Blue Titanite Chunk Blue Titanite Slab Souls
Enchanted Parrying Dagger +0 82/86/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +1 85/88/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +2 88/91/0/0 E/E/B/- 1   100
Enchanted Parrying Dagger +3 91/93/0/0 E/E/A/- 2   100
Enchanted Parrying Dagger +4 95/96/0/0 E/E/A/- 3   100
Enchanted Parrying Dagger +5 98/99/0/0 E/E/A/-   1 100

Divine


Adds magic damage. Moderate damage bonus from faith. Additional damage multiplier against unholy enemies.
Requires

  • Parrying Dagger +10
  • Green Titanite
  • White Titanite

Ascended by Andre of Astora with Divine Ember & Large Divine Ember (+6).

5% STR, 33% DEX, 70% FAI scaling.

Name Damage Stat Bonuses Aux Effects Green Titanite Shard White Titanite Chunk White Titanite Slab Souls
Divine Parrying Dagger +0 54/67/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +1 57/72/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +2 61/76/0/0 E/D/-/C 0/0/110/- 1     100
Divine Parrying Dagger +3 64/81/0/0 E/D/-/C 0/0/110/- 2     100
Divine Parrying Dagger +4 68/85/0/0 E/D/-/C 0/0/110/- 2     100
Divine Parrying Dagger +5 72/90/0/0 E/D/-/C 0/0/110/- 3     100
Divine Parrying Dagger +6 75/94/0/0 E/D/-/C 0/0/110/-   1   100
Divine Parrying Dagger +7 79/99/0/0 E/D/-/C 0/0/110/-   1   100
Divine Parrying Dagger +8 82/103/0/0 E/D/-/C 0/0/110/-   2   100
Divine Parrying Dagger +9 86/108/0/0 E/D/-/B 0/0/110/-   3   100
Divine Parrying Dagger +10 90/112/0/0 E/D/-/B 0/0/110/-     1 100

Occult


Base damage reduced from divine upgrade path. Increased damage bonus from faith. Additional damage multiplier against holy enemies.
Requires

  • Divine Parrying Dagger +5
  • White Titanite

Ascended by Andre of Astora with Dark Ember.

5% STR, 31% DEX, 82% FAI scaling.

Name Damage Stat Bonuses Aux Effects White Titanite Chunk White Titanite Slab Souls
Occult Parrying Dagger +0 74/82/0/0 E/D/-/B 0/0/-/110   1 100
Occult Parrying Dagger +1 78/86/0/0 E/D/-/B 0/0/-/110 1   100
Occult Parrying Dagger +2 82/90/0/0 E/D/-/B 0/0/-/110 1   100
Occult Parrying Dagger +3 87/94/0/0 E/D/-/B 0/0/-/110 2   100
Occult Parrying Dagger +4 91/98/0/0 E/D/-/B 0/0/-/110 3   100
Occult Parrying Dagger +5 96/102/0/0 E/D/-/B 0/0/-/110   1 100

Fire


Fire damage added. All stat bonuses removed
Requires

  • Parrying Dagger +10
  • Green Titanite
  • Red Titanite

Ascended by Vamos & with Large Flame Ember (+6).

Name Damage Stat Bonuses Damage Reduction Green Titanite Shard Red Titanite Chunk Red Titanite Slab Souls
Fire Parrying Dagger +0 70/0/70/0 -/-/-/- 45/10/30/30 1     100
Fire Parrying Dagger +1 75/0/75/0 -/-/-/- 45/10/30.3/30 1     100
Fire Parrying Dagger +2 81/0/81/0 -/-/-/- 45/10/30.6/30 1     100
Fire Parrying Dagger +3 86/0/86/0 -/-/-/- 45/10/30.9/30 2     100
Fire Parrying Dagger +4 91/0/91/0 -/-/-/- 45/10/31.2/30 2     100
Fire Parrying Dagger +5 97/0/97/0 -/-/-/- 45/10/31.5/30 3     100
Fire Parrying Dagger +6 103/0/103/0 -/-/-/- 45/10/31.8/30   1   100
Fire Parrying Dagger +7 110/0/110/0 -/-/-/- 45/10/32.1/30   1   100
Fire Parrying Dagger +8 116/0/116/0 -/-/-/- 45/10/32.4/30   2   100
Fire Parrying Dagger +9 123/0/123/0 -/-/-/- 45/10/32.7/30   3   100
Fire Parrying Dagger +10 129/0/129/0 -/-/-/- 45/10/33/30     1 100

Chaos


Base damage reduced from fire upgrade path. Damage bonus from humanity, up to 10 soft Humanity.
Requires

  • Fire Parrying Dagger +5
  • Red Titanite

Ascended by Vamos with Chaos Flame Ember.

Name Damage Stat Bonuses Damage Reduction Red Titanite Chunk Red Titanite Slab Souls
Chaos Parrying Dagger +0 84/0/99/0 -/-/-/- 45/10/30/30 1   100
Chaos Parrying Dagger +1 89/0/104/0 -/-/-/- 45/10/30.6/30 1   100
Chaos Parrying Dagger +2 94/0/110/0 -/-/-/- 45/10/31.2/30 1   100
Chaos Parrying Dagger +3 98/0/115/0 -/-/-/- 45/10/31.8/30 2   100
Chaos Parrying Dagger +4 103/0/121/0 -/-/-/- 45/10/32.4/30 3   100
Chaos Parrying Dagger +5 108/0/126/0 -/-/-/- 45/10/33/30   1 100

Key


Damage:

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Each weapon has one or more physical damage types:

  • Normal
  • Striking
  • Slashing
  • Thrusting

Certain enemies are weak or strong against different types of damage types.

Critical: One of the multipliers (in percent) for the bonus damage on criticals, such as backstabs and ripostes.
Durability: The health of the weapon. The effectiveness of the weapon will severely deteriorate when the durability falls below 30%.
Weight: The weight of the weapon. Note that carrying over 50% of a character's Equip Burden will reduce the speed of their rolls, while going over 100% will reduce their regular speed to walking and attempts to roll or backstep will leave them momentarily stunned.
Stats Needed:

The Stats Needed determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

  • W is the Strength required
  • X is the Dexterity required
  • Y is the Intelligence required
  • Z 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 a character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing the actual Strength required.
For example, a character with 18 Strength can wield a Large Club (Requires 26 Strength) properly if the weapon is held with both hands.
(18 x 1.5 = 27)

Damage Reduction %:

The Damage Reduction stat dictates the percentage of damage reduced while blocking. The Damage Reduction stats for a weapon are W / X / Y / Z:

  • W is the Physical Damage Reduction
  • X is the Magical Damage Reduction
  • Y is the Fire Damage Reduction
  • Z is the Lightning Damage Reduction
Stability: The stability of the weapon. The higher this value, the less stamina is consumed when blocking attacks.
Frampt Souls: This is the amount of souls players will receive if they feed the item to Kingseeker Frampt.

Footnotes

  1. When two-handing this weapon, only 4 Strength is required.