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

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

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

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

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

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

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

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

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

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

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.

Revision #3
Created 21 December 2024 07:08:07 by jade
Updated 21 December 2024 07:23:45 by jade