Parrying Dagger
Contents
In Game Description[edit]
A dagger made for parrying. Normally equipped in the left hand.
It is the weapon used by those of a masked society who meet in secret to discuss the harnessing of Souls. Women of this order have become adept in using this unique dagger in place of a heavier shield.
Availability[edit]
- 3-1 Treasure (requires Pure White World Tendency)
- Mephistopheles drop
General Information[edit]
The parry animation of this dagger lasts longer, allowing you to parry more effectively.
Image | Name | Damage | Durability | Weight | Stats Needed Stat Bonuses |
Damage Reduction % |
Guard Break Reduction |
![]() |
Parrying Dagger | 65/0/0 (Slashing) (Piercing) |
200 | 0.5 | 6/16/0/0 E/D/-/- |
40/10 | 25 |
Hidden Resistances[edit]
These resistances aren't reported by the stats in the weapon or in the player's total resistance. However, according to the game data for the weapon, these resistances are applied.
Poison Resistance | Plague Resistance | Bleed Resistance |
---|---|---|
40 | 40 | 40 |
Move Set[edit]
One-Handed[edit]
R1 - R1 | Horizontal Swipe |
R2 | Heavy Horizontal Swipe |
Roll - R1 | Forward Stab |
Backstep or Run - R1 | Forward Stab |
Forward + R1 | Push |
L1 (left hand) | Horizontal Swipe |
L2 (left hand) | Parry |
Two-Handed[edit]
R1 - R1 | Forward Stab |
R2 | Downward Stab |
Roll - R1 | Forward Stab |
Backstep or Run - R1 | Forward Stab |
Forward + R1 | Heavy Push |
L1 or L2 | Guard |
Upgrades[edit]
Basic[edit]
Requires Sharpstone
Name | Damage | Stat Bonuses | Shard | L. Shard | Chunk | Pure |
Parrying Dagger +0 | 65/0/0 | E/D/-/- | - | - | - | - |
Parrying Dagger +1 | 71/0/0 | E/D/-/- | 1 | - | - | - |
Parrying Dagger +2 | 78/0/0 | E/D/-/- | 2 | - | - | - |
Parrying Dagger +3 | 85/0/0 | E/D/-/- | 4 | - | - | - |
Parrying Dagger +4 | 91/0/0 | D/D/-/- | 4 | 1 | - | - |
Parrying Dagger +5 | 98/0/0 | D/D/-/- | 4 | 2 | - | - |
Parrying Dagger +6 | 104/0/0 | D/D/-/- | 4 | 3 | - | - |
Parrying Dagger +7 | 111/0/0 | D/C/-/- | 4 | 3 | 1 | - |
Parrying Dagger +8 | 117/0/0 | D/C/-/- | 4 | 3 | 2 | - |
Parrying Dagger +9 | 124/0/0 | D/C/-/- | 4 | 3 | 3 | - |
Parrying Dagger +10 | 130/0/0 | D/C/-/- | 4 | 3 | 3 | 1 |
Sharp[edit]
Damage bonus is heavily modified by Dexterity.
Requires:
- Parrying Dagger +0
- Bladestone
Name | Damage | Stat Bonuses | Shard | Chunk | Pure |
Sharp Parrying Dagger +1 | 72/0/0 | E/C/-/- | 1 | - | - |
Sharp Parrying Dagger +2 | 78/0/0 | E/C/-/- | 2 | - | - |
Sharp Parrying Dagger +3 | 85/0/0 | E/A/-/- | 4 | 1 | - |
Sharp Parrying Dagger +4 | 91/0/0 | E/A/-/- | 4 | 2 | - |
Sharp Parrying Dagger +5 | 98/0/0 | E/S/-/- | 4 | 3 | 1 |
Quality[edit]
Moderate damage bonus from Strength and Dexterity.
Requires:
- Parrying Dagger +3
- Clearstone
Name | Damage | Stat Bonuses | Shard | Chunk | Pure |
Quality Parrying Dagger +1 | 75/0/0 | D/D/-/- | 1 | - | - |
Quality Parrying Dagger +2 | 85/0/0 | D/D/-/- | 2 | - | - |
Quality Parrying Dagger +3 | 94/0/0 | C/C/-/- | 4 | 1 | - |
Quality Parrying Dagger +4 | 104/0/0 | C/C/-/- | 4 | 2 | - |
Quality Parrying Dagger +5 | 114/0/0 | C/C/-/- | 4 | 3 | 1 |
Mercury[edit]
Poison special effect
Requires:
- Parrying Dagger +3
- Mercurystone
Name | Damage | Stat Bonuses | Shard | Chunk | Pure |
Mercury Parrying Dagger +1 | 73/0/0 Poison 120 |
E/D/-/- | 1 | - | - |
Mercury Parrying Dagger +2 | 81/0/0 Poison 180 |
E/D/-/- | 2 | - | - |
Mercury Parrying Dagger +3 | 89/0/0 Poison 240 |
E/C/-/- | 4 | 1 | - |
Mercury Parrying Dagger +4 | 98/0/0 Poison 300 |
E/C/-/- | 4 | 2 | - |
Mercury Parrying Dagger +5 | 106/0/0 Poison 360 |
E/C/-/- | 4 | 3 | 1 |
Fatal[edit]
Bonus to backstab and riposte damage.
Requires:
- Parrying Dagger +3
- Marrowstone (Pulpstone)
Name | Damage | Stat Bonuses | Shard | Chunk | Pure |
Fatal Parrying Dagger +1 | 67/0/0 Critical 60 |
E/D/-/- | 1 | - | - |
Fatal Parrying Dagger +2 | 68/0/0 Critical 70 |
E/D/-/- | 2 | - | - |
Fatal Parrying Dagger +3 | 70/0/0 Critical 80 |
E/C/-/- | 4 | 1 | - |
Fatal Parrying Dagger +4 | 72/0/0 Critical 90 |
E/C/-/- | 4 | 2 | - |
Fatal Parrying Dagger +5 | 73/0/0 Critical 100 |
E/A/-/- | 4 | 3 | 1 |
Crescent[edit]
Magic damage added; primarily modified by Magic stat. Minor MP regen.
Requires:
- Parrying Dagger +6
- Darkmoonstone
Name | Damage | Stat Bonuses | Shard | Chunk | Pure |
Crescent Parrying Dagger +1 | 51/63/0 | -/-/A/- | 1 | - | - |
Crescent Parrying Dagger +2 | 60/70/0 | -/-/A/- | 2 | - | - |
Crescent Parrying Dagger +3 | 69/76/0 | -/-/A/- | 4 | 1 | - |
Crescent Parrying Dagger +4 | 77/83/0 | -/-/A/- | 4 | 2 | - |
Crescent Parrying Dagger +5 | 91/86/0 | -/-/A/- | 4 | 3 | 1 |
Demon's Soul[edit]
Name | Damage | Stats Needed | Stat Bonuses | Req. Material |
Needle of Eternal Agony | 10/50/0 | 6/20/20/0 | -/-/-/- | Parrying Dagger +7 Mixed Demon's Soul |
Key[edit]
- Name
- Names displayed are according to the Atlus (NA) version of the game.
- Name changes from the Asian version, if any, will appear in parentheses.
- MagAdjust
- The Magic Power of the catalyst. This value scales with the user's Magic stat, according to the catalyst's Stat Bonuses. Hence, the values displayed in the table are taken with 18 Magic.
- MrclAdjust
- The Miracle Power of the talisman. This value scales with the user's Faith stat, according to the talisman's Stat Bonuses. Hence, the values displayed in the table are taken with 18 Faith.
- Damage
- The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are X / Y / Z:
- X is Physical Damage
- Y is Magical Damage
- Z is Fire Damage
- Bleed, Poison and Plague are bonus damage over a period of 60 seconds. So, if a weapon has "Bleed 120", the victim will suffer 120 damage over 60 seconds, or 2 damage per second.
- Each weapon has one or more physical damage types:
- Normal
- Blunt
- Slashing
- Piercing
- Certain enemies are weak or strong against different types of damage types.
- Durability
- The durability 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 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.
- Stats Needed
- The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
- The Requirement stats for an weapon are W / X / Y / Z:
- 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 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 Great Axe (Requires 26 Strength) properly if the weapon is held with both hands.
- (18 x 1.5 = 27)
- 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).
- Damage Reduction %
- The Damage Reduction % of the weapon.
- It dictates how much damage the weapon mitigates while blocking.
- The Damage Reduction % stats for a shield are X / Y / Z:
- X is Physical Damage
- Y is Magical Damage
- Z is Fire Damage
- Guard Break Reduction
- The Guard Break Reduction determines the amount of stamina expended to block an incoming attack.
- A higher Guard Break Reduction also allows you to block stronger attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks.