Dagger
5 piercing damage- Proficiency
- Dagger
- Fighting style
- Single Handed
- Hands
- Either hand
- Range
- Melee
- Base action points
- 45
- Base weight
- 4
- Base price
- 4
- Found as loot
- Yes
In a specialist’s hands
A Warrior, built by the game’s rules for each level, with points spent on this weapon first and the standard dagger for that level.
| Level | Item | Proficiency | Strength | Dexterity | Hit | Critical | Hit chance | Critical chance | AP per attack | Per 100 AP | Price |
|---|
| 1 | Common Iron | 3 | 4 | 4 | 6 | 12 | 77% | 7% | 42 | 11.8 | 3 |
| 10 | Uncommon Steel | 6 | 6 | 5 | 10 | 20 | 81% | 11% | 35 | 25.7 | 8 |
| 20 | Rare Orcish | 9 | 8 | 7 | 19 | 38 | 86% | 16% | 27 | 70.2 | 18 |
| 30 | Elite Dwarven | 10 | 9 | 9 | 27 | 54 | 89% | 19% | 22 | 130 | 35 |
| 40 | Legendary Dragon | 10 | 10 | 10 | 37 | 74 | 90% | 20% | 20 | 199.8 | 65 |
| 50 | Legendary Dragon | 10 | 10 | 10 | 42 | 84 | 90% | 20% | 19 | 238.7 | 78 |
Hit chance is before the target’s evade; bows and crossbows also lose up to 15% of it toward the far end of their reach. Per 100 AP is the expected damage for every 100 action points, counting misses and critical hits, against a target with no evade or resistance.
Materials
| Material | Usual tier | Damage, item level 1 | Damage, item level 50 | AP, level 1 → 50 | Weight | Price, level 1 → 50 |
|---|
| Iron | Common | 4 | 6 | 49 → 45 | 6 | 3 → 15 |
| Steel | Uncommon | 6 | 8 | 47 → 43 | 5 | 4 → 24 |
| Silver | Uncommon | 5 | 8 | 43 → 38 | 4 | 5 → 26 |
| Orcish | Rare | 7 | 11 | 45 → 40 | 5 | 7 → 37 |
| Elven | Rare | 7 | 10 | 38 → 34 | 3 | 7 → 37 |
| Dwarven | Elite | 9 | 14 | 40 → 36 | 4 | 10 → 52 |
| Glass | Elite | 8 | 13 | 36 → 32 | 3 | 10 → 52 |
| Dragon | Legendary | 12 | 18 | 38 → 34 | 4 | 14 → 78 |
| Adamant | Legendary | 11 | 16 | 31 → 28 | 2 | 14 → 78 |
The item on its own, in its material’s tier and in full condition, before the wielder’s bonuses.
Enchantments it can carry
Better items roll extra effects: each list below becomes possible from its tier upward. Common items never roll a bonus, but can still carry a curse. Negative effects are curses; a priest can lift them.
Common and above
| Effect | At Common, item level 1 | Best case, Legendary level 50 |
|---|
| Acid damage | 3 | 23 |
| Fire damage | 3 | 23 |
| Frost damage | 3 | 23 |
| Holy damage | 3 | 23 |
| Lightning damage | 3 | 23 |
| Necrotic damage | 3 | 23 |
| Poison damage | 3 | 23 |
| Constitution (curse) | -1 | -1 |
| Dexterity (curse) | -1 | -1 |
| Strength (curse) | -1 | -1 |
| Charisma (curse) | -1 | -1 |
| Wisdom (curse) | -1 | -1 |
| Intelligence (curse) | -1 | -1 |
| Acid vulnerability (curse) | 2% | 6% |
| Fire vulnerability (curse) | 2% | 6% |
| Frost vulnerability (curse) | 2% | 6% |
| Holy vulnerability (curse) | 2% | 6% |
| Lightning vulnerability (curse) | 2% | 6% |
| Necrotic vulnerability (curse) | 2% | 6% |
| Poison vulnerability (curse) | 2% | 6% |
Elite and above
| Effect | At Elite, item level 1 | Best case, Legendary level 50 |
|---|
| Strength | +1 | +1 |
| Dexterity | +1 | +1 |
| Constitution | +1 | +1 |
Who can use it
Can’t use it: Cleric, Paladin, Monk.