Dagger: Difference between revisions
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{{keyword infobox|Dagger}} | |||
'''Dagger''' is an [[item class]] of [[one-handed]] [[martial]] [[melee]] [[weapons]] that require [[dexterity]] and [[intelligence]] to equip. Daggers inherently have a high base [[critical strike chance]]. | '''Dagger''' is an [[item class]] of [[one-handed]] [[martial]] [[melee]] [[weapons]] that require [[dexterity]] and [[intelligence]] to equip. Daggers inherently have a high base [[critical strike chance]]. | ||
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==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|?| | |||
* Introduced to the game. | |||
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{{Version history table end}} | {{Version history table end}} | ||
{{Navbox Weapons}} | {{Navbox Weapons}} | ||
[[Category:Daggers]] | [[Category:Daggers]] | ||
[[Category:Item classes]] | [[Category:Item classes]] | ||
{{sister|poewiki}} | {{sister|poewiki}} |
Latest revision as of 15:24, 10 October 2025
This article is about unreleased content and is not yet available in the game.
Daggers
Tooltip
Daggers are One-HandedOne-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots. MeleeMelee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage. weapons that require DexterityDexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated. and IntelligenceIntelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated. to equip.
Dagger AttacksAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. are commonly related to ambushing or debilitating enemies. Some blade-related SpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. also require a Dagger.
Any Projectiles these attacks create do not count as Melee damage. weapons that require DexterityDexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated. and IntelligenceIntelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated. to equip.
Dagger AttacksAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. are commonly related to ambushing or debilitating enemies. Some blade-related SpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. also require a Dagger.
Dagger is an item class of one-handed martial melee weapons that require dexterity and intelligence to equip. Daggers inherently have a high base critical strike chance.
List of daggers
Main page: List of daggers
Item | ![]() | ![]() | ![]() | Damage | APS | Crit | pDPS | DPS | Stats |
---|---|---|---|---|---|---|---|---|---|
Parrying Dagger![]() Physical Damage: 16-55 Critical Strike Chance: 15.00% Attacks per Second: 1.55 Weapon Range: 1.0 metresRequires Level 52, 66 Dex, 66 Int | 52 | 66 | 66 | 16-55 | 1.55 | 15.00% | 55.0 | 55.0 | — |
List of unique daggers
Main page: List of unique daggers
Item | ![]() | ![]() | ![]() | Damage | APS | Crit | pDPS | eDPS | DPS | Stats |
---|---|---|---|---|---|---|---|---|---|---|
Winter's Bite![]() Glass ShankDagger Elemental Damage: 8-18 Critical Strike Chance: 15.00% Attacks per Second: 1.55 Weapon Range: 1.0 metresNo Physical Damage Adds (8-10) to (15-18) Cold Damage Freezes Enemies that are on Full LifeNothing stabs colder than pure hatred. | 1 | 0 | 0 | 8-18 | 1.55 | 15.00% | — | 20.2 | 20.2 | No Physical Damage Adds (8-10) to (15-18) Cold Damage Freezes Enemies that are on Full Life |
List of active skill gems usable with daggers
Main page: List of skill gems usable with daggers
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Tier: 3 Level: (1-20) Cost: (15-103) ManaRequires: Any Martial WeaponRaise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.Totem Totem duration is 12 seconds Limit 1 Totem Totem gains +(0-75)% to all Elemental Resistances Totem gains +(0-35)% to Chaos Resistance Slam Slam Attack Speed: 50% of base Attack Damage: (25-66)% of base Shockwave radius is 3 metres Jagged Ground Eruption Attack Damage: (90-237)% of base Additional Effects From 1-20% Quality: +(0.2-4) seconds to Totem durationSkills can be managed in the Skills Panel. ![]() | 3 | ![]() | ![]() | ![]() |
![]() Tier: 4 Level: (1-20) Reservation: 30 SpiritWhile active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.Enemies with Blood Loss you kill explode Additional Effects From 1-20% Quality: Deals +(0.2-4)% of exploded enemy's Blood Loss as unscalable Physical Attack DamageSkills can be managed in the Skills Panel. ![]() | 4 | ![]() | ![]() | ![]() |
![]() Tier: 4 Level: (1-20) Reservation: 30 SpiritWhile active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.Buff Lightning Bolts strike the targets of your next (2–3) Attack Hits after Killing a Shocked Enemy with Attack Damage Bolt Attack Damage: (70–286)% Supported Skills Cannot inflict Shock Bolt impact radius is 1.6 metres 100% of Bolt Physical Damage Converted to Lightning Damage Additional Effects From 1-20% Quality: Lightning Bolts strike the targets of your next (0–2) Attack Hits after Killing a Shocked Enemy with Attack DamageSkills can be managed in the Skills Panel. ![]() | 4 | ![]() | ![]() | ![]() |
![]() Tier: 4 Level: (1-20) Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.3 maximum stages Gain a stage every (1.5-1.12) seconds 10% more Evasion Rating per stage On being Hit by an Enemy, consume all stages to trigger Gale ForceSkills can be managed in the Skills Panel. ![]() | 4 | ![]() | ![]() | ![]() |
![]() Tier: 8 Level: (1-20) Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.Spreads the most Damaging Poison on enemies you kill in a (1.5-1.8) metre radius (10-29)% chance to Hinder enemies on spreading Poison to them Additional Effects From 1-20% Quality: (1-20)% chance to Hinder enemies on spreading Poison to themSkills can be managed in the Skills Panel. ![]() | 8 | ![]() | ![]() | ![]() |
![]() Tier: 13 Level: (1-20) Cost: (10-44) Mana Use Time: 0.80 secRequires: Any Melee Martial Weapon or UnarmedPerform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.Warcry Requires 100 Glory to use Generates 100% of Monster Power as Glory for this Skill on Igniting an enemy Warcry radius is 4 metres Knocks back and interrupts enemies in a smaller area Warcry duration is 8 seconds Consumes all Endurance Charges to increase Warcry duration by 50% per charge Converts 100% of Physical Damage to Fire damage with Boosted Attacks Volcanic Steps Slam radius is 1.2 metres Converts 100% of Physical damage to Fire damage Volcanic Eruption Converts 100% of Physical Damage to Fire Damage Impact Radius is 0.8 metres Fires 3 Molten Projectiles Additional Effects From 1-20% Quality: +(1-20)% increased Warcry duration per Endurance Charge consumedSkills can be managed in the Skills Panel. ![]() | 13 | ![]() | ![]() | ![]() |
Version history
Version | Changes |
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Unknown |
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