Demon Dagger
Dagger
Physical Damage: 24-97
Critical Strike Chance: 8.5%
Attacks per Second: 1.2
Weapon Range: 1 metres
Requires Level 68, 76 Dex, 149 Int
40% increased Global Critical Strike Chance

Demon Dagger Dagger22 /9
Name | Show Full Descriptions |
---|---|
Cost | iLvl 1: Normal: 3x![]() ![]() ![]() ![]() |
DropLevel | 68 |
BaseType | Demon Dagger |
Class | Rune Daggers |
Flags | CanHaveInfluence, CanBeCorrupted, CanBeDoubleCorrupted, CanHaveIncubators, CanHaveAspects, CanHaveVeiledMods, CanBeSkinnTransferred, CanScourge |
Type | Metadata/Items/Weapons/OneHandWeapons/Daggers/Dagger22 |
Tags | top_tier_base_item_type, dagger, one_hand_weapon, onehand, weapon |
Icon | Art/2DItems/Weapons/OneHandWeapons/Daggers/Dagger8 |
Reference | Community Wiki |
40% increased Global Critical Strike Chance
Family | CriticalStrikeChanceIncrease |
---|---|
Domains | Item (1) |
GenerationType | Unique (3) |
Req. level | 1 |
Stats | |
Craft Tags | critical |
key | val |
---|---|
Base.tag | dagger, one_hand_weapon, onehand, weapon, default |
Base.base_level | 1 |
Weapon.weapon_class | RuneDagger |
Weapon.minimum_attack_distance | 0 |
Weapon.maximum_attack_distance | 3 |
Weapon.minimum_damage | 5 |
Weapon.maximum_damage | 10 |
Weapon.weapon_speed | 833 |
Weapon.critical_chance | 500 |
Weapon.accuracy_rating | 20 |
AttributeRequirements.strength_requirement | 100 |
AttributeRequirements.dexterity_requirement | 0 |
AttributeRequirements.intelligence_requirement | 0 |
Mods.inventory_type | Weapon |
Mods.stat_description_list | Metadata/StatDescriptions/stat_descriptions.txt |
Mods.mod_stat_description_list | Metadata/StatDescriptions/advanced_mod_stat_descriptions.txt |
Mods.enable_rarity | normal, magic, rare, unique |
Quality.max_quality | 20 |
Sockets.socket_info | 1:1:50 2:1:120 3:2:100 4:9999:30 5:9999:20 6:9999:5 |
Unique /1
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Deal no Non-Fire Damage)
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.