Wicked Kris
| Wicked Kris | |
|---|---|
| Type | Weapon |
| Type | Dagger |
| Level | 8 |
| Damage | 24-30 |
| Crit Chance | 6% |
| Stats | Crit. Chance (+4) |
| Location | Floor 90 of The Mines (remixed); Skull Cavern; Quarry Mine |
The Wicked Kris is the dagger that makes the dagger style worth taking seriously. Its blade is described as an iridium alloy, and its critical chance is three times the figure most weapons carry, so crits stop being an accident and start being the plan. It hits for 24 to 30, a narrow band that beats every dagger found above it, and it turns up as a special drop in the Skull Cavern and the Quarry Mine. Daggers already strike faster than anything else in the game, and a fast weapon with a high critical chance rolls that dice far more often than a slow one. For a farmer building around crits with rings and the Scout profession, this is where the build begins.
Location
Crates, barrels and special monster drops in the Skull Cavern are the main route, and the Quarry Mine offers the same chance in a much safer room. The Quarry Mine is a single long level that stays exactly as it was left, so its containers can be cleared methodically rather than under pressure.
On a save with remixed mine rewards enabled, the chest on floor 90 of the Mines can hold the kris. That is the one way to get it without setting foot in the Skull Cavern, and it arrives far earlier than the usual drop would.
The daggers Elliott and Abigail sell at the Desert Festival for Calico Eggs carry the same damage and the same critical chance, so a farmer who misses the drop can buy the equivalent over a festival stall.
Stats
Six percent critical chance is the headline, and it is worth more than the damage range. A crit triples the hit, so the kris regularly lands in the high eighties while its ordinary stabs sit around thirty. Over a floor of the Skull Cavern that averages out well above what the damage band suggests.
The band itself is tight at six points. Daggers trade reach for rate: they strike only the square directly in front of the farmer rather than sweeping an arc, so every stab has to count, and a weapon that reliably delivers thirty is far more useful than one that swings between four and twenty.
Crit chance compounds with everything else that touches the same stat. The Scout profession raises it by half, so six percent becomes nine. The Aquamarine Ring from the Guild's shelf adds more, and Desperado at Combat level 10 doubles what each critical hit does. Pile those together and the kris spends most of a fight landing numbers that belong on a Galaxy weapon.
What it cannot do is reach. Knockback is at the dagger minimum, so a monster stabbed stays where it is, and nothing is pushed out of range. The alternate attack answers that: holding it pins a monster in place through four quick stabs, which is the fastest way a dagger has of removing something dangerous before it can answer.
Notes
The kris is the natural weapon to take into a crit build, and the Forge sharpens that further. Aquamarine raises critical chance again and Jade raises critical damage, and three forges are allowed in total, each costing one gem plus a growing handful of Cinder Shards. A kris forged three times with Jade hits harder on crits than weapons two tiers above it.
Vampiric is the enchantment that suits a fast weapon best, since health comes back on kills and a dagger produces a lot of kills. Crusader is the alternative for Skull Cavern work, adding half again against Mummies, Skeletons, Ghosts and Void Spirits and keeping Mummies from getting back up, which otherwise costs a bomb each time.
Against Serpents the dagger's short reach is a real risk, because the stab only covers the tile in front and a Serpent's lunge covers more. The four-stab special is the safer opening, since it locks the target still while the stabs land.
It sells for 400g, the same as the Steel Falchion, and that is a poor trade for a weapon this specialised. Most farms keep it until an Infinity Dagger exists, since the kris and the Galaxy Dagger are the two rungs on the ladder that leads there.
All Daggers
Every entry in this group, with its key details.
| Name | Image | Type | Level | Damage |
|---|---|---|---|---|
| Abby's Planchette | Dagger | 8 | 24-30 | |
| Broken Trident | Dagger | 5 | 15-26 | |
| Burglar's Shank | Dagger | 4 | 7-12 | |
| Carving Knife | Dagger | 1 | 1-3 | |
| Crystal Dagger | Dagger | 4 | 4-10 | |
| Dragontooth Shiv | Dagger | 12 | 40-50 | |
| Dwarf Dagger | Dagger | 11 | 32-38 | |
| Elf Blade | Dagger | 2 | 3-5 | |
| Elliott's Pencil | Dagger | 8 | 24-30 | |
| Galaxy Dagger | Dagger | 8 | 30-40 | |
| Infinity Dagger | Dagger | 16 | 50-70 | |
| Iridium Needle | Dagger | 12 | 20-35 | |
| Iron Dirk | Dagger | 1 | 2-4 | |
| Shadow Dagger | Dagger | 4 | 10-20 | |
| Wicked Kris | Dagger | 8 | 24-30 | |
| Wind Spire | Dagger | 1 | 1-5 |