Fire Knight - Dagger
- HP solo
- 808
- HP in a trio
- 970
- Scaling class
- Field Boss Threat
HP, absorptions and resistances
HP = base pool × its own scaling effects × the duo/trio effect × the Deep of Night depth effect, rounded down. Day 2 and area scaling that event scripts add during an expedition are not included.
Main · 808 HP solo · Field Boss Threat
| Players | Normal | Depth 1 | Depth 2 | Depth 3 | Depth 4 | Depth 5 |
|---|---|---|---|---|---|---|
| Solo | 808 | 1,051 | 1,114 | 1,181 | 1,323 | 1,389 |
| Duo | 889 | 1,156 | 1,226 | 1,300 | 1,455 | 1,528 |
| Trio | 970 | 1,261 | 1,337 | 1,418 | 1,588 | 1,667 |
Damage absorption
- Standard
- 20%
- Slash
- 40%
- Strike
- 20%
- Pierce
- 0
- Magic
- 20%
- Fire
- 40%
- Lightning
- 0
- Holy
- 0
Status resistance
- Poison
- 112 (+42, +140, +430, +887, +887 after each proc)
- Scarlet Rot
- 112 (+42, +140, +430, +887, +887 after each proc)
- Blood Loss
- 154 (+98, +388, +845, +845, +845 after each proc)
- Frostbite
- 154 (+98, +388, +845, +845, +845 after each proc)
- Sleep
- 252 (+290, +747, +747, +747, +747 after each proc)
- Madness
- Immune
- Death Blight
- Immune
In a duo / trio: HP ×1.1 / ×1.2, poise damage taken ×0.75 / ×0.5, status build-up taken ×0.985 / ×0.97. Deep of Night attack power: ×1.3, ×1.547, ×1.841, ×2.54, ×2.947 (depth 1–5).