Assassin's Cerulean Dagger

assassins cerulean dagger talisman elden ring wiki guide 200px
Weight 0.8
item effects icon elden ring wiki guide 55px 18pxEffect
status effect 33 elden ring wiki guide 44px Critical attacks restore 15  FP

Assassin's Cerulean Dagger is a Talisman in Elden RingAssassin's Cerulean Dagger causes critical attacks to restore 15 FP. Players can use Talismans in Elden Ring to boost a variety of Stats.

 

An assassin's dagger, misshapen and stained in cerulean.
Critical hits restore FP.

This charm is modelled after the darkly gleaming blades used in the Night of Black Knives. Those which gave the demigods their first taste of death.

 

Assassin's Cerulean Dagger Effect in Elden Ring

Assassin's Cerulean Dagger causes critical attacks to restore 15 FP.

 

Where to find Assassin's Cerulean Dagger in Elden Ring

Where to find Assassin's Cerulean Dagger:

  • Dropped by the Black Knife Assassin boss found in Black Knife Catacombs in the northeast of the Liurnia of the Lakes region. [Map Link]
    • This boss is a secret second boss within the Black Knife Catacombs that is found behind an illusory wall. From the room with the falling blades, stand on top of one after it drops to be lifted up, giving you access to a hallway heading south. Continue heading south into the room and turn right; the illusory wall is the west wall at the end of the next room.

 

Elden Ring Assassin's Cerulean Dagger Notes & Tips

  • Sell Value: runes currency elden ring wiki guide 18 1500
  • Small weapons like daggers that normally perform a single stab, switch to a double hit animation on large enemies. This will activate the effect of the talisman twice.
  • Weapons that trigger this and similar talismans more than once: 
    • All Colossal Weapons and all Daggers
      • Colossals trigger on all backstabs and small enemy front stabs
        • including large enemy backs, with a lot of them only backstab-able while in the riposte state.
      • Daggers only work on large enemy/boss ripostes (front stabs) or special criticals.

 

 

 

 

 

 

Elden Ring Talismans
Ancestral Spirit's Horn  ♦  Arrow's Reach Talisman  ♦  Arrow's Sting Talisman  ♦  Arsenal Charm  ♦  Assassin's Crimson Dagger  ♦  Axe Talisman  ♦  Blessed Dew Talisman  ♦  Blue Dancer Charm  ♦  Blue-Feathered Branchsword  ♦  Boltdrake Talisman  ♦  Bull-Goat's Talisman  ♦  Carian Filigreed Crest  ♦  Cerulean Amber Medallion  ♦  Cerulean Seed Talisman  ♦  Clarifying Horn Charm  ♦  Claw Talisman  ♦  Companion Jar  ♦  Concealing Veil  ♦  Crimson Amber Medallion  ♦  Crimson Seed Talisman  ♦  Crucible Knot Talisman  ♦  Crucible Scale Talisman  ♦  Curved Sword Talisman  ♦  Daedicar's Woe  ♦  Dagger Talisman  ♦  Dragoncrest Greatshield Talisman  ♦  Dragoncrest Shield Talisman  ♦  Entwining Umbilical Cord  ♦  Erdtree's Favor  ♦  Fire Scorpion Charm  ♦  Flamedrake Talisman  ♦  Flock's Canvas Talisman  ♦  Furled Finger's Trick-Mirror  ♦  Godfrey Icon  ♦  Godskin Swaddling Cloth  ♦  Golden Scarab  ♦  Graven-Mass Talisman  ♦  Graven-School Talisman  ♦  Great-Jar's Arsenal  ♦  Greatshield Talisman  ♦  Green Turtle Talisman  ♦  Haligdrake Talisman  ♦  Hammer Talisman  ♦  Hosts' Trick-Mirror  ♦  Immunizing Horn Charm  ♦  Kindred of Rot's Exultation  ♦  Lance Talisman  ♦  Lightning Scorpion Charm  ♦  Longtail Cat Talisman  ♦  Lord of Blood's Exultation  ♦  Magic Scorpion Charm  ♦  Marika's Scarseal  ♦  Marika's Soreseal  ♦  Millicent's Prosthesis  ♦  Moon of Nokstella  ♦  Mottled Necklace  ♦  Old Lord's Talisman  ♦  Pearldrake Talisman  ♦  Perfumer's Talisman  ♦  Prince of Death's Cyst  ♦  Prince of Death's Pustule  ♦  Radagon's Scarseal  ♦  Radagon's Soreseal  ♦  Radagon Icon  ♦  Red-Feathered Branchsword  ♦  Ritual Shield Talisman  ♦  Ritual Sword Talisman  ♦  Roar Medallion  ♦  Rotten Winged Sword Insignia  ♦  Sacred Scorpion Charm  ♦  Sacrificial Twig  ♦  Shabriri's Woe  ♦  Shard of Alexander  ♦  Silver Scarab  ♦  Spear Talisman  ♦  Spelldrake Talisman  ♦  Stalwart Horn Charm  ♦  Starscourge Heirloom  ♦  Taker's Cameo  ♦  Twinblade Talisman  ♦  Two Fingers Heirloom  ♦  Viridian Amber Medallion  ♦  Warrior Jar Shard  ♦  Winged Sword Insignia



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    • Anonymous

      Should work twice on Curved Greatswords, Greathammers, Greataxes, and the like instead of just colossal weapons pricing twice and daggers in niche scenarios

      • Anonymous

        I use a longsword and this is super useful. Stance + R1 is often a free crit with the regen, especially on regular enemies of similar level.

        • Anonymous

          As of 1.07, it looks like colossal weapons don't trigger it twice anymore. Only daggers now.

          So sucks for you if you wanted to run a crit build that doesn't spam jump attacks or use a misericorde with flames of the redmanes or glintstone phalanx. You're going to be severely outclassed. nothing lets you do one cast that costs less than 15, and one jump attack.

          • Seems there are peeps who don't understand what a critical hit is in the description, it's for front and back stabs, not for other types of critical hits from ranged weapons or staggers or knockbacks or knockdowns.

            • Meteor staff, rock sling, misericorde, radagons Icon, graven school talisman, this thing. Middle game mage. Cast rock sling to Break stance, riposte to get FP back. Rinse, repeat.

              • Anonymous

                This talisman is very useful when you are playing as a summon. I recommend this to anyone who plays coop and uses spells

                • Anonymous

                  Hi guys, game designer here. Just wanted to share my thoughts on why this is the closest thing to an FP regen talisman Fromsoft is willing to give us. (Also TL:DR at the bottom.)

                  So, regen in general is kind of tough in combat design. I want to focus on one of these problems in particular for the sake of keeping this post shorter: it makes combat avoidance the optimal strategy, which is boring because nothing's happening. Casters in general happen to have an additional consideration here which is that they already are focused on zoning and control, so adding regen to their kit may push them into the realm of passivity, thus ruining gameplay pacing and engagement.

                  There IS a health regeneration talisman in the game, which certainly leads to this possibility, however health is only used for one thing (not dying) and the regen is negligible: you're still probably gonna get two- or three-shot by any reasonable boss. Buying yourself an extra hit by sitting there for three or more minutes without doing anything just isn't worth it, especially when you have to manage to not be hit for that entire time, which is incredibly difficult to do.

                  So, why mana on crits then? As everyone here is certainly aware of, getting crits is DANGEROUS. It's a high-risk, high-reward strategy and that's EXCITING: getting a parry is hard and it'll backfire as many times as it goes well for you, but when it works nothing feels better than hearing that parry sound effect and going in for a celebratory riposte where the game rewards you in tremendous damage, a cool animation, and a spray of blood. This talisman, by offering an additional reward to the player for performing a crit, encourages them into something that is proven to be fun and a little bit greedy - but, once again, as everyone here knows, it's the failures that make the success that much sweeter.

                  Additionally, from more of a balance standpoint, encouraging crits actively moves the combat closer to its resolution - either you're going to kill the monster, or you're gonna miss that parry by a frame and it's gonna kill you. Passive regen, as stated above, does the opposite. It's all about pacing, and Fromsoft figured that shorter is more exciting - pumping your adrenaline for about 3 minutes instead of for 5 or 10.

                  Ultimately though, what likely happened was early in development a bunch of designers got together and designed an FP regen talisman then observed players using it (a process called playtesting, which makes up the bulk of what game designers actually do) and just noticed that those players were playing too passively and getting bored playing the game and so they decided not to ship it in the final version.

                  I can actually speak as a player on this. In Dark Souls 3 there was a mana regen infusion for your equipment - you could slap it on a sword or shield and at max level (because it scaled with upgrade level) it would give you 0.35 FP per second, or 0.7 FP/sec if you had two things equipped. I experimented with it a lot because I was excited about the effect but on each of my builds that I ended up using this on I would regularly set down the controller after killing a bunch of enemies and go make a sandwich or something while my FP regenerated back to full, which is HORRIBLE for pacing and took me out of the game flow every time, while not even ultimately being that useful!

                  TL:DR - Regen is hard to do right in combat and encourages passivity, which isn't fun. Health regen works (imo) because it only has one use and is ultimately negligible since you're gonna get two-shot anyways. FP from crits, on the other hand, encourages the player to play in a fun way and moves the combat forward. Dark Souls 3 actually had FP regen equipment and Fromsoft probably decided to remove it based on player data.

                  At the end of the day, the moral of the story - and something that every combat designer has to come to terms with at some point - is that things can be both balanced and cool, but not be fun.

                  Hope this helps!

                  • Anonymous

                    Hi guys, game designer here. Just wanted to share my thoughts on why this is the closest thing to an FP regen talisman Fromsoft is willing to give us. (Also TL:DR at the bottom.)

                    So, regen in general is kind of tough in combat design. I want to focus on one of these problems in particular for the sake of keeping this post shorter: it makes combat avoidance the optimal strategy, which is boring because nothing's happening. Casters in general happen to have an additional consideration here which is that they already are focused on zoning and control, so adding regen to their kit may push them into the realm of passivity, thus ruining gameplay pacing and engagement.

                    There IS a health regeneration talisman in the game, which certainly leads to this possibility, however health is only used for one thing (not dying) and the regen is negligible: you're still probably gonna get two- or three-shot by any reasonable boss. Buying yourself an extra hit by sitting there for three or more minutes without doing anything just isn't worth it, especially when you have to manage to not be hit for that entire time, which is incredibly difficult to do.

                    So, why mana on crits then? As everyone here is certainly aware of, getting crits is DANGEROUS. It's a high-risk, high-reward strategy and that's EXCITING: getting a parry is hard and it'll backfire as many times as it goes well for you, but when it works nothing feels better than hearing that parry sound effect and going in for a celebratory riposte where the game rewards you in tremendous damage, a cool animation, and a spray of blood. This talisman, by offering an additional reward to the player for performing a crit, encourages them into something that is proven to be fun and a little bit greedy - but, once again, as everyone here knows, it's the failures that make the success that much sweeter.

                    Additionally, from more of a balance standpoint, encouraging crits actively moves the combat closer to its resolution - either you're going to kill the monster, or you're gonna miss that parry by a frame and it's gonna kill you. Passive regen, as stated above, does the opposite. It's all about pacing, and Fromsoft figured that shorter is more exciting - pumping your adrenaline for about 3 minutes instead of for 5 or 10.

                    Ultimately though, what likely happened was early in development a bunch of designers got together and designed an FP regen talisman then observed players using it (a process called playtesting, which makes up the bulk of what game designers actually do) and just noticed that those players were playing too passively and getting bored playing the game and so they decided not to ship it in the final version.

                    I can actually speak as a player on this. In Dark Souls 3 there was a mana regen infusion for your equipment - you could slap it on a sword or shield and at max level (because it scaled with upgrade level) it would give you 0.35 FP per second, or 0.7 FP/sec if you had two things equipped. I experimented with it a lot because I was excited about the effect but on each of my builds that I ended up using this on I would regularly set down the controller after killing a bunch of enemies and go make a sandwich or something while my FP regenerated back to full, which is HORRIBLE for pacing and took me out of the game flow every time, while not even ultimately being that useful!

                    TL:DR - Regen is hard to do right in combat and encourages passivity, which isn't fun. Health regen works (imo) because it only has one use and is ultimately negligible since you're gonna get two-shot anyways. FP from crits, on the other hand, encourages the player to play in a fun way and moves the combat forward. Dark Souls 3 actually had FP regen equipment and Fromsoft probably decided to remove it based on player data.

                    At the end of the day, the moral of the story - and something that every combat designer has to come to terms with at some point - is that things can be both balanced and cool, but not be fun.

                    Hope this helps!

                    • Anonymous

                      This thing was so helpful in exploring leyendell the first time I got their. The graces really made you walk like hell.

                      • Anonymous

                        Was wondering if this would be better than running the crimson dagger on my black knife dex/faith build if I were to use urgent heal. It restores 15 fp while Urgent heal costs 16, essentially giving you an urgent heal for the cost of 1 fp per backstab. I would suspect that the crimson dagger would be better for gaining health earlier in the game due to the additional flat HP gained in addition to the flat 10% HP restoration, as well as less yield out of urgent heal due to less faith and generally lower sacred seal upgrades.

                        • Anonymous

                          Don't forget this is useful in pve for a block counter stagger riposte. This makes it even more useful than DS3 where you were only limited to parries and backstabbing and the occasional boss stagger riposte.

                          • Anonymous

                            Needs a buff, only a parry chad might find this a little relevant and even then you are better off using your precious talisman slot for something that complements your build.

                            • Who needs FP regen if you have this? In open world exploration, as long as there are backstab-able enemies, you have essentially infinite FP. Even on bosses you can often get 2-3 crits if you happen to spam rocks. IMHO one of the best picks for spellcasters.

                              • Anonymous

                                All Colossal Weapons (NOT Colossal Swords, specifically the separate Colossal Weapon class) will get double benefit from this talisman. It doesn't appear to be tied to animation as both the Colossal Swords and the Colossal Weapons share the same critical animations. This also appears to be unique to just the Colossal Weapons as I tested it at Agheel Lake North for easy backstabs and parries for every weapon class and the only ones that doubled up the effect were the Colossal Weapons.

                                Additionally, some enemies change the crit animation and will allow any weapon to double up on the FP recovery but this isn't terribly common.

                                • Anonymous

                                  Shame this one restores a flat 15 and doesn't scale like the HP version
                                  But it's understandable really, would allow for people to completely drop regular attacks for ash attacks in a lot of weapons, but then again seeing people spam wacky ashes like total spazzes would be funny in its own way

                                  • Anonymous

                                    why does this not work for me? trying to use with high crit weapon Rogier's or Misericorde and not getting any FP back

                                    • Anonymous

                                      Use Bloodhound Step. Instant Transmission straight to someone’s back for 5FP. Backstab them and get 15FP back. Tasty.

                                      • Anonymous

                                        Reminder that there are TWO bosses in Black Knife Catacombs; the Black Knife Assassin is behind a Secret Passage in the room with two skeletons

                                        • Anonymous

                                          Yeah common problem. Killed a boss and got a pop up about getting a dagger but it's nowhere in inventory. Sad.

                                          • Anonymous

                                            As someone who only uses FP for quickstep, this a fantastic talisman. I went through most of the game with the base FP and I'd rarely run out of FP for quickstep. I'd carry just 1 flask for FP when I would run out.

                                            • Anonymous

                                              Went to the Black Knife Catacombs and got a Cemetery Shade boss instead of Black Knife Assassin... no drop :(

                                              • Anonymous

                                                when critting with (some?) colossal weapons this can actually trigger twice; tested with the Watchdog's Staff and it still worked as of the 1.02.1 patch

                                                • Anonymous

                                                  Does anyone have any idea about how much it restores? I hate that the game doesn't give you stats on this.

                                                  • Anonymous

                                                    Location is correct. Ride the middle blade up after it falls down, then boss is behind an illusory wall at the end of that path.

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