Dark Knight is a job in Final Fantasy XIV, introduced in the first expansion pack, Final Fantasy XIV: Heavensward. Dark Knight requires no base class, is unlocked at level 50 by completing the quest "Our End" offered by an Ishgardian Citizen at The Pillars (13, 8), and begins at level 30. In contrast to other Dark Knights in Final Fantasy series, it is a Tank job.
Profile[]
The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations.
None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them?
A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as "Dark Knights".
These sentinels bear no shields declaring their allegiance. Instead, their greatswords act as beacons to guide the meek through darkness.Lodestone
Dark Knight is a tank job, with similar abilities as Paladins and Warriors. The job wields greatswords. In battle, Dark Knights use forbidden magicks to infuse their blades with the powers of darkness to strike down their enemies and defend their allies.
Story[]
History[]
In Ishgard at the year 960 of the Sixth Astral Era, a commoner with an unwavering sense of justice by the name of Tryphaniel the Unshod was granted knighthood. It was this same moral fortitude that bid him trail after a clergyman after witnessing the supposed holy man dragging a child and then committing unspeakable acts upon her. The incensed Tryphaniel drew his sword without hesitation, and answered the babbled excuses with a single, fatal blow.
Rather than praise his heroism, however, the knight's peers condemned him for slaying a holy member of the church. He was forced to defend his life in a trial by combat, but though he survived, he would be stripped of his knighthood. Unflinching in the face of accusations that he had fallen to darkness, Tryphaniel roared that he would gladly surrender a title that required him to turn a blind eye to a child's suffering. He cast aside his crested shield and continued his crusade for the commonfolk with no thought or fear for what others held taboo. His righteous deeds inspired some courageous few to embrace the path of the forbidden, and thus the legacy of the dark knight was born.
Final Fantasy XIV: Heavensward[]
After the citizen tells the Warrior of Light about Dark Knights, they discover Fray. Confident that the Warrior has the potential to become a great Dark Knight using the darkness within them, Fray instructs them to complete various heroic tasks and asks the Warrior of Light to commune with the voices they've been hearing to further strengthen their darkness. After helping innocents from the Amalj'aa in Eastern Thanalan, Fray tells the Warrior of Light that while they are close, they are not fit for the job, although they do not completely give up.
Cracks within Fray's mind become more visible over time and their body starts to wear. They are disappointed with the Warrior's sporadic communion with voices, and frustrated over them helping others with little to no compensation for their trouble. After slaying a gang of Qiqirn bandits at La Noscea and retrieving stolen goods, the distressed original owner berates the Warrior of Light and demands compensation. Fray has an emotional outburst over their deeds being unrewarded or worse, criticized.
The darkness and frustration within Fray reaches an apex as they attack the Whitebrim Front. Drillemont alerts the Warrior of Light. Fray eventually reveals their true identity as the physical manifestation of the Warrior's own dark side, of everything they have been wanting to say deep down. Fray's body falls to the ground lifeless as the dark aura around them coalesces into the form of the Warrior of Light, but wearing a dark suit of armor and a sword unlike theirs. The Esteem brandishes their sword with the intent of cutting down the Warrior of Light and becoming their own person, beholden to no one. The Warrior defeats the doppelganger, but tells them that they've now seen them for what they really are. Drillemont and the inhabitants at Whitebrim raise their voices, proclaiming that they would never forsake the Warrior of Light for all they had done or even what they are, restoring the Warrior's confidence and trust in those around him. The Esteem scoffs it off as mere willful ignorance, claiming that the adventurer is more akin to "Weapon of Light" if they could be so easily controlled and hailed a hero. The shade claims it's not too late to change and free themselves, but the Warrior of Light, having come to an understanding, embraces the darkness and casts aside their doubt. Though the darkness leaves the Warrior in peace, it claims it will be waiting still for when they finally tire of the "charade".
Some time after Fray's passing, the Warrior of Light meets an Auri Dark Knight named Sidurgu, an old friend of Fray who protects a female Ishgardian youth, Rielle, from devout Temple Knights who are on the hunt for her as she is the daughter of a heretic who drank dragon blood. The one leading the charge is her own mother, Ystride de Caulignont of House Caulignont, which bears strong ties to the Ishgardian Orthodox Church. Ystride challenges the Dark Knights to a duel to determine Rielle's fate, as per Ishgardian tradition. Faced with the possibility of having to fight the higher ranking Temple Knights from an influential House of Ishgard, Sidurgu seeks out more power. Their journey brings them to the Mourn in Dravania where, from a Dravanian acquaintance of Rielle's, discovers that the Dark Knights have ancient ties to Moghome.
Upon journeying to Moghome, a group of mischievous Moogles kidnap Rielle and threaten to keep her to themselves. Sidurgu flies into a blind rage but, with the Warrior of Light's help, defeats the Moogles, who then release Rielle. Sid learns that the true power of the Dark Knight stems from love of those close to them; as a Dark Knight's power is tempered by pure emotion, an especially powerful one—like love and the feelings that emerge from wanting to save and protect those closest to them—can draw out their true potential. Sidurgu initially rejects this, but cannot deny that there is a hint of truth to it.
Countess Ystride's missive has arrived at last. The Warrior, Sidurgu, and Rielle are to meet with her in Coerthas western highlands, that the group might conduct the trial by combat. Desperate to find absolution in the death of her daughter, Countess Ystride quickly discards all pretense and commands wave after wave of Temple Knights to kill Rielle. Eventually, she attempts to carry out the deed herself, but the Warrior and Sidurgu manage to subdue her and kill her remaining knights. Still, Sidurgu but relents, reasoning that for all her crimes, she is still Rielle's mother. However, Ystride declares that she will never stop hunting the girl, for it is the will of the Fury. Grudgingly, Sidurgu readies his sword once more, and Rielle administers the last rites to her mother.
In the end, it would seem that Rielle would rather remain in the company of Sidurgu ─ provided he continues to be more honest with her.
Final Fantasy XIV: Stormblood[]
The Warrior of Light sees that their Dark Knight soul crystal is breaking in half, so they went and consult Sidurgu about this. Sidurgu touches the soul crystal and feels that the aether inside is leaking outside, so he suggests to go around Ishgard to investigate. When they go outside, they meet a mysterious person named Myste that asks forgiveness from the Warrior because he stole the aether from their soul crystal. He insists to perform five acts of healing people that have been affected by the Warrior of Light's actions as a Dark Knight.
Myste find a woman in mourning and reveals that her cousin is Ser Ignasse de Vesnaint, a member of Heaven's Ward slain by the Warrior of Light. Myste has a mysterious power to create a simulacrum of a dead person, and he summons the simulacrum of Ser Ignasse to speak for the last time with his cousin.
It would seem that Sidurgu is determined to aid Myste in his strange crusade to help anyone and everyone. After helping a widow in Tailfeather, the party arrives in the Churning Mist. Hearing Sidurgu's praise to his master, Myste summons a simulacrum of Ser Ompagne, Sidurgu and Fray's master. The shade challenges the Warrior of Light and Sidurgu to a final test of Dark Knight, and while they win, Sidurgu is heavily wounded as a result.
Although Sidurgu has yet to recover from his injuries, Myste wants to resume his search for souls in need of succor. They meet an Ala Mhigan refugee and Myste summons his departed friend so that they could converse for the last time... but the Ala Mhigan refugee dies before they can finish. Sidurgu is concerned that Myste's failure will spur him to deeper depths of depression.
Sidurgu has at last accepted that Myste is not coming back to Ishgard, and that if the Warrior wants reclaim the remainder of their stolen aether, they will need to take the initiative. Myste then is encountered for the final time in the Peaks of Ala Mhigo.
After all of his actions, the Warrior of Light known about Myste's true form: an embodiment of their emotional pain, given form by the Dark Knight soul crystal. Myste is embodying their sorrow and desire for forgiveness for all the people who suffer and die at their hand. Myste's ultimate plan is to make a "world without death" that involves using his simulacrums as replacements for those unfortunate souls to absolve their guilt. The Warrior of Light refuses to give up fighting to protect people in spite of their suffering, so Myste revolts against them. He summons the shades of Rhitahyn sas Arvina, Ilberd, the Warriors of Darkness, and even Ser Zephirin of Heavens' Ward. Myste's goal with these shades appears to be to display the Warrior of Light's many sins.
Angered of Myste's actions, Fray manifests from the Warrior of Light's heart to help them. Fray understands that nothing will change what has happened because of them, and that the desire to prevent such tragedies from happening again is what moves them forward. Sidurgu throws his Deathbringer to Fray and together they defeat Myste's simulacrums... after this, the Warrior of Light defeats Myste with Souleater. Fray says that in the end, Myste only wanted to make this cruel, twisted world a better place, futile as that is. He forgives Myste, and both of them come back inside the Warrior of Light's heart.
Back at Ishgard, as the Warrior reflects once more on the path they have walked, they are surprised by Lord Edmont, who greets them warmly. Though a part of him wishes that the Warrior would remain in Ishgard, he knows that their destiny leads them elsewhere, for they are still a hero. They're still a good person.
Final Fantasy XIV: Shadowbringers[]
Returning from the First, the Warrior of Light reprises their adventures to Sidurgu and Rielle. Sidurgu presents a letter given to him by a Brume citizen named Lunnie, the first person the Warrior saved as a Dark Knight. The letter was not written by her, but she was given it to pass onto the Warrior. Meeting with several individuals that the letter passed through leads the Warrior of Light to Lower La Noscea. The letter was written by the merchant that berated the Warrior for bloodying his merchandise during their time with Fray disguised Esteem. The merchant explains the trials and difficulties he experienced after meeting the Warrior of Light, and how for a period of time they had blamed them for his predicament. However, when going through the few belongings left to him the merchant found the bloodied bag of seeds that the Warrior had returned to them, allowing the merchant a second chance at life and spurred him on to thank the Warrior of Light, not simply for rescuing the seeds, but also for changing the merchant's outlook on life.
As thanks the merchant requests the Warrior of Light take one of the flowers he has grown, this particular species being closely related to funerals and goodbyes. The Warrior reflects on Fray, both the person they had met only through their soul crystal, and also the manifestation of their inner darkness. The Warrior travels to Central Coerthas and calls out to Fray, but a thought from their inner darkness, Esteem, comes to them; "[Yet] there can be no answer but this, can there? So let us wait for a time, you and I. In the cold and in the snow. In the dark..."
Placing the flower at the edge of the Sea of Clouds, the flower is blown towards Whitebrim by the winds. Esteem manifests behind the Warrior, mirroring their pose akin to their first meeting at Whitebrim. Esteem muses over their growth, making peace with the Warrior's contradictory nature, stating that "We are stories we tell ourselves ... They will tell you who they see, but you and you alone know who you are." Musing on the answer the Warrior of Light gave on the day Esteem manifested in Whitebrim, the inner darkness returns to the Warrior's heart.
Equipment[]
Dark knights predominantly wield greatswords as their weapon. Their armor is primarily made up of "Fending" gear that they share with other tanking disciplines, boasting the highest defenses amongst all armors. At lower levels they also have access to lighter armors used by DPS disciplines. While the bonus attributes of these items may be of use, it is important to weigh their benefits against the defenses lost.
The primary attributes for dark knights are strength and vitality, which boost their attack power and HP respectively, and should always be prioritized over other attributes. As a tanking discipline, they have access to the tank-exclusive tenacity attribute, which boosts their damage done and healing received, while also lowering damage taken.
Lists of dark knight equipment | |
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Relic Weapon and Artifact Armor[]
Heavensward[]
Deathbringer can be acquired by trading Centurio Seals acquired in Clan Hunt in Ishgard.
The Chaos Armor set is acquired after finishing the level 60 job quest, "Absolution". They can also be bought with Centurio Seals at the Forgotten Knight in Ishgard.
Dark Knight's Anima Weapon is the Animated Deathbringer, and its final stage Cronus Lux.
Stormblood[]
The Antiquated Caladbolg is acquired alongside the Abyss Armor set after finishing the level 70 job quest, "Our Compromise". Antiquated Caladbolg then could be upgraded into Xiphias Eureka and optionally Xiphias Physeos.
Shadowbringers[]
Shadowbringer is acquired alongside the Weathered Bale Armor set after completing the Tank Role Quest "To Have Love and Loved", achieved level 80, and visiting Grenoldt in The Tempest. Dyeable versions called the Idealized Bale Armor set can be obtained from coffers obtained as drops in Memoria Misera (Extreme).
Dark Knight's Resistance Weapon is the Woeborn, and its final version is the Blade's Justice.
Endwalker[]
Chaosbringer and the Ignominy Armor set could be obtained from Varsarudh at Old Sharlayan after finishing the Main Scenario Quest "Friends Gathered". They can be equipped at level 89, and can be dyed upon completion of the tank role quest "A Path Unveiled".
Dark Knight's Manderville Weapon is the Manderville Zweihander, and its final stage the Mandervillous Greatsword.
Dawntrail[]
Maleficus and the Fallen's Armor set could be obtained from Mewazunte in Tuliyollal after finishing the Main Scenario Quest "In Pursuit of Sphene". They can be equipped at level 99, and can be dyed after completing the tank role quest "Dreams of a New Day".
Job Gauge[]
The Dark Knight's Job Gauge introduced in 4.0 Stormblood is the Blood Gauge, which features a heart-shaped blood-red gem set on a base covered with blue spikes. The gauge indicates whether the Dark Knight is in a tanking stance (Grit), increasing enmity from enemies.
The Blood Gauge incorporates a sword shaped gauge that displays how much Blackblood the Dark Knight has accumulated. The gauge is refilled by certain weaponskills, such as Souleater and Blood Weapon, and is spent by skills such Bloodspiller and Quietus.
In 5.0 Shadowbringers, the Dark Knight received a second Job Gauge in the form of Darkside, originally the DPS stance for Dark Knights. Represented by a Dark Knight helmet, it glows and fills when using the abilities Edge of Darkness and Flood of Darkness, increasing the user's potency for all attacks as long as it's active.
When The Blackest Night (acquired at level 70) has absorbed enough damage, it is converted into a Dark Arts, indicated by a symbol which allows the use of Edge of Darkness and Flood of Darkness without MP cost.
When Living Shadow (acquired at level 80) is used, a second timer will appear alongside the Darkside gauge, indicating how much time until the summoned Esteem withdraws from battlefield.
Abilities[]
Job Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|---|
Hard Slash |
1 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 150 ( 180, 300). | |||||||
Syphon Strike |
2 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 100 ( 120, 240).
| |||||||
Unleash |
6 | Spell | Instant | 2.5s | — | — | 5y radius |
Deals unaspected damage with a potency of 120 to all nearby enemies.
| |||||||
Grit |
10 | Ability | Instant | 2s | — | — | — |
Significantly increases enmity generation. Effect ends upon reuse. Action changes to Release Grit upon execution. | |||||||
Release Grit File:Release Grit from Final Fantasy XIV icon.png |
10 | Ability | Instant | 1s | — | — | — |
Cancels the effect of Grit. | |||||||
Unmend |
15 | Spell | Instant | 2.5s | — | 20y | — |
Deals unaspected damage with a potency of 150.
| |||||||
Souleater |
26 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 100 ( 140, 260).
| |||||||
Flood of Darkness |
30 | Ability | Instant | 1s | 3000 MP | 10y | 10y line |
Deals unaspected damage with a potency of 100 to all enemies in a straight line before you.
Shares a recast timer with Edge of Darkness. Upgrades to Flood of Shadow. | |||||||
Blood Weapon |
35 | Ability | Instant | 60s | — | — | — |
Grants 3 stacks of Blood Weapon, each stack ( increasing Blood Gauge by 10 and) restoring MP upon landing weaponskills or spells.
Effect does not stack when hitting multiple targets with a single attack. Blood Weapon Mastery Upgrades to Delirium. | |||||||
Shadow Wall |
38 | Ability | Instant | 120s | — | — | — |
Reduces damage taken by 30%.
Shadow Wall Mastery Upgrades to Shadowed Vigil. | |||||||
Stalwart Soul |
40 | Spell | Instant | 2.5s | — | — | 5y radius |
Deals unaspected damage with a potency of 100 ( 120) to all nearby enemies.
| |||||||
Edge of Darkness |
40 | Ability | Instant | 1s | 3000 MP | 3y | — |
Deals unaspected damage with a potency of 300.
Shares a recast timer with Flood of Darkness. Upgrades to Edge of Shadow. | |||||||
Dark Mind |
45 | Ability | Instant | 60s | — | — | — |
Reduces magic vulnerability by 20%.
| |||||||
Living Dead |
50 | Ability | Instant | 300s | — | — | — |
Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, an amount of HP totaling your maximum HP is restored, the effect will change to Undead Rebirth. If this amount is not restored, you will be KO'd.
While under the effect of Undead Rebirth, most attacks will not lower your HP below 1.
| |||||||
Salted Earth |
52 | Ability | Instant | 90s | — | — | 5y radius |
Creates a patch of salted earth at your feet, dealing unaspected damage with a potency of 50 to any enemies who enter.
Action optionally changes to Salt and Darkness upon execution after reaching level 86. | |||||||
Shadowstride File:Shadowstride from Final Fantasy XIV icon.png |
54 | Ability | Instant | 30s | — | 20y | — |
Rush to a targeted enemy's location.
Cannot be executed while bound. | |||||||
Abyssal Drain |
56 | Ability | Instant | 60s | — | 20y | 5y radius |
Deals unaspected damage with a potency of 240 to target and all enemies nearby it.
Shares a recast timer with Carve and Spit. | |||||||
Carve and Spit |
60 | Ability | Instant | 60s | — | 3y | — |
Delivers a threefold attack with a potency of 510 ( 540).
Shares a recast timer with Abyssal Drain. | |||||||
Bloodspiller |
62 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 500 ( 580).
Enhanced Delirium Action changes to Scarlet Delirium under the effect of Delirium. | |||||||
Quietus |
64 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack with a potency of 200 ( 240) to all nearby enemies.
Enhanced Delirium Action changes to Impalement under the effect of Delirium. | |||||||
Delirium |
68 | Ability | Instant | 60s | — | — | — |
Grants 3 stacks of Delirium and Blood Weapon.
Effect does not stack when hitting multiple targets with a single attack. | |||||||
The Blackest Night |
70 | Ability | Instant | 15s | 3000 MP | 30y | — |
Creates a barrier around target that absorbs damage totaling 25% of target's maximum HP.
Grants Dark Arts when barrier is completely absorbed.
| |||||||
Flood of Shadow |
74 | Ability | Instant | 1s | 3000 MP | 10y | 10y line |
Deals unaspected damage with a potency of 160 to all enemies in a straight line before you.
Shares a recast timer with Edge of Shadow. | |||||||
Edge of Shadow |
74 | Ability | Instant | 1s | 3000 MP | 3y | — |
Deals unaspected damage with a potency of 460.
Shares a recast timer with Flood of Shadow. | |||||||
Dark Missionary |
76 | Ability | Instant | 90s | — | — | 30y radius |
Reduces magic damage taken by self and nearby party members by 10%.
| |||||||
Living Shadow |
80 | Ability | Instant | 120s | — | — | — |
Conjure a simulacrum of your darkside to fight alongside you.
| |||||||
Oblation |
82 | Ability | Instant | 60s | — | 30y | — |
Reduces damage taken by a party member or self by 10%.
| |||||||
Salt and Darkness |
86 | Ability | Instant | 20s | — | — | — |
All enemies standing in the corrupted patch of Salted Earth take additional unaspected damage with a potency of 500 for the first enemy, and 50% less for all remaining enemies. | |||||||
Shadowbringer |
90 | Ability | Instant | 60s | — | 10y | 10y line |
Deals unaspected damage to all enemies in a straight line before you with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while under the effect of Darkside. | |||||||
Shadowed Vigil File:Shadowed Vigil from Final Fantasy XIV icon.png |
92 | Ability | Instant | 120s | — | — | — |
Reduces damage taken by 40%.
| |||||||
Scarlet Delirium File:Scarlet Delirium from Final Fantasy XIV icon.png |
96 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 600.
Can only be executed while under the effect of Delirium. Action changes to Comeuppance upon execution. | |||||||
Comeuppance File:Comeuppance from Final Fantasy XIV icon.png |
96 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 700.
Can only be executed while under the effect of Delirium. Action changes to Torcleaver upon execution. | |||||||
Torcleaver File:Torcleaver from Final Fantasy XIV icon.png |
96 | Weaponskill | Instant | 2.5s | — | 3y | — |
Delivers an attack with a potency of 800.
Can only be executed while under the effect of Delirium. | |||||||
Impalement File:Impalement from Final Fantasy XIV icon.png |
96 | Weaponskill | Instant | 2.5s | — | — | 5y radius |
Delivers an attack with a potency of 320 to all nearby enemies.
Can only be executed while under the effect of Delirium. | |||||||
Disesteem File:Disesteem action from Final Fantasy XIV icon.png |
100 | Weaponskill | Instant | 2.5s | — | 10y | 10y line |
Deals physical damage to all enemies in a straight line before you with a potency of 1,000 for the first enemy, and 50% less for all remaining enemies. Can only be executed while Scorn is active. |
Role Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Rampart |
8 | Ability | Instant | 90s | — | — | — |
Reduces damage taken by 20%. | |||||||
Low Blow |
12 | Ability | Instant | 25s | — | 3y | — |
Stuns target.
| |||||||
Provoke |
15 | Ability | Instant | 30s | — | 25y | — |
Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity. | |||||||
Interject |
18 | Ability | Instant | 30s | — | 3y | — |
Interrupts the use of a target's action. | |||||||
Reprisal |
22 | Ability | Instant | 60s | — | — | 5y radius |
Reduces damage dealt by nearby enemies by 10%.
| |||||||
Arm's Length |
32 | Ability | Instant | 120s | — | – | – |
Creates a barrier nullifying most knockback and draw-in effects.
| |||||||
Shirk |
48 | Ability | Instant | 120s | — | 25y | — |
Diverts 25% of enmity to target party member. |
Traits[]
Name | Level | Description |
---|---|---|
Tank Mastery |
1 | Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP based on your vitality attribute, and a bonus to damage dealt based on your strength attribute. |
Blackblood |
62 | Allows for Blood Gauge accumulation upon the landing of certain actions. |
Enhanced Blackblood |
66 | Allows for Blood Gauge accumulation upon the landing of any weaponskill or spell while under the effect of Blood Weapon. |
Blood Weapon Mastery File:Blood Weapon Mastery from Final Fantasy XIV icon.png |
68 | Upgrades Blood Weapon to Delirium. |
Darkside Mastery |
74 | Upgrades Flood of Darkness and Edge of Darkness to Flood of Shadow and Edge of Shadow respectively. |
Enhanced Plunge |
78 | Allows the accumulation of charges for consecutive uses of Plunge.
|
Enhanced Unmend |
84 | Reduces recast time of Shadowstride by 5 seconds when executing Unmend on most targets. |
Melee Mastery |
84 | Increases the potency of Hard Slash to 180, Syphon Strike to 120, and Souleater to 140. |
Enhanced Living Shadow |
88 | Increases the potency of attacks dealt by your simulacrum to 420. |
Enhanced Living Shadow II |
90 | Upgrades Flood of Shadow executed by your simulacrum to Shadowbringer, which delivers an attack to all enemies in a straight line before it with a potency of 570 for the first enemy, and 25% less for all remaining enemies. |
Shadow Wall Mastery File:Shadow Wall Mastery from Final Fantasy XIV icon.png |
92 | Upgrades Shadow Wall to Shadowed Vigil. |
Melee Mastery II |
94 | Increases the potency of Hard Slash to 300, Syphon Strike to 240, Souleater to 260, Stalwart Soul to 120, Carve and Spit to 540, Bloodspiller to 580, and Quietus to 240. |
Enhanced Delirium File:Enhanced Delirium from Final Fantasy XIV icon.png |
96 | Upgrades Bloodspiller and Quietus to Scarlet Delirium and Impalement respectively. |
Enhanced Living Shadow III File:Enhanced Living Shadow III from Final Fantasy XIV icon.png |
100 | Grants the effect of Scorn after executing Living Shadow.
Additionally upgrades Carve and Spit executed by your simulacrum to Disesteem, which delivers an attack to all enemies in a straight line before it with a potency of 620 for the first enemy, and 25% less for all remaining enemies. |
Role Traits[]
Name | Level | Description |
---|---|---|
Enhanced Rampart File:Enhanced Rampart Role from Final Fantasy XIV icon.png |
94 | Adds an additional effect to Rampart that increases HP recovery via healing actions on self by 15%. |
Enhanced Reprisal File:Enhanced Reprisal from Final Fantasy XIV icon.png |
98 | Extends the duration of Reprisal to 15 seconds. |
PvP Actions[]
Action | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|
Hard Slash |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 3,000. ※This action cannot be assigned to a hotbar. | ||||||
Syphon Strike |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 4,000.
※This action cannot be assigned to a hotbar. | ||||||
Souleater |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 5,000.
※This action cannot be assigned to a hotbar. | ||||||
Quietus |
Weaponskill | Instant | 15s | — | — | 5y circle |
Delivers an attack with a potency of 8,000 to all nearby enemies.
This weaponskill does not share a recast timer with any other actions. | ||||||
Shadowbringer |
Ability | Instant | 1s | — | 10y | 10y line |
Deals unaspected damage with a potency of 6,000 to all enemies in a straight line before you. Consumes 20% of your maximum HP when executed.
Cannot be executed when current HP is lower than 20%. | ||||||
Plunge |
Ability | Instant | 15s | — | 20y | — |
Rushes target and delivers an attack with a potency of 2,000.
If that target should be KO'd in battle before Sole Survivor expires, 20% of your maximum HP will be restored, and the recast time of Plunge will be reset. | ||||||
The Blackest Night |
Ability | Instant | 15s | — | 30y | — |
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency.
Grants Dark Arts when barrier is completely absorbed.
| ||||||
Salted Earth |
Ability | Instant | 30s | — | — | 10y radius |
Instantly draws nearby enemies to your side, and creates a patch of salted earth at your feet, dealing unaspected damage over time to any enemies inside.
※Action changes to Salt and Darkness while Salted Earth is active. | ||||||
Bloodspiller |
Weaponskill | Instant | 2.4s | — | 5y | — |
Delivers an attack with a potency of 6,000. Potency increases up to 12,000 as HP decreases, reaching its maximum value when HP falls below 25%. Can only be executed while under the effect of Blackblood. ※This action cannot be assigned to a hotbar. | ||||||
Salt and Darkness |
Ability | Instant | 10s | — | — | — |
All enemies standing in the corrupted patch of Salted Earth take additional unaspected damage with a potency of 4,000.
※This action cannot be assigned to a hotbar. | ||||||
Eventide |
Limit Break | Instant | 10s | — | — | 30y line |
Delivers an attack with a potency of 6,000 to all enemies in a straight line before and behind you. Potency increases up to 24,000 as HP nears maximum. HP is reduced to 1 upon execution.
Can only be executed when the limit gauge is full. | ||||||
Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 30s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed actions[]
The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Spinning Slash |
4 | Weaponskill | Instant | 2.5s | — | 3 | — |
Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Hard Slash Combo Potency: 220 Removed in patch 5.0. | |||||||
Low Blow |
10 | Ability | Instant | 25s | — | 3 | — |
Delivers an attack with a potency of 100. Additional Effect: Stun Duration: 5s (PvP 3s) Additional Effect: 30% chance that next parry will reset the recast timer. Replaced with Low Blow Role Action in patch 4.0. | |||||||
Reprisal |
22 | Ability | Instant | 30s | — | 3 | — |
Delivers an attack with a potency of 210. Can only be used immediately after parrying an attack. Additional Effect: Lowers target's damage dealt by 10% for 20s. Replaced with Reprisal Role Action in patch 4.0. | |||||||
Power Slash |
26 | Weaponskill | Instant | 2.5s | — | 3 | — |
Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Spinning Slash Combo Potency: 300 Dark Arts Potency: 240 Dark Arts Combo Potency: 440 Dark Arts Combo Effect: Increased enmity Dark Arts fades upon execution. Removed in patch 5.0. | |||||||
Darkside |
30 | Ability | Instant | 5s | 600 | — | — |
Increases damage dealt by 20%. MP regeneration stops during battle and Refresh statuses granted by others have no effect. Effect ends upon reuse. Removed in patch 5.0. | |||||||
Shadowskin |
30 | Ability | Instant | 20s | — | — | — |
Reduces damage taken by 15%.
Removed in patch 5.0. | |||||||
Scourge |
30 | Ability | Instant | — | — | — | — |
Delivers an attack with a potency of 100. Additional Effect: Damage over time Potency: 40 Duration: 18s Removed in patch 5.0. | |||||||
Dark Dance |
34 | Ability | Instant | — | — | — | — |
Increases parry rate by 20%. Can only be executed while succumbing to the Darkside. Duration 20s
Removed in patch 4.0. | |||||||
Blood Price |
35 | Ability | Instant | 40s | — | — | — |
Restores partial MP when damage is taken. Duration: 15s Additional Effect: Increases Blood Gauge by 1 every time you suffer damage and another 4 over time while in battle. Can only be used while under the effect of Grit. Effect is canceled if Grit ends. Removed in patch 5.0. | |||||||
Dark Passenger |
40 | Ability | Instant | 60s | 2400 | 10 | 10 |
Deals unaspected damage with a potency of 140 to all enemies in a straight line before you. Can only be executed when succumbing to the Darkside. Additional Effect: Increased enmity Dark Arts Potency: 280 Dark Arts Effect: Blind Duration: 15s Dark Arts fades upon execution. Removed in patch 5.0. | |||||||
Dark Arts |
45 | Ability | Instant | 2s | 2400 | — | — |
Attune with the darkness within you, increasing the potency of several actions. Can only be executed when succumbing to the Darkside. Effect fades if Darkside is canceled. Duration: 10s Removed in patch 5.0. | |||||||
Plunge |
54 | Ability | Instant | 30s | — | 20y | — |
Delivers a jumping attack with a potency of 150.
Cannot be executed while bound. Removed in patch 7.0. |
Limit Break[]
Dark Knights' Limit Breaks focus on drastically raising the defense and magic defense of the entire party for a short period of time. Dark Knight has the same Level 1 and Level 2 limit breaks as other Tanks.
Other appearances[]
Final Fantasy Trading Card Game[]
Dark Knight appears in Final Fantasy Trading Card Game as Earth-elemental Forward cards.
Behind the scenes[]
The Dark Knight's journal entries are much more personal in nature and only become increasingly more aggressive over time, extending to even the in-game objectives. This appears to be the power of the soul crystal itself, heavily implying a level of sentience as well as Fray's real identity.
At Fan Fest 2018 Las Vegas, Dark Knight was revealed to be the default job for the Warrior of Light in Final Fantasy XIV: Shadowbringers
The Dark Knight class has some allusions to Cloud Strife. The male idle pose when their weapon is drawn is based on Cloud's iconic pose with his sword slung over his shoulder. Similarly, the victory pose emote is identical to Cloud's. The second mentor of the Dark Knight job, Sidurgu, wields a large two-handed sword, has a spiked hairstyle, and has a brooding personality.