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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 dark magicks to infuse their blades with the powers of darkness to strike down their enemies and defend their allies. Most of their abilities involve draining HP from enemies.

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[]

A roegadyn dark knight with the Caladbolg and Abyss artifact armor.

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

Dark Knight's Arms Dark Knight's Arms

Head Head
Body Body
Hands Hands
Waist Waist
Legs Legs
Feet Feet

Earrings Earrings
Necklaces Necklaces
Bracelets Bracelets
Rings Rings
Soul Crystal Soul Crystal

Relic Weapon and Artifact Armor[]

Heavensward[]

Deathbringer can be acquired by trading Centurio Seals acquired in Clan Hunt in Ishgard.

Chaos Armor set is acquired after finishing the level 60 job quest, "Absolution".

Stormblood[]

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 Eurekan weapon, Xiphias Phiseos.

Shadowbringers[]

Shadowbringer is acquired alongside the Bale Armor set after completing the Tank Role Quest "To Have Love and Loved", achieved level 80, and visiting Grenoldt in The Tempest.

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 bought from Gear Vendor at Old Sharlayan after finishing the Main Scenario Quest "Friends Gathered". They're could be equipped at level 89.

Job Gauge[]

Blood 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.

Darkside Gauge

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[]

Ability Level Type Cast Recast MP Cost Range Radius
Hard Slash
Hard Slash from Final Fantasy XIV icon.png
1 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 150 (Melee Mastery 170).
Syphon Strike
Syphon Strike from Final Fantasy XIV icon.png
2 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 120).
Combo Action: Hard Slash
Combo Potency: 240 (Melee Mastery 260)
Combo Bonus: Restores MP
Unleash
Unleash from Final Fantasy XIV icon.png
6 Spell Instant 2.5s 5y radius
Deals unaspected damage with a potency of 120 to all nearby enemies.
Grit
Grit from Final Fantasy XIV icon.png
10 Ability Instant 3s
Significantly increases enmity generation.
Effect ends upon reuse.
Unmend
Unmend from Final Fantasy XIV icon.png
15 Spell Instant 2.5s 20y
Deals unaspected damage with a potency of 150.
Additional Effect: Increased enmity
Enhanced Unmend Additional Effect: Reduces the recast time of Plunge by 5 seconds
Souleater
Souleater from Final Fantasy XIV icon.png
26 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 100 (Melee Mastery 120).
Combo Action: Syphon Strike
Combo Potency: 320 (Melee Mastery 340)
Combo Bonus: Restores own HP
Cure Potency: 300
Blackblood Combo Bonus: Increases Blood Gauge by 20
Flood of Darkness
Flood of Darkness from Final Fantasy XIV icon.png
30 Complete quest "Ishgardian Justice" 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.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Edge of Darkness.

Darkside Mastery Upgrades to Flood of Shadow.

Blood Weapon
Blood Weapon from Final Fantasy XIV icon.png
35 Complete quest "The Voice in the Abyss" Ability Instant 60s
Grants 5 stacks of Blood Weapon, each stack (Enhanced Blackblood increasing Blood Gauge by 10 and) restoring MP upon landing weaponskills or spells.
Duration: 15s

Effect does not stack when hitting multiple targets with a single attack.

Shadow Wall
Shadow Wall from Final Fantasy XIV icon.png
38 Ability Instant 120s
Reduces damage taken by 30%.
Duration: 15s
Stalwart Soul
Stalwart Soul from Final Fantasy XIV icon.png
40 Spell Instant 2.5s 5y radius
Deals unaspected damage with a potency of 100 to all nearby enemies.
Combo Action: Unleash
Combo Potency: 140
Combo Bonus: Restores MP
Combo Bonus: Increases Blood Gauge by 20
Edge of Darkness
Edge of Darkness from Final Fantasy XIV icon.png
40 Complete quest "Heroic Reprise" Ability Instant 1s 3000 MP 3y
Deals unaspected damage with a potency of 300.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Flood of Darkness.

Darkside Mastery Upgrades to Edge of Shadow.

Dark Mind
Dark Mind from Final Fantasy XIV icon.png
45 Ability Instant 60s
Reduces magic vulnerability by 20%.
Duration: 10s
Living Dead
Living Dead from Final Fantasy XIV icon.png
50 Complete quest "Our Answer" 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.
Living Dead Duration: 10s
Additional Effect: Restores HP with each weaponskill successfully delivered or spell cast
Cure Potency: 1500

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.

Walking Dead Duration: 10s

While under the effect of Undead Rebirth, most attacks will not lower your HP below 1.

Undead Rebirth Duration: Time remaining on Walking Dead
Salted Earth
Salted Earth from Final Fantasy XIV icon.png
52 Complete quest "The Knight and the Maiden Fair" 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.
Duration: 15s

※Action changes to Salt and Darkness upon execution.

Plunge
Plunge from Final Fantasy XIV icon.png
54 Complete quest "Kindred Spirits" Ability Instant 30s 20y
Delivers a jumping attack with a potency of 150.
Enhanced Plunge Maximum Charges: 2

Cannot be executed while bound.

Abyssal Drain
Abyssal Drain from Final Fantasy XIV icon.png
56 Complete quest "Original Sins" Ability Instant 60s 20y 5y radius
Deals unaspected damage with a potency of 150 to target and all enemies nearby it.
Additional Effect: Restores own HP
Cure Potency: 200
Additional Effect: Restores MP

Shares a recast timer with Carve and Spit.

Carve and Spit
Carve and Spit from Final Fantasy XIV icon.png
60 Complete quest "Absolution" Ability Instant 60s 3y
Delivers a threefold attack with a potency of 510.
Additional Effect: Restores MP

Shares a recast timer with Abyssal Drain.

Bloodspiller
Bloodspiller from Final Fantasy XIV icon.png
62 Weaponskill Instant 2.5s 3y
Delivers an attack with a potency of 500.
Blood Gauge Cost: 50
Quietus
Quietus from Final Fantasy XIV icon.png
64 Weaponskill Instant 2.5s 5y radius
Delivers an attack with a potency of 200 to all nearby enemies.
Blood Gauge Cost: 50
Delirium
Delirium from Final Fantasy XIV icon.png
68 Ability Instant 60s
Grants 3 stacks of Delirium, each stack allowing the execution of Quietus or Bloodspiller without Blackblood cost, restoring MP when landing either weaponskill.
Duration: 15s
The Blackest Night
The Blackest Night from Final Fantasy XIV icon.png
70 Complete quest "Our Compromise" Ability Instant 15s 3000 MP 30y
Creates a barrier around target that absorbs damage totaling 25% of target's maximum HP.
Duration: 7s

Grants Dark Arts when barrier is completely absorbed.

Dark Arts Effect: Consume Dark Arts instead of MP to execute Edge of Shadow or Flood of Shadow
Flood of Shadow
Flood of Shadow from Final Fantasy XIV icon.png
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.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Edge of Shadow.

Edge of Shadow
Edge of Shadow from Final Fantasy XIV icon.png
74 Ability Instant 1s 3000 MP 3y
Deals unaspected damage with a potency of 460.
Additional Effect: Grants Darkside, increasing damage dealt by 10%
Duration: 30s
Extends Darkside duration by 30s to a maximum of 60s.

Shares a recast timer with Flood of Shadow.

Dark Missionary
Dark Missionary from Final Fantasy XIV icon.png
76 Ability Instant 90s 15y radius
Reduces magic damage taken by self and nearby party members by 10%.
Duration: 15s
Living Shadow
Living Shadow from Final Fantasy XIV icon.png
80 Ability Instant 120s
Conjure a simulacrum of your darkside to fight alongside you.
Simulacrum Attack Potency: 240 (Enhanced Living Shadow 300)
Duration: 24s
Blood Gauge Cost: 50
Enhanced Living Shadow II Additional Effect: Simulacrum is able to execute Shadowbringer, delivering an attack to all enemies in a straight line before it with a potency of 450 for the first enemy, and 25% less for all remaining enemies.
Oblation
Oblation from Final Fantasy XIV icon.png
82 Ability Instant 60s 30y
Reduces damage taken by a party member or self by 10%.
Duration: 10s
Maximum Charges: 2
Salt and Darkness
Salt and Darkness from Final Fantasy XIV icon.png
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.

※This action cannot be assigned to a hotbar.

Shadowbringer
Shadowbringer from Final Fantasy XIV icon.png
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.
Maximum Charges: 2

Can only be executed while under the effect of Darkside.

Role Actions[]

Ability Level Type Cast Recast MP Cost Range Area
Rampart
Rampart Role from Final Fantasy XIV icon.png
Tank 8 Ability Instant 90s
Reduces damage taken by 20%.
Duration: 20s
Low Blow
Low Blow Role from Final Fantasy XIV icon.png
Tank 12 Ability Instant 25s 3y
Stuns target.
Duration: 5s
Provoke
Provoke Role from Final Fantasy XIV icon.png
Tank 15 Ability Instant 30s 25y
Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity.
Interject
Interject from Final Fantasy XIV icon.png
Tank 18 Ability Instant 30s 3y
Interrupts the use of a target's action.
Reprisal
Reprisal Role from Final Fantasy XIV icon.png
Tank 22 Ability Instant 60s 5y radius
Reduces damage dealt by nearby enemies by 10%.
Duration: 10s
Arm's Length
Arm's Length from Final Fantasy XIV icon.png
TankMelee DPSPhysical Ranged DPS 32 Ability Instant 120s
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s
Shirk
Shirk from Final Fantasy XIV icon.png
Tank 48 Ability Instant 120s 25y
Diverts 25% of enmity to target party member.

Traits[]

Name Level Description
Tank Mastery
Tank Mastery from Final Fantasy XIV icon.png
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
Blackblood from Final Fantasy XIV icon.png
62 Allows for Blood Gauge accumulation upon the landing of certain actions.
Enhanced Blackblood
Enhanced Blackblood from Final Fantasy XIV icon.png
66 Allows for Blood Gauge accumulation upon the landing of any weaponskill or spell while under the effect of Blood Weapon.
Darkside Mastery
Darkside Mastery from Final Fantasy XIV icon.png
74 Upgrades Flood of Darkness and Edge of Darkness to Flood of Shadow and Edge of Shadow respectively.
Enhanced Plunge
Enhanced Plunge from Final Fantasy XIV icon.png
78 Allows the accumulation of charges for consecutive uses of Plunge.
Maximum Charges: 2
Enhanced Unmend
Enhanced Unmend from Final Fantasy XIV icon.png
84 Reduces recast time of Plunge by 5 seconds when executing Unmend on most targets.
Melee Mastery
Melee Mastery from Final Fantasy XIV icon.png
84 Increases the potency of Hard Slash to 170, Syphon Strike to 120, and Souleater to 120.
Enhanced Living Shadow
Enhanced Living Shadow from Final Fantasy XIV icon.png
88 Increases the potency of attacks dealt by your simulacrum to 300.
Enhanced Living Shadow II
Enhanced Living Shadow II from Final Fantasy XIV icon.png
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 450 for the first enemy, and 25% less for all remaining enemies.

PvP Actions[]

Ability Type Cast Recast MP Cost Range Radius
Hard Slash
Hard Slash PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 3,000.
※This action cannot be assigned to a hotbar.
Syphon Strike
Syphon Strike PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 4,000.
Combo Action: Hard Slash

※This action cannot be assigned to a hotbar.

Souleater
Souleater PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 5,000.
Combo Action: Syphon Strike
Additional Effect: Converts 100% of damage dealt into HP

※This action cannot be assigned to a hotbar.

Quietus
Quietus PvP from Final Fantasy XIV icon.png
Weaponskill Instant 15s 5y circle
Delivers an attack with a potency of 8,000 to all nearby enemies.
Additional Effect: Absorbs 100% of damage dealt as HP

This weaponskill does not share a recast timer with any other actions.

Shadowbringer
Shadowbringer PvP from Final Fantasy XIV icon.png
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.
Additional Effect: Grants Blackblood
Duration: 10s

Cannot be executed when current HP is lower than 20%.
※Souleater Combo changes to Bloodspiller while under the effect of Blackblood.

Plunge
Plunge PvP from Final Fantasy XIV icon.png
Ability Instant 15s 20y
Rushes target and delivers an attack with a potency of 2,000.
Additional Effect: Afflicts target with Sole Survivor
Soul Survivor Effect: Reduces target's HP recovered by healing actions by 20%
Duration: 15s

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.
Cannot be executed while bound.

The Blackest Night
The Blackest Night PvP from Final Fantasy XIV icon.png
Ability Instant 15s 30y
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency.
Duration: 10s

Grants Dark Arts when barrier is completely absorbed.

Duration: 10s
Dark Arts Effect: Consume Dark Arts instead of HP to execute Shadowbringer
Salted Earth
Salted Earth PvP from Final Fantasy XIV icon.png
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.
Potency: 2,000
Duration: 10s
Additional Effect: Gradually restores your HP and reduces damage taken by 20% while standing in the patch of salted earth
Cure Potency: 2,000
Additional Effect: Increases damage taken by enemies standing in the patch of salted earth by 10%

※Action changes to Salt and Darkness while Salted Earth is active.

Bloodspiller
Bloodspiller PvP from Final Fantasy XIV icon.png
Weaponskill Instant 2.4s 5y
Delivers an attack with a potency of 4,000.
Potency increases up to 12,000 as HP decreases, reaching its maximum value when HP falls below 20%.
Can only be executed while under the effect of Blackblood.
※This action cannot be assigned to a hotbar.
Salt and Darkness
Salt and Darkness PvP from Final Fantasy XIV icon.png
Ability Instant 10s
All enemies standing in the corrupted patch of Salted Earth take additional unaspected damage with a potency of 4,000.
Additional Effect: Bind
Duration: 3s

※This action cannot be assigned to a hotbar.

Eventide
Eventide PvP from Final Fantasy XIV icon.png
Limit Break Instant 10s 30y line
Delivers an attack to all enemies in a straight line before and behind you.
Potency increases up to 20,000 as HP nears maximum.
HP is reduced to 1 upon execution.
Additional Effect: Grants Undead Redemption
Undead Redemption Effect: Attacks cannot reduce your HP to less than 1, and you absorb 100% of weaponskill damage dealt as HP
Duration: 10s
Additional Effect: Grants Blackblood
Duration: 10s

Can only be executed when the limit gauge is full.
※Souleater Combo changes to Bloodspiller while under the effect of Blackblood.

Standard-issue Elixir
Standard-issue Elixir PvP from Final Fantasy XIV icon.png
Ability 4.5s 5s
Restores your HP and MP to maximum.
Casting will be interrupted when damage is taken.
Recuperate
Recuperate PvP from Final Fantasy XIV icon.png
Ability Instant 1s 2500 MP
Restores own HP.
Cure Potency: 15,000
Purify
Purify PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.Grants Resilience upon successfully removing one of the aforementioned effects.
Resilience Effect: Nullifies status afflictions that can be removed by Purify
Duration: 5s

Can be used even when under the effect of certain status afflictions.

Guard
Guard PvP from Final Fantasy XIV icon.png
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.
Duration: 5s

Movement speed is reduced by 50% for the duration of this effect.
Effect ends upon reuse, using another action, or when the effect duration expires.

Sprint
Sprint PvP from Final Fantasy XIV icon.png
Ability Instant 1.5s
Increases movement speed.
Effect ends upon reuse or execution of another action.

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.

Ability Level Description Image
Shield Wall 1 Reduces damage taken by all party members by 20% for a period of 10 seconds. FFXIV Tank Shieldwall.png
Stronghold 2 Reduces damage taken by all party members by 40% for a period of 15 seconds. FFXIV Tank Mighty Guard.png
Dark Force 3 Reduces damage taken by all party members by 80% for a period of 8 seconds. Dark Force.png

Other appearances[]

Final Fantasy Trading Card Game[]

Dark Knight [2-073C] Opus series card.

Dark Knight appears in Final Fantasy Trading Card Game as an Earth-elemental Forward card.

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 a 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.

Gallery[]

Actions
Role Actions
Removed Actions
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