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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 and begins at level 30, unlocked by completing the quest "Our End" offered by an Ishgardian Citizen at The Pillars (13, 8).

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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 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

Heavensward

After the citizen tells the Adventurer about Dark Knights, they eventually discover Fray. Confident that the Adventurer has the potential to become a great Dark Knight using the darkness within them, Fray instructs them to go on various heroic tasks and bring out the darkness within them and with every meeting, Fray asks them to commune with the voices they've been listening to to further strengthen their darkness. Later on, after helping innocents from the Amalj'aa in Eastern Thanalan, Fray tells the Adventurer that while they are close, they are not fit for the job, although they do not completely give up.

Eventually, cracks within Fray's mind become more visible over time and his body starting to wear, becoming disappointed with the Adventurer's sporadic communions with voices, along with the frustration over 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 adventurer is berated by the distressed original owner and demands compensation, causing Fray to have an emotional outburst over their deeds being unrewarded or worse, criticized.

Eventually, the darkness and frustration within Fray reaches an apex as he is later seen attacking the Whitebrim Front. The adventurer is alerted by Drillemont to attend to the scene. Fray eventually reveals his true identity as the physical manifestation of the Adventurer's own dark side, of everything the Adventurer has been wanting to say deep down inside. Fray's body falling to the ground lifeless as the dark aura around him coalesces into the form of the Adventurer, but wearing a dark suit of armor and a sword unlike theirs. The Esteem brandishes their sword with the intent of cutting down the Adventurer and becoming their own person, beholden to no one. The adventurer defeats the doppelganger, but tells them that they've now seen them for what they really are. However, Drillemont and the inhabitants at Whitebrim raise their voices, proclaiming that they would never forsake them for all they had done or even what they are, restoring the Adventurer's confidence and trust in those around him. the Esteem merely 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 a hero. The shade claims it's not too late to change now and free themselves, but the Adventurer, having come to an understanding, embraces the darkness and casts aside their doubt. Though the darkness leaves the Adventurer in peace, it claims it will be waiting still for when they finally tire of the "charade".

Some time after Fray's passing, the Adventurer 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. Rielle eventually reveals that the Temple Knights are hunting her as she is the daughter of a heretic who drank the blood of a dragon. Moreover, 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, 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, Rielle is kidnapped by a group of mischievous Moogles who threaten to keep her to themselves. This causes Sidurgu to fly into a blind, murderous rage as the Moogles taunt Sidurgu of her fate. With the adventurer's help he manages to push them into defeat where they then release Rielle. Through this farce, the Moogles taught Sid 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 denies this, but cannot deny that there is a hint of truth to it.

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Stormblood

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Equipment

Dark Knights wield two-handed greatswords in battle. They share "Fending" armor and accessories with Gladiators and Marauders, but obtain their own artifacts. At level 50 a Dark Knight is given an equivalent in the form of high-quality Heavy Wolfram gear (the item used to obtain it describing it as armor issued to apprentice Dark Knights), but this can be equipped by any tank-role job. At level 60 a Dark Knight obtains a Chaos set, a spiky, black, and thick-plated suit of armor with a tattered chainmail skirt and cloth over-skirt, and accompanying face-obscuring helm. At level 70 a Dark Knight obtains an Abyssal set, a smoother and thinner suit of plate-armor more directly modeled off of Cecil Harvey's appearance, including a white-eyed and fully-enclosed helm.

Job Gauge

FFXIV Dark Knight Blood Gauge

Blood Gauge

The Job Gauge was introduced in 4.0 Stormblood. The Dark Knight uses the Blood Gauge. The Blood Gauge 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 defensive stance (Grit). When Grit is in effect, the Dark Knight's ability to repel damage increases but their ability to deal damage decreases.

The Blood Gauge also incorporates a sword shaped gauge that displays how much Blackblood the knight has accumulated. The gauge is refilled by certain weaponskills, such as Souleater, and is spent by other weaponskills, inclulding Delirium and Bloodspiller, for higher damage.

Abilities

Job Actions

Ability Level Type Cast Recast TP Cost Range Radius
Hard Slash
File:FFXIV Hard Slash Icon.png
1 Weaponskill Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 70 Melee
Delivers an attack with a potency of 150.
Spinning Slash
File:FFXIV Spinning Slash Icon.png
4 Weaponskill Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 60 Melee
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity.
Combo Action: Hard Slash
Combo Potency: 220.
Unleash
File:FFXIV Unleash Icon.png
6 Ability Instant 2.50s (Base value; the higher the character's Spell Speed stat, the lower the recast time will be) N/A (MP cost) 5y
Deals unaspected damage with a potency of 50 to all nearby enemies.
Additional Effect: Increased enmity.
Syphon Strike
File:FFXIV Syphon Strike Icon.png
10 Weaponskill Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 60 Melee
Delivers an attack with a potency of 100.
Dark Arts Potency: 240
Combo Action: Hard Slash
Combo Potency: 250
Dark Arts Combo Potency: 390
Combo Bonus: Restores MP
MP restoration increased while under the effect of Grit. Dark Arts fades upon execution.
Unmend
File:FFXIV Unmend Icon.png
15 Spell Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) N/A (MP cost) 15y
Deals unaspected damage with a potency of 150.
Additional Effect: Increased enmity.
Additional Effect: 30% chance that next Unleash will cost no MP.
Duration: 15s.
Blood Weapon
File:FFXIV Blood Weapon Icon.png
18 Ability Instant 40s
Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 10% and converts physical damage dealt into MP, while reducing weaponskill TP cost by 20%. Also increases Blood Gauge by 3 each time a physical attack lands.
Duration: 15s
Cannot be used while under the effect of Grit.
Power Slash
File:FFXIV Power Slash Icon.png
26 Weaponskill Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 60 Melee
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity
Combo Action: Spinning Slash
Combo Potency: 300
Dark Arts Combo Effect: Increased enmity.
Dark Arts fades upon execution.
Grit
File:FFXIV Grit Icon.png
30 Spell Instant 2.50s (Base value; the higher the character's Spell Speed stat, the lower the recast time will be) N/A (MP cost)
Reduces damage received by 20%, while lowering damage dealt by 20% and increasing enmity
Effect ends upon reuse.
Darkside
File:FFXIV Darkside Icon.png
30 (Complete the quest "Ishgardian Justice") Ability Instant 5s N/A (MP cost)
Increases damage dealt by 20%. MP regeneration stops during battle and Refresh statuses granted by others have no effect.
Effect ends upon reuse.
Blood Price
File:FFXIV Blood Price Icon.png
35 (Complete the quest "The Voice in the Abyss") Ability Instant 40s
Restores partial MP when damage is taken.
Duration: 15s
Additional Effect: Increases Blood Gauge by 1 immediately and another 4 over time while in battle.
Can only be used while under the effect of Grit.
Souleater
File:FFXIV Souleater Icon.png
38 Weaponskill Instant 2.50s (Base value; the higher the character's Skill Speed stat, the lower the recast time will be) 50 Melee
Delivers an attack with a potency of 100.
Dark Arts Potency: 240
Combo Action: Syphon Strike
Combo Potency: 280
Dark Arts Combo Potency: 420
Grit Combo Bonus: Absorbs a portion of damage dealt as HP
Combo Bonus: Increases Blood Gauge by 10
Dark Arts fades upon execution
Dark Passenger
File:FFXIV Dark Passenger Icon.png
40 (Complete the quest "Heroic Reprise") Ability Instant 30s N/A (MP cost) 10y 10y
Deals unaspected damage with a potency of 100 to all enemies in a straight line before you.
Can only be used when succumbing to the Darkside.
Dark Arts Potency: 240
Dark Arts Effect: Blind
Duration: 15s
Dark Arts fades upon execution.
Dark Mind
File:FFXIV Dark Mind Icon.png
42 Ability Instant 60s
Reduces magic vulnerability by 15%.
Can only be used when succumbing to the Darkside.
Duration: 10s
Dark Arts Effect: Increase magic vulnerability reduction to 30%.
Dark Arts fades upon execution.
Dark Arts
File:FFXIV Dark Arts Icon.png
45 (Complete the quest "Declaration of Blood") Ability Instant 2s N/A (MP cost)
Attune with the darkness within you, increasing the potency of several actions. Can only be used when succumbing to the Darkside. Effect fades if Darkside is canceled.
Duration: 10s
Shadow Wall
File:FFXIV Shadow Wall Icon.png
46 Ability Instant 180s
Reduces damage taken by 30%.
Duration: 10s
Living Dead
File:FFXIV Living Dead Icon.png
50 (Complete the 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
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
Walking Dead Duration: 10s
Salted Earth
File:FFXIV Salted Earth Icon.png
52 (Complete the quest "The Knight and the Maiden Fair") Ability Instant 45s 15y 5y
Creates a patch of salted earth, dealing unaspected damage with a potency of 75 to any enemies who enter.
Duration: 21s
Additional Effect: Increases Blood Gauge by 1
Plunge
File:FFXIV Plunge Icon.png
54 (Complete the quest "Kindred Spirits") Ability Instant 30s 15y
Delivers a jumping attack with a potency of 200.
Cannot be executed while bound.
Abyssal Drain
File:FFXIV Abyssal Drain Icon.png
56 (Complete the quest "Original Sins") Spell Instant 2.50s (Base value; the higher the character's Spell Speed stat, the lower the recast time will be) N/A (MP cost) 15y 5y
Deals unaspected damage with a potency of 120 to target and enemies near it.
Additional Effect: Increased enmity
Dark Arts Effect: Absorbs a portion of damage dealt as HP.
Dark Arts fades upon execution.
Sole Survivor
File:FFXIV Sole Survivor Icon.png
58 (Complete the quest "The Flame in the Abyss") Ability Instant 120s N/A (MP cost) 25y
Marks the target with the status Another Victim. If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored.
Duration: 15s
Carve and Spit
File:FFXIV Carve and Spit Icon.png
60 (Complete the quest "Absolution") Ability Instant 60s 60 Melee
Delivers an attack with a potency of 100. Also restores MP if used while not under the effect of Dark Arts.
Dark Arts Potency: 450
Dark Arts fades upon execution.
Delirium
File:FFXIV Delirium Icon.png
62 Ability Instant 120s
Restores MP.
Additional Effect: Extends Blood Weapon and Blood Price effects by 8s and 16s respectively.
Blood Gauge Cost: 50
Quietus
File:FFXIV Quietus Icon.png
64 Weaponskill Instant 2.50s (Base value; the higher the character's Spell Speed stat, the lower the recast time will be) 5y
Delivers an attack with a potency of 160 to all nearby enemies.
Dark Arts Potency: 210
Additional Effect: Restores own MP
Blood Gauge Cost: 50
Dark Arts fades upon execution.
Bloodspiller
File:FFXIV Bloodspiller Icon.png
68 Weaponskill Instant 2.50s (Base value; the higher the character's Spell Speed stat, the lower the recast time will be) Melee
Delivers an attack with a potency of 400.
Dark Arts Potency: 540
Grit Potency: 475
Dark Arts+Grit Potency: 650
Blood Gauge Cost: 50
Dark Arts fades upon execution.
The Blackest Night
File:FFXIV The Blackest Night Icon.png
70 (Complete the quest "Our Compromise") Ability Instant 15s 30y
Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
Duration: 5s
Increases Blood Gauge by 50 when full 20% (10%) is absorbed.

Role Actions

Role actions are abilities common to classes and jobs with the same role. Jobs can select and use up to five role actions, while classes can select and use up to ten.

Action Level Type Cast Recast Range Radius Role Affinity
Rampart
File:FFXIV Rampart Icon.png
8 Ability Instant 90s Tank
Reduces damage taken by 20%
Duration: 20s
Low Blow
File:FFXIV Low Blow Icon.png
12 Ability Instant 25s Tank
Stuns the target
Duration: 5s
Provoke
File:FFXIV Provoke Icon.png
16 Ability Instant 40s Tank
Gesture threateningly, placing yourself at the top of a target's enmity list.
Convalescence
File:FFXIV Convalescence Icon.png
20 Ability Instant 120s Tank
Increases own HP recovery via healing magic by 20%
Duration: 20s
Anticipation
File:FFXIV Anticipation Icon.png
24 Ability Instant 60s Tank
Increases parry rate by 30%
Duration: 20s.
Reprisal
File:FFXIV Reprisal Icon.png
32 Ability Instant 60s Tank
Lowers target's damage dealt by 10%
Duration: 5s.
Awareness
File:FFXIV Awareness Icon.png
36 Ability Instant 120s Tank
Nullifies chance of suffering critical damage
Duration: 25s
Interject
File:FFXIV Interject Icon.png
40 Ability Instant 30s Tank
Silences target
Duration: 1s
Ultimatum
File:FFXIV Ultimatum Icon.png
44 Ability Instant 90s Tank
Provoke nearby enemies, placing yourself at the top of their enmity list.
Shirk
File:FFXIV Shirk Icon.png
48 Ability Instant 120s Tank
Diverts 25% of enmity to target party member.

Job Traits

Name Level Description
Enhanced Vitality
File:FFXIV Enhanced Vitality Icon.png
20 Increases vitality by 8.
Enhanced Vitality II
File:FFXIV Enhanced Vitality II Icon.png
40 Increases vitality by 16.
Enhanced Vitality III
File:FFXIV Enhanced Vitality III Icon.png
60 Increases vitality by 24.
Blackblood
File:FFXIV Blackblood Icon.png
62 Allows for Blood Gauge accumulation upon the landing of certain actions.
Enhanced Blackblood
File:FFXIV Enhanced Blackblood Icon.png
66 Allows for Blood Gauge accumulation while under the effect of Blood Weapon or Blood Price.

PvP Actions

Action Type Cast Recast Cost
Hard Slash
File:FFXIV Hard Slash PVP Icon.png
Weaponskill Instant 2.3s
Delivers an attack with a potency of 750.

※This action cannot be assigned to a hotbar.
Spinning Slash
File:FFXIV Spinning Slash PVP Icon.png
Weaponskill Instant 2.3s
Delivers an attack to target.
Combo Action: Hard Slash
Combo Potency: 1,000

※This action cannot be assigned to a hotbar.
Power Slash
File:FFXIV Power Slash PVP Icon.png
Weaponskill Instant 2.3s
Delivers an attack to target.
Combo Action: Spinning Slash
Combo Potency: 1,500
Additional Effect: Reduces target's HP recovered by healing magic by 10%
Duration: 15s

※This action cannot be assigned to a hotbar.
Syphon Strike
File:FFXIV Syphon Strike PVP Icon.png
Weaponskill Instant 2.3s
Delivers an attack to target.
Combo Action: Hard Slash
Combo Potency: 1,250

※This action cannot be assigned to a hotbar.
Souleater
File:FFXIV Souleater PVP Icon.png
Weaponskill Instant 2.3s
Delivers an attack to target.
Combo Action: Syphon Strike
Combo Potency: 1,250
Combo Bonus: Absorbs 100% of damage dealt as HP
Combo Bonus: Restores 1,000 MP
Combo Bonus: Increases Blood Gauge by 20

※This action cannot be assigned to a hotbar.
Bloodspiller
File:FFXIV Bloodspiller PVP Icon.png
Weaponskill Instant 2.3s Blackblood: 50
Delivers an attack with a potency of 2,000.
Additional Effect: Silence
Duration: 2s
Unmend
File:FFXIV Unmend PVP Icon.png
Spell Instant 10s 2500 MP
Deals unaspected damage with a potency of 500.
Additional Effect: 10-yalm draw-in
The Blackest Night
File:FFXIV The Blackest Night PVP Icon.png
Ability Instant 10s 2500 MP
Creates a barrier around self or target party member that absorbs damage totaling 20% of your maximum HP.
Duration: 5s
Increases Blood Gauge by 20 when full 20% is absorbed.
Low Blow
File:FFXIV Low Blow PVP Icon.png
Ability Instant 5s 300 MP
Delivers an attack with a potency of 750.
Additional Effect: Stun
Duration: 2s
Plunge
File:FFXIV Plunge PVP Icon.png
Ability Instant 30s
Rushes target and delivers an attack with a potency of 500.
Recast time is reset if Plunge records a KO or an assist.
Cannot be executed while bound.
Sole Suvivor
File:FFXIV Sole Survivor PVP Icon.png
Ability Instant 60s
Increases target's damage taken by 10%. Restores 25% of your maximum HP and MP and increases Blood Gauge by 50 if target is KO'd before effect expires.
Duration: 10s
Grit
File:FFXIV Grit PVP Icon.png
Ability Instant 5s
Reduces both damage taken and damage dealt by 25%.
Effect ends upon reuse.

Additional PvP Actions

These actions are common to all jobs, and can only be used in PvP areas. The number of additional actions that can be set is limited to two.

Action Type Cast Recast
Recuperate
File:FFXIV Recuperate Icon.png
Ability Instant 45s
Restores 25% of maximum HP.
Muse
File:FFXIV Muse Icon.png
Ability Instant 90s
Restores 25% of maximum MP.
Enliven
File:FFXIV Enliven Icon.png
Ability Instant 90s
Restores 50% of maximum TP.
Purify
File:FFXIV Purify Icon.png
Ability Instant 45s
Removes Stun, Sleep, Bind, Heavy, Slow, and Silence from target. Can be used regardless of own status affliction.
Concentrate
File:FFXIV Concentrate Icon.png
Ability Instant 45s
Creates a barrier preventing Stun, Sleep, Bind, Heavy, Slow, Silence, and knockback effects.
Duration: 10s
Safeguard
File:FFXIV Safeguard Icon.png
Ability Instant 90s
Reduces damage taken by 25%.
Duration: 10s
Bolt
File:FFXIV Bolt Icon pvp.png
Ability Instant 45s
Reduces damage taken by 25%.
Duration: 10s

PvP Traits

These traits are common to all jobs, and only take effect when in PvP areas. The number of PvP traits that can be set is limited to three.

Traits Effect
Increased HP
FFXIV Increased HP pvp Icon
Increases maximum HP by 5%.
Increased Action Speed
File:FFXIV Increased Action Speed Icon.png
Decreases weaponskill and spell cast and recast times by 3%.
Increased Damage Dealt
File:FFXIV Increased Damage Dealt Icon.png
Increases damage dealt by 3%.
Decreased Damage Taken
File:FFXIV Decreased Damage Taken Icon.png
Decreases damage taken by 3%.
Increased Healing Potency
File:FFXIV Increased Healing Potency Icon.png
Increases spell-based HP restoration by 5%.
Decreased Recast Time
File:FFXIV Decreased recast time Icon.png
Decreases recast time of additional actions by 20%.
Increased Resistance Duration
File:FFXIV Increased REsistance Duration Icon.png
Increases duration of resistances by 50%.
Increased MP Regeneration
File:FFXIV increased MP Regeneration Icon.png
Increases MP regeneration rate by 25%.
Increased TP Regeneration
File:FFXIV Increased TP Regeneration Icon.png
Increases TP regeneration rate by 40%.

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 10% for a period of 10 seconds. FFXIV Tank Shieldwall
Mighty Guard 2 Reduces damage taken by all party members by 20% for a period of 15 seconds. FFXIV Tank Mighty Guard
Dark Force 3 Reduces damage taken by all party members by 50% for a period of 12 seconds. Dark Force

Gallery

Abilities
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Trivia

  • The journal entries for the Dark Knight are much more personal in nature and only become increasingly more aggressive over time, extending to even the in-game objectives themselves. This appears to be the power of the soul crystal itself at work, heavily implying a level a sentience as well as Fray's real identity.
  • The Dark Knight class has a few references to Cloud Strife:
    • The male idle pose when their weapon is drawn is based off of his 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.
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