Dzemael Darkhold is a Dungeon from Final Fantasy XIV, located in the Coerthas Central Highlands. It is an expansive system of natural caverns originally planned to be used as a fortress in Ishgard's war against dragonkind. To gain entrance, players must begin (or have completed) any version of the Grand Company quest Into The Dark and be in a party with at least four level 44 (or above) players.
Dzemael Darkhold was intended to be Ishgard's bastion in their continuing conflict against dragonkind. However, while mining the depths of the caverns for crystals, the Ishgardians found a strange statue that came to life as they tried to move it, killing most of the miners. Knights and hired hands were called to deal with the creature, but at the precise moment they rallied to arms against the malevolent menace, Garlean troopers had stormed the Darkhold's entrance and had no trouble taking over the fortress.
News of the invasion of the Darkhold, apparently led by Nael van Darnus of the VIIth legion, quickly spread over Eorzea, and the recently revived Grand Companies started operations to discover the reasons behind the invasion, reaching the conclusion that the Empire's interest is in the sizable crystal veins deep inside the caves.
Seeking to utilize an existing labyrinth of natural caves, the Ishgardian house of Dzemael began construction on their eponymous Darkhold near the end of the Sixth Astral Era, intending it to serve as a refuge for those fleeing the flames of the Dravanian Horde. When the house's digging uncovered an entrance to the void, allowing an army of voidsent into this realm, however, they immediately abandoned their plans and withdrew from the subterrane, sealing it off so that they might contain the otherworldly invaders within. Despite all this, the house is unwilling to relinquish its claim to the caves, and believes that if they can be cleared of the voidsent, they might still be able to see their original plan brought to fruition.Duty description
The VIIth legion had long since abandoned the Darkhold as Nael Van Darnus moved foward with her plans. Since the Calamity, the structure was flooded with voidsent. Regardless, House Dzemael never relinquished their claim to the hold as their own, and hope to have it cleaned up and put to use.
The boss battles have changed dramatically. The All-Seeing Eye is slain early on, making use of the crystal auras that render it vulnerable. The "Ogre" (no longer named Deepvoid Slave) is accompanied by other ogres instead of teleporting ghosts. The end boss, Batraal, no longer spawns skeletons, but instead draws power from the nearby corrupted crystals, which need to be broken.
- A Realm Reborn
- All-Seeing Eye (Boss)
- Alpgrot Orobon
- Batraal (Boss)
- Betrayed Soul
- Bone Nix
- Corrupted Crystal
- Deepvoid Slave
- Diamond-tooth Hedgemole
- Forsaken Soul
- Hellsbound Warrior
- Lava Drake
- Mouch Volante
- Recluse Hippogryph
- Taulurd (Boss)
"The Darkhold" plays in the beginning of Dzemael Darkhold.
Behind the scenes
Dzemael Darkhold is among the few dungeons in A Realm Reborn to be imported from Version 1.0, along with the The Thousand Maws of Toto-Rak, Cutter's Cry, and Aurum Vale. Notably, all four dungeons would not go on to receive Hard versions. According to Naoki Yoshida in the Letter from the Producer LIVE XIX, it would have required significantly more resources to create them compared to other Hard dungeons.