Dark Knight
- This article is about the Heavensward tank job. For the Big Fish, see Dark Knight (Seafood).
Introduction
“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.
Dark Knight (DRK) is a job introduced with the Heavensward expansion and unlockable at level 50 with sufficient progression in the Main Scenario Quests. The job starts at level 30 when unlocked. It is one of four Tank jobs and does not have a base class.
General information
Guild
The job trainer for Dark Knight is initially Fray and later Sidurgu, who is located in Foundation (X:13.3, Y:12.2). This job starts at level 30.
Unlock
Dark Knight is a job introduced in Heavensward, featuring a dark-themed tank wielding a greatsword. It has a few requirements in order to be unlocked:
- Prerequisite: The player must have completed all of the Seventh Astral Era Quests up to Before the Dawn in order to unlock the city of Ishgard.
- Quest: Speak to the Ishgardian Citizen in The Pillars (x13.2,y8.8) to obtain the quest A Dark Spectacle.
Equipment
The dark knight is a disciple of war and wears armor and accessories "of Fending." They use greatswords as weapons.
Weapon | Armor | Accessories |
---|---|---|
Dark Knight's Arms | Head Body Hands Legs Feet |
Bracelets Earrings Necklace Ring |
Quests
Dark Knight Job Quests
Tank Role Quests (Shadowbringers)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
The Man with Too Many Scars | 70 | Granson | |||
Shaped by Tragedy | 72 | Granson | |||
Defined by Loss | 74 | Granson | |||
The Princess and Her Knight | 76 | Granson | |||
The Hardened Heart | 78 | Sul Oul | 1 Paella | ||
To Have Loved and Lost | 80 | Sul Oul | Speaker for the Righteous Tank Role Quests (Shadowbringers) |
1 Battledance Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII |
Tank Role Quests (Endwalker)
Tank Role Quests (Dawntrail)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
The Narwhal Beckons | 90 | Loazenikwe | |||
Sleepless in Ishgard | 92 | Tentoawa | |||
Between Sleep and Death | 94 | Tentoawa | |||
Beacon in the Darkness | 96 | Firmalbert | |||
Awakened, Not Stirred | 98 | Tentoawa | 1 Acqua Pazza | ||
Dreams of a New Day | 100 | Tentoawa | No Sleep Till Tuliyollal | 2 Battledance Materia XI 2 Savage Aim Materia XI 2 Savage Might Materia XI |
Actions
PvE actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Hard Slash | DRK | 1 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 300. | ||
Syphon Strike | DRK | 2 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 240. Combo Action: Hard Slash Combo Potency: 380 Combo Bonus: Restores MP | ||
Unleash | DRK | 6 | Spell | Instant | 2.5s | 0y 5y |
Deals unaspected damage with a potency of 120 to all nearby enemies. Additional Effect: Increased enmity | ||
Grit | DRK | 10 | Ability | Instant | 2s | 0y 0y |
Significantly increases enmity generation. Effect ends upon reuse. | ||
Release Grit | DRK | 10 | Ability | Instant | 1s | 0y 0y |
Cancels the effect of Grit. | ||
Unmend | DRK | 15 | Spell | Instant | 2.5s | 20y 0y |
Deals unaspected damage with a potency of 150. Additional Effect: Increased enmity Additional Effect: Reduces the recast time of Shadowstride by 5 seconds | ||
Souleater | DRK | 26 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 260. Combo Action: Syphon Strike Combo Potency: 480 Combo Bonus: Restores own HP Cure Potency: 300 Combo Bonus: Increases Blood Gauge by 20 | ||
Flood of Darkness | DRK | 1 | 30 | Ability | 3,000 | Instant | 1s | 10y 10y |
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. |
Blood Weapon | DRK | 1 | 35 | Ability | Instant | 60s | 0y 0y |
Grants 3 stacks of Blood Weapon, each stack 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 | DRK | 38 | Ability | Instant | 120s | 0y 0y |
Reduces damage taken by 30%. Duration: 15s | ||
Stalwart Soul | DRK | 40 | Spell | Instant | 2.5s | 0y 5y |
Deals unaspected damage with a potency of 120 to all nearby enemies. Additional Effect: Increased enmity Combo Action: Unleash Combo Potency: 160 Combo Bonus: Restores MP Combo Bonus: Increases Blood Gauge by 20 | ||
Edge of Darkness | DRK | 1 | 40 | Ability | 3,000 | Instant | 1s | 3y 0y |
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. |
Dark Mind | DRK | 45 | Ability | Instant | 60s | 0y 0y |
Reduces magic vulnerability by 20%. Duration: 10s | ||
Living Dead | DRK | 1 | 50 | Ability | Instant | 300s | 0y 0y |
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: 1,500 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 | DRK | 1 | 52 | Ability | Instant | 90s | 0y 5y |
Creates a patch of salted earth at your feet, dealing unaspected damage with a potency of 50 to any enemies who enter. Duration: 15s | |
Shadowstride | DRK | 1 | 54 | Ability | Instant | 30s | 20y 0y |
Rush to a targeted enemy's location. Additional Effect: Increased enmity Maximum Charges: 2 Cannot be executed while bound. | |
Abyssal Drain | DRK | 1 | 56 | Ability | Instant | 60s | 20y 5y |
Deals unaspected damage with a potency of 240 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 | DRK | 1 | 60 | Ability | Instant | 60s | 3y 0y |
Delivers a threefold attack with a potency of 540. Additional Effect: Restores MP Shares a recast timer with Abyssal Drain. | |
Bloodspiller | DRK | 62 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 580. Blood Gauge Cost: 50 | ||
Quietus | DRK | 64 | Weaponskill | Instant | 2.5s | 0y 5y |
Delivers an attack with a potency of 240 to all nearby enemies. Blood Gauge Cost: 50 | ||
Delirium | DRK | 68 | Ability | Instant | 60s | 0y 0y |
Grants 3 stacks of Delirium and Blood Weapon. Delirium Effect: Changes Bloodspiller to Scarlet Delirium and Quietus to Impalement. Duration: 15s Blood Weapon Effect: Each stack increases Blood Gauge by 10 and restores MP upon landing weaponskills or spells. Duration: 15s Effect does not stack when hitting multiple targets with a single attack. | ||
The Blackest Night | DRK | 1 | 70 | Ability | 3,000 | Instant | 15s | 30y 0y |
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 | DRK | 74 | Ability | 3,000 | Instant | 1s | 10y 10y |
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 | DRK | 74 | Ability | 3,000 | Instant | 1s | 3y 0y |
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 | DRK | 76 | Ability | Instant | 90s | 0y 30y |
Reduces magic damage taken by self and nearby party members by 10%. Duration: 15s | ||
Living Shadow | DRK | 80 | Ability | Instant | 120s | 0y 0y |
Conjure a simulacrum of your darkside to fight alongside you. Duration: 20s. Additional Effect: Grants Scorn Duration: 30s Simulacrum Attack Potency: 420 Additional Effect: Simulacrum is able to execute Shadowbringer and Disesteem. Shadowbringer Potency: 570 for the first enemy, and 25% less for all remaining enemies. Disesteem Potency: 620 for the first enemy, and 25% less for all remaining enemies. | ||
Oblation | DRK | 82 | Ability | Instant | 60s | 30y 0y |
Reduces damage taken by a party member or self by 10%. Duration: 10s Maximum Charges: 2 | ||
Salt and Darkness | DRK | 86 | Ability | Instant | 20s | 0y 0y |
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 | DRK | 90 | Ability | Instant | 60s | 10y 10y |
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. | ||
Shadowed Vigil | DRK | 92 | Ability | Instant | 120s | 0y 0y |
Reduces damage taken by 40%. Duration: 15s Additional Effect: Grants Vigilant Duration: 20s Vigilant Effect: Restores HP when HP falls below 50% or upon effect duration expiration Cure Potency: 1,200 | ||
Scarlet Delirium | DRK | 96 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 600. Can only be executed while under the effect of Delirium. ※This action cannot be assigned to a hotbar. ※Bloodspiller changes to Scarlet Delirium while under the effect of Delirium. | ||
Comeuppance | DRK | 96 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 700. Combo Action: Scarlet Delirium Can only be executed while under the effect of Delirium. ※This action cannot be assigned to a hotbar. ※Scarlet Delirium changes to Comeuppance when requirements for execution are met. | ||
Torcleaver | DRK | 96 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 800. Combo Action: Comeuppance Can only be executed while under the effect of Delirium. ※This action cannot be assigned to a hotbar. ※Comeuppance changes to Torcleaver when requirements for execution are met. | ||
Impalement | DRK | 96 | Weaponskill | Instant | 2.5s | 0y 5y |
Delivers an attack with a potency of 320 to all nearby enemies. Can only be executed while under the effect of Delirium. ※This action cannot be assigned to a hotbar. ※Quietus changes to Impalement when requirements for execution are met. | ||
Disesteem | DRK | 100 | Weaponskill | Instant | 2.5s | 10y 10y |
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. |
Limit Breaks (PvE)
- See also: Limit Break
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Shield Wall | Tank | 1 | Limit Break Level 1 | Instant | Instant | 0y 50y |
Reduces damage taken by all party members by 20%. | |
Stronghold | Tank | 1 | Limit Break Level 2 | Instant | Instant | 0y 50y |
Reduces damage taken by all party members by 40%. | |
Dark Force | DRK | 1 | Limit Break Level 3 | Instant | Instant | 0y 50y |
Reduces damage taken by all party members by 80%. |
Tank role actions (PvE)
- See also: Role actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Rampart | Tank | 8 | Ability | Instant | 90s | 0y 0y |
Reduces damage taken by 20%. Additional Effect: Increases HP recovery via healing actions on self by 15% Duration: 20s | |
Low Blow | Tank | 12 | Ability | Instant | 25s | 3y 0y |
Stuns target. Duration: 5s | |
Provoke | Tank | 15 | Ability | Instant | 30s | 25y 0y |
Gesture threateningly, placing yourself at the top of a target's enmity list while gaining additional enmity. | |
Interject | Tank | 18 | Ability | Instant | 30s | 3y 0y |
Interrupts the use of a target's action. | |
Reprisal | Tank | 22 | Ability | Instant | 60s | 0y 5y |
Reduces damage dealt by nearby enemies by 10%. Duration: 15s | |
Arm's Length | Melee DPS Physical Ranged DPS Tank |
32 | Ability | Instant | 120s | 0y 0y |
Creates a barrier nullifying most knockback and draw-in effects. Duration: 6s Additional Effect: Slow +20% when barrier is struck Duration: 15s | |
Shirk | Tank | 48 | Ability | Instant | 120s | 25y 0y |
Diverts 25% of enmity to target party member. |
PvP actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Hard Slash (PvP) | DRK | 30 | Weaponskill | Instant | 2.4s | 5y 0y |
Delivers an attack with a potency of 3,000. ※This action cannot be assigned to a hotbar. | ||
Syphon Strike (PvP) | DRK | 30 | Weaponskill | Instant | 2.4s | 5y 0y |
Delivers an attack with a potency of 4,000. Combo action: Hard Slash ※This action cannot be assigned to a hotbar. | ||
Souleater (PvP) | DRK | 30 | Weaponskill | Instant | 2.4s | 5y 0y |
Delivers an attack with a potency of 5,000. Combo Action: Syphon Strike Combo bonus: Converts 100% of damage dealt into HP ※This action cannot be assigned to a hotbar. | ||
Quietus (PvP) | DRK | 30 | Weaponskill | Instant | 15s | 0y 5y |
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 (PvP) | DRK | 30 | Instant | Instant | 1s | 10y 10y |
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 (PvP) | DRK | 30 | Ability | Instant | 15s | 20y 0y |
Rushes target and delivers an attack with a potency of 2,000. Additional Effect: Afflicts target with Sole Survivor Sole 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, your HP and MP will be restored by 20%, and the recast time of Plunge will be reset. Cannot be executed while bound. | ||
The Blackest Night (PvP) | DRK | 30 | Ability | Instant | 15s | 30y 0y |
Creates a barrier around self or target party member that absorbs equivalent to a heal of 8,000 potency. Duration: 10s Grants Dark Arts when barrier is completely absorbed. Dark Arts Effect: Consume Dark Arts instead of HP to execute Shadowbringer | ||
Salted Earth (PvP) | DRK | 30 | Ability | Instant | 30s | 0y 10y |
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 ※Action changes to Salt and Darkness while Salted Earth is active. | ||
Bloodspiller (PvP) | DRK | 30 | Weaponskill | Instant | 2.4s | 5y 0y |
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 (PvP) | DRK | 30 | Ability | Instant | 10s | 0y 0y |
All enemies standing in the corrupted patch of Salted Earth take additional unaspected damage with a potency of 4,000. Additional Effect: Bind Duration: 2s ※This action cannot be assigned to a hotbar. |
Limit Break (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Eventide (PvP) | DRK | 30 | Limit Break | Instant | 10s | 0y 30y |
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. Additional Effect: Grants Undead Redemption Undead Redemption Effect: Most 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. Gauge Charge Time: 105s ※Souleater Combo changes to Bloodspiller while under the effect of Blackblood. |
Common actions (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Standard-issue Elixir (PvP) | ANY | 30 | Ability | 4.5s | 5s | 0y 0y |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | |
Recuperate (PvP) | ANY | 30 | Ability | 2,500 | Instant | 1s | 0y 0y |
Restores own HP. Cure Potency: 15,000 |
Purify (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze. Additional Effect: Grants Resilience 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 (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
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 (PvP) | ANY | 30 | Ability | Instant | 1.5s | 0y 0y |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Traits
PvE traits
Trait | Acquired | Level | Effect | |
---|---|---|---|---|
Tank Mastery | GLA PLD MRD WAR DRK GNB |
1 | Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP is granted based on your vitality attribute, and a bonus to damage dealt based on your strength attribute. | |
Blackblood | DRK | 62 | Allows for Blood Gauge accumulation upon the landing of certain actions. | |
Enhanced Blackblood | DRK | 66 | Allows for Blood Gauge accumulation upon the landing of any weaponskill or spell while under the effect of Blood Weapon. | |
Blood Weapon Mastery | DRK | 68 | Upgrades Blood Weapon to Delirium. | |
Darkside Mastery | DRK | 74 | Upgrades Flood of Darkness and Edge of Darkness to Flood of Shadow and Edge of Shadow respectively. | |
Enhanced Unmend | DRK | 84 | Reduces recast time of Shadowstride by 5 seconds when executing Unmend on most targets. | |
Melee Mastery | DRK | 84 | Increases the potency of Hard Slash to 180, Syphon Strike to 120, and Souleater to 140. | |
Enhanced Living Shadow | DRK | 88 | Increases the potency of attacks dealt by your simulacrum to 420. | |
Enhanced Living Shadow II | DRK | 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 | DRK | 92 | Upgrades Shadow Wall to Shadowed Vigil. | |
Melee Mastery II | DRK | 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 Rampart | Tank | 94 | Adds an additional effect to Rampart that increases HP recovery via healing actions on self by 15%. | |
Enhanced Delirium | DRK | 96 | Upgrades Bloodspiller and Quietus to Scarlet Delirium and Impalement respectively. | |
Enhanced Reprisal | Tank | 98 | Extends the duration of Reprisal to 15 seconds. | |
Enhanced Living Shadow III | DRK | 100 | Grants the effect of Scorn after executing Living Shadow. Duration: 30s 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.
|
Combos
Performing actions in a certain order increases potency and applies combo bonuses.
=> => = Recovers HP and MP while increasing the Blood Gauge.
=> = Hits multiple enemies while also restoring MP and increasing the Blood Gauge.
=> => = A high-damage combo requiring stacks of Delirium.
Job mechanics
Official Lodestone Job Guide (Always up-to-date)
Blood & Darkside Gauge is Dark Knight's Job Gauge.
Blood Gauge
Upon learning the action Grit (tank stance) at level 10, a symbol will appear on the screen indicating when it is in effect. Grit increases enmity gained from using other actions.
Upon learning the trait Blackblood, the symbol which indicates the use of Grit will change to also display the Blood Gauge.
The Blood Gauge displays the amount of Blackblood a dark knight has accumulated, which can be used to execute actions such as Bloodspiller and Quietus.
Simple Mode
Grit (Active)
Darkside Gauge
Upon learning the action Flood of Darkness, an additional gauge will be displayed, indicating the remaining duration of Darkside.
Darkside increases damage dealt, and its duration can be extended by using actions Flood of Darkness and Edge of Darkness.
Upon learning the action The Blackest Night, an icon indicating the effect of Dark Arts will be displayed on the Darkside Gauge.
Dark Arts is granted when the barrier created by The Blackest Night is completely absorbed. It can then be used to execute Flood of Darkness or Edge of Darkness without MP cost.
Upon learning the action Living Shadow, you can conjure a simulacrum to fight alongside you. Its duration will be displayed alongisde the Darkside Gauge.
Simple Mode
Achievements
This job is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Are You Afraid of the Dark? I | 5 | Achieve dark knight level 30. | - | 3.0 |
Are You Afraid of the Dark? II | 5 | Achieve dark knight level 40. | - | 3.0 |
Are You Afraid of the Dark? III | 5 | Achieve dark knight level 50. | - | 3.0 |
Are You Afraid of the Dark? IV | 5 | Achieve dark knight level 60. | - | 3.0 |
Are You Afraid of the Dark? V | 5 | Achieve dark knight level 70. | - | 4.0 |
Are You Afraid of the Dark? VI | 5 | Achieve dark knight level 80. | - | 5.0 |
Are You Afraid of the Dark? VII | 5 | Achieve dark knight level 90. | - | 6.0 |
Are You Afraid of the Dark? VIII | 5 | Achieve dark knight level 100. | - | 7.0 |
A Tankless Job I (Dark Knight) | 5 | Complete 50 high-level duties as a dark knight. | Dark Driver | 3.0 |
A Tankless Job II (Dark Knight) | 10 | Complete 100 high-level duties as a dark knight. | Of the Stalwart Sword | 3.0 |
But Somebody's Gotta Do It (Dark Knight) | 20 | Complete 200 high-level duties as a dark knight. | Panther Bell | 3.0 |
Tank You, Dark Knight I | 5 | Complete 50 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, level 50/60/70/80 duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
- | 4.0 |
Tank You, Dark Knight II | 10 | Complete 100 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, level 50/60/70/80 duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
- | 4.0 |
Tank You, Dark Knight III | 20 | Complete 300 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, level 50/60/70/80 duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
Battle Panther Bell | 4.0 |
Tank You, Dark Knight IV | 20 | Complete 500 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, level 50/60/70/80 duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
Of Unyielding Principle | 5.0 |
Tank You, Dark Knight V | 20 | Complete 700 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, level 50/60/70/80 duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
Of Unbreakable Principle | 6.0 |
Tank You, Dark Knight VI | 20 | Complete 900 dungeons (lv. 61 and above), extreme trials (lv. 61 and above), unreal trials, high-level duty roulette dungeons, or duty roulette leveling duties as a dark knight.
※Each roulette only counts with daily award bonus. |
Of Untarnished Principle | 7.0 |
Notable Dark Knights
- Fray
- Sidurgu
- Warrior of Darkness (Shadowbringers showcase)
- Durante
Gallery
Lore
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.”
History
In the year 960 of the Sixth Astral Era, a commoner by the name of Tryphaniel the Unshod was granted knighthood for acts of valor upon the battlefield. A young man with an unwavering sense of justice, Tryphaniel’s desire to champion the cause of the lowborn was undiluted by his entrance into the privileged world of the nobility. It was this same moral fortitude that bid him trail after a clergyman after witnessing the robed figure drag a squirming child from the alleys of the Brume. The knight’s suspicions were confirmed when he entered the secluded domicile of the priest only to find him committing unspeakable acts upon the body of the abducted waif. Noticing his unexpected visitor, the clergyman attempted to explain away his vile actions as a form of “exorcism,” but 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, it was decreed that 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—the symbol of his station—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.
Equipment
Chaos Armor
Passed down through generations of dark knights, this antique set of armor was forged of Ishgardian steel and appears sheathed in a faint nimbus of shadow. While the plates may once have shone like well-polished iron, years of blood spatter have dulled the metal’s natural gleam.
Deathbringer
Some two centuries ago, a troubled smith crafted this weapon as the price for a dark knight to punish a terrible injustice. The knight accepted the payment, and found a fitting name for the greatsword after baptizing its blade in the lifeblood of the guilty.
Kumokirimaru
This great katana was forged by a Doman artisan at the behest of Rowena’s House of Splendors. Said to resemble a weapon described in Far Eastern legend—the divine sword that cut down the monstrous spider-spirit “tsuchigumo”—the blade becomes thicker as it nears the tip, giving the weapon a top-heavy balance. In the hands of a master swordsman, however, this awkward weight can be exploited to generate swings powerful enough to cleave through a giant’s thigh. According to the weaponsmith Seika, certain improvements could further enhance the quality of this already devastating weapon.
Dainslaif
Crafted in the Churning Mists at a time when peace prevailed between Dravanian and man, this greatsword and the dragon-like design of its crossguard is representative of that harmonious age. Dainslais creation predates the appearance of dark knights by some centuries, and was originally commissioned for an orthodox knight of high standing. Intended for the purpose of monster slaying, the weapon’s blade was forged with sufficient resilience to endure repeated blows against thick bones and dense hide.
Tricks of the Trade
- Dark Force: By infusing a vast well of aether with her own inner darkness, the dark knight forms arcane barriers of impregnable midnight. The sight of liquid shadow pouring from a sky torn open by this otherwise benevolent technique is commonly described as “unsettling.”
- Hard Slash: A sweeping slash, followed by a punishing upward slice. The most fundamental attack in a dark knight's repertoire, this technique originated from a now-antiquated style of knightly combat.
- Unleash: Releasing his pain and rage upon nearby foes, the dark knight manifests an inky black circle of spikes on the ground around him. All those caught in its thorns are struck by unreasoning terror, and an irresistible need to claw away its source.
- Living Dead: This dark art allows the practitioner to continue fighting through the most heinous of injuries, and exhibit an immunity to pain usually attributed to the shambling undead. Though undeniably effective, abandoning one’s corporeal form to negative energy in this manner, however briefly, is an act fraught with mortal peril.
Fray Myste
An orphan of the Brume, a young Fray was set on the dark knight’s path when his future master found him plotting revenge over the body of a friend unjustly executed by Holy See officials. Proving an apt and inquisitive student, Fray approached both the book-bound and physical aspects of his training with equal eagerness. But it was the desire to aid his master and the fiery Sidurgu in their duties that truly drove the youth to excel. Alongside his volatile fellow disciple, Fray later succeeded in rescuing the maiden Rielle from an undeserved fate, but would himself fall afoul of her pursuers. Dragged before the Tribunal for trial by combat, the dark knight fought with skill and righteous rage only to fall to the dancing blade of the court’s champion. It is a testament to Fray’s devotion to life and those he left behind that his soul crystal would burn with such undying intensity.
Sidurgu Orl
As a child, Sidurgu lived with his family in a frontier town of Othard, until their settlement fell under the subjugation of the invading Garlean Empire. Unable to endure the stifling regime of their conquerors, his parents bundled him into a cart along with their meager possessions, and fled into the wilderness soon after his sixth nameday. For five years they wandered, seeking a place to belong, before their journeys eventually brought them to Eorzea’s shores. Like many of their race, they found themselves drawn to the plains of Coerthas, where they hoped to adopt the nomadic ways of their ancestors, but neither fate nor the Ishgardians were kind to the Au Ra. Molded by a life of tragedy, the displaced Xaela found himself well suited to the mantle of a dark knight. Now bereft of family, master, and fellow apprentice, Sidurgu wears his stern demeanor like a suit of armor, impenetrable to all perhaps but his young charge, Rielle.
Darkness
Arising from the fear and wrath within the dark knight’s own soul, this shadowy flame feeds greedily upon her body's aether, its stygian fires coursing through her blade and fueling her eldritch arts. But as ever, such power comes with a price: should the dark knight lose control over this darkness, she will be consumed in a backlash of entropic energies.
Dark Arts
Fueled by the darkness from within, the dark knight employs these techniques to lend an arcane edge to the blows of her greatsword. Though known for their disdain for shields, the fighting style of the earliest dark knights was nevertheless built upon mundane swordplay, and it was not until several centuries later that one of their order first unlocked the secrets of the dark arts. [1]
Dark Knight’s Panoply
Abyss Cuirass
The many overlapping plates of various shape and size that comprise this cuirass minimize gaps between pieces, while the vicious spikes serve to intimidate any foolish enough to provoke its wearer.
Abyss Burgeonet
The helm of a dark knight will, traditionally, conceal the entire head. The decorative horns of this particular headgear are said to symbolize the first of their order’s righteous loathing of iniquity.
Abyss Flanchard
A flanchard, attached to the thigh, is worn with sollerets to ensure unbroken coverage of the leg. Chainmail is typically layered underneath for additional protection.
Form & Function
The Dragonsong War provided impetus for Ishgard to refine its martial industries—the fields of metallurgy and smithing proving no exception. Ishgardian plate quickly became regarded as some of the finest in all Eorzea, though for centuries it would continue to fare poorly under the onslaught of fang and claw. The See’s smiths, believing that the best way to mitigate damage was to avoid it altogether, traded full-body coverage for increased mobility—a sacrifice that afforded swift attacks and uninhibited retreat, the preferred fighting style of the city-state’s dragoons. This, however, posed a dilemma for Ishgard’s order of dark knights. Seeing as their creed mandates they bear no shield, they required armor resilient enough to fend off more than the occasional glance. After generations of refinement, Ishgardian craftsmen would finally settle upon a design that, while resembling the protective armor of a dragon, features considerably thicker plate linked with flexible chainmail at the joints. [2]
See also
External links
- FinalFantasyXIV.com Dark Knight on the official website.
- Comprehensive Job Guide provided by The Balance.
References
- ↑ Encyclopaedia Eorzea: Volume I, page 238-239
- ↑ Encyclopaedia Eorzea: Volume II, page 227