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Dark Knights, masters of the scythe and great sword, are cursed with the ability to deal large amounts of physical and magical damage at all costs, even if it means inflicting pain upon themselves. High-level Dark Knights can use spells such as dread spikes, draining life from their enemies with every blow the enemy strikes. They can also use "absorb" magic -- a type of spells that only Dark Knights can use -- allowing them to steal dexterity, strength, vitality and other skills from their opponents. When a Dark Knight really wants to unleash fury, he can use the powerful ability Soul Eater, allowing him to deal massive amounts of melee damage while suffering a substantial loss of hit points.
Similar to Warriors, Dark Knights can wield a variety of weapons but favor the Scythe. They wear a wide variety of heavy or moderately heavy armor. The Dark Knight job class is unlocked upon completing the quest Blade of Darkness (Dark Knight Flag Quest).
A dark knight with a Kraken Club is among the most potent damage dealers used to "zerg" hyper notorious monsters. The use of a kraken club with the ability Soul Eater results in a flurry of high-powered hits that do lethal amounts of damage in a short period of time. The Soul Eater ability also comes in handy when monks chose dark knight as their sub jobs; a monk's 2-hr ability combined with souleater has a similar effect as a dark knight using a kraken club.
Through all of the changes in FFXI, Dark Knights remain one of the game's premier damage-dealing classes.
Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.
Name | Level | Description |
---|---|---|
Arcane Circle | 5 | Increases the group's magical defense |
Last Resort | 15 | Increases your attack and lowers your defense. |
Weapon Bash | 20 | Attack that inflicts a stun effect on the opponent. Can only be performed with a two-handed weapon. |
Soul Eater | 30 | Does damage to the enemy at the expense of your own hit points. |
Dark Seal | 75 (Merit) | Enhances the accuracy of your next Dark Magic spell |
Diabolic Eye | 75 (Merit) | Decreases your Maximum HP for an increase in Accuracy |
Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.
Name | Level | Description |
---|---|---|
Attack Bonus I | 10 | Increases the power of physical attacks. |
Resist Paralyze I | 20 | Increases resistance to paralyze spells. |
Arcana Killer | 25 | Occasionally causes Intimidation in Arcana type mobs. |
Attack Bonus II | 30 | Increases the power of physical attacks. |
Resist Paralyze II | 40 | Increased resistance to paralyze spells. |
Attack Bonus III | 50 | Increases the power of physical attacks. |
Resist Paralyze III | 60 | Increased resistance to paralyze spells. |
Desperate Blows | 75 (Merit) | Reduces delay for two-handed weapons when using Last Resort. |
Muted Soul | 75 (Merit) | Reduces enmity while using Soul Eater. |
Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.
Name | Level | Description |
---|---|---|
Blood Weapon | 1 | All normal melee attacks will drain HP from the mob equal to the amount of damage inflicted. This effect does not cause additional damage to the mob, and has no effect on undead mobs. |
Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.
Spell | Level | Description |
---|---|---|
Stone I | 5 | Deals minor earth damage to an enemy. |
Poison I | 6 | Caused minor poison damage over time. |
Drain | 10 | Steals HP from the enemy, not usable on undead mobs. |
Water I | 11 | Deals minor water damage to the enemy. |
Bio I | 15 | Deals damage over time while decreasing enemie's attack power. |
Aero | 17 | Deals minor wind damage to the enemy. |
Bind | 20 | Roots an enemy in place so it cannot move. |
Aspir | 20 | Absorbs mana points from an enemy and adds them to your pool. |
Fire I | 23 | Deals minor fire damage to the enemy. |
Poisonga | 26 | Causes damage over time to all enemies in target area. |
Blizzard I | 29 | Causes minor ice damage to the enemy. |
Sleep | 30 | Puts a single target to sleep. |
Absorb-MND | 31 | Absorbs mind points from the target. |
Tractor | 32 | Teleports a corpse to the caster's location. |
Absorb-CHR | 33 | Absorbs charisma points from the target. |
Absorb-ACC | 33 | Steals an enemy's accuracy. |
Thunder I | 35 | Causes minor lightning damage to the enemy. |
Absorb-VIT | 35 | Absorbs vitality points from the target. |
Stun | 37 | Temporarily prevents a target from acting. |
Absorb-AGI | 37 | Absorbs agility points from the target. |
Absorb-INT | 39 | Absorbs intelligence points from the target. |
Bio II | 40 | Deals damage over time and lowers an enemy's attack power. |
Absorb-DEX | 41 | Absorbs dexterity points from the target. |
Stone II | 42 | Deals earth damage to an enemy. |
Absorb-STR | 43 | Absorbs strength points from the target. |
Absorb-TP | 45 | Absorbs TP from an enemy and adds it to your own. |
Poison II | 46 | Deals moderate poison damage over time. |
Water II | 48 | Deals water damage to the target. |
Aero II | 54 | Deals wind damage to the target. |
SleepII | 56 | Puts the target to sleep. |
Fire II | 60 | Deals fire damage to the target. |
Drain II | 62 | Steals an enemy's HP, potentially increasing maximum HP. Ineffective against undead. |
Blizzard II | 66 | Deals ice damage to the target. |
Dread Spikes | 71 | Covers you with magical darkness spikes. Steals HP from enemies that hit you. Ineffective against undead. |
Thunder II | 72 | Deals lightning damage to the target. |
Dark Knights are skilled with a variety of weapons, due to their focus upon melee combat. They also have complimentary casting skills, due to their use of Absorb-type spells, Stun, and elemental 'nukes' which are best used during a Magic Burst.
Combat Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Scythe | A+ | 114 | 203 | 276 |
Great Sword | A- | 114 | 203 | 269 |
Axe | B- | 109 | 196 | 240 |
Great Axe | B- | 109 | 196 | 240 |
Sword | B- | 109 | 196 | 240 |
Dagger | C | 105 | 190 | 225 |
Club | C- | 105 | 190 | 220 |
Marksmanship | E | 94 | 171 | 200 |
Magic Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Dark | A- | 114 | 203 | 269 |
Elemental | B+ | 109 | 196 | 256 |
Enfeebling | C | 105 | 190 | 225 |
When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells
Name | Description |
---|---|
Soul Eater Recast | Each upgrade reduces cast timer by 12 seconds per upgrade. |
Arcane Circle Recast | Each upgrade reduces cast timer by 20 seconds per upgrade. |
Last Resort Recast | Each upgrade reduces cast timer by 10 seconds per upgrade. |
Weapon Bash Recast | Each upgrade reduces cast timer by 10 seconds per upgrade. |
Soul Eater Effect | Each upgrade increases the Attack and Defense Down bonus by 2%. |
Name | Description |
---|---|
Dark Seal | Boosts the magic accuracy of your next Dark Magic spell, each additional upgrade to this ability decreases the recast time by 2 minutes 30 seconds. |
Muted Soul | Reduces enmity when using Soul Eater by 10 per merit. |
Diabolic Eye | Increases accuracy at the cost of hit points, each additional upgrade to this ability decreases the recast time by 2 minutes 30 seconds. |
Desperate Blows | Two-Handed weapon delay is reduced by 5% when Last Resort is in effect, each additional upgrade reduces delay by 5%. |