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Dark Knight (FFXI)  

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Job Description

Hume Dark Knight
Hume Dark Knight
Similar to Warriors, Dark Knights can wield a variety of weapons but favor the Scythe. However, these outcast knights have taken the path of Black Magic to turn the tide of battle to their favor by absorbing an enemy's stats, MP and HP to use as their own, while dealing physical damage.

The Dark Knight job class is unlocked upon completing the quest Blade of Darkness (Dark Knight Flag Quest).


Spells and Abilities

Job Abilities

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 disrupts enemy spell casting.
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

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 Paralysis I 20 Increases resistance to paralyze spells.
Arcana Killer 25 Do increased damage against magical enemies.
Attack Bonus II 30 Increases the power of physical attacks.
Resist Paralysis II 40 Increased resistance to paralyze spells.
Attack Bonus III 50 Increases the power of physical attacks.
Resist Paralysis III 60 Increased resistance to paralyze spells.
Desparate 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

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 Your weapon drains additional hit points from the enemy when it hits

Spells

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.
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.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a players skill level with the weapon as well as the weapon itself.

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

Sub-job Combinations

Warrior Ninja

Other Info

This page last modified 2007-11-07 12:13:47.