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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

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

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

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.

Sub-job Combinations

Warrior Ninja

Other Info

This page last modified 2007-09-28 10:19:18.