Community Dark Knight Guide

==General Information==
* One of the original six Advanced Jobs, as well as the direct opposite of Paladin.
* Physical damage dealer (re: DPS).
* Has the highest base physical attack rating and possesses the most physical attack traits of any job in the game.
:* TLDR: Hits really hard.
:* Please don't be a R15 Calad / R0 Sakpata DRK. . . - Brahmsz (talk)
===Roles===
* Dark Knight is primarily a Damage Dealing class, or in more modern MMO vernacular a DPS. Within the scope of FFXI, DRK is a Heavy DD (because of its use of heavy armor and whose primary weapons are two-handed great swords and scythes).
* DRK fills additional roles in an auxiliary fashion such as:
:* An off-tank (with some finagling as a main tank);
:* A caster through its limited pool of enfeebling magic (which can be further extended using additional effect weaponskills);
:** As well as (but more particularly) through its unique line of Dark Magic spells.
* Dark Knight is a complex heavy DD to gear and play. You'll feel pulled to cast, but not too much. To take damage... but just enough. You'll debate TP phase vs. Weapon Skill phase damage ratios... and never feel completely satisfied. [DRK can be an] incredibly rewarding job to [deep] dive into and play in a variety of ways. -- Celebrindal
==Food & Medicines==
===Food===
Accuracy Options:
* Sublime Sushi
* Stats: HP+40, MP+20, STR+6, DEX+7, MND-3, CHR+6 Accuracy / Ranged Accuracy+10% (Max. 100), "Resist Slow" +1.
** One of the best accuracy-based foods in the game.
*** Purchased from the Auction House. Crafted only.
* Grape Daifuku
* Stats: HP+20, STR+2, VIT+3, Accuracy / Ranged Accuracy+10% (Max. 80), Attack / Ranged Attack+10% (Max. 50), "Magic Attack. Bonus " +3. Mirrored Pet Stats.
** If Sublime Sushi is the best accuracy-based, Grape Daifuku comes in as a close second. Adding moderate attack in exchange for a small loss of accuracy.
*** Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
* Seafood Gratin
* Stats: DEX+7, MND+7, Accuracy / Ranged Accuracy+20% (Max. 70), Evasion / Magic Evasion+12% (Max. 60).
** An honorable mention. A step down in accuracy, however, Seafood Gratin exchanges the further accuracy loss for a significant boost in magic evasion. (Which becomes a much bigger dealer in mid to late-endgame content.)
*** Purchased from the Auction House. Crafted only.
Attack Options:
* Red Curry Bun
* Stats: Attack / Ranger Attack+23% (Max. 150), Demon Killer +4.
** One of the oldest attack foods in the game. Tried and true (if you have the accuracy to use it of course).
*** Purchased from the Curio Moogle for 7,000 gil, 84,000 a stack.
* Popo. Con Queso
* Stats: STR+5, MND+5, Attack / Ranged Attack+20% (Max. 130), Evasion / Magic Evasion+12% (Max. 60).
** Honorable mention. Introduced around the same time as the above Seafood Gratin (serves as the attack food version). 
*** Purchased from the Auction House. Crafted only.
* Carbonara
* Stats: HP+14% (Max. 175), MP+10, STR+4, VIT+2, INT-3, Attack+17% (Max. 65), Evasion / Store TP+6.
** Honorable mention. Is an old school food item that definitely sees less use but still deserves a highlight due to the STP+ and the HP+% value (which can be abused for Drain 3 Shenanigans. Will come back to that later).
*** Purchased from the Curio Moogle for 4,000 gil, 48,000 a stack.
Specialty Options:
* Marine Stewpot
* Stats: HP+90, Accuracy/R. Accuracy/M. Accuracy +90, Mirrored Pet Stats, -20 each.
** Group Food (~6 Party members within 10 yalms).
** A highly desired food choice--particularly in endgame content and scenarios. Only exists as singles and does not stack. As mentioned in the above description, a Marine Stewpot will work on up to an entire party as long as each member is within 10 yalms of the person using it.
** Any party member with an existing food effect on will not receive the effect of the stewpot.
*** Purchased from the Auction House. Crafted only.
* Riverfin Soup
* Stats: Accuracy / Ranged Accuracy +14% (Max. 90), Attack / Ranged Attack +18% (Cap: 80), Amorph Killer +5
** Honorable mention. Slightly stronger version of Daifuku. Only exists as singles and does not stack.
*** Purchased from the Auction House. Crafted only.
* Gyudon
* Stats: Double Attack"+5%, Weapon skill damage +5%
** Introduced September '22. Largely speaks for itself. No addtional stats, so make sure you can actually hit something if you're going to use it.
*** Purchased from the Auction House. Crafted only.
* Popoto Gratin
* Stats: Double Attack+5%, Store TP+5!!!
** Honorable mention. Very interesting food with a duration of 5 minutes but stacks to 99. Great for short battles.
*** NPC purchasable only. Available for purchase during The Green Festival in Lower Jeuno.
Defensive Options
* Om. Sandwich
* Stats: HP+11% (Max. 150), VIT+7, MND+7, Accuracy+11% (Max. 80), DEF+11% (Max. 120), Enmity+4.
** Introduced in The Voracious Resurgence mission-line. Comparable to Miso Ramen in HP and Defense; exchanging Magic Evasion and Magic Defense Bonus for accuracy and enmity+.
*** Purchased from the Auction House. Crafted only.
===Medicines===
* Echo Drops
** Useful for when silenced and no one else can (or is able to) Silena you. Keep these stocked.
*** Purchased from the Curio Moogle for 700 Gil.
* Remedy
** Useful for curing most debuffs curable with -na spells (ie: Paralyna). You can receive 12 a month for free from ambuscade. Keep these stocked.
*** Purchased from the Curio Moogle for 3,000 Gil.
* Reraiser / Hi-Reraiser
** Nothing wrong with keeping extra sources of Reraise in your pocket. Keep these stocked.
*** Purchased from the Curio Moogle for 1,000 and 1,500 Gil.
* Holy Water
** Extremely useful to have, especially when spell priority or universal cool downs from back=line supports are bottle necked... Keep them stocked.
*** Purchased from the Curio Moogle for 1,000 Gil.
* Panacea
** Sometimes you are overwhelmed with a number of debuffs (like an Impact) that need Erase and this is much faster than waiting on a support to erase them. Keep these stocked.
*** Purchased from the Curio Moogle for 20,000 Gil.
* Vile Elixir / Vile Elixir +1
** You never know when these might come in handy. Even for other party members... Great for putting in a bazaar for back-line supports when in a pinch as well! A single Vile Elixir or HQ can save you in those situations. Keep these stocked.
*** Purchased from the Curio Moogle; 20,000 Gil for NQ. 40.000 Gil for HQ.
*** Often cheaper to buy off the Auction House.
*** A number of NM's and various content drop these for free as well.
* Antacid
** Great for switching food on the fly when the situation calls for it. Keep a few, just in case.
***Purchased from the Curio Moogle for 1.000 Gil.
* El. Pachira Fruit
* Effect: 1hp/tick Poison Effect for 2 minutes.
** Perhaps you aren't engaged and can't swap to a particular piece of equipment with a damage over time effect. Poisoning yourself is a good option. Keeps you awake when you know the mobs you are fighting will spam sleep. Keep a few on hand.
*** Purchased from the Ghemi Sinterilo for 154 Gil in Kazham.
==Abilities, Traits, Merits, and Job Points==
===Abilities and Traits===
{| style="background:#eef8fe; text-align: center;" class="wikitable mw-collapsible mw-collapsed" cellpadding="2" width="100%"	Job Traits 	Job Traits
Lvl.	Name 	
10 	Attack Bonus 	
15 	Desperate Blows 	
15 	Smite 	
20 	Resist Paralyze 	
20 	Damage Limit+ 	
25 	Arcana Killer 	
30 	Attack Bonus II 	
35 	Smite II 	
40 	Resist Paralyze II 	
40 	Damage Limit+ II 	
45 	Occult Acumen 	
45 	Stalwart Soul 	
50 	Attack Bonus III 	
50 	Resist Paralyze III 	
55 	Smite III 	
55 	Damage Limit+ III 	
58 	Occult Acumen II 	
60 	Stalwart Soul II 	
70 	Attack Bonus IV 	
70 	Damage Limit+ IV 	
71 	Occult Acumen III 	
75 	Resist Paralyze IV 	
75 	Stalwart Soul III 	
75 	Muted Soul 	
75 	Smite IV 	
76 	Attack Bonus V 	
80 	Damage Limit+ V 	
81 	Resist Paralyze V 	
83 	Attack Bonus VI 	
84 	Occult Acumen IV 	
85 	Critical Attack Bonus 	
86 	Arcane Killer II 	
88 	Tactical Parry 	
90 	Stalwart Soul IV 	
91 	Attack Bonus VII 	
95 	Critical Attack Bonus II	
95 	Smite V 	
97 	Occult Acumen V 	
98 	Tactical Parry II 	
99 	Attack Bonus VIII 	
===Merits===
Group 1 	Group 1 	Group 1	Group 1
Name 	Description 	Level 	Notes
Souleater Recast 	Shorten recast time by 12 seconds.	0/5 	Since this is already so niche, meriting into this does not really help in DPS.
Arcane Circle Recast	Shorten recast time by 10 seconds.	0/5 	AF feet already boost the duration to 4:30 with a recast of 5:00.
Last Resort Recast 	Shorten recast time by 10 seconds.	5/5 	You want to reduce the downtime of this ability. 5/5 takes out 50 seconds from the recast. Minimal downtime = Higher DPS.High value investment.
Last Resort Effect 	+2% Attack, -2% Defense 	5/5 	At 5/5 it will increase your attack under Last Resort by ~34.77% (89/256) and reduce your defense by the same amount.High value investment.
Weapon Bash Recast 	Shorten recast time by 6 seconds. 	0/5 	You are going to hurt your DPS if you merit out of Last Resort Effect/Recast.
Group 2 	Group 2 	Group 2 	Group 2
Name 	Description 	Level 	Notes
Dark Seal 	Enhances the accuracy of your next dark magic spell. Recast: 5min.Shorten cast time of all dark magic spells by 10% per merit.	5/5 	Highly desirable. Dark Seal is especially useful for higher end content with Nether Void as it increases your dark magic accuracy, but does not impact potency.The augmented relic head will increase the duration of a Dark Sealed spell by 10% per merit level.This boils down to a longer Drain III HP boost which is why you 5/5 this.
Diabolic Eye 	Reduces maximum HP by 15%, increases accuracy. Recast: 5min.Increase physical accuracy by 5% per merit. 	0/5 to 1/5	While an increase of +5% to overall accuracy (per merit) is nice, the loss of HP is undesirable and doesn't work well with current gameplay and mechanics.
Muted Soul 	Reduces enmity while using Souleater (separate from enmity gear/merits).Reduces enmity by 10(%) per merit. 	0/5 to 1/5	The enmity-10 is in fact -10%. Niche use as this affects enmity on all actions while Souleater is active.
Desperate Blows Effect	Reduces delay for two-handed weapons while under the effect of Last Resort.Reduces delay by 2% per merit. 	0/5 to 5/5	Highly desirable. Last Resort offers a baseline 15% Job Ability Haste (for 2-handed weapons) by itself. Hasso & Haste Samba provide 10% (2-handed) and 5% (Any weapon type) respectively. And the cap for JA Haste is 25%.Without any additional Job Ability Haste, meriting Desperate Blows Effect 5/5 will place you at the JA Haste cap solely with Last Resort active.With capped Gear Haste (25%) and JA Haste (25%), you can cap (2-handed) weapon delay with just 30% Magic Haste (Haste II).Even though it reads that it reduces delay, Desperate Blows will not lower TP gain.
===Job Points===
{| border="0" width="100%" cellpadding="0" cellspacing="0" valign="top"
Job Points 	Job Points 	Job Points
Name 	Description 	Notes on Effects
Blood Weapon Effect 	Increases the amount of HP absorbed while under the effects of Blood Weapon. 	Increases the amount of HP absorbed under Blood Weapon by 2% per point for a total of 40%.
Soul Enslavement Effect 	Increases the amount of TP absorbed while under the effects of Soul Enslavement. 	Increases the amount of TP absorbed under Soul Enslavement by 1% per point for a total of 20%.
Arcane Circle Effect 	Reduces the amount of damage taken from Arcana while under the effects of Arcane Circle. 	Reduces the amount of damage taken from Arcana while Arcane Circle is active by 1% per point for a total of 10%.
Last Resort Effect 	Increases physical attack while under the effects of Last Resort. 	Increases physical attack during Last Resort by 2 per point for a total of 40 physical attack.
Souleater Duration 	Increases the effect duration of Souleater. 	Increases the effect duration of Souleater by 1 second per point for a total of 20 seconds.
Weapon Bash Effect 	Increases damage dealt with Weapon Bash. 	Increases the amount of damage dealt by Weapon Bash by 10 per point for a total of 200 damage.
Nether Void Effect 	Increase the amount absorbed by dark magic spells while under the effects of Nether Void. 	Increases the amount absorbed by Drain, Aspir, and the Absorb-line by 2% per point for a total of 20% absorbed. Increases the number of beneficial statuses absorbed by Absorb-Attri by 1 per 10 points for a total 2 additional statuses.
Arcane Crest Duration 	Increases effect duration of Arcane Crest. 	Increases effect duration of Arcane Crest by 1 second per point for a point of 20 seconds.
Scarlet Delirium duration	Increases the effect duration of Scarlet Delirium. 	Increases the effect duration of Scarlet Delirium's second stage by 1 second per point for a total of 20 seconds.
Endark effect 	Increases additional darkness damage and physical attack while under the effects of Endark.Hidden Bonus: Although it is not written in the help text, Endark Effect increases physical accuracy as well.	Increases Endark's en-spell damage, physical attack & physical accuracy by 1 per point for a total of 20 to each category.
==Support Jobs==
------
Warrior
: Blood Knight
: An uncommon subjob. Still has uses while soloing and/or low-manning content, as well as for Scarlet Delirium hilarity if used correctly.
* Abilities: Berserk, Aggressor, Warcry.
* Traits: Defense Bonus II, Double Attack, Max HP Bonus I, Fencer I, Double Attack II & Max HP Bonus II (ML5).
Samurai
: The most commonly used subjob for a Dark Knight in a standard party or alliance setting. Mainly due in part to the offensive benefit of Hasso, as well as the defensive benefits of Seigan & Third Eye.
* Abilities: Warding Circle, Third Eye, Hasso, Meditate, Seigan, Sekkanoki.
* Traits: Zanshin II, Store TP II, Store TP III & Zanshin III (ML5).
Thief
:2004 Called...
: Long defunct subjob for Dark Knight. Just Don't.
* Abilities: Sneak Attack, Trick Attack.
* Traits: Treasure Hunter II, Triple Attack I (ML30).
Dragoon
: Recent changes such as the addition of WS Damage Boost trait and Mastery Level increases has made Dragoon a more interesting subjob with some niche utility. Still won't be used much by Dark Knight, but an honorable mention nonetheless.
* Abilities: Jump, High Jump, Super Jump (ML5).
* Traits: Dragon Killer, Accuracy Bonus I, Conserve TP, WS Damage Boost, WS Damage Boost II (ML30).
Ninja
: Adds a host of spells, abilities, and traits to add to your soloing and/or low-man tool kit. Won't see as much use, but still worth having for situations where it will be needed.
* Traits: Dual Wield III, Subtle Blow III, Max HP Boost II.
* Buffing Ninjutsu: Tonko: Ichi/Ni, Utsusemi: Ichi/Ni.
* Enfeebling Ninjutsu: Kurayami: Ichi/Ni, Hojo: Ichi/Ni, Dokumori: Ichi, Jubaku: Ichi.
* Elemental Ninjutsu: Katon: Ichi/Ni, Suiton: Ichi/Ni, Raiton: Ichi/Ni, Doton: Ichi/Ni, Huton: Ichi/Ni, Hyoton: Ichi/Ni.
Dancer
: "Dancing Mad" 
: A high-utility subjob which provides Dual Wield and Job Ability Haste in the form of Haste Samba; survivability via Curing Waltz and Healing Waltz; debuffs such as Quickstep and Box Step; Sneak and Invisible via Spectral Jig, and self-Skillchains with Reverse Flourish. More ideal for soloing content which doesn't allow Trusts or subjects you to frequent debuffs.
* Traits: Dual Wield II, Subtle Blow II, Evasion Bonus II, Accuracy Bonus.
* Abilities: Sub-menus (see below)--
** Sambas: Drain Samba I ~ II, Aspir Samba, Haste Samba.
** Waltzs: Curing Waltz I ~ III, Divine Waltz, Healing Waltz.
** Steps: Quickstep, Box Step, Stutter Step.
** Flourishs: Animated Flourish, Desperate Flourish, Violent Flourish, Reverse Flourish, Building Flourish (ML5).
** Jigs: Chocobo Jig (ML30).
Red Mage
: Crimson Knight
: Another utility-based subjob for soloing and/or low-man purposes. Grants Dark Knight access to Healing Magic, key Enhancing Magic spells, and the extensive pool of low-level Enfeebling Magic spells that Red Mage normally specializes in. 
* Abilities: Convert
* Traits: Fast Cast II, Magic Attack Bonus II, Magic Defense Bonus II, Fast Cast III (ML30).
* Healing Magic: Cure I ~ IV, Raise I. 
* Enhancing Magic: Barspells (self), Protect III, Shell II, Haste, Regen, Refresh, Phalanx.
* Enfeebling Magic: Dia II, Diaga, Slow, Paralyze, Silence, Blind1., Dispel.
# Despite having access to most of the dark-aligned Enfeebling Magic spells, Dark Knight since its inception has not had native access to Blind...
Scholar
: The Tactician
: Scholar occupies a similar spot as Red Mage as a subjob for Dark Knight. However, Scholar offers further utility through various magic enhancing Job Abilities.
* Abilities: Light Arts, Dark Arts, Sublimation. Sub-menus (see below)--
** Third Strategem use (ML5).
** Light Arts Stratagems: Penury, Addendum: White, Celery, Accession
** Dark Arts Stratagems: Parsimony, Alacrity, Addendum: Black, Manifestation, Ebullience (ML30).
* Traits: Resist Silence II, Max MP Boost.
* Healing Magic: Cure I ~ III, Reraise, Status Effect -na's, Cure IV (ML30).
* Enhancing Magic: Storm Spells, Protect II, Shell II, Regen II, Protect III (ML5).
* Enfeebling Magic: Dispel.
Rune Fencer
: Rune of Darkness
: A utility subjob choice in the case of soloing and/or low-manning purposes, aimed specifically for survival against magic damage and status effects. Offers quite a bit in terms of enmity tools when in an off-tank or even main tank scenario.
* Abilities: Sub-menus (see below)--
** Rune Enchantment: Ignus, Gellus, Flabra, Tellus, Sulpor, Unda, Lux, Tenebrae.
** Effusions: Swordplay, Swipe & Lunge.
** Wards: Vallation, Pflug, Valiance (ML5).
** Traits: Max HP Bonus II, Tenacity III, Magic Defense Bonus II, Inquartata II, Auto-Regen, "Magic Defense Bonus III & Accuracy Bonus I (ML5).''
** Enhancing Magic: Barspells (self), Protect II, Shell II, Regen II, Stoneskin (ML 5).
** Divine Magic: Flash
White Mage
: Gray Knight
: A niche subjob choice with similar utility to RDM or SCH, but with heightened emphasis on status curing. 
* Abilities: Divine Seal
* Traits: Auto-Regen, Magic Defense Bonus II, Magic Defense Bonus III (ML5).
* Healing Magic: Cure I ~ IV, Curaga I ~ II, Reraise, Status Effect -na's, Curaga III (ML10), Reraise II (ML35).
* Enhancing Magic: Barspells (group), Protect III, Shell II, Regen II, Haste, Shell III (ML40).
* Enfeebling Magic: Dia II, Diaga, Slow, Paralyze, Silence.
* Divine Magic: Flash
==Weapons & Weapon Skills==
Dark Knight has access to a variety of weapon types and weaponskills.While in most cases a weaponskill's main purpose is to do as much damage as possible, some can be leveraged and utilized for a wide range of status effects that are useful across various situations.
===Weapons===
====Primary Weapons====
=====Great Sword Options=====
{| style="width: 100%; max-width: 1600px;"
=====Scythe Options=====
{| style="width: 100%; max-width: 1600px;"
* Voluspa Scythe:
** How to obtain:
*** Purchase from Zurim with Domain Invasion Points.
*** Cost: 80 Points.
{| style="width: 100%; max-width: 1600px;"
* Cronus:
** How to obtain:
*** Created by material trade-in to Oboro. Must have certain criteria met before Oboro will even speak to you, see NPC page for details.
*** Obtained by trading a Cehuetzi Claw, a Ivory Sickle, a Orichalcum Scythe, and 150 of either Plutons, Beitetsu, or Riftborn Boulders.
{| style="width: 100%; max-width: 1600px;"
* Kaja Scythe / Drepanum:
** How to Obtain:
*** Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
*** Cost: 16,250 Hallmarks to upgrade from a base Tokko Scythe to a Kaja Scythe. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to a Drepanum.
{| style="width: 100%; max-width: 1600px;"
* Inanna:
** How to obtain:
*** Chance coffer reward in Alluvion Skirmish zone Rala Waterways (U) upon successful objective achievements.
*** Trade 3 Mellidopt Wing to Lorissa in Yorcia Weald.
* Crepuscular Scythe:
** How to Obtain:
***Chance drop from The Wyrm God High Tier Mission Battle.
***Cost: 30 Merit Points and <ahem> proper access requirement: Complete Abyssea ("Visions of"; "Scars of"; and "Heroes of") Add-on Scenarios.
**** Good luck!
* Agwu's Scythe:
** How to Obtain:
*** Purchasable from the Pilgrim Moogle in Rabao after successfully defeating the Atonement 3 NM Ongo in Sheol: Gaol battlefield of Odyssey.
* Dacnomania:
** How to Obtain:
*** Chance drop from Gaes Fete NM Warder of Courage in Escha - Ru'Aun.
**** Good luck!
=====Notes on Great Sword versus Scythe=====
*Have had a series of discussions and conversations around Great Sword and Scythe use. In particular, “Which is best?”, “Which is stronger (strongest)?” So taking a moment to discuss this topic, in an abundance of caution that it has not been explained well in other sections. Brahmsz (talk)
*So which is stronger, Great or Scythe?
**Well… the short answer is: They are equivalent.. and it really depends on what you are doing.
**As one of the oldest sayings in FFXI goes, “Shit's situational.”
*Let's do some basic compare and contrast:
**Scythes typically have higher base damage ratings than Great Swords. But what does that mean…?
***Example: It means melee hits with Scythes are always higher.
***It also means Scythes have a higher damage ceiling than Great Swords. More on that later.
**Great Sword endgame Weaponskills do more raw damage.
**Scythe Weaponskills have better Skillchain properties. But what does that mean…?
***Example: It means Scythe Weaponskills link together easier to create long(er) Skillchains. Skillchain damage can (in some cases) mirror or overtake the damage your Weaponskill does by itself.
**Scythe Weaponskills, generally speaking, have more utility use. But what does that mean…?
***Example: Using: Guillotine to silence; Infernal Scythe to lower attack; Entropy to restore MP; Catastrophe to restore HP.
*Advanced Notes:
**As mentioned earlier, Scythe has “a higher damage ceiling” than Great Swords does. This has to do with Physical Damage Limit.
**As mentioned in the introduction, Dark Knight has the highest job trait tiers of both Physical Attack Bonus and Smite. Dark Knight also has the highest tiered trait of Physical Damage Limit+ (Link provided).
***Put as plainly as possibly:
****Physical Damage Limit (PDL) is a function of “Physical Differential” (pDIF). PDL+ increases the maximum damage multiplier of pDIF, based on a ratio of Attack versus target Defense (for example, 2:1).
****Every weapon type has its own ratio maximum. Scythe PDL is 4.0 versus target Defense, where as Great Sword is 3.75 versus target Defense. But what does that mean…?
*****Example: If an enemy has a Defense rating of 1,000.. the player character’s damage caps off at 4,000 Attack with Scythe; and 3,750 Attack with Great Sword.
====Auxiliary Weapons====
=====Sword Options=====
{| style="width: 100%; max-width: 1600px;"
* Kaja Sword / Naegling:
** How to Obtain:
*** Upgrades via materials bought from the Ambuscade NPC, Gorpa-Masorpa.
*** Cost: 16,250 Hallmarks to upgrade from a base Tokko Sword to Kaja Sword. 26,250 Hallmarks and one Pulse Weapon‡ to fully upgrade to Naegling.
* Reikiko:
** How to Obtain:
*** Chance drop from Gaes Fete NM Kouryu in Escha - Ru'Aun.
=====Axe Options=====
=====Great Axe Options=====
=====Club Option=====
===Ultimate Weapons===
====Great Swords====
====Scythes====
===Weapon Skills===
====Great Sword====
====Scythe====
====Sword====
====Axe====
====Great Axe====
====Club====
==Equipment==
===Job Specific Equipment===
====Artifact Armor====
====Relic Armor====
====Empyrean Armor====
===Equipment Sets===
*Disclaimer: The sets posted herein are a bridge gap for new & returning players. This isn't a true end-to-end High-End sets guide. If you are already geared at or past the sets posted herein, please feel free to check out the High-End Sets Theorycafting thread on FFXIAH under the DRk forum.
*Sets herein will not be cover "Attack Cap" scanrios. --Brahmsz (talk)
====TP Sets====
*All sets herein should be regarded as benchmark targets to gauge gear progression.
=====Starting Out=====
=====Stepping into an Ambuscade=====
=====Escha Ru'Aun & Reisenjima=====
=====Omen & Dynamis Divergence=====
=====Odyssey & Sortie=====
====DT & TP Hybrid Builds====
*A few notes on DT Sets and the advancement of TP Hybrid builds:
:*There is no true "Best in Slot" (BiS) DT or Hybrid TP build.
:*Going back as far as the introduction of Ambuscade on up to Odyssey, Dark Knight (as well as many jobs) has seen a proliferation in DT-% (and to a lesser extent PDT-%) gear that also doubles as excellent TP options.
:*Your Mileage May Vary... depending on what you have access to and what you have the patience to attain.
:**So once again, use these sets as benchmarks to gauge where you stand as well as decide how & where you can improve your own gear builds/sets.
====Utility, Situational & Misc Sets====
*Situational awareness goes a long way...
*Sets herein may or may not see as much use but are nice to have around when the circumstances come up.
====Great Sword Weapon Skills====
* As stated in the introduction at the top, Dark Knight "has the highest base physical attack rating and possesses the most physical attack [and physical damage limit] traits of any job in the game."
** This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
*** ie. "Am I Attack Capped or Attack uncapped?"
** The sets herein are not adjusted for Attack Capped Scenarios.
=====Torcleaver=====
=====Resolution=====
=====lol Scourge=====
=====Ground Strike=====
=====Shockwave=====
=====Herculean Slash=====
====Scythe Weapon Skills====
{| style="width:100%; max-width:1800px
* As stated in the introduction at the top, Dark Knight "has the highest base physical attack rating and possesses the most physical attack [and physical damage limit] traits of any job in the game."
** This leads to murky circumstancess in which the job's greatest strength makes for uncertainty.
*** ie. "Am I Attack Capped or Attack uncapped?"
** The sets herein are not adjusted for Attack Capped Scenarios.
=====Cross Reaper=====
=====Insurgency=====
=====Quietus=====
=====Catastrophe=====
=====Entropy=====
=====Guillotine=====
=====Shadow of Death=====
=====Infernal Scythe=====
=====Origin=====
====Sword Weapon Skill Sets====
{| style="width:100%; max-width:1800px
=====Savage Blade=====
		
=====Requiescat=====
		
=====Sanguine Blade=====
		
====Axe Weapon Skills====
=====Decimation=====
*A couple of notes on Decimation
**The sets for Decimation can effectively be copy/pasted from Resolution.
**Decimation sets are identical to Ruinator and to save time and space this subsection will be used for both Decimation & Ruinator.
		
=====Mistral Axe=====
		
====Great Axe Weapon Skills====
{| style="width:100%; max-width:1800px
=====Upheaval=====
		
=====Armor Break=====
		
====Club Weapon Skill====
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=====Judgment=====
		
====Magic Casting Sets====
=====Fast Cast=====
		
=====Endark=====
*Endark serves two purposes:
# Additional moderate darkness-based enspell damage which decays with each melee swing.
# Increases physical attack based on Dark Magic Skill when cast. Attack buff decays as well with each melee swing.
		
=====Stun=====
		
=====Drain=====
*Please note that Drain II & III grant a bonus HP buff to the player exceeding the player's normal HP.
**The native cap for Drain II/III is 9,999 HP.
***The 9,999 HP cap can be exceeded by food with the HP+% stat.
*Drain is ineffective against undead.
*Note on Drain II and III set:
**This set assumes you are casting Drain II or III under Dark Seal & Nether Void to take advantage of the Fallen Burgeonet's Dark Seal augment for enhanced Dark Magic spell effect duration.
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=====Absorb Sets=====
*Work in Progress.
=====Dread Spikes=====
*For anyone unfamiliar with or fortunate enough to not have faced an enemy with Dread Spikes, it is a spell that envelops the caster in darkness-based spikes that drains HP back from the enemy whenever they hit you in a melee round.
**Dread Spikes has a cap of 50% of the player's maximum HP upon cast.
***The HP cap can be increased by Job Points Gift and additional equipment. Exceeding 100% of maximum HP.
*Ineffective against undead.
		
Category:Job Guides
=====Enfeebling Magic=====
*Though not used often in group content, Dark Knight does infact have access to Enfeebling Magic. Dark Knight has access to the majority of darkness aligned Enfeebling spells (with a glaring exception to Blind). When properly geared for it, a DRK can easily toss an additional sleep, break, or Bind to help in a pinch.