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Dark Knight (Bravely Default)

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BDFF Dark Knight
Sacrifices HP to unleash powerful attacks!
—D's Journal job description
Unleash a barrage of ferocious attacks—and sacrifice some HP—with these offensive powerhouses.
—Official site's description

The Dark Knight (暗黒騎士, Ankoku Kishi?) is a job in Bravely Default. It is obtained by defeating Alternis Dim.

A supreme powerhouse revolving around darkness, the Dark Knight's best defense is an overwhelming offense coupled with natural bulk. The realms of demons and darkness are at the fingertips of this class, providing a wide range of attack skills, and the user only grows stronger as they step closer to the doors of death. Swords and katanas are the Dark Knight's weapons of choice, while a decent HP pool and high defensive affinities make them difficult to kill. Skills that cost a percentage of max health to cast confer a higher risk than usual, but once they reach their fullest potential Dark Knights are almost unmatched. Its main skillset is Dark Arts.

Fitting for a class of shadows, the Dark Knight is appropriately coated in layers of heavy black armor over a black jumpsuit, a full helm covering the entire face, and yellow accents dotting certain armor pieces.





Swords Axes Spears Rods Staves Daggers Bows Katanas Knuckles Shields Helms Armor


The Dark Knight's Specialty is Adversity. Its Job Command is Dark Arts.

Ability Job Level Cost Description
Dark Bane 1 HP Sacrifice 20% of your maximum HP to unleash a dark physical attack on one target that deals 1.25 times the damage of a conventional attack.
Abate Dark 2 1 slot Reduce the damage taken from dark attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Dark nullification effects take precedence over reduction effects.
Adversity 3 1 slot Your physical attack, magic attack, physical defense, and magic defense each rise by 10% for three turns each time you accumulate damage equal to 25% of your maximum HP. The upper limit for P.Atk, M.Atk, P.Def, M.Def is 150%.
Demon Master 4 6 MP Charm one target of the demonkind family.
See You in Hell 5 1 slot Deal four times the damage of a conventional attack to all enemies when you suffer a K.O. Note that this will not activate while Reraise is in effect.
Minus Strike 6 16 MP Damage one target by an amount equal to the number of HP you have lost.
Helm Lore 7 1 slot Raise armor aptitude for helms to S.
Black Bane 8 HP Sacrifice 30% of your maximum HP to unleash a dark physical attack on all enemies that deals 1.5 times the damage of a conventional attack.
Gloom 9 1 slot The damage dealt by dark attacks rises 1.25 times, regardless of whether it is from a weapon, magic, or an ability.
Absorb Magic 10 0 MP Start at the beginning of a turn to nullify damage from magic attacks during that turn and restore your MP by the amount of MP used to attack you. Does not apply to reflected magic damage.
Dark Nebula 11 HP Sacrifice 20% of your maximum HP to unleash a dark physical attack on all allies and enemies that deals four times the damage of a conventional attack.
P.Attack 30% Up 12 3 slots Raise Physical Attack by 30%.
Life or Death 13 0 MP Your physical attack magic attack, physical defense, and magic defense rise 50% for four turns, but you enter the doomed state. The upper limit for P.Atk, M.Atk, P.Def, M.Def is 150%.
Rage 14 2 BP Repeats Dark Bane on a random enemy target until HP is 1, or up to 5 times.



Dark knights, also known as black knights, were a minority group of knights who refused to serve lords or kings. Instead they either looted and raided, hunted bounties, or lived off the charity from the more humble folk, in much the same manner as a Japanese ronin. As they had no master, and thus no squire, they would paint their armor a signature black color to prevent rust and damage. Dark knights were considered by many a necessary evil, as they would protect villages and lesser people from invaders and bandits, but would also cause problems in the regions they dwelt in to sustain themselves.

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