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FF14 Dzemael Darkhold Guide

Dzemael Darkhold

Dzemael Darkhold is one of the first dungeons players can encounter in their travels in Eorzea. This instance is optional, and adventurers do not need to do the challenge if they don't want to. In the dungeon, raiders are commissioned by house Dzemael to clean up the mess a Voidsent Portal has left in their construction. Gamers are tasked with defeating and clearing out a system of caves plagued with Voidsents. Players will encounter several challenging bosses, so this Dzemael Darkhold Guide will help them get through this whole dungeon.

The Lore of the Darkhold

The Darkhold was an area under construction by house Dzemael. The clan wanted to take advantage of the series of natural cave systems to create a refuge for weary refugees. The construction started near the end of the Sixth Astral Era, when the threat of the Dravanian Horde was prominent. 

Unfortunately for the project, the workers accidentally stumbled upon a void portal, enabling Voidsents to enter the realm. The construction was promptly halted as house Dzemael evacuated the area and closed it off to prevent Voidsents from escaping. The Ishgardian clan does not want to relinquish their claim to the hold and seeks adventurers to help them clear out the infestation so they can continue with their plans.

How to Unlock the Dungeon

Players can easily unlock Dzemael Darkhold. Since it is an optional dungeon, the related missions are side-quests. Here are the tasks that will enable access to the Darkhold:

  • Fort of Fear – accepted from Carrilaut in Coerthas Central Highlands
  • Shadows of Uneast – accepted from either Twin Adder's Vorsaile Heuloix in New Gridania, Immortal Flame's Swift in Ul'dah - Steps of Nald, or Maelstrom's R'ashaht Rhiki in Limsa Lominsa

The first side quest can be accepted as soon as players reach level 44. Meanwhile, the Grand Company mission requires adventurers to be level 44 and rank Sergeant First Class.

Final Fantasy 14 Dzemael Darkhold Guide

The Darkhold is a level 44 Dungeon that features three bosses. The area will be filled with various dark-type monsters such as undead and floating eyes. There are also multiple mechanics that adventurers need to exploit to defeat the bosses in the labyrinth. Here is a comprehensive guide to clearing the dungeon: 

All-Seeing Eye (First Boss)

The first significant encounter in the challenge is against the flying All-Seeing Eye, which is also the most annoying fight in the dungeon. The floating monster is invulnerable to any damage unless affected by the Crystal's Veil. He also sports multiple attacks with several gimmicks, so players should be ready to act depending on the indicator.

The main mechanic in this fight is Crystal's Veil. While moving through the maze, players will encounter clusters of crystals that activate an aura after raiders stand around it for a while. This effect is known as the Crystal's Veil, which will reduce the damage taken from the All-Seeing Eye and will also make him vulnerable to damage. 

The key to this fight is to engage the flying Ahriman boss inside the aura. Whenever the notification appears, "The power of the crystal begins to dim," players should be ready to move to the next cluster of crystals. Aside from using these terminals, adventurers should also understand how the All-Seeing Eye's abilities work, so they know how to dodge or reduce their damage when an aura is not active. Here are all the spells available to the boss in his arsenal:

  • Dread Gaze – an AoE frontal-cone attack that will damage and apply Paralysis to targets hit by the ability. There are two ways to avoid this spell. The first is to move away from the indicator to avoid getting hit. The second is to turn the characters' backs to the boss since the ability requires adventurers looking at the All-Seeing Eye to activate.
  • Cursed Gaze – an AoE frontal-cone attack that will damage and inflict Amnesia to targets hit by the ability. Like Dread Gaze, this skill requires players to look at the floating eye to get affected by the debuff. For adventurers to avoid the attack, gamers must move away from the indicator or look away from the eye.
  • Mouche Volante – the boss will summon adds from around the arena to help him during the fight. The key to this skill is to have the tank aggro all the mobs inside the Crystal aura so that the party will receive damage mitigation. The DPS should focus on these monsters before turning their attention back to the boss.
  • Eyes on Me – an AoE attack that will damage anyone near the All-Seeing Eye. This ability activates at point-blank range and deals moderate damage. It is more difficult to avoid this skill, so the options are just to heal through it or use Crystal's Veil. The aura from the terminals can negate the skill's damage.

The Ahriman Boss will repeat these attacks until he is defeated. Acting accordingly to the mechanics will help adventurers go through this fight faster. After defeating the boss, the party must head to a Magitek Transporter to move to the next zone.

Taulurd

Taulurd is relatively more straightforward than the All-Seeing Eye since the fight is more straightforward. The boss doesn't have any gimmicks and just throws out powerful AoE attacks that can be easily avoided. There will be adds summoned during the fight, but they are not complicated to deal with. Here are all the attacks from Taulurd:

  • Deepvoid Slave – summons minions to help Taulurd during the fight. These adds have two types of attacks. The first is Firewater, a circular AoE that targets a single-player and damages the surrounding adventurers. The second is Boulderdash, which is an avoidable single-target attack. These monsters are the real damage dealers in this instance, so players must avoid Firewater when they can. Boulderdash can be easily remedied with any healing spell.
  • Straight Punch – an instant melee attack that deals minor damage. This ability cannot be avoided, so tanks just need to soak it up and get healed.
  • Double Smash – an AoE frontal-cone ability that deals significant damage to targets. There are no gimmicks for this attack, so players must move out of the indicator.
  • Elbow Drop – an AoE frontal-cone attack that deals massive damage and will be used more frequently when Taulurd is under half HP. This ability is an empowered version of Double Smash. Moving out of the indicator as soon as possible is essential due to the amount of damage it can deal.

There are no particular interactions in this instance. The only thing the party needs to watch out for is the damage buff that Taulurd grants himself when reaching critical HP levels. Generally, the fight is straightforward compared to the previous one. 

Batraal

The main boss is a more challenging opponent compared to the previous two. The final boss employs more abilities and heavier hitting attacks. The demon also has several gimmicks that players should understand. Fortunately, Batraal is not impossible to overcome. 

The main mechanic that players should watch out for is related to the three Corrupted Crystals found in the arena. Now and then, Batraal will tether himself to these objects, granting him invulnerability. During this interaction, the boss will use an attack that can get one-shot anyone. These crystals should be quickly destroyed to resume the assault on the demon and to cancel the attack potentially. Here are all the abilities of Batraal: 

  • Grim Fate is an instant heavy-hitting frontal attack targeting a single player. This skill cannot be avoided, so healers should heal the affected teammate.
  • Grim Cleaver – a ranged attack that will instantly deal moderate damage to a random target. This attack has no indicator and cannot be avoided, so healers should be observant and see whoever was damaged. Affected players can also provide a call out to get their support's attention.
  • Grim Halo – deals an instant attack that deals moderate damage to a target and the surrounding players. Ranged DPS should move out of the indicator, while melee DPS and tanks can soak the damage. Healers should cure their teammates afterward.
  • Desolation – fires a heavy frontal AoE column attack that deals severe damage capable of one-shotting players. This attack is used while Batraal is tethered to a Crystal. The ability is avoidable, but the targeted teammate should time it carefully and avoid other party members so they will not get hit in the crossfire.
  • Sea of Pitch – conjures a void puddle that deals AoE damage-over-time damage. This ability will be used after all Corrupted Crystals have been destroyed. Players should avoid overlapping this ability with teammates to prevent stacking the damage.

Raiders should note that Batraal will activate a bonus damage buff once all Crystals have been destroyed. This will make his attacks significantly more damaged, so players should be more attentive to the indicators. The boss will also use Desolation at will and will become enraged. After defeating Batraal, players can now collect their loot. 

Other Enemies

Raiders will encounter random mobs as they make their way through each challenge. These monsters do not present significant threats. Here are all the additional fees in the dungeon:

  • Alpgrot Orobon
  • Amanuensis
  • Betrayed Soul
  • Bone Nix
  • Diamondtooth Hedgemole
  • Forsaken Soul
  • Hellsbound Warrior
  • Lava Drake
  • Mouch Volante
  • Recluse Hippogryph

Loot

All-Seeing Eye

  • Coliseum Galerus
  • Coliseum Loincloth
  • Coliseum Shawl
  • Coliseum Subligar
  • Dzemael Bardiche
  • Dzemael Carbine
  • Dzemael Jamadhars
  • Dzemael Longbow
  • Dzemael Planisphere
  • Dzemael Pugiones
  • Dzemael Spear
  • Dzemael Staff
  • Dzemael Whispering Rod
  • Dzemael Winglet
  • Dzemael Zweihander
  • Pince-nez
  • Scorpion Shield
  • The Book of Dzemael

Taulurd

  • Buccaneer's Gloves
  • Buccaneer's Sarouel
  • Buccaneer's Shirt
  • Buccaneer's Tricorne
  • Harlequin's Acton
  • Harlequin's Cap
  • Harlequin's Mitts
  • Harlequin's Tights
  • Sentinel's Celata
  • Sentinel's Gauntlets
  • Sentinel's Trousers
  • Templar's Chain Coif
  • Templar's Haubergeon
  • Templar's Skirt
  • Templar's Vambraces

Batraal

  • Ahriman Card
  • Buccaneer's Boots
  • Dzemael Bardiche
  • Dzemael Carbine
  • Dzemael Jamadhars
  • Dzemael Longbow
  • Dzemael Planisphere
  • Dzemael Pugiones
  • Dzemael Spear
  • Dzemael Staff
  • Dzemael Whispering Rod
  • Dzemael Winglet
  • Dzemael Zweihander
  • Harlequin's Boots
  • Scorpion Shield
  • Sentinel's Sabatons
  • Templar's Sollerets
  • The Book of Dzemael
  • The Darkhold Orchestrion Roll

Treasure Coffer 1

  • Pince-nez
  • Coliseum Galerus
  • Coliseum Shawl
  • Coliseum Subligar
  • Coliseum Loincloth
  • Sentinel's Sabatons
  • Templar's Sollerets
  • Buccaneer's Boots
  • Harlequin's Boots

Treasure Coffer 2

  • Sentinel's Celata
  • Templar's Chain Coif
  • Buccaneer's Tricone
  • Harlequin's Cap
  • Sentinel's Gauntlets
  • Templar's Vambraces
  • Buccaneer's Gloves
  • Harlequin's Mitts

Treasure Coffer 3

  • Sentinel's Cuirass
  • Templar's Haubergeon
  • Buccaneer's Shirt
  • Harlequin's Acton
  • Sentinel's Trousers
  • Templar's Skirt
  • Buccaneer's Sarouel
  • Harlequin's Tights

As one of the first dungeons that players will encounter, adventurers might feel intimidated doing this instance. There are a lot of tricky opponents and bosses that will require some mechanics. Hopefully, this Dzemael Darkhold Guide will help gamers get through the fight.

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