Dark magic spells are insidious and self serving, leeching the target's strength and making it weak. Most spells under dark magic (with the exception of Bio, Tractor, Stun and Klimaform) take strength from the target and give it to the caster, whether it be in the form of stats (such as DEX), Hit Points, Magic Points, or Tactical Points.
There are a handful of types of Dark Magic spells:
Dark Magic skill is the skill base from which Dark Magic derives. It is most synonymous and most importantly relational to the resistance rate of all attack spells therein. In short, Dark Magic is the largest factor which determines if a Dark Magic Spell lands unresisted or not. The skill also helps defend against spell interruptions for any spells in its category, and helps the player climb DoT tiers for Bio II and Bio III, increasing the amount of damage the enemy receives per 'tick' (roughly 3 sec.)
|Job||Skill Ranking||Cap at Level 1||Cap at Level 45||Cap at Level 90|
* Scholar's Dark Magic skill increases to B+ rating under Dark Arts if skill is capped at D.
** Scholar's Dark Magic skill can only increase to B+ rating at Level 1 by using Tabula Rasa.
See: Combat Skills for more Skill information.
|Crimson Belt (During Campaign)|
|Bale Flanchard +2|
|Diabolos's Ring (On Darksday)|
|Goetia Sabots +2|
|Scholar's Gown (with Dark Arts)|
|Scholar's Gown +1 (with Dark Arts)|
|Wizard's Tonban +1|
|Sorcerer's Gloves +1|
|Blood Finger Gauntlets|
|Aesir Torque (On Darksday)|
|Bale Flanchard +1|
|Crimson Finger Gauntlets|
|Goetia Sabots +1|
|Abyss Flanchard +1|
|Abyss Gauntlets +1|
|Argute Pants +1|
|Chaos Burgeonet +1|
|Demon's Harness +1|
|Inferno Sabots +1 (During New Moon)|
|Inferno Sabots (During New Moon)|
|Theta Sash (During Salvage)|
The following 23 pages are in this category, out of 23 total.