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Additionally, there are several other Dark Magic spells with varying effects. As the masters of dark magic, Dark Knights have access to nearly all dark magic spells, with subsets of these spells available to Black Mage, Scholar, Geomancer, and Red Mage.
Dark Magic skill determines the accuracy, potency of some but not all, and spell interruption rate of Dark Magic spells. Dark Magic does nothing for the potency of Absorb spells, but does affect accuracy and duration.
Dark Magic Skill caps by job
|Job||Grade||Level 49||Level 99|
Dark Magic spells
The elemental attribute of all Dark Magic spells is Darkness , with the exception of Stun which is Lightning .
|Aspir III||99 (JP)||99 (JP)|
|Bio III||75 (Merit)|
|Drain III||99 (JP)|
|Endark II||99 (JP)|
- Dark magic bonuses on equipment fall into one of three categories:
- Dark magic skill bonuses: Directly adds to the player's dark magic skill (see table below)
- Dark magic casting time reduction: Reduces casting time of all spells classified as dark magic by the percentage listed, stacks with other forms of casting time reduction such as Dark Arts and Fast Cast
- Spell-specific bonuses: Many specific types of dark magic spells (Absorb spells, Drain/Aspir spells) are further enhanced by individual pieces of equipment such as Vicious Mufflers or Hirudinea Earring.
This category has the following 3 subcategories, out of 3 total.
Pages in category "Dark Magic"
The following 27 pages are in this category, out of 27 total.