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There is nothing more annoying than having your main fighters afflicted with Darkness, and Lamp is the only way to cure them of it. Even so, the Spell is of questionable merit. Darkness wears off after combat anyway, and nothing actually inflicts it for a long while after this Spell becomes available. You can live without it, but it does help every now and then.
Sprite
Hit %
96%
Type
Black Magic
LV
2
Effect
Inflicts Status-elemental Darkness on all foes
Target
All foes
Element
Status
Inflict Status
Darkness
Sold In
Pravoka (400 G)
Darkness not only reduces Monsters' chance to hit, it also increases your chance to hit them. In both cases, the difference is 20%, so don't expect this Spell to negate all damage dealt by the affected Monsters. It's often a good opener when fighting large groups. SLOW is usually a better Spell to use against groups of Monsters with multiple attacks, since it is 20% more accurate than DARK. Be aware that many Monsters resist Status-elemental Spells (including both DARK and SLOW).
Sprite
Power
5
Accuracy
+50%
Type
Black Magic
Effect
Inflicts body-elemental darkness on the target
Status
Darkness
Element
Body
Tome
Blind Tome
Effect
Blind 6 (All enemies)
Value
2,000 gil
Blind is a decent Status Spell because it is surprisingly accurate, even if its effects aren't quite as dramatic on Monsters as they are on you (since Monsters don't care about leveling). You can find these dropped by Ogre Mages, or find them in chests on the Tropical Island. It's not a fantastic Spell, but it's not terrible by any means.
Type
Indirect
Description
Cause Darkness
Status
Darkness
HP-J ×100
100 hit points (43rd)
Str-J ×100
6 strength (42nd)
Vit-J ×100
5 vitality (43rd)
Mag-J ×100
12 magic (36th)
Spr-J ×100
10 spirit (36th)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
1 evade (42nd)
Hit-J ×100
30 hit (7th)
Luck-J ×100
2 luck (44th)
ST-Atk-J ×100
Darkness 100%
Draw Difficulty
+12