- For the magical school in other games, see Dark Magic.
Dark Magic is a skill in Heroes of Might and Magic V.
Effects[]
Dark Magic skill allows the learning of Dark Magic spells of the third and above level. Barbarians cannot learn Dark magic or any subskills, instead learning Shatter Dark.
- Basic Dark Magic allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.
- Advanced Dark Magic allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective.
- Expert Dark Magic allows hero to learn Dark Magic spells of the fifth circle and gives maximum power to Dark Magic.
Skill rates[]
The hero classes can learn Dark Magic skill and its abilities at following probabilities:
- 15%: Necromancer
- 8%: Demon Lord, Knight and Wizard
- 2%: Ranger, Runemage
and Warlock
Abilities[]
Icon | Name | Description | Class | Requirements | |
---|---|---|---|---|---|
Original / Hammers of Fate | Tribes of the East | ||||
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Master of Curses | Grants mass versions of Weakness and Suffering spells, but at double the casting cost of these spells. Hero wastes only half of their current initiative to cast these spells. | All classes (except Barbarian) | No requirement | |
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Master of Mind | Grants mass versions of Slow and Confusion spells, but at double the casting cost of these spells. Hero wastes only half of their current initiative to cast these spells. | All classes (except Barbarian) | No requirement | |
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Master of Pain | Grants mass versions of Decay and Vulnerability spells, but at double the casting cost of these spells. Hero wastes only half of their current initiative to cast these spells. Adds +4 to effective spellpower of Curse of the Netherworld spell. | All classes (except Barbarian) | No requirement | |
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Corrupted soil | The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals three times hero's level. | Ranger | Master of Pain | |
Necromancer | Dark revelation | Master of Pain | |||
Knight, Ranger, Runemage, Warlock, Wizard | N/A | ||||
Demon Lord | Master of Pain, weakening strike | ||||
Barbarian | N/A (ability from this skill is shared with Shatter Dark skill) | ||||
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Dark renewal | Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell. | Demon Lord | Master of Mind, weakening strike | Master of Curses |
Warlock | Master of Mind | ||||
Wizard | Seal of Darkness, fiery wrath | ||||
Knight, Ranger, Runemage | N/A | ||||
Necromancer | Master of Curses, Master of Pain, Mark of the Necromancer | ||||
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Fallen knight | Dedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah among their kind. Troops under Knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the Knight are now more powerful (effective spellpower is +5 for casting those spells). | Knight | Master of Curses | Retaliation strike |
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Seal of Darkness | Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat. | Wizard | Master of Mind | Magic mirror |
Ranger | Corrupted soil, imbue arrow | Master of Mind | |||
Demon Lord, Knight, Necromancer, Runemage, Warlock | N/A | ||||
Weakening strike | Any standard hero's attack applies the effect of Suffering spell to the target. | Demon Lord | Mark of the Damned | ||
Knight | Fallen knight, Aura of Swiftness | Fallen knight | |||
Barbarian | N/A (ability from this skill is shared with Shatter Dark skill) | ||||
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Shrug Darkness![]() |
Enemy Dark Magic spells will be cast with only 50% of effective Spellpower. | Runemage | Master of Curses | Master of Mind |
Demon Lord, Knight, Necromancer, Runemage, Warlock | N/A |
Bonuses[]
- Tome of Dark Magic lets the hero cast all Dark Magic spells, with this skill's ability bonuses applied.