| Basic Dark Magic | Allows to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall. |
| Advanced Dark Magic | Allows to learn Dark Magic spells of the fourth circle and makes Dark Magic even more effective. |
| Expert Dark Magic | Allows to learn Dark Magic spells of the fifth circle and makes Dark Magic ultimately powerful. |
| Master of Curses | Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells. |
| Master of Mind | Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells. |
| Master of Sickness | Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells. |
| Pariah | Dedicated to learn all the secrets of Dark Magic, the knight becomes a pariah among his or her own 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 Spell Power is +5 for casting those spells). |
| Payback | Should it happen that the Dark Magic spell is resisted by target, the hero gains back all the mana spent to cast that spell. |
| Soil Burn | The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time when enemy creature moves it will receive fire damage. Inflicted damage equals hero's level. |
| Spirit Link | Grants a Necromancer ability to tie his or her own spirit to the spirits of any creatures on the battlefield. If linked creatures receive any damage the Necromancer will gain some spell points, feeding upon creature's suffering. |
| Suppress Dark | Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat. |
| Weakening Strike | Weakening Strike improves Demonic Strike ability. Now Demonic Strike not only damages the target, but also curses it with Weakness spell. |