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Can You Be Evil in Hogwarts Legacy? Here's How
Hogwarts Legacy

Can You Be Evil in Hogwarts Legacy? Here's How

Discover how to play as an evil character in Hogwarts Legacy. Learn about Dark Arts spells like Crucio, Imperio, and Avada Kedavra, and explore dialogue choices that impact the story.

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Discover how to play as an evil character in Hogwarts Legacy. Learn about Dark Arts spells like Crucio, Imperio, and Avada Kedavra, and explore dialogue choices that impact the story.

While Hogwarts Legacy doesn't feature a traditional morality system, you can make choices and use spells that give your character an 'evil' or 'chaotic' persona. There are two primary ways to achieve this:

  • Dark Arts spells
  • Dialogue options

Dark Arts Spells

The most direct way to appear evil is by learning and using the Unforgivable Curses. These spells are acquired through the Sebastian Sallow companion questline:

  • Crucio and Imperio unlock during the 'In The Shadow Of Time' and 'In The Shadow Of Study' quests, respectively.
  • Avada Kedavra, the final Unforgivable Curse, becomes available around level 25 through the 'In The Shadow Of The Relic' quest.

Using these spells can cause friendly NPCs to cower, reflecting the power and dark nature of your magic.

Dialogue and Morality Choices

Beyond spells, certain dialogue options and quest choices allow for role-playing as a 'bad' or 'chaotic' character. For instance, in Professor Sharp's potion class, you can choose to help Garreth steal ingredients, leading to different dialogue outcomes that portray you as a mischievous student. While these choices may not have drastic immediate consequences, they contribute to the role-playing aspect.

Furthermore, the main storyline features multiple endings that are influenced by your moral choices. One particular path is described as morally questionable and can be inferred as 'evil'.

In summary, while Hogwarts Legacy doesn't have a deep morality system, you can adopt an evil persona through the use of Dark Arts spells and specific dialogue and quest decisions.

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