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The Underdark book contains many spells which are not highly damaging. However, this is offset by having some extra effects - for example, dealing Death damage, which converts some enemy minions into undead under your command, or causing an aura of decay. Note that not all Underdark spells cause Death damage.

Vorlage:Arcanistsbooks

Spells Bearbeiten

Icon Spell Level Type Number of Charges Charge Time Initial/Recharge Maximum Damage Description
Datei:Den of Darkness.PNG Den of Darkness 1 Tower 1 0/- 15 death per turn The underdark castle heals itself for 30 health points every turn, all the while surrounded by an Aura of Decay.
Datei:Rain of Chaos.PNG Rain of Chaos 2 Targeted Infinite 3/5 140 Seven skulls fly around like lunatics. They might go where you aim them. They might fly off somewhere they liked the look of. They inflict 15 damage each on a direct hit.
Datei:Drain Bolt.PNG Drain Bolt 1 Ball Infinite 0/1 30 The player is healed an amount of health points equal to the amount of damage dealt to living targets. If you hit yourself you won't take damage, unless you've already used the Lichdom spell or have 30 hp or under.
Datei:Death Bomb.PNG Death Bomb 2 Bomb 4 0/1 55 (115 if all decay damage hits) Leaves an Aura of Decay after it explodes, which can turn minions undead.
Datei:Summon Swarm.PNG Summon Swarm 1 Minion Infinite 0/5 N/A Basically a portable Aura of Decay. It is not damaged by its own aura, but other auras can hurt it.
Datei:Summon Dark Knight.PNG Summon Dark Knight 2 Minion 1 5/- N/A Summons a Dark knight. The Dark Knight has poor jumping capabilities and can mount a Pegasus.
Datei:Raise Dead.PNG Raise Dead 1 Ball Infinite 0/1 25 Death The only notable attribute of this attack is the death damage that it inflicts. People using Lichdom tend to use this to heal themselves for 25 (equivalent of healing sphere to a lich.)
Datei:Summon Wraith.PNG Summon Wraith 2 Minion Infinite 3/5 N/A Summons a Wraith. It is undead when summoned, meaning it will be healed by Death damage.
Datei:Aura of Decay.PNG Aura of Decay 1 Targeted Infinite 0/5 15 Death per turn to a maximum of 75 Leaves a cloud of toxic gas where the caster chooses which remains for the next five turns. This spell is often used for scaring opponents out of hiding. It is also used by Liches to heal themselves.
Datei:Dark Defences.PNG Dark Defences 2 Personal 1 5/- N/A Heals the caster up to full health by taking the health from the caster's minions. Lasts for 5 turns or until all the caster's minions die.
Datei:Swallowing Pit.PNG Swallowing Pit 3 Arena 1 3/- N/A Every minion in the arena will be instantly destroyed and replaced with an aura of decay. Undead minions are immune.
Datei:Lichdom.PNG Lichdom 3 Personal 1 5/- N/A Transforms the caster into a Lich. Lich are healed by death damage and gain health for damage they or their minions deal. Lich are restricted to Arcane and Underdark spells. Lich cannot use towers and are constantly surrounded by an aura of decay that heals the user for half the damage the aura inflicts.

Familar Bearbeiten

Datei:Souljar.PNG The Underdark familiar is the Soul Jar. To use the Soul Jar you must sacrifice hp to create it (20hp per level, 5 levels). You can only summon the Soul Jar 5 times. (Five level 1 familiars, or one level 5 familiar, etc). If you die, you will be revived by the Soul Jar, to the hp you sacrificed to create it.

The Soul Jar will not work if:

  • the user is killed by Light damage or the Sphere of Healing
  • the user dies while in water (the finishing blow must knock the opponent into the water)

The soul jar is the only familiar that doesn't follow you, instead remaining where it is placed. The only way to move it is to use it again in a different location, as long as all 5 uses have not been used.

Minions Bearbeiten

Icon Minion Health Spells Number of Charges Charge Time Initial/Recharge Maximum Damage Spell Description
Datei:Summon Swarm.PNG Swarm 25 N/A N/A N/A 15 Death Has no spells, but the aura of death surrounding it can deal damage.
Datei:Summon Dark Knight.PNG Dark Knight 100 Charge Infinite 0/1 250 Digs away at the terrain whilst dealing heavy damage to players. It often misses potential damage because it will travel through Arcanists without stopping. Cannot be used if stunned.
Drain Bolt Infinite 0/1 30 The Knight is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Datei:Summon Wraith.PNG Wraith 50 Wraith Drain Infinite 0/1 30 Identical to Drain Bolt.

Zombie Minions Bearbeiten

Datei:Z Wraith.PNG

Some minions can be turned into zombies by death damage. Zombie minions have the following properties:

  • They lose health at 5 hitpoints per turn, to a minimum of 1hp
  • They are healed by Death damage, including walking into an Aura of Decay.
  • Health limit of 250, no matter what the limit of their original form was.
  • They take double damage from Light spells.
  • They are damaged (up to 50) by healing from the Sphere of Healing.
  • Immunity to the spell "Swallowing Pit".
  • They retain all elemental resistances.

Zombie dragons and zombie pegasi have their own Aura of Decay, which heals them every turn as any other aura would. Minions that aren't in the following table cannot be zombified. These minions are known as arcane minions.

Zombie minions look similar to un-zombified minions, but certain parts of their body will be brown or green, and certain parts of their skeletons will also be visible.

The health of a zombie minion is constant upon transformation; the strength of the spell used to zombify the minion, and the minion's previous hitpoints, has no effect.



Minion Zombified Minion Health Spells Number of Charges Charge Time Initial/Recharge Maximum Damage Spell Description
Dwarf Zombie Dwarf 12 Mine Infinite 0/1 50 Allows the dwarf to mine through the earth, making it useful for reaching hiding arcanists. Mine will travel directly through Arcanists and minions, making it difficult to hit throughout the whole move.
Kablam! Infinite 0/1 75 Kablam! is effectively a dynamite that deals 75 damage. The dwarf will run away when it plants it; however, unless it falls from an edge whilst fleeing, it will not run fast enough to escape the explosion.
Cyclops Zombie Cyclops 18 Cyclops Shock Attack Infinite 0/1 50 Storm Similar to Thunder shock.
Chain Lightning Infinite 0/1 200 Storm Always fires at full power, and will bounce around for multiple hits, considerably damaging the scenery. Very hard to control.
Sylph Zombie Sylph 12 Sylph Arrow Infinite 0/1 60 Shoots three frost arrows which home in on the target.
Ice Shield Infinite 0/5 N/A Creates a thin barrier around the caster, does not end the caster's turn.
Frost Giant Zombie Frost Giant 25 Smash Infinite 0/1 30 A short range attack.
Frost Giant-Ball Infinite 0/5 75 Similar to Ice ball.
Ice Bomb 4 0/1 250 Releases a number of frost shards which can damage opponents or the scenery.
Snow Ball Infinite 0/1 100 Snow Will detonate in midair, sending snow down on to the target. Can also be thrown at the target, as with regular balls.
Pegasus Zombie Pegasus 25 Drain Bolt 1 0/1 30 The Pegasus is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Dark Knight Zombie Dark Knight 25 Charge Infinite 0/1 250 Digs away at the terrain whilst dealing heavy damage to players. It often misses potential damage because it will travel through Arcanists without stopping. Cannot be used if stunned.
Paladin Drain Bolt 1 0/1 30 The Knight is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Pixie Zombie Pixie 12 Drain Bolt 1 0/1 30 The Pixie is healed an amount of health points equal to the amount of damage dealt. It cannot damage itself using this spell.
Flame Dragon Zombie Dragon 37 Zombie Breath Infinite 0/1 90 Fires three drain bolts.
Storm Dragon
Frost Dragon
Man-Trap Zombie Man-Trap 25 Thorn Ball Infinite 0/1 50 Sets a thorn mine at the point of impact. If the mine is hit with an attack, it explodes.
Thorn Bomb 4 0/1 1000 Explodes, setting a circle of thorn mines around the explosion area.
Ent Whip Infinite 0/1 35 Similar to Vine Whip.
Vine Bridge 4 0/1 0 Shoots out a vine which latches on the the first pieces of land it touches, creating a traversable bridge.
Entangle Infinite 0/1 0 If it hits an arcanist or minion, the unit cannot fly and has drastically reduced jumping ability (comparable to that of a paladin).
Vine Bomb 4 0/1 30 Shoots a flurry of flowers out from its detonation point, enclosing the area and anything in it.
Vine Bloom 1 5/- 5000 Causes the man-trap to self-destruct, releasing several vine and thorn bombs.
Elf Zombie Elf 10 Volley Infinite 0/1 20 per elf per turn Sets up a target at a selected location. Every turn, all elves on the map will shoot at the target.
Flurry Infinite 3/5 60 per elf Causes all elves on the map to fire a stream of arrows towards the selected target point. The number of arrows fired is increased if the nature familiar has been summoned.
Water Troll Zombie Water Troll 10 Dive Infinite 0/1 N/A This spell is targeted. When used, the Water Troll dives and then spawns at the selected location.
Brine Goblin Zombie Brine Goblin 6 N/A N/A N/A  ? When it reaches 0 health, it explodes and brine salt is tossed everywhere.


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