(→Familiar: got familiar hp cost wrong) |
(Tested in the sandbox and this appears incorrect) |
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== Familiar == |
== Familiar == |
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− | [[Image:souljar.PNG]] The Underdark familiar is the Soul Jar. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. If you die then you will respawn in the Jar's location with 20 health points for each level of familiar, and the familiar will be reset to level 0. This does not, however, reset the count of 5 uses. If the Jar falls into the water it will still work, but you will be summoned in water and have to use your turn to teleport out of it |
+ | [[Image:souljar.PNG]] The Underdark familiar is the Soul Jar. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. If you die then you will respawn in the Jar's location with 20 health points for each level of familiar, and the familiar will be reset to level 0. This does not, however, reset the count of 5 uses. If the Jar falls into the water it will still work, but you will be summoned in water and have to use your turn to teleport out of it. |
The Soul Jar will not work if: |
The Soul Jar will not work if: |
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*the user is killed by Light damage or the Sphere of Healing |
*the user is killed by Light damage or the Sphere of Healing |
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*the user dies while in water (the finishing blow must knock the opponent into the water) |
*the user dies while in water (the finishing blow must knock the opponent into the water) |
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− | *it falls in the water. |
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The Soul Jar is the only familiar that doesn't follow you, instead remaining where you were when you last increased its level. 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. |
The Soul Jar is the only familiar that doesn't follow you, instead remaining where you were when you last increased its level. 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. |
Revision as of 21:34, 26 July 2009
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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.
Arcanists Spellbooks | ||||
---|---|---|---|---|
Arcane | Flame | Stone | Storm | Frost |
Underdark | Overlight | Nature | Seas | Cogs |
Spells
Icon | Spell | Level | Type | Number of Charges | Charge Time Initial/Recharge | Destruction of Terrain | Maximum Damage | Description |
---|---|---|---|---|---|---|---|---|
Den of Darkness | 1 | Tower | 1 | 0/- | Small | 15 Death per turn | The underdark castle heals itself for 30 health points every turn, all the while surrounded by an Aura of Decay. | |
Rain of Chaos | 2 | Targeted | Infinite | 3/5 | Medium | 105 | 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. | |
Drain Bolt | 1 | Ball | Infinite | 0/1 | Small | 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 have 30 hp or under. You can't drain more HP than you currently have. | |
Death Bomb | 2 | Bomb | 4 | 0/1 | Small | 40 as a one-off and 15 Death per turn over 5 turns | Leaves an Aura of Decay where it explodes. | |
Summon Swarm | 1 | Minion | Infinite | 0/5 | N/A | N/A | Basically a portable Aura of Decay. It is not damaged by its own aura, but other auras can hurt it. | |
Summon Dark Knight | 2 | Minion | 1 | 5/- | N/A | N/A | Summons a Dark Knight. The Dark Knight has poor jumping capabilities, but can mount a Pegasus. | |
Raise Dead | 1 | Ball | Infinite | 0/1 | Small | 25 Death | This will make any minion undead if you kill it. | |
Summon Wraith | 2 | Minion | Infinite | 3/5 | N/A | N/A | Summons a Wraith. It is undead when summoned, meaning it will be healed by Death damage. | |
Aura of Decay | 1 | Targeted | Infinite | 0/5 | N/A | 15 Death per turn over 5 turns | Creates a localised effect which damages the first Arcanist or minion to enter the target area, indicated by an animated skull; if there are already Arcanists or minions in the area when it triggers (upon casting and at the start of the caster's next four turns) then all of them receive 15 Death damage. An Arcanist or minion inside the area affected will display a version of the animated skull scaled to its size. | |
Dark Defences | 2 | Personal | 1 | 5/- | N/A | N/A | Heals the caster up to full health by instantly taking the health from the caster's minions. If the minions' total health is not enough to heal the caster, it will heal the master as much as possible, killing the minions in the process. Until all the caster's minions have died, or the caster lands in the water, the caster's minions will lose life instead of the caster. | |
Swallowing Pit | 3 | Arena | 1 | 3/- | N/A | N/A | Every living minion in the arena will be instantly destroyed and replaced with an Aura of Decay. (Undead minions are immune). | |
Lichdom | 3 | Personal | 1 | 5/- | N/A | 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. They are considered undead and hence are vulnerable to light damage. |
Familiar
The Underdark familiar is the Soul Jar. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. If you die then you will respawn in the Jar's location with 20 health points for each level of familiar, and the familiar will be reset to level 0. This does not, however, reset the count of 5 uses. If the Jar falls into the water it will still work, but you will be summoned in water and have to use your turn to teleport out of 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 you were when you last increased its level. 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