Jurassic World: Dominion Dominates Fandom Wikis - The Loop
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The Book of Underdark consists of spells which don't do great damage initially but overtime can wreck great havoc. It also has additional effects, such as dealing Death damage, which converts some enemy minions into undead under your command. Note that not all Underdark spells cause Death damage.
Spells
Icon
Spell
Tier
Type
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Description
Den of Darkness
1
Tower
1
0/-
15 Death per turn and 75hp
The Underdark castle heals itself for 30 health points every turn while surrounded by an Aura of Decay.
Rain of Chaos
2
Targeted
Infinite
3/5
7 Skulls x20 = 140
Seven skulls fly around like lunatics and rain down. They might go where you aim them or they might fly off somewhere within range of your target. They inflict 20 damage and deal high knock back each on a direct hit.
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 (including AOE). If you hit yourself you won't take damage. You cannot exceed the max player HP.
Death Bomb
2
Bomb
4
0/1
40 as a one-off and 15 Death per turn over 5 turns
Leaves an Aura of Decay where it explodes. Note that the one-off is not Death damage, and that it will damage undead creatures.
Summon Swarm
1
Minion
Infinite
0/5
N/A
A portable flying 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
Summons a Dark Knight. The Dark Knight has poor jumping capabilities, but can mount other flying minions to carry it towards its next victim.
Raise Dead
1
Ball
Infinite
0/1
25 Death
This will make a minion undead if you kill it. Note: This effect only works on living minions. If you attack an undead minion, it will gain up to 25 health. Will not work against Arcane creatures (such as Water Lord, Imps, and Steam Dragon).
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.
Aura of Decay
1
Targeted
Infinite
0/5
15 Death per turn over 5 turns
Creates a localized effect which damages the first player or minion to enter the target area, indicated by an animated skull. If there are already players 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. A player 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
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 caster as much as possible, killing the minions in the process. Will stay active until all the caster's minions have died, if the caster lands in the water, or if Sanctuary affects the player.
Swallowing Pit
3
Arena
1
3/-
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
Transforms the caster into a Lich. Lichs are healed by death damage and gain health for damage they or their minions deal. Lichs are restricted to Arcane and Underdark spells. Lichs cannot use towers and are constantly surrounded by an Aura of Decay. They are considered undead and hence take double 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 at the Jar's location with 20 health points for each level of familiar.
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.
If the Jar falls into the water but is still floating, it will function (but you will be summoned in water and have to use your turn to teleport out). However, if the Jar is sunk it will then work as if you died while in water. (A Jar can be sunk if a player or minion gets drowned at the Jar's location).
The Soul Jar will not work if:
the user is killed by Light damage (or the Sphere of Healing, if they were a Lich)
the user dies while in water (the finishing blow must knock the opponent into the water), or if the Jar was sunk
Familiar specific changes:
Level 5: Rain of Chaos is less random.
Minions
Icon
Minion
Health
Spells
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Spell Description
Swarm
25
N/A
N/A
N/A
15 Death per turn
Has no spells, but the Aura of Decay surrounding it can deal damage.
Dark Knight
100
Charge
Infinite
0/1
250
Digs away at the terrain whilst dealing heavy damage to players - a more powerful version of the Dwarf's mining ability. Cannot be used if stunned, and stops charging if stunned mid-charge. A specific pixel allows the Dark Knight Hump (DKH) to occur which enables the Dark Knight to charge up and down repeatedly to do maximum damage at one location.
Drain Bolt
Infinite
0/1
30
See above - note that the Dark Knight gains the life rather than its controller.
Wraith
50
Wraith Drain
Infinite
0/1
30
Identical to Drain Bolt, but if too close the Wraith will take damage resulting in less HP gain than intended.