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The Book of Arcane is the most basic spell book, with no level 3 spells, and no familiar (until v3.5). It is also one of the only spell books with offensive spells that cannot harm the caster (except for Imps' self-destruct).


Spells[]

Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Maximum Damage Description
Arcane Arrow 1 Arrow Infinite 0/1 10x4 Arcane Fires four homing arrows.
Arcane Bomb 1 Bomb/Arrow Infinite 0/1 10x4 Arcane A bomb which explodes as a 10 damage Arcane Flash and then releases three Arcane Arrows which always start by going slightly upwards from the explosion.
Arcane Tower 1 Tower Infinite 0/5 25hp Initial: 25hp. Maximum: 100hp. Buffed by Arcane damage. Will "gate" with the caster. Absorbs glyphs.
Arcane Energiser 1 Personal Infinite 0/5 N/A Powers up each part of the caster's Arcane attacks by 5 damage for 5 turns.
Arcane Gate 1 Targeted Infinite 0/5 N/A Teleports the player to the target position.
Arcane Portal 1 Targeted Infinite 0/5 N/A Creates a two-way portal which will teleport one player, small minion (no larger than a player), or small object (projectiles such as a Comet, Meteor, or an expanded Mega Boulder, Flame Walls and Thunder Shock are also excluded) per turn. Only one per player may be active at a time. Shares a cooldown with Wormhole (Cosmos Spell). If Portal or Wormhole is used, cooldown for the other spell will become 5 turns.
Summon Imps 1 Arcane Minion Infinite 0/5 N/A Summons 3 Imps. Imps gain hp through Arcane damage (like Arcane Arrows or Arcane Flash) to a maximum of 250hp. Without Imp Destruction, they will just self-destruct and release all their energy.
Imp Destruction 1 Targeted Infinite 0/1 Total health of all imps (theoretical max 6000 or 9000 with Arcane Energizer) All imps in the game first do an extremely low power arcane flash, then are converted into a number of arcane arrows proportional to each's individual health that converge at the target location. Unfortunately, they perish in the process.
Arcane Glyph 1 Personal 4 0/1 10x10 Arcane Creates a ring of 10 vibrant glyphs around the caster. It will only affect other players and minions. Arcane Glyphs can be placed in a small circle around the caster (Similar to summoning a minion). Arcane Glyphs will stop the caster from being knocked back if they touch one of the glyphs.
Arcane Sigil 1 Targeted 4 0/1 10x3 Arcane Creates a triangle of three Arcane Glyphs at a selected location. Arcane Sigil will stop caster from being knocked back if caster hits Sigil
Arcane Flash 1 Personal Infinite 0/1 15 Arcane Release a circle of energy around you with high knockback and land destruction.
Summon Dragon Egg 1 Arcane Minion Infinite 0/5 N/A Summons a dragon egg that can hatch into different stages of a dragon depending on its current health. Hatches into a hatchling if between 1HP-24HP, a Baby Dragon if between 25HP-149HP, and into a Flame Dragon, Storm Dragon, or Frost Dragon if it has 150HP. It can also hatch into a Steam Dragon if killed by a Clockwork Bomb.


Arcane[]

The Arcane Familiar is the Unstable Portal. It was added with the patch on December 21, 2020, as a much requested change because the Book of Arcane was the only book without a familiar.

Familiar specific changes:

  • Every other level (levels 1, 3 & 5) increases minion summon limit by 1 per level to a maximum of 7 slots.
  • Level 1: Learn the spell Little Devil. Little Devil's cooldown is decreased by 1 for each Arcane familiar level you have.
  • Level 2: Learn the spell Arcane Mist.
  • Level 3: Arcane Tower starts with 50 hp.
  • Level 5: Arcane Energizer is permanent (once used). Arcane Tower starts with 75 hp.
Icon Spell Tier Type HP Number of Charges Initial Charge Time/Recharge Maximum Damage Spell Description
Little Devil 1 Arcane Minion 10 Infinite 7-3 N/A If three weren't enough, here's another one. Does not end your turn.
Arcane Mist 2 Targeted N/A Infinite 0/5 15 Arcane per turn over 5 turns Like Aura of Decay, only Arcane.

Minions[]

Icon Minion Initial Health Maximum Health Spells Number of Charges Initial Charge Time/Recharge Maximum Damage Spell Description
Imp 10 250 Banish
1 0/- N/A Kills the Imp, but does not do any damage. Doesn't end the player's turn, but may not be done more than once per turn.
Self Destruct
1 0/- Imp's current health (Arcane) Causes the Imp to explode, dealing damage equal to its health to all players and minions in an area of radius proportional to its health. This damage buffs Arcane Towers and Imps but damages the Imp's owner (unlike other Arcane damage).
Baby Dragon 25 149 Rawr!
Infinite 0/1 50 Watch enemies cower in fear to your mighty roar!
Dragon Hatchling 1 24 Arcane Flash (Personal)
Infinite 0/1 15 Arcane See above.
Arcane Glyph (Personal)
2 0/1 10x10 Arcane See above.


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