Arcanists 2 Wiki

The Book of Frost contains some of the most high damage spells in the game. However, many of these are offset by low accuracy or limited ammunition. For example, many spells split into ice or snow, which can be difficult to accurately hit your enemy with.


Spells[]

Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Maximum Damage Description
Ice Ball 1 Ball Infinite 0/1 75 Small explosion, then shatters into ice.
Ice Bomb 2 Bomb 2 3/1 250 Releases a number of ice balls.
Frost Shards 1 Bolt 4 0/1 75 Fires 15 frost shards. As with most other bolts, if one of them hits you, or, if you stand directly next to/on top of your target, the spell will stop, and you will suffer damage.
Frost Arrow 2 Arrow 2 0/1 75 Fires frost shards upon impact. High knock-back.
Snow Ball 1 Ball Infinite 0/1 100 Snow Will detonate when it reaches its apex (top of its trajectory), or on impact, sending snow down on to the target. The ball itself is not snow and will not form land if it hits water before detonating.
Blizzard 2 Targeted Infinite 3/5 1000 Snow Produces a cloud which hovers over an area and drops snow on it for the next four turns; the snow will fall at the beginning of the casting Arcanist's turn. Most missiles, including Meteor and Comet, are deflected by the cloud.
Ice Shield 1 Personal 4 1/5 N/A Creates a thin barrier around the caster. Does not end the caster's turn.
Ice Castle 2 Tower Infinite 0/5 75hp If an Ice Castle lands on water it will create an ice platform at the expense of a small amount of health, usually 5hp. The Ice Castle is immune to snow damage and it heals the tower, however.
Summon Sylph 1 Minion Infinite 0/5 N/A Summons a Sylph.
Summon Frost Giant 2 Minion Infinite 3/5 N/A Whenever a frost giant is summoned a snow cloud appears above its head and will remain above it where ever it goes.
Comet 3 Targeted Infinite 5/5 500 Drops a Comet, which does 50 damage on impact and shatters into a number of ice balls and frost shards.
Summon Frost Dragon 3 Minion 1 5/- N/A Summons a Frost Dragon.


Familiar[]

The Frost familiar is the Frost Sprite. It increases the jumping ability of your minions, and makes the water you stand on freeze, turning your life into ice platforms in increments of 5-1 hit points depending on the level of your familiar. Also, each level of your familiar grants an additional use of ice shield and a +5 damage buff to frost arrow.

Familiar specific changes:

  • Level 1: Gain the spell Frost Leap.
    Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Maximum Damage Spell Description
    Frost Leap 1 Ball Infinite 0/1 N/A Leap across the map. Max power is increased for each Frost familiar level you have. Aim it like every other ball spell. This spell does not end your turn.

Minions[]

Icon Minion Health Spells Number of Charges Initial Charge Time/Recharge Maximum Damage Spell Description
Sylph 50 Sylph Arrow
Infinite 0/1 60 Shoots three frost arrows which home in on the target.
Ice Shield
Infinite 0/5 N/A See above.
Frost Giant 100 Smash (Personal)
Infinite 0/1 30 A short range attack with high knock-back.
Frost Giant-Ball
Infinite 0/1 75 Same as Ice Ball.
Ice Bomb
2 3/1 250 See above.
Snow Ball
Infinite 0/1 100 Snow See above.
Frost Dragon 150 Frost Dragon Breath (Bolt)
Infinite 0/1 125 Releases a high powered ice bolt, which splits into snow on impact.


Page Navigation[]

Arcanists
Main Page Patch Notes
Spell Info
Spells Familiars
Zombie Minions Advanced Topics
Spell Books
Arcane Flame Stone Storm Frost Underdark
Overlight Nature Seas Cogs Holiday Illusion
Blood Druidism Cosmos
Features
Game Modes Rating
Prestige and Achievements Maps
Outfits Arcane Monster
Events
Tournaments Special Events