The Book of Stone stands out for being effective at both trapping and digging. However, it runs out of juice pretty quickly and struggles in the later stages of the game.
Spells[]
Icon
Spell
Tier
Type
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Description
Pebble Shot
1
Bolt
Infinite
0/1
50 pebble damage
Fires 10 small pebbles which considerably damage the terrain if they do not hit a target.
Scatter Rock
2
Ball
4
0/1
65 pebble damage
Shatters into a number of small pebbles upon impact.
Quake
1
Arena
Infinite
3/5
68
Shakes the arena and damages all towers. It does no damage to players but may knock them into water or dangerous objects. Note that it does not affect the clock tower.
Disruption
2
Ball
2
0/1
125
Shatters into five Mud Balls. Does reduced damage if used on the first turn of the game.
Mud Ball
1
Ball
4
0/1
25
Encases the target area in mud, trapping players and minions.
Mega Boulder
2
Ball
2
3/1
4 x32 = 128
Starts off as a larger-than-average ball. After a brief period of time, it turns into a giant ball which bounces and destroys the surrounding area four times. It is heavier than other balls and bombs and will not travel as far with equivalent power gauge. Only reaches full power when drops from high and hits land next to the Arcanist, making it deal 32 each hit with four hits, which is more damage than the direct hit.
Rock Slab
1
Targeted
Infinite
0/1
N/A
Creates a small slab of land, often used for trapping an opponent, self protection, or a manner of escape from a hole.
Fortress
2
Tower
1
0/-
100hp
The strongest tower in the game. Blocks up to 5 damage per projectile that hits it (minimum of 1 damage gets through).
Summon Dwarf
1
Minion
Infinite
0/5
N/A
Summons a Dwarf, which can mine or set dynamite. A dwarf cannot jump very high, but has a decent long jump. Has the spell Mine, kablam!, and Miners Market. When the dwarf has bought something from the Miners Market and turns undead it becomes a Myth instead of an undead Dwarf.
Summon Rock Golem
2
Arcane Minion
Infinite
3/5
N/A
Summons a Rock Golem. Note that a Rock Golem has similar damage resistance to an Arcanist with a Pet Rock (and resistance bonuses are added if the Rock Golem's owner also has Pet Rock familiar). Cannot jump very high or far
Meteor
3
Targeted
1
5/-
265, mainly pebble damage
Drops a huge rock through the terrain, usually digging all the way through to the waterline. Shatters into pebbles on the way down. It is still affected by fire shield & wind shield, however, and can be thrown far off course by a Blizzard, Storm, or an English Summer.
Fissure
3
Targeted
1
5/-
2625, mainly pebble damage
Fires scatter rocks from the bottom of the map. On the turn in which it is cast a few are fired: on the subsequent turn, a lot are fired.
Familiar[]
The familiar for the complete Stone book is a Pet Rock. It reduces damage taken (by you and your minions), usually by 5 (at level 5) for each hit to you or your minions. This means that although a single shot spell such as Fire ball would be reduced from 50 to 45, multiple shot spells such as Thunder Shock would be reduced from 5 to 1 each, making total damage only 10. The familiar never gives immunity to damage, no matter how small. The familiar will also reduce the amount of HP you recover from Heal Sphere. In Elementals Mode, the damage reduction does not apply to towers.
Familiar specific changes
Level 1: Learn the spell Stepping Stone.
Level 3: Learn the spell Summon Mountain Goat.
Icon
Spell
Tier
Type
Health
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Spell Description
Stepping Stone
1
Targeted
N/A
4
0/1
N/A
Places a small stone. Does not end your turn.
Summon Mountain Goat
3
Arcane Minion
50HP
Infinite
3/5
N/A
Great for reaching high places and being annoying.
Minions[]
Icon
Minion
Health
Spells
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Spell Description
Dwarf
50
Mine (Targeted)
Infinite
0/1
50
Allows the dwarf to mine through the earth towards a target. The dwarf will travel directly through Arcanists and minions, making it difficult to hit throughout the whole move (only true if you don't put the target right on the dwarf, which will deal 75 damage to the thing right next to it). Terminates once the Dwarf reaches the target or until Mine's duration has expired
Kablam! (Personal)
Infinite
0/1
75
The dwarf lays dynamite and attempts to run away. Deals double damage to Towers.
Miner Market
Infinite
0/1
N/A
Allows the dwarf to buy items from a shop at the cost of its health.
Rock Golem
100
Wallop (Personal)
Infinite
0/1
30
The Golem's fist travels a short distance away from its body to hit the target.
Scatter Rock
4
0/1
75
See above.
Mega Boulder
2
0/1
200
See above.
Mud Ball
4
0/1
25
See above.
Mountain Goat
50
None
N/A
N/A
N/A
30
Myth
50
None
N/A
N/A
N/A
Undead minion, transformed from a dwarf who was turned undead while having spells brought from miner market. Has no attacking spells but has considerable high and long jump. When Myth comes into contact with an opponent it does 30 damage. Effect will work on first enemy Myth comes into contact to on your turn and will not hurt you or your minions. Myth can also walk on water.
Miner Market[]
Allows the dwarf to buy items from a shop at the cost of its health, each spell can only bought once on a summoned dwarf. Buying a spell from Miners Market does not end your turn.
Icon
Spell
Cost
Maximum Damage
Spell Description
Light
10 HP
N/A
Increases Jump
Hard Hat
10 HP
N/A
Negates up to 5 damage per projectile
Dynamite
10 HP
N/A
Adds 1s to the fuse length of Kablam!
H20
10 HP
N/A
Allows dwarf to walk on water
Gas Mask
10 HP
N/A
Immune to death/aura damage
Scannox 5001
10 HP
N/A
Find Equipment/spells while digging
Punch
10 HP
N/A
Increases mining knockback
Depth Charge
20 HP
N/A
Allows Kablam! to fall when cast
Drill
20 HP
N/A
Increases mining length by 50% but not damage
(Only original length of mine will do damage)
Rock Blaster
20 HP
Ball Spell - 50 (2 shots at 25)
Shoots two projectiles at the direction of your choosing
Miner Map
10 HP
N/A
Every dwarf mines toward the directed position
Platinum Climbing Hooks
30 HP
N/A
Allows you to hook onto walls when jumping and also give you a controlled
jump with your mouse - Hold space while jumping to hang on
Mine Shaft
30 HP
N/A
1 use spell - creates a mine shaft from top to near the bottom of the map.
(When you cast the spell, it will activate on your next turn)
x2
20 HP
N/A
Makes Kablam! blast radius 2x as big, stuns the dwarf and puts Kablam! on cooldown.
(Can be used alongside x3 to increase Kablam! radius even larger)
x3
30 HP
N/A
Makes Kablam! blast radius 3x as big, stuns the dwarf and puts Kablam! on cooldown.
(Can be used alongside x2 to increase Kablam! radius even larger)