Arcanists/Arcane Book
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The arcane book is the most basic spellbook, with no level 3 spells, and no familiar. It is also the only free-player spellbook with offensive spells that cannot harm the caster.| Arcanists Spellbooks | ||||
|---|---|---|---|---|
| Arcane | Flame | Stone | Storm | Frost |
| Underdark | Overlight | Nature | Seas | Cogs |
Contents |
[edit] Spells
Some spells do Arcane damage. This heals imps and the arcane tower, and doesn't damage the caster. Arcane spells/damage are not to be confused with arcane minions, which simply means the minions cannot be zombified.
| Icon | Spell | Level | Type | Number of Charges | Charge Time Initial/Recharge | Destruction Radius | Maximum Damage | Description |
|---|---|---|---|---|---|---|---|---|
| | Arcane Arrow | 1 | Arrow | Infinite | 0/1 | Small | 10x4 Arcane | Fires four arrows. |
| | Arcane Bomb | 2 | Arrow/Bomb | Infinite | 0/1 | Medium | 10x4 Arcane | A bomb which explodes as a 10 damage Arcane Flash and then releases three Arcane Arrows which always start by going upwards. |
| | Arcane Tower | 1 | Tower | Infinite | 0/5 | Small | 25hp | Initial hit points: 25. Maximum hit points: 100. Buffed by arcane damage. Will "gate" with the caster. |
| | Arcane Energiser | 2 | Personal | Infinite | 0/5 | N/A | 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 | N/A | Teleports the Arcanist to the target position. |
| | Arcane Portal | 2 | Targeted | Infinite | 0/5 | N/A | N/A | Creates a two-way portal which will teleport one Arcanist, small minion (no larger than an Arcanist), or small object (projectiles such as a Comet, Meteor, or an expanded Mega Boulder, Flame Walls and Thundershock are also excluded) per turn. Only one may be active at a time. |
| Summon Imps | 1 | Minion | Infinite | 0/5 | N/A | N/A | Summons 3 imps. Imps are healed by arcane damage. | |
| | Imp Destruction | 2 | Targeted/Arena | Infinite | 0/1 | Small-Massive | 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. Unfortunately, they perish in the process. |
| | Arcane Glyph | 1 | Personal | 4 | 0/1 | Small | 10x10 Arcane | Creates a ring of 10 glyphs around the caster. |
| | Arcane Sigil | 2 | Targeted | 4 | 0/1 | Small | 10x3 Arcane | Creates a triangle of three Arcane Glyphs at a selected location. |
| | Arcane Flash | 1 | Personal | Infinite | 0/1 | Large | 15 Arcane | High knockback and land destruction. |
| | Arcane Zero Shield | 1 | Arena (Automatic) | N/A | N/A | N/A | N/A | This prevents all casting of damaging spells for the first turn of the game. However, you may use Den of Darkness or the Swarm minion, both dealing 15 damage each; you may also use the Water Troll summon spell which will do 5 damage per troll if they hit a player. |
[edit] Minions
[edit] Trivia
- Mod Thomas, as creator of Arcanists, is the size of a cyclops and starts with 500 hp. He also gets healed by arcane damage, and he only uses arcane. However, he has much, much more powerful versions. He also gets reduced damage from spells as if he had a stone familiar.
- Any spell generating Arcane Arrows generates around 10 of them. They also travel much faster in the beginning of their flight.
- His imps start with 100 hp.
- He also has a unique spell that works like Arcane Flash, but any Arcane Tower caught in the radius is destroyed, generating their hp in Arcane Arrows, which go straight up, possibly hitting someone when they come back down.
- His arcane glyph creates more glyphs and has a higher area.
- He has a beam of light shining on him from the top-left of the map. In the J-mods Arcanists wallpaper Mod Thomas is seen with with one of the Arch Mage wands, so a possible explanation is that this is one of the "powers" which are granted by the Arch Mage achievement[1].
- With him in the battle, all the scenery turns purple.

