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Arcanists/Book of Stone

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Stone book
The Stone book has many attacks which cause considerable damage to the landscape and buildings. This book often uses Pebble damage, which does double damage to buildings. Pebbles, generally, will not do much damage by themselves, but they are excellent at digging. Many of the spells in this book involve splash damage, while others concentrate on blocking and trapping.
Arcanists Spellbooks
Arcane Flame Stone Storm Frost
Underdark Overlight Nature Seas Cogs

Spells Edit

Icon Spell Level Type Number of Charges Charge Time Initial/Recharge Destruction Radius Maximum Damage Description
Pebble Shot Pebble Shot 1 Bolt Infinite 0/1 Large 50 pebble damage Fires 10 small pebbles which considerably damage the terrain if they do not hit a target.
Scatter Rock Scatter Rock 2 Ball 4 0/1 Medium 75 pebble damage Shatters into a number of small pebbles upon impact.
Quake Quake 1 Arena Infinite 3/5 N/A 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 Disruption 2 Ball 2 0/1 N/A 125 Shatters into five Mud Balls.
Mud Bomb Mud Ball 1 Ball 4 0/1 N/A 25 Encases the target area in mud, trapping players and minions.
Mega Boulder Mega Boulder 2 Ball 2 3/1 Large 200(4x50) Starts off as a larger-than-average bomb. After a brief period of time, it turns into a giant ball which bounces, destroying the surrounding area four times. It is heavier than other balls and bombs and will not travel as far with equivilent power gauge. If it goes up very high and hits an arcanist without hitting any landscape, it will do 100 damage. Only reaches full power when drops from high and hits land next to the arcanist, making it deal 50 each hit with four hits, which is more damage than the direct hit.
Rock Slab Rock Slab 1 Targeted Infinite 0/1 N/A 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 Fortress 2 Tower 1 0/- Small 100hp The strongest tower in the game. It is also probably the largest, though,(excluding sanctuary) making it the most obvious target.
Dwarf Summon Dwarf 1 Minion Infinite 0/5 N/A N/A Summons a Dwarf, which can mine or set dynamite.
Rock golem Summon Rock Golem 2 Minion Infinite 3/5 Small 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 Golem's owner also has Pet Rock familiar).
Meteor Meteor 3 Targeted 1 5/- Massive 175, mainly pebbles 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 Fissure 3 Targeted 1 5/- Incredible 2625, mainly pebbles 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 Edit

Pet Rock 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 such as Fireball would be reduced from 50 to 45, multiple shots such as Thunder Shock would be reduced from 5 to 1 each; so the total damage would only be 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.

Minions Edit

Icon Minion Health Spells Number of Charges Charge Time Initial/Recharge Maximum Damage Spell Description
Dwarf Dwarf 50 Mine 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 then it will deal 75 total to the thing right next to it). Terminates once the Dwarf reaches the target or Mine has gone for its full duration.
Kablam! Infinite 0/1 75 The dwarf lays dynamite and attempts to run away. Deals double damage to Towers.
Rock golem Rock Golem 100 Wallop Infinite 0/1 30

The Golem's fist travels a short way 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.

A dwarf cannot jump very high, but has a decent long jump. A rock golem cannot jump high or far, but has damage resistance.

Trivia Edit

  • The Quake spell's information is incorrect, stating that it does 30 damage instead of 68.
  • The mega boulder spell's information is also incorrect, stating that it does 250 instead of 200.

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