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Guide to the Book of Arcane

by City of Wonder

---Intro---

The Book of Arcane is your beginners book, you have it immediately out from the start of the game. This book is weak when used any common way, but when practiced for a long time, it can be a great spellbook like any other. This spellbook contains useful spells for almost any situation and you should have at least 1 of the spells here...even for a member.

The spells here can be used in various ways depending on the battle. Spells like arcane glyph is both offensive and defensive and the minions imps are so as well. 

---Level 1 spells---

--Arcane Arrows--

This spell shoots 4 arrows at a selected area. Each arrow is capable of inflicting 5-10 Hp damage. Each arrow leaves a good hole when it strikes land and so it can be used for tunneling. Also, these arrows can curve easily unlike fire arrow that curves very widely, making a very easy spell to use against opponents that are over a cliff or around a wall.


--Arcane Tower--

The 1 spell a full arcane book user needs. Sure, it's a normal tower providing only 25 Hp and it has nothing special afterward, but it does have something special. The arcane tower observes arcane damage and adds it to it's health, so it can turn to a 100 hp tower. This tower is for defensive purposes only. If you were near an opponent and you use an arcane attack while he is near you, it will damage him and heal you. This is helpful because, since the tower can be healed, it can be a bit hard to destroy when your opponent uses weak spells. The tower recharges over 5 turns so make sure you make it useful until you don't need it for a while.

--Arcane Flash--

A very common spell used by those that use Arcane book. This make a big ball of arcane around you that will send an opponent flying if they are above you. This also eats a decent amount of land making it good for sinking for sea users. Using this while in an arcane tower is good because it will heal the tower as well. The bad thing about this spell is that it only inflicts 15 damage. 

--Arcane glyph--

The spell creates 10 glyphs around you that protect you from knock back...supposedly. The spell acts more for offense that defense. This can protect you from close range attacks like the flash, also against suicide bombers. This is because each glyph can inflict from 5-10 damage AND stun any enemy that comes nearby. The can sometimes be used near far range enemies, because they will be trapped within the glyph and either attempt to get out (Which will be useless unless with a spell) or attack you. The good things is that this spell CANNOT harm you, allowing you to enter and exit safely, however you will destroy a glyph if you do, guaranteeing an entrance or an exit for your opponent so be careful. Sadly, this spell is restricted to only 4 uses.

--Arcane Zero shield--

This is good for full Arcane users. This way, they have 1 turn to move to a safe spot, either by arcane teleporting or by moving around. This spell is essential for full Arcane users for giving them 1 turn to move away to a safe spot.

--Arcane gate--

Excellent for everyone for it can allow any person to teleport to any area of the map as long as the arcarnist can fit. This spell can get you away from a hole, get you in a hiding place and save you from danger. Everyone, not just Arcane users, MUST have this. The only drawback with this spell is the 5 turn recharge.

--Summon Imps--

Weak in battle, not likely to survive, and bad meat shields, what can they do? Imps are actually an incredibly powerful minion for they can 1-hit K.O an arcarnist. The imp summon summons 3 imps of 10 HP. They have many uses. First, they can be used above an opponent, each 1 may land on both sides and above you enemy and so, they can't move and it can get hard for them to aim at someone with the risk of hitting the imp and damaging themselves. They also serve as a ladder by stacking them 1 another in a straight line, using this tactic, a person can jump 2X higher than possible otherwise.

The imp can be charged by arcane magic like the tower. It can charge up to 250 Hp in which they serve as good hole blockers. The full powered imp serves great against a dwarf, for it is small enough to block the hole a dwarf could make and be able to block 250 damage. The imp however has an even better ability, self-destruct. This offensive spell only for the imp makes it explode in a form of arcane flash, except it doesn't send enemies flying harder. The explosion size depends on the hp, and also the damage. At 250, the imp can destroy 1/4 of a map like grassy hills and inflict up to 250 damage depending on how far it is. The best part is the explosion is Arcane damage. Arcane users would adore this spell because it can heavily damage an enemy, probably sink them with that and heal the tower completely (Or if you are sunk, protect you from the damage). Sea users can use imp-destruction to remove a great part of land from a map. However, it is not recommend since charging takes long and without arcane tower, you would put yourself in danger. 

---Level 2 spells---

--Arcane Bomb--

Requires only Arcane arrow. This spell is useful since it is both a flash and an arrow. The explosion is just another arcane flash, and afterward, 3 arcane arrows come and hit a designated area. Useful spell to use to hit 2 enemies at once. The bomb is hard to use because it bounces and the damage is not good, it is best use to sink or hit multiple enemies, 1 close and 1 far. Also because this spell is a type of arcane flash,a good use for this is to do a flash over a distance without risking yourself of not managing to sink your enemy or sending them flying.

--Arcane sigil--

Much more better than an arcane glyph. It's damage is lower, and so it serves not much of a good damage maker. This spell is however good when used perfectly. It makes 3 glyphs that completely block out an area that you designate. Anyone except you that is attempting to cross this can be stunned and suffer damage. Also, there is a chance that not all 3 glyphs would be destroyed when someone tries to cross, still leaving them trapped. The 2 weak spot of this are: It has only 4 uses and imps can be used to remove these for they heal from it and are not stunned. This spell is used best against an enemy in a corner, this way you block out their only way out of it, thus leaving them trapped. This makes them have to stand still leaving them an easy target.

--Arcane energizer--

This is a spell ALL arcane users must have. This spell increases the damage of any arcane spell by 5 for each hit. 5 may not seem like much, but arcane spells are multiple hitting and not 1 shot. This means Arcane arrows which do 40 damage at best can do 60 damage instead. This spell is best for the glyphs for the arcane glyphs does from 50-100 damage if all 10 are out, but with this it can do 100-150 damage, making it slighly more offensive. And as for the sigils, they're damage would be increased from 45 to 60, making the opponent more hesitant to walk into them. 

--Arcane Portal--

It is a form of arcane gate. A 2-way portal in which you select an area in the map. A portal opens there and another portal opens above you, if you have space for it. This is spell is a perfect one for Arcane users, because they can hide and aim from a good distance, since this portal can teleport small bombs and minions. It can be extremely difficult to use this spell wisely. If you can make it in a way for you to hit your opponent but not hit you, you're in the clear. The best way is to make sure your opponent is trapped so they don't move, then make a hole that leads far way from you. This way if you shoot a bomb through it to the left and it hits your enemy. They will aim for the right to hit you, but it the hole you make is made to the right, the attack will continue deep into the hole and it won't hurt you.

--Imp Destrucion--

Among arcane users, this can be their level 3 spells. It can inflict up to 6000 damage to 1 designated are, but it is highly unlikely. Normally it deals up to 750 into 1 area. What this spell does is destroy all imps on the field and send a number of arcane arrows equivalent to (Imp's health/10). In other words, 1 fully charged imp sends 25 arrows and inflicts. This spell is hard to use when you fight other arcane users, because this spell destroys ALL including opponent's imps. This spell is incredibly powerful and difficult to prepare for it requires imps and it is not lethal unless they are fully-charged. However, IF fully charged, this attack can tunnel half-way or even all the way through the map on certain areas and still hit the target, so escaping a fully charged one is almost impossible. If 6 players charged 4 250 Hp imps, it can technically destroy the map. 

This spell is equal in strength to a Level 3 spell because of its damage and accuracy. Also this spell has unlimited uses so it can be used countless in a match, this is balanced by how much time it takes to prepare a 1-hit K.O from it. This spell can actually become much stronger by using arcane energizer. The attack is multiple-hit so it means that for every arrow it gets 5 damage boost. In other words: 3 100hp imp can inflict instead of 300, 450. This means that when fully charged to 3 250H* imps the damage is going to be 1,075 instead of 750 increasing chances of killing your target. The bad news is it won't help with tunneling so the combination is best left when your opponent is in plain sight and your imps are near with no land in the way, also if the imp-destucion is not fully charged. 

-----Strategy-----

The Arcane users best strategy is to hide and recover. With arcane gate providing teleportation to a safe spot and arcane tower constantly healing yourself, you can last for a long time. The books power comes from the imps for they are the offense in the book. Arcane arrows would be used to tunnel you way deep into the ground and the glyphs to block the tunnel once you're deep in. The imps would be summon in your hiding place.

The arcane flash is priceless with this book for it makes a wide enough hole so that you arcane tower and you 3 imps fit in one hole. Once you're finally hidden from your enemy, it's time to charge your imps. If you can manage to get them to 100, your in luck. The blast radius from the explosion is wide to hit a far enough enemy. It also heals the other imps by 100 each, so they double to 200.

The blast the first one made would be big enough for your imps to travel to plain sight and explode near your opponent for 200 damage and clearing a nice plot of land. However, if you imps are capable of reaching your opponent, but not enough power to kill him, combine the imp's health with imp-destruction and deal 400 damage instead, while keeping more ground intact. Remember, to use the arcane tower when you are about to blow up and imp so it doesn't hurt you.

In case you don't want to get rid of an imp or the blast radius won't let the other imps escape, use arcane portal to teleport them to an area where they can reach their opponent. However, you should trap them first with glyphs so they don't attack through the portal and damage you and your imps first. Better yet, put the portal high into the air to your opponent can't jump in it or undeground, but near your enemy so they can't shoot or jump but still withing hit range.

Use the arcane energizer when charging your imps so they can charge faster and don't leave yourself an easy target for your enemy until they are charged. 

-----Strategy 2-----

The more offensive strategy, is to use they glyphs more often. Using each of them to block an opponent's movement. Since the glyphs are limited use, it is best they are used in the best moments, when they are in a corner. Once trapped, you can use arcane arrow to damage them. Be sure to use arcane energizer so they are more effective. The imps, unlike the first strategy, are not very important in this one. They will be used only as a defense, blocking out enemy movement or making a wall to protect against an attack.

However, they are used commonly for their great help, but the imp self-destruct or imp-destrucion lose their use because the imps will be usually exposed in this strategy. Arcane bomb has no big importance here as it can deal low damage and not be very accurate, however it it perfect for enemies in ledges or close the water.

The arcane tower is useless here as the character is usually exposed in the map. If in somehow the opponent is not trapped and their mobility is good, it is best to teleport underground. Why? Usually an opponent would dig down to get to you, and sometimes it can prove hard to climb back up afterward.

So when they tunnel down underground, once you think they are deep enough, use arcane sigil in an area that they must use to get back up, this way they are stuck down in the hole with nowhere to go.

From there, use arcane portal to get close to the entrance of the tunnel you enemy was making, from there it is easy to bomb him. This part of the strategy is where arcane bomb is important, as it makes a big hole that sinks the opponent closer the the sea and digs directly downwards making it easier to bomb them. If you used arcane bomb long enough, the hole will be downwards completely and wide, easy to bomb someone and hard for someone to climb up from the hole. At that point, sigils won't be necessary unless they have flight. In which case keep putting sigils so someone with flight won't get away. 

---Recommended maps---

-Grassy hills-

The area is almost perfect, it has a lot of ground, but it needs to be tunneled from the sides first. If you can tunnel safely from the sides of the map, you have a great protection and it would take your enemy a long time to reach you. No Armageddon is here to destroy your defense so it's a good map for an arcane user.

-Giant's mountain-

Not a lot of hiding places. The only protection you have from your enemy is the mountains that are sometimes too steep to climb. However, if you got a good hiding place and your enemy is on the other side of a steep cliff, as long as you keep them from getting over it or they don't tunnel through, you'll be fine.

-Goblin Caves-

There is plenty of holes for one to hide and plenty of land. This is just as good as grassy hills, however, sometimes there won't be a good hiding place and you will need to cut back on the imps and do strategy 2. The Armageddon fissure is dangerous so it's best to have the match finished fast, for no arcane user is good in a plain sight when there is no hiding place.

-Murky swamp-

About half the time around, there will be good hiding spots, but they can't last long, making this NOT the best place for an arcane user. The Armageddon is from the sky so hiding spots in the sky is a no. Trapping the enemy up in the map is a yes.

-Elven Isles-

Like murky swamps, but it is easy to be bombed here and it can sometimes turn flat in which case, an arcane user is bye-bye .

-Sky castles-

The map gives a good , no, great hiding place behind your own castle. The Armageddon is not dangerous so rest easy. The clouds in between the castles can provide a good defense, but not for your imps******'s le harmless-

Since the Armageddon involves taking your minion slot, it is best that you protect you imps from being killed, however, that would be hard as the hiding places of mo's le harmless won't last long for hiding. 

-----Spells to be avoided-----

-Swallowing pit-

This spell will destroy your imps even if fully charged and it will leave an aura of decay behind. Since they is no protection from this, imps are useless versus an underdark. The only good news is they can only do it once, while your imps can be infinitely summoned.

-Aura of decay-

Just as or worse than swallowing pit. Anyone can immediately use this can kill any recently summoned imps. Because it is also infinite charge, it means this can be done repeatedly. Arcane users have trouble charging their imps against someone like this.

-Thunder shock-

It can pierce the ground easily and it can reach a hiding place easily. It can also kill imps easily...Why is it NOT to be avoided is a question that one would not need to ask.

-----How the arcane user fairs against the others-----

-Full Fire-

With the familiar at full power, the fire user can reach hiding places fast and quickly. Once they use volcano, you will need to think about something other than imps.

-Full Stone-

The 3 things you want to avoid is, Meteor, Fissure and pebble shot. Apart from those, you're safe. The familiar however is bad...once at level 5, Imp destrucion can be massively damage reduced.

-Full Storm-

The storm can use thunder shock, they can easily get you in hiding places and if that wasn't bad enough...Conductor Rod.

-Full Overlight-

Nothing special about this user, because they focus about healing themselves and so they can't hit your imps or you in the hiding place and their healing won't help with 1-hiy K.Os. An arcane can expect an easy match against this one.

-Full underdark-

Contrary to Overlight, hard match against this one. The swallowing pit and aura of decay will kill you imps and damage even when hiding. Another problem would be the "make his minions yous problem".

-Full Ice-

Sadly, I know little of this and so the best I can say is...well nothing except be careful with good jumping. Their attacks can barely pierced deep and so they are as easy as overlight.

-Full nature-

Their entagle will be useless since with 1 teleport, we arcane users are fine. The only problem against this one is the thorn bomb with level 5 familiar, the bombs will go a little deep and possibly reach you.

-Full water-

A dangerous enemy, they will destroy all your land and leave you an easy target. Their Ocean fury is what you should be afraid of the most. 

---Rating of the spells---

Arcane Arrow--->9/10
Arcane Flash--->8/10
Arcane bomb--->6/10
Arcane glyph---> 6.5/10
Arcane Sigil--->9/10
Arcane Tower--->9/10
Summon Imps--->8.5/10
Arcane Energizer--->9/10
Arcane Zero Shield--->8/10
Imp Destruction--->8.5/10
Arcane Gate--->10/10
Arcane Portal--->7/10

---Rating of Combos---

Arcane Tower/Imp's Self-destruct--->9.5/10
Arcane energizer/Imp destruction--->10/10
Arcane Gate/Arcane Zero Shield---> 9/10
Arcane Energizer/Arcane sigils--->8/10 

-----Conclusion-----

The Book of Arcane ultimately turned out defensive as it required a lot of time of hiding underground to charge up some imps. The book's power focused mainly on the imps and it is safe to say that an arcane user can't be one without imps. Arcane user will go out to end it on either a 1 hit K.O or a multiple hit K.O.

Arcane energizer proved to be helpful in it. Mainly used to increase the speed in which the imps charge meaning speeding up the K.O. The Arcane book is incredible because it can blow up the map and inflict heavy damage and heal you. That is where the tower comes in. The tower is basically your shield.

When you are going for the kill, the tower is used to protect from damage from the blast and heal your tower. The imps are pretty much the battery in a DS. Without them, it just won't work. The arcane book is then considered a "Minion User" as it focuses on a minion to do the job.

The Imp destrucion spell is practically a Level 3 spell in the Arcane for it's massive damage capability, but it is level 2 because the long time it takes to prepare. The spell arcane energizer not only lowers the time it takes to charge imps, but also increases tremendously the imp destrucion spell would do. The non-lethal imp destrucion with 3 50 hp imps would deal only 150Hp damage, but with the energizer, it can deal 225.

The energizer seems to lower the time it takes for the imp destruction to become lethal, while speeding up the process of charging imps. In other words, the energizer is the highly needed spell. With this, it means that a lethal imp destruction can be done in 4 turns. That it very nice compared to the 6 turns. 

Thank you for reading my Guide to the Book of Arcane for the wonderful game Arcanists made by Jagex LTD. This guide was originally posted on www.funorb.com, in the forums section with my account Cursed Pride. Questions? Comments? Email me at [email protected]