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Storm Book.png

The Book of Storm comprises of a diverse arsenal to shock your opponents into victory. It has high up-front damage as well as the capability to affect a player across the map.


Spells

Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Description
Thunder Shock.png Thunder Shock 1 Bolt Infinite 0/1 Small 50 Storm Fires a bolt that hits 10 times for five damage per hit; bolt is highly accurate and unaffected by gravity. It can also carve through the landscape. Thunder Shock can also go through static shields and static ball remains.
Chain Lightning.png Chain Lightning 2 Bolt Infinite 3/1 Medium 200 Storm Bounces around for multiple hits, considerably damaging the scenery. You are not able to control the power of the spell.
Wind Shield.png Wind Shield 1 Personal 1 0/- N/A N/A Deflects incoming projectiles, from any direction, for 3 turns.

Unlike the Flame Shield, which only recharges at the beginning of its caster's turn, the Wind Shield is recharged before any player's attack. It can be disabled about 3 seconds after it affected any projectile if the attack lasts long enough (e.g. Fissure, Arcane Bomb, or a projectile levitating above the shield), but will be recharged once the attack ends. Can not be disabled by Blast From The Past

Hurricane.png Hurricane 2 Targeted Infinite 3/5 N/A N/A Picks up and blows away all nearby players and minions. Also affects napalm. Affected players and minions are first attracted towards the caster, then levitate above him/her, and are finally blown away.
Shock Bomb.png Shock Bomb 1 Bomb 4 0/1 N/A 80 Storm Damages players and minions but not landscape. Has medium knock-back.
Storm Shield.png Storm Shield 2 Personal Infinite 0/5 N/A 25 Storm per turn Zaps any player or minion who touches or walks close to the caster. This spell's damage is divided in five hits which means that stone familiar will reduce damage for each hit just like any bolt spell. This also means that in rare cases, a player or a minion that passes through it quickly may not receive full damage from it, and so the shield doesn't fully uncharge.
Cyclops.png Summon Cyclops 1 Minion Infinite 3/5 N/A N/A Summons a Cyclops.
Conductor Rod.png Conductor Rod 2 Ball 4 5/1 Medium 125 Storm A lightning rod will lodge onto a player or terrain and lightning will strike the site repeatedly. The amount of lightning strikes (from 1 to 5, without familiar) depends on the distance the rod travels before impact. Each lightning can hit a maximum of 25 (15+10).
Storm Spirit.png Summon Storm Spirit 1 Minion Infinite 0/5 N/A N/A Summons a flying Storm Spirit.
Flight.png Flight 2 Personal Infinite 0/5 N/A N/A Allows the caster to fly. This spell does not take up a turn. The flight lasts until the caster cancels it, loses hit points to an enemy attack, is entangled, or it is dispelled by Sanctuary. This move is mostly used for follow-up offensive attacks. Protection Shield is often used in conjunction as a defense with flight, because the Shield will not cancel flight when damaged, as long as the shield is active.
Storm.png Storm 3 Targeted Infinite 3/5 Large 750 Storm Creates a storm cloud which will rain lightning directly down over the targeted area for the next 3 turns, at the beginning of the caster's turn. As with Blizzard and English Summer, the cloud will deflect nearby projectiles. When the lightning hits terrain, they will sometimes transform into small chain reactions.
Storm Dragon.png Summon Storm Dragon 3 Minion 1 5/- N/A N/A Summons a mountable Storm Dragon.


Familiar

Storm Cloud.png The familiar for the Book of Storm is the Storm Cloud. This will hover over the user and "amplifies" the damage of Thunder Shock, which fires an extra shot per level. It also decreases the recharge time for Storm by one turn per level, and increases the amount of lightning strikes when casting Conductor Rod.

Familiar specific changes:

  • Level 5: Wind Shield has a 7 turn cooldown. Gain the spells Whistling Winds and Electrostatic Charge.
Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
Whistling Winds.png Whistling Winds 5 Personal Infinite 0/5 N/A N/A Gain flight for half a turn. Your Arcanist falls down when your turn ends.
Electrostatic Charge.png Electrostatic Charge 5 Ball Infinite 0/1 N/A 25 Stays on the battlefield for 10 turns. Recharges every time anyone casts Thunder Shock/Chain Lightning and/or when a Storm goes off.


Minions

Icon Minion Health Spells Number of Charges Initial Charge Time/Recharge Maximum Damage Spell Description
CyclopsMinion.png Cyclops 75 Thunder Shock
Thunder Shock.png
Infinite 0/1 50 Storm See above.
Chain Lightning
Chain Lightning.png
Infinite 0/1 200 Storm See above.
StormSpirit.png Storm Spirit 25 Shock Shield
Storm Shield.png
Infinite 0/1 25 Storm Same as Storm Shield, but doesn't have a recharge time.
Spirit Shield
Spirit Shield.png
Infinite 0/1 N/A Same as Wind Shield, except it has infinite charges and can be casted immediately, even when already active.
Spirit Hurricane
Spirit Hurricane.png
1 0/- N/A Same as Hurricane. Sacrifices the Storm Spirit.
StormDragon.png Storm Dragon 150 Storm Dragon Breath (Bolt)
Storm Dragon Breath.png
Infinite 0/1 75 Storm Fires a high power bolt in a straight line. Unlike Thunder Shock, all of the damage is inflicted in a single hit.


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