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Familiars provide unique modifiers, minions or additional spells when you have all 12 spells from a spellbook. To activate or powerup a familiar, you need to sacrifice 20HP per cast. In Elementals Mode, the familiar is enabled on game start and powered up to level 3 (although it can not be powered up more). The following tables outline what each familiar does when powered:


Arcane

Unstable Portal.png The Arcane Familiar is the Unstable Portal. It was added with the patch on December 21, 2020, as a much requested change because the Book of Arcane was the only book without a familiar.

Familiar specific changes:

  • Every other level (levels 1, 3 & 5) increases minion summon limit by 1 per level to a maximum of 7 slots.
  • Level 1: Learn the spell Little Devil. Little Devil's cooldown is decreased by 1 for each Arcane familiar level you have.
  • Level 2: Learn the spell Arcane Mist.
  • Level 3: Arcane Tower starts with 50 hp.
  • Level 5: Arcane Energizer is permanent (once used). Arcane Tower starts with 75 hp.
Icon Spell Tier Type HP Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
Imp.png Little Devil 1 Arcane Minion 10 Infinite 7/3 N/A N/A If three weren't enough, here's another one. Does not end your turn.
Arcane Mist New.png Arcane Mist 2 Targeted N/A Infinite 0/5 N/A 15 Arcane per turn over 5 turns Like Aura of Decay, only Arcane.


Flame

Harpy.png The Flame familiar is the Harpy. Each level increases the damage of your flame spells by 10% over the base damage (up to 50% more damage). The familiar also increases the radius of your flame spells and adds more projectile to Rain of Fire, Rain of Arrows and Napalm.

Familiar specific changes:

  • Level 5: Learn the spells Meteor Shower and Fire Wave.
    Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
    Meteor Shower.png Meteor Shower 5 Personal Infinite 5/5 Small-Medium 15 Targets all enemies from above and showers them with napalm for maximum mayhem.
    Fire Wave.png Fire Wave 5 Personal Infinite 0/1 Medium 25 Blast your enemy out of the arena by creating an intense ball of fire that knocks everyone but yourself far and wide. Works best by making contact.


Stone

Pet Rock.png 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 is a maximum of 3 (at level 5).

Familiar specific changes:

  • Level 5: Learn the spells Stepping Stone and Summon Mountain Goat.
    Icon Spell Tier Type Health Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
    Stepping Stone.png Stepping Stone 5 Targeted N/A Infinite 0/1 N/A N/A Places a small stone. Does not end your turn.
    Summon Mountain Goat.png Summon Mountain Goat 5 Minion 50HP Infinite 3/5 N/A N/A Great for reaching high places and being annoying.


Storm

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.

Frost

Frost Sprite.png The Frost familiar is the Frost Sprite. It increases the jumping ability of your minions, and makes the water you stand on freeze, turning your life into ice platforms in increments of 5 hit points.

Familiar specific changes:

  • Level 5: Gain the spell Frost Leap.
    Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
    Frost Familiar.png Frost Leap 5 Ball Infinite 0/1 N/A N/A You pack a snowball nice and tight and throw it, but instead of seeing it fly through the air, you see yourself flying through the air instead and think "Hmm what will I do now?" Aim and shoot where to go!


Underdark

Souljar.png The Underdark familiar is the Soul Jar. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. If you die then you will respawn at the Jar's location with 20 health points for each level of familiar.

The Soul Jar is the only familiar that doesn't follow you, instead remaining where you were when you last increased its level. The only way to move it is to use it again in a different location, as long as all 5 uses have not been used.

If the Jar falls into the water but is still floating, it will function (but you will be summoned in water and have to use your turn to teleport out). However, if the Jar is sunk it will then work as if you died while in water. (A Jar can be sunk if a player or minion gets drowned at the Jar's location).

The Soul Jar will not work if:

  • the user is killed by Light damage (or the Sphere of Healing, if they were a Lich)
  • the user dies while in water (the finishing blow must knock the opponent into the water), or if the Jar was sunk


Familiar specific changes:

  • Level 5: Swarm is immune to death damage (including opponents). Rain of Chaos is less random.


Overlight

Cherub.png The familiar for the Book of Overlight is the Cherub. Each time it is charged, it allows the player to gain 1HP worth of shield (similar to the Protection Shield spell) per turn, up to 5HP of shield per turn when charged to Level 5, to a maximum of 50HP worth of shields by the cherub. You can still go over 50HP using the Protection Shield.

Familiar specific changes:

  • Level 5: Shining Bolt does 55 damage. Sunder can do 100 damage. Rising Star has a 5 turn cooldown.


Nature

Fungus.png The Book of Nature's familiar is the Fungus. It increases the size of Thorn and Vine Bombs and also increases the amount of arrows fired by Elves.

Familiar specific changes:

  • Level 5: Learn the spell Forestation. Vine Bridge/Vine Bomb/Thorn Bomb have one extra use each.
Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
Forestation.png Forestation 5 Targeted 1 8/- N/A N/A Plants a forest in a large area.

Seas

Seahorse.png The Book of Seas Familiar is the Seahorse. It allows the player and their minions to walk on water, and reduces damage taken when hit with any water spell. A player with a level 5 seahorse is completely immune to these three spells. Water Ball, Deluge, and English Summer.

Familiar specific changes:

  • Level 5: Gain the ability to summon the mighty Kraken; it is weak to fire and it is also only 1/4 times effective with Dark Defenses. English Summer gets a 5 turn cooldown.


Icon Spell HP Spells Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
Summon Kraken.png Summon Kraken 1000 Water Ball
Water Ball.png
Infinite 0/1 Large 60 See above.
Hydration
Hydration.png
2 5/1 N/A-Large 50 See above.
Latch (Ball)
Latch.png
Infinite 9/1 N/A N/A Root the target to the ground, and also prevent them from using gate. Taking damage removes the effect
From the Depths
From the Depths.png
Infinite 9/1 N/A N/A A ship that can unleash damage on its foes.
Dive
Dive.png
Infinite 0/1 Medium N/A This spell is targeted. When casted, the Kraken dives and then spawns at the selected location.
From the Depths.png From the Depths 50 Fire Cannons (Bolt)
Fire Cannons.png
Infinite 10/1 Small 10-750 damage Fires a spread of 3 cannonballs dealing massive damage to towers.

Cogs

Timepiece.png The Book of Cogs Familiar is the Timepiece, Alarm Clock , or Time Boost. It allows you to have an extra 6 seconds per turn per level. As long as the original spells only game mode is not toggled, this time is limited to the set Turn Limit (a 10s game can only go up to 20s). It is commonly used in 10 second games giving the user a distinct advantage.

Familiar specific changes:

  • Every level adds an extra 6 seconds to your timer per turn.
  • Every level decreases the cooldown of Steam Dragon by 1 turn.
  • Level 5: Blast From The Past has infinite uses. Cog Fall has a 3 turn recharge. Clockwork Bomb is guaranteed to explode on your next turn.


Holiday

The Holiday familiar is Ho! Ho! Ho! It turns the player into Santa, making them weigh more but long jump further, and be merry.

Familiar specific changes:

  • Level 1-5: Each level increases the max uses of Presents!, Santa's Magic, and Thanksgiving Dinner.
  • Level 5: Gain the spell Gift of Giving, and Reindeer's get 1 use of Santa's Magic.
    Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
    Gift of Giving.png Gift of Giving 5 Personal 5 0/1 N/A N/A Gives you two presents without ending your turn. To give is better then to receive... so give yourself two things, that oughta make up for it. Does not end your turn.


Illusion

Illusion Book.png The Illusion familiar is Allusion. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times. Every time you power the familiar, your Arcanist grows smaller in size and gives +20HP to one of the lowest minions or allies on your team. In elementals mode, you instead gain 30 max health if you choose Illusion as your elemental and your Arcanist starts with a smaller model size.

Familiar specific changes:

  • Level 5: Duplicates have no expiration and spawn with 75% of the target's health. Vertex is buffed. Gain the spell Blink.
    Icon Spell Tier Type Number of Charges Initial Charge Time/Recharge Destruction Radius Maximum Damage Spell Description
    Blink.png Blink 5 Targeted Infinite 3/5 N/A N/A Short range teleport that does not end your turn... in the blink of an eye!

Blood

Bat.png The Blood familiar is Lifeless aka the Bat. As with other familiars, you use it by paying 20 health points per level, which you can do up to 5 times.

Familiar specific changes:

  • Level 1: You and your minions cannot be drained.
  • Level 2: Players get half healing from Drain Bolt.
  • Level 3: Learn the spell Dark Totem.
  • Level 4: Learn the spell Resurrection.
  • Level 5: Learn the spell Blood Pact. Blood Craze has infinite uses. Barrage of Bones recharges one turn faster.
    Icon Spell Tier Type Health Number of Charges Initial Charge Time/Recharge Spell Description
    Summon Dark Totem.png Dark Totem 5 Minion 50 Infinite 3/5 Has no offensive spells, but instead paralyzes all enemy minions in close proximity.
    Resurrection.png Resurrection 5 Targeted N/A 1 0/- Raises the last minion to die back to life at full health (max 100hp), under your control. Will not have any shields or auras that were attached to it and will not retain its undead status if it was undead. No harm, no foul.
    Blood Pact.png Blood Pact 5 Targeted N/A 1 5/- You and the target take 25 damage each, then equalize health with each other. If this targets an ally, any damage taken hence forth is shared equally between you. Shields and towers do not count towards health calculation.


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