Arcanists 2 currently features 15 distinct maps to fight in: one for beginners, and one each for every spellbook except Illusion. All the maps except Grassy Hills contain an Armageddon spell that starts firing and continues firing from both sides of the map while slowly converging inwards after all the players have moved a certain number of times. (10 by default)
These green slopes are where all young Arcanists train to become great mages. All that can be found here is a clean battleground in which to test your skills.
Armageddon Spell: None
Steep slopes and rugged terrain. Stay here too long and the volcanoes will erupt!
Armageddon Spell: Volcano
Note: The volcano's power is affected by the current turn's player's familiar.
These living islands offer much in the way of places to hide, but watch out, as the ancient magics guarding the area will start raining comets down!
Armageddon Spell: Comet
The dank caves of the goblins are a common battleground. Intense mining has disturbed the deep and the ground is liable to erupt from under your feet!
Armageddon Spell: Fissure
Amid the witches' huts and rotten trees, Arcanists battle to control the arcane sources of magic within the swamp. Keep hidden, as the high concentration of power draws storms in from afar.
Armageddon Spell: Storm
The gentle slopes of the graveyard are covered with the remains of past Arcanists who have failed in this arena. Evil spirits haunt this place, sending bolts of pure chaos down onto anyone who disturbs them.
Armageddon Spell: Rain of Chaos
The angels of the sky have opened their heavenly gates to allow Arcanists to engage in battle between their castles in the clouds. Choose your tower and allies carefully to achieve victory in this realm.
Armageddon Spell: Sky Ray
Make your way to the islands of Mos Le'Harmless to get your hands on some 'rum', but watch out for the monkeys - they might just rain on your parade.
This map is based on an island in Runescape of the same name, and shares its theme tune, Life is a beach!, with RuneScape.
Armageddon Spell: Summon Monkeys (not a spell from any spellbook, but based on the Book of Nature)
When the Armageddon starts, each player will have a monkey summoned and placed in one of their minion spaces. These monkeys are controllable, but have pathetic jump height, and will refuse to walk into water. On the "owner's" turn, the monkeys will fire thorn balls at them. The monkeys can be zombified, in which case the zombifying players gain ownership of them, and therefore add extra thorn balls to be thrown at them on their turn.
This map will provide a very different style of gameplay; imps will surely find their home there...
This map has unique dimensions — it is half as tall and twice as wide as the other maps.
Armageddon Spell: Variant of Arcane Arrows
The Armageddon Arcane Arrows fire considerably more arrows than the normal Arcane Arrows, and it fires them from below the waterline. The target is initially random, however the game will eventually begin to target the player whose turn is starting. The arrows, dealing Arcane damage, do not damage the player whose turn was starting when the spell was cast.
A snow themed version of the default Grassy Hills Map. It was released in the original game during the Christmas Holidays but subsequently removed. It is now a permanent map in Arcanists 2.
Armageddon Spell: Presents!
Ever wondered where those drowned arcanists end up at? The Ocean Floor is where their sunken corpses are laid rest at. Beware of any occasional brine storms and falling clams approaching the seabed!
The 1st map addition to the game, meant to replicate the bottom of the ocean. Assets for this map were created by Guthix/goblinking#9185 and the background for this map was created by Speedymatt123/Speedymatt123#8682
Armageddon Spell: Rain of Clams and Brine
The demons of hell have opened their hellish gateways to allow Arcanists to engage in battle atop of their really tall fortresses hidden in the ash filled clouds of hell, which after a while, rains fireballs!
The 2nd map addition to the game, intended to act as the opposite to the Arcane Crystals map, by being the tallest map in the game but also the narrowest. As it doesn't currently have custom spawn points added, the map will force FTT (First Turn Teleport) and Turn 0 will be spent by all players teleporting to their chosen spot on the map before the game begins. The background for this map was created by Speedymatt123/Speedymatt123#8682
Armageddon Spell: Rain of Fire
A polluted island created by a band of Cog Arcanists, which is the home of their tinkering around. The sheer pollution of the place is so unhealthy for the environment that the clouds in the sky occasionally rains acid!
The 3rd map addition to the game, the Wasteland is a map slightly bigger than the others, meant to resemble where Cogs Arcanists tinker around.
Armageddon Spell: Acid Rain (not a spell from any spellbook, but based on the Book of Cogs) When the Armageddon starts, Clockwork Bombs and Static Shields rain around the map each turn. A Super Redo occurs after 16 turns the armageddon has lasted, refreshing all spells including the Redo.
The final destination for the mightiest of Arcanists is in space. This town is the home of the strongest arcane users named "Arcane Monsters". The shrine in the center of the village, powered by the presence of the planet "Arcanus" is where only a chosen few arcanists gains the ability to become one. This map is the biggest of them all, and keep an eye out for any otherworldly Arcane Meteors that might interfere the fight.
The 4th map addition to the game, intended to be where the Arcane Monsters live at. The Space Nexus is one of the biggest maps in the game, and is roughly the size of the wasteland. Additionally, the map also contains Arcane Portals scattered around the place, and has a low-gravity effect which applies to movement and spell trajectory. The background and concept for this map was created by Speedymatt123/Speedymatt123#8682
Armageddon Spell: Arcane Meteor
The 5th and final new addition to the game, the Kharazi Jungle is a map enclosed on the sides and ceiling, unlike the others.
Armageddon Spell: Dark Totem
When the Armageddon starts, Dark Totems spawn around the map each turn. After a few turns, they turn into calls of the void, which the area of effect grows overtime, dealing 25-125 damage over the course of 5 turns each.
- The foreground terrain you see here may not be the same in-game as the map generation varies every game.
- The sandbox mode will always generate these specific terrains in each map.
- If an Arcane Monster joins the field of battle, all of the terrain generated in every map will become tinted with purple.
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