Arcane Monster

Arcane Monster is a Game Mode where players with this symbol have the ability to become an Arcane Monster player with a full Arcane spell book equipped. The power of Arcane Monster grants the user's Arcane spells more damage, healing from Arcane damage, and level 4 stone resistance.
The Arcane Monster was released in the game with the patch of January 4, 2020. With this Game Mode, players who have the next to their name or seen when their name is right-clicked in chat (previously represented by ) receive an enhanced Book of Arcane which JMods (Jagex Moderators ) had access to in the original game. It was a challenge to beat a JMod and on victory, the winner also acquired the books power for themselves. That challenge has been transferred to Arcanists 2, wherein you can challenge the current guardians of the Arcane Monster (Usman899, Siggy/Sigtinius, Quinn, tot, MileyyHannah, or TheBandit) to a battle to obtain the power of Arcane for yourself.
The Arcane Monster starts with 500HP at the start of the game. The power of Arcane Monster grants the user's Arcane spells more damage, healing from Arcane damage, and level 4 stone resistance. The one use Familiar also disables all other full spellbook familiars in the game, whether they've been activated or not, for a price of 100HP. Summon Imps brings forth 100HP minions instead of the regular 10HP. Moreover, if Original Spells Only mode isn't enabled, the Arcane Monster has access to Summon Dragon Egg, the Arcane Dragon (250HP), and Arcane Mist.
Typical ways to beat an Arcane Monster include bringing Imp Destruction to counter their Imps, Arcane Tower as the Monster would have to get in Arcane Flash range to cast Arcane Fountain (an Arcane Flash but one that specifically de-towers an Arcane Tower, and terrain destruction spells or stalling spells like Static Ball. It is highly recommended that you do not bring a full spellbook as your familiar will get disabled.
With the patch of February 20, 2020, this was made into an official game mode that required the host of a game to enable its use, otherwise forcing the default Book of Arcane to be used instead.
Note: The spell shown here are similar to the Book of Arcane spells but have different damage or health values.
== Spells ==
Icon	Spell 	Tier	Type 	Number of Charges	Initial Charge Time/Recharge	Destruction Radius	Maximum Damage 	Description
 	Arcane Arrow 	1 	Arrow 	Infinite 	0/1 	Small 	10x10 Arcane 	Fires ten homing arrows.
 	Arcane Bomb 	2 	Bomb/Arrow 	Infinite 	0/1 	Medium 	10x10 Arcane + 15 mist dmg 	A bomb which explodes as a 10 damage Arcane Flash and then releases nine Arcane Arrows which always start by going slightly upwards from the explosion. The explosion also leaves behind an arcane mist.
 	Arcane Tower 	1 	Tower 	Infinite 	0/5 	Small 	25hp 	This spell can't be used by an arcane monster.
 	Arcane Energiser 	2 	Personal 	Infinite 	0/5 	N/A 	N/A 	Powers up each part of the caster's Arcane attacks by 5 damage for 5 turns.
 	Arcane Gate 	1 	Targeted 	Infinite 	0/5 	N/A 	N/A 	Teleports the player to the target position.
 	Arcane Portal 	2 	Targeted 	Infinite 	0/5 	N/A 	N/A 	Creates a two-way portal which will teleport one player, small minion (no larger than a player), or small object (projectiles such as a Comet, Meteor, or an expanded Mega Boulder, Flame Walls and Thunder Shock are also excluded) per turn. Only one per player may be active at a time. Note that the user is normally too big to enter the portal, but imps can get through.
 	Summon Imps 	1 	Arcane Minion 	Infinite 	0/5 	N/A 	N/A 	Summons 3 Imps. Imps gain hp through Arcane damage (like Arcane Arrows or Arcane Flash) to a maximum of 250hp. Without Imp Destruction, they will just self-destruct and release all their energy.
 	Imp Destruction 	2 	Targeted/Arena	Infinite 	0/1 	Small-Massive 	Total health of all imps (theoretical max 6000 or 9000 with Arcane Energizer)	All imps in the game first do an extremely low power arcane flash, then are converted into a number of arcane arrows proportional to each's individual health that converge at the target location. Unfortunately, they perish in the process leaving behind an arcane mist.
 	Arcane Glyph 	1 	Personal 	4 	0/1 	Small 	10x20 Arcane 	Creates a ring of 20 vibrant glyphs around the caster. It will only affect other players and minions.
 	Arcane Sigil 	2 	Targeted 	4 	0/1 	Small 	10x3 Arcane 	Creates a triangle of three Arcane Glyphs at a selected location.
 	Arcane Flash 	1 	Personal 	Infinite 	0/1 	Large 	15 Arcane + 10x25 Arcane Arrow dmg 	Release a circle of energy around you with high knockback and land destruction. If used on an opposing arcane tower, the tower goes away, releasing 25 arcane arrows in a rising fountain pattern above the victim.
 	Summon Dragon Egg	1 	Arcane Minion 	Infinite 	0/5 	N/A 	N/A 	Summons a dragon egg that can hatch into different stages of a dragon depending on its current health. Hatches into a hatchling if between 1HP-24HP, a Baby Dragon if between 25HP-149HP, and into a Flame Dragon, Storm Dragon, or Frost Dragon if it has 150HP. It can also hatch into a Steam Dragon if killed by a Clockwork Bomb.
 	Arcane Mist 	N/A 	Targeted 	N/A 	Infinite 	3/5 	15 Arcane per turn over 5 turns. 	Like Aura of Decay, only Arcane.
 	Arcane Meteor 	N/A 	Targeted 	1 	0/5 	N/A 	Up to 125 damage 	Dissipates all nearby shields, glyphs, auras, and flight spells at the impact site and its randomly placed portal's location
 	Arcane Dragon 	N/A 	Arcane Minion 	1 	0/5 	N/A 	N/A 	Summons an arcane dragon with 250 hp and having almost all of the same abilities.
== Familiar ==
 The Arcane Monster Familiar is Arcane Neutrality. Activating it will disable all familiars for the rest of the game for a price of 100hp.
== Minions ==
Icon	Minion 	Initial Health	Maximum Health	Spells 	Number of Charges	Initial Charge Time/Recharge	Maximum Damage 	Spell Description
 	Imp 	100 	250 	Banish 	1 	0/- 	N/A 	Kills the Imp, but does not do any damage except leaving an arcane mist behind. Doesn't end the player's turn, but may not be done more than once per turn.
 	Imp 	100 	250 	Self Destruct 	1 	0/- 	Imp's current health (Arcane) 	Causes the Imp to explode, leaving an arcane mist behind as well as dealing damage equal to its health to all players and minions in an area of radius proportional to its health. This damage buffs Arcane Towers and Imps but damages the Imp's owner (unlike other Arcane damage).
 	Baby Dragon 	25 	149 	Rawr! (Rake) 	Infinite 	0/1 	50 	Watch enemies cower in fear to your mighty roar!
 	Dragon Hatchling	1 	24 	Arcane Flash (Personal) 	Infinite 	0/1 	15 Arcane 	See above.
 	Dragon Hatchling	1 	24 	Arcane Glyph (Personal) 	2 	0/1 	10x10 Arcane 	See above.
 	Arcane Dragon 	250 	250 	Arcane Arrow (Personal) 	Infinite 	0/1 	10x10 Arcane 	See above.
 	Arcane Dragon 	250 	250 	Arcane Bomb (Personal) 	Infinite 	0/1 	10x10 Arcane + 15 mist dmg 	See above.
 	Arcane Dragon 	250 	250 	Arcane Energiser (Personal)	Infinite 	0/5 	N/A 	See above.
 	Arcane Dragon 	250 	250 	Arcane Gate (Personal) 	Infinite 	0/5 	N/A 	See above.
 	Arcane Dragon 	250 	250 	Arcane Portal (Personal) 	Infinite 	0/5 	N/A 	See above.
 	Arcane Dragon 	250 	250 	Summon Imps (Personal) 	Infinite 	0/5 	N/A 	See above.
 	Arcane Dragon 	250 	250 	Imp Destruction (Personal) 	Infinite 	0/1 	N/A 	See above.
 	Arcane Dragon 	250 	250 	Arcane Glyph (Personal) 	4 	0/1 	10x20 Arcane 	See above.
 	Arcane Dragon 	250 	250 	Arcane Sigil (Personal) 	4 	0/1 	10x3 Arcane 	See above.
 	Arcane Dragon 	250 	250 	Arcane Flash (Personal) 	Infinite 	0/1 	15 Arcane + 10x25 Arcane Arrow dmg	See above.
 	Arcane Dragon 	250 	250 	Arcane Mist (Personal) 	Infinite 	3/5 	15 Arcane per turn over 5 turns. 	See above.
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Category:Features