Maps

*Arcanists 2* currently features 16 distinct maps to fight in: one for beginners, and one each for every spellbook except Illusion and Seasons. 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)

## Grassy Hills

*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

## Giants' Mountains

*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.

## Elven Isles

*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

## Goblin Caves

*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

## Murky Swamp

*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

## Graveyard

*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

## Sky Castles

*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

## Mos Le'Harmless

*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.

## Arcane Crystals

*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.

## Snowy Hills

*It's Christmas time in the grassy hills where young arcanists train! Keep an eye out for presents falling from the sky. These presents may only hurt a little, but grant the victim 2 additional random spells!*

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!

## Ocean Floor

*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

## Dark Fortress

*The demons of hell have opened their hellish gateways to allow Arcanists to engage in battle atop of their really tall fortresses. But watch out as corrupt totems carry a dangerous plague, so keep your distance!*

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. The background for this map was created by **Speedymatt123/Speedymatt123#8682**

Armageddon Spell:  Summon Dark Totem
When the Armageddon starts, Dark Totems spawn around the map each turn. After a few turns, each totem will turn into a call of the void, which the area of effect grows overtime, dealing 25-125 damage over the course of 5 turns each.

## Wasteland

*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.

## Space Nexus

*Ancient ruins teeming with arcane energy. Once a home to the mightiest mages. Stay long enough and you might witness a small portion of their arcane prowess.*

The 4th map addition to the game, intended to be where the Arcane Monsters live at. Its size is square, as opposed to most other maps being rectangular. The background and concept for this map was created by **Speedymatt123/Speedymatt123#8682**

Armageddon Spell:  Arcane Meteor

## Kharazi Jungle

*Foliage and overgrowth covers these ancient and consecrated grounds. They say the wood they use from the trees of the Kharazi Jungle is full of the magic, but the bark is not what you need to watch out for, for there is a greater threat that lies within.*

The 5th new addition to the game, the Kharazi Jungle is a map enclosed on the sides and ceiling, unlike the others.

Armageddon Spell:  Summon Wolf

When the Armageddon starts, Wolves spawn around the map and attack players. They are neutral minions that do not take up minion slots, cannot be controlled, are arcane, and have the collision box of a phantom.

## Alien World

*Organic landscapes of a distant planet, with many places to hide, who knows what lays inside. Be careful of shooting stars on either side!*

The 6th new addition to the game, Alien World is meant to resemble where Cosmos Arcanists visit regularly with their UFOs.

Armageddon Spell:  Shooting Stars

## Ghostly Halls

*These ethereal halls were once a bastion of great magical power, now haunted by restless spirits. Eerie whispers and flickering apparitions fill the air as the echoes of the past enchantments linger.*

The 7th new addition to the game, the theme of Ghostly Halls is based off of the Book of Illusion.

Armageddon Spell:  Duplication

When the Armageddon starts, duplicates of the player spawn and target the player with various attacking spells, or summon the player's minions in a radius close to the duplicate. The duplicates have access to level 1 spells before turn 20, level 1 & 2 spells before turn 30, and all spells after turn 30. They will not cast the following spells: Flight, Ice Shield, Lichdom, Shining Power, Invulnerability Shield, Vine Bloom, Nature's Wrath, Glide, Apparition, Ritual, and Werewolf.

* File:Ghostly Halls.png
* File:Ghostly Halls 1.png

## Notes

* 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.