QUOTE (Jagex- http://news.funorb.com/newsitem.ws?id=1271 -)
You can never get too much of a good thing; so, this week, we bring you more arcane goodies to spice up your spellcasting! Since we have added much to this great game, we should provide a full list of the changes:
Team Play:
Team Play is an extra option for multiplayer games, allowing players to 'team-up' with each other in 4- or 6-player battles. The game ends when all of the Arcanists on one team have been defeated. The winning team will find that they all gain Rating, while anyone who resigns will find that their Rating reduces as normal. One added twist is that you can control your allies' minions!
Two New Maps:
First is the Sky Castles map, which has been designed for Team Play, with two defendable towers and lots of cover to hide around. The armageddon spell is Sky Ray.
The Pirate Cove map has multiple islands, bridges and caves, and is designed for a varied play style. The armageddon spell summons monkeys from the sky, who proceed to throw Thorn Balls at you. You can try to control them, but they are pretty disobedient...
Six New Arcane Spells:
We have 6 new Arcane spells for you to master, with some pretty diverse effects. This includes the Arcane Zero Shield, which stops anyone casting offensive spells in the first turn!
New Spellbooks - Sea and Nature:
Do you often find yourself on the wrong end of a beating? Want to turn the tide and be a thorn in their backside? With the Sea and Nature spellbooks, you can. The Book of Seas brings you some impressive minions, including Brine Goblins and the dreaded Water Lord, alongside aggressive spells like Maelstrom, Tsunami and Brine Bombs. The Book of Nature, meanwhile, offers the mighty Vine Bloom, Vine Bridges and flurries of arrows from summonable Elves.
Familiars:
Every spellbook has an associated familiar, except for Arcane. In order to summon a spellbook's familiar, you will need to have all of the spells in that spellbook and be willing to sacrifice between 20 and 100 health for the familiar's ability. That may seem like a hefty price, but they come with great benefits. It's worth noting that they cannot be killed and they do not take up a spell or minion slot.
Prestige hats:
After collecting the maximum number of wands, you now have the option to trade them all in - along with the spells you've bought - to purchase an impressive hat that will appear next to your name in the lobby and above your name within the game. These hats are for the masters of Arcanists only, and getting the best ones will be a hefty challenge. Be warned: each hat you collect will not only take all your wands from you; they will make it harder to obtain them again!
And the Rest...
We couldn't have all this additional content without adding some new Achievements for you to unlock. More than a little effort will be needed if you want to become 'Lord of Wands' in particular. New outfits, relating to some of the Achievements, have also been added.
There is now a quick access button for the Sandbox within the tutorial. Spells are not used up within it.
Projectiles now start from the caster, rather than next to them, meaning that 'head bombing', conductor blasting and other similar activities are no longer possible without seriously damaging yourself.
You cannot cast a tower spell while flying, as firm foundations are needed, while mounts now absorb damage in a similar way to towers (but you can still get blasted off!)
Chain Lightning is blocked until turn 3, while Conductor Rod is blocked until turn 5. Volcano has been slightly increased in power.
Units that have been hit but cannot move now have little birdies flying around their heads to indicate that they are stunned. The Dwarf Mining and Dark Knight's Charge spell now cannot be used when stunned.
Team Play:
Team Play is an extra option for multiplayer games, allowing players to 'team-up' with each other in 4- or 6-player battles. The game ends when all of the Arcanists on one team have been defeated. The winning team will find that they all gain Rating, while anyone who resigns will find that their Rating reduces as normal. One added twist is that you can control your allies' minions!
Two New Maps:
First is the Sky Castles map, which has been designed for Team Play, with two defendable towers and lots of cover to hide around. The armageddon spell is Sky Ray.
The Pirate Cove map has multiple islands, bridges and caves, and is designed for a varied play style. The armageddon spell summons monkeys from the sky, who proceed to throw Thorn Balls at you. You can try to control them, but they are pretty disobedient...
Six New Arcane Spells:
We have 6 new Arcane spells for you to master, with some pretty diverse effects. This includes the Arcane Zero Shield, which stops anyone casting offensive spells in the first turn!
New Spellbooks - Sea and Nature:
Do you often find yourself on the wrong end of a beating? Want to turn the tide and be a thorn in their backside? With the Sea and Nature spellbooks, you can. The Book of Seas brings you some impressive minions, including Brine Goblins and the dreaded Water Lord, alongside aggressive spells like Maelstrom, Tsunami and Brine Bombs. The Book of Nature, meanwhile, offers the mighty Vine Bloom, Vine Bridges and flurries of arrows from summonable Elves.
Familiars:
Every spellbook has an associated familiar, except for Arcane. In order to summon a spellbook's familiar, you will need to have all of the spells in that spellbook and be willing to sacrifice between 20 and 100 health for the familiar's ability. That may seem like a hefty price, but they come with great benefits. It's worth noting that they cannot be killed and they do not take up a spell or minion slot.
Prestige hats:
After collecting the maximum number of wands, you now have the option to trade them all in - along with the spells you've bought - to purchase an impressive hat that will appear next to your name in the lobby and above your name within the game. These hats are for the masters of Arcanists only, and getting the best ones will be a hefty challenge. Be warned: each hat you collect will not only take all your wands from you; they will make it harder to obtain them again!
And the Rest...
We couldn't have all this additional content without adding some new Achievements for you to unlock. More than a little effort will be needed if you want to become 'Lord of Wands' in particular. New outfits, relating to some of the Achievements, have also been added.
There is now a quick access button for the Sandbox within the tutorial. Spells are not used up within it.
Projectiles now start from the caster, rather than next to them, meaning that 'head bombing', conductor blasting and other similar activities are no longer possible without seriously damaging yourself.
You cannot cast a tower spell while flying, as firm foundations are needed, while mounts now absorb damage in a similar way to towers (but you can still get blasted off!)
Chain Lightning is blocked until turn 3, while Conductor Rod is blocked until turn 5. Volcano has been slightly increased in power.
Units that have been hit but cannot move now have little birdies flying around their heads to indicate that they are stunned. The Dwarf Mining and Dark Knight's Charge spell now cannot be used when stunned.
Discuss!