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Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

Mar 17,25(3 months ago)
Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

In Arcane Lineage, your Class dictates your entire playstyle, shaping your abilities, strengths, and how you progress. Starting with a Base Class, you'll ascend to powerful Sub Classes and eventually elite Super Classes, each boasting unique skills and combat advantages. Mastering the right class progression is key to survival and dominance, making your initial Class selection a crucial decision. This guide provides a comprehensive Arcane Lineage class tier list and detailed explanations to help you optimize your character.

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Table of contents

  • All Arcane Lineage Base Classes Ranked
  • Base Class Tier List
  • Base Class List
  • All Arcane Lineage Sub Classes Ranked
  • Sub Class Tier List
  • Sub Class List
  • All Arcane Lineage Super Classes Ranked
  • Super Classes Tier List
  • Super Classes List
  • How to Train Classes and Level Up

All Arcane Lineage Base Classes Ranked

Your journey begins with a choice from several Base Classes. At level 5, you'll upgrade to a Sub Class. However, you can invest specialization points before level 5, preparing for your chosen Base Class. Each Base Class excels in specific battle areas; choose wisely!

Base Class Tier List

Arcane Lineage Base Class Tier List
Image by Tiermaker

While this Base Class tier list shows some disparity, all classes remain viable. The Thief, however, stands out as the strongest starting option, as detailed below.

Base Class List

Here's a detailed breakdown of each Base Class in Arcane Lineage:

Base ClassesAbilities and CostsDescription
Thief Class from Arcane LineageActive Abilities:
• Stab (50 gold) – Cost: 1; Cooldown: 2; Type: Physical; Damage: 6; Scaling: STR; Effect: Inflicts Bleed
• Pocket Sand (50 gold) – Cost: 2; Cooldown: 3; Type: Physical; Damage: N/A; Scaling: STR; Effect: Inflicts Blindness
Passive Abilities:
• Thievery (50 gold) – Increased gold from all sources.
• Agile (50 gold) – Increased sprint speed.
The Thief excels in swift combat, quickly engaging and disengaging. Their skills disorient foes and inflict bleeding. Considered the best starting class due to its effectiveness and affordable abilities.
Slayer Class from Arcane LineageActive Abilities:
• Pommel Strike (50 gold) – Cost: 1; Cooldown: 3; Type: Physical; Damage: 7; Scaling: STR; Effect: Chance to stun
• Double Slash (50 gold) – Cost: 2; Cooldown: 4; Type: Physical; Damage: 5 x 2; Scaling: STR
Passive Abilities:
• Sword Training (50 gold) – Increased Sword weapon damage.
• Swift Fighter (50 gold) – Successful dodges grant a speed buff.
The Slayer is a mid-range, hard-hitting class that scales well with physical damage and STR. They use spears to inflict poison and deal burst damage. Dodging provides a speed boost, enhancing agility and versatility.
Martial Artist Class from Arcane LineageActive Abilities:
• Barrage (55 gold) – Cost: 2; Cooldown: 5; Type: Physical; Damage: 3.33 x 3; Scaling: STR
• Endure (55 gold) – Cost: 1; Cooldown: 5; Duration: 2 Turns; Scaling: N/A; Effect: 25% increased Damage Resist
Passive Abilities:
• Fighting Prowess (55 gold) – Increased Cestus weapon damage.
• Iron Body (55 gold) – Reduced damage while blocking.
A tanky melee class using fists to break defenses and block attacks. Reduced damage while blocking makes tanking easier, and high STR scaling enhances Cestus weapon usage.
Warrior Class from Arcane LineageActive Abilities:
• Pommel Strike (50 gold) – Cost: 1; Cooldown: 3; Type: Physical; Damage: 7; Scaling: STR; Effect: Chance to stun
• Double Slash (50 gold) – Cost: 2; Cooldown: 4; Type: Physical; Damage: 5 x 2; Scaling: STR
Passive Abilities:
• Sword Training (50 gold) – Increased Sword weapon damage.
• Strength Training (50 gold) – Increased block parry size.
A high-damage class with burst abilities and a chance to stun enemies. Scales with physical damage and STR, using swords as their primary weapon.
Wizard Class from Arcane LineageActive Abilities:
• Magic Missile (40 gold) – Cost: 0; Cooldown: 0; Type: Magic; Damage: 6; Scaling: ARC; Effect: Color changes based on Soul Color
Passive Abilities:
• Scholar Training (40 gold) – Increased Staff weapon damage.
• Coward (40 gold) – Increased escape chance; reduced enemy targeting.
The Wizard, with a single active ability, focuses on ranged attacks and support. Arcane specialization enables significant damage, but vulnerability necessitates careful play due to low defenses. Abilities are less expensive than other classes.

While the Thief and Slayer classes stand out, other Base Classes offer unique strengths. The Wizard, for example, can be surprisingly powerful with mastery. Choose a class that matches your preferred playstyle.

All Arcane Lineage Sub Classes Ranked

Sub Classes unlock at level 5, offering versatility and power. They can be changed at any time by visiting a Sub Class Trainer.

Sub Class Tier List

Arcane Lineage Sub Class Tier List
Image by Tiermaker

Despite the limited number of Sub Classes, each provides unique and powerful options. Experiment to find the best fit for your character.

Sub Class List

Here's a detailed look at each Sub Class:

Sub ClassAbilities and CostsDescription
Bard Sub Class from Arcane LineageActive Abilities:
• Latir Minor (400 gold) – Cost: 2; Cooldown: 10; Duration: 4 Turns; Scaling: N/A; Effect: Increases team damage by 5%, reduces incoming damage by 5%, and provides health regeneration.
• Rebanar Major (400 gold) – Cost: 2; Cooldown: 10; Duration: N/A; Scaling: N/A; Effect: Applies Vulnerable and Blind to enemies.
Passive Abilities:
• Curar Forte (Utility Item) (400 gold) – Sacrifices 3% health to heal the team for 6% of their health.
Bards excel at supporting the team with AOE buffs and debuffs, making them highly effective. Curar Forte provides the game's best party heal, but use caution due to its self-damaging nature.
Alchemist Sub Class from Arcane LineageActive Abilities:
• Dangerous Mixture (200 gold + 1 Small Health Potion) – Cost: 2; Cooldown: 6; Type: Physical; Damage: 5; Scaling: STR/ARC; Effect: Applies 3 random debuffs (cannot be dodged or blocked).
Passive Abilities:
• Iron Gut (200 gold + 1 Ferrus Skin Potion) – Reduces self-damaging potion effects.
• Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Spawns a cauldron.
• Certified (200 gold) – Allows selling potions and ingredients to the apothecary.
Specializes in potion creation and usage. Potions inflict damage, apply buffs/debuffs, and provide economic benefits. Unlocking the cauldron allows potion creation on the go.
Beastmaster Sub Class from Arcane LineageActive Abilities:
• Mark (250 gold + Mushroom Cap) – Cost: 1; Cooldown: 2; Type: Physical; Damage: 7; Scaling: STR; Effect: Adds killed enemies to the Bestiary (cannot be dodged or blocked).
• Expose (250 gold + Restless Fragment) – Cost: 2; Cooldown: 6; Duration: 4 Turns; Scaling: N/A; Effect: Marks an enemy, doubling their Weakness.
Passive Abilities:
• Bestiary (Utility Item) (Free) – Provides enemy information and increased item drop rates for registered enemies.
• Sneak (250 Gold + Sand Core) – Allows crouching to avoid encounters (continuous damage while crouching).
A versatile Sub Class focused on increased loot and item drops. Registering monsters in the Bestiary provides information and better drop rates. Can also weaken enemies for yourself and your team.

Careful Sub Class selection is crucial. Each offers unique advantages; experiment to discover what suits you best. The Alchemist and Beastmaster are particularly useful for economic gains and item acquisition.

All Arcane Lineage Super Classes Ranked

Super Classes unlock at level 15, representing the game's most powerful forms. They build upon Base Classes, offering diverse and engaging gameplay. They are expensive to obtain and upgrade.

Super Classes Tier List

Arcane Lineage Super Class Tier List
Image by Tiermaker

The tier list highlights the variation in Super Class effectiveness. Slayer Super Classes generally rank highly, while Martial Artist Super Classes show a wider performance range. Careful consideration is needed when choosing a Super Class due to the high upgrade costs.

Super Classes List

Each Super Class possesses unique damage types, passives, and scaling. The following details will help you choose the best fit:

Super ClassesAbilities and CostsDescription
Monk Super Class from Arcane LineageActive Abilities:
• Blazing Barrage (400 Gold) – Cost: 2; Cooldown: 5; Type: Fire; Damage: 2.1 x 8; Scaling: STR; Effect: Multi-hit barrage that can inflict Burn.
• Fire Sutra (400 Gold) – Cost: 1; Cooldown: 6; Type: Fire; Duration: N/A; Scaling: N/A; Effect: Empowers weapons with fire, inflicting Burn.
• Flame Drop (400 Gold) – Cost: 3; Cooldown: 5; Type: Fire; Damage: 15; Scaling: STR; Effect: Burst fire damage, also damages adjacent enemies.
• Holy Mantra (400 Gold) – Cost: 2; Cooldown: 6; Type: Holy; Duration: N/A; Scaling: N/A; Effect: Provides Defense and Resist buff.
Passive Abilities:
• Blessed Fists (400 Gold) – Stronger block and increased healing.
The Monk is a top-tier Super Class, combining heals, shields, burst damage, and buffs. Their attacks inflict Burn, highly effective against many enemies.
Impaler Super Class from Arcane LineageActive Abilities:
• Rending Barrage (400 Gold) – Cost: 2; Cooldown: 5; Type: Physical; Damage: 3.5 x 3 + 3.5 if Bleeding; Scaling: STR; Effect: Three fast attacks, bonus damage and self-heal if enemy is bleeding.
• Blood Eruption (400 Gold) – Cost: 3; Cooldown: 9; Type: Magic; Damage: 16; Scaling: STR/ARC; Effect: AoE blood explosion, sacrificing some health.
• Bloody Burst (400 Gold) – Cost: 2; Cooldown: 5; Type: Physical; Damage: 2.5 x 4; Scaling: STR/ARC; Effect: AoE burst using blood shards.
Passive Abilities:
• Blood Berserk (400 Gold) – Increased damage based on missing health (1.5x at 50%).
• Deranged Fighter (400 Gold) – Debuffs trigger Berserk.
This Super Class boasts massive damage spikes and AoE attacks. Damage increases with lower health, and Berserk mode further enhances damage and resistance.
Berserker Super Class from Arcane LineageActive Abilities:
• Head Splitter (400 Gold) – Cost: 2; Cooldown: 5; Type: Physical; Damage: 16; Scaling: ARC; Effect: Devastating attack inflicting Vulnerable.
• Darklight Drain (400 Gold) – Cost: 2 (or more); Cooldown: 7; Type: Dark; Damage: 2 x All Available Energy; Scaling: STR; Effect: Damage scales with energy.
• Rage Empower (400 Gold) – Cost: 1; Cooldown: 7; Duration: 5 Turns; Scaling: N/A; Effect: 1.377x damage multiplier, reduced defenses.
Passive Abilities:
• Greatsword Training (400 Gold) – Allows using the Greatsword.
• Bloodlust (400 Gold) – 10% increased damage per kill, 40% increase below 30% health.
Berserkers prioritize damage over defense. Damage increases with lower health and enemy kills.
Necromancer Super Class from Arcane LineageActive Abilities:
• Call Skeleton (400 Gold) – Cost: 2; Cooldown: 8; Type: Dark; Damage: N/A; Scaling: ARC; Effect: Summons a Skeleton.
• Darklight Drain (400 Gold) – Cost: 2; Cooldown: 5; Type: Dark; Damage: 6; Scaling: ARC; Effect: Drains enemy life, healing self and summons.
• Raise Dead (400 Gold) – Cost: 3; Cooldown: 25; Type: Dark; Damage: 12; Scaling: ARC; Effect: Revives a fallen ally.
Passive Abilities:
• Dark Caster (400 Gold) – Increased energy per turn.
• Death Syphon (400 Gold) – Killing enemies heals and grants a speed boost.
The Necromancer is a top non-STR class. They summon Skeletons, drain enemies, and revive allies. Increased energy per turn allows frequent spellcasting.
Saint Super Class from Arcane LineageActive Abilities:
• Cleansing Prayer (400 Gold) – Cost: 2; Cooldown: 5; Type: Holy; Damage: 0; Scaling: Outgoing healing; Effect: Cleanses debuffs.
• Holy Grace (400 Gold) – Cost: 2; Cooldown: 5; Type: Holy; Damage: 0; Scaling: STR/ARC; Effect: Massive heal.
• Light Burst (400 Gold) – Cost: 2; Cooldown: 5; Type: Holy; Damage: 9; Scaling: ARC; Effect: AoE attack inflicting Blindness (cannot be dodged).
Passive Abilities:
• Graceful Returns (400 Gold) – Healing allies grants buffs.
• Holy Emissary (400 Gold) – Increases all healing by 50%.
The Saint is a powerful healer, cleansing and healing allies. Healing buffs damage and defense. Light Burst provides a powerful utility tool.
Blade Dancer Super Class from Arcane LineageActive Abilities:
• Impaling Strike (400 Gold) – Cost: 1; Cooldown: 4; Type: Physical; Damage: 14; Scaling: STR; Effect: Inflicts 2 Bleeds.
• Flowing Dance (400 Gold) – Cost: 3; Cooldown: 6; Type: Physical; Damage: 1.35 x 8; Scaling: STR; Effect: Continuous damage while leaping.
• Simple Domain (400 Gold) – Cost: 2; Cooldown: 6; Type: Physical; Damage: N/A; Scaling: STR; Effect: Counters attacks.
Passive Abilities:
• Dual Blader (400 Gold) – Allows dual-wielding.
• Parry Training (400 Gold) – Chance to parry attacks while blocking.
Blade Dancers dual-wield for maximum damage, offering high damage, AoE, and defensive options. They can parry attacks and retaliate.
Elementalist Super Class from Arcane LineageActive Abilities:
• Blaze (400 Gold) – Cost: 1; Cooldown: 5; Type: Fire; Damage: 7; Scaling: ARC; Effect: AoE fire wave.
• Lightning Crash (400 Gold) – Cost: 3; Cooldown: 7; Type: Magic; Damage: 14; Scaling: ARC; Effect: AoE lightning attack with a chance to stun.
• Gale Uplift (400 Gold) – Cost: 3; Cooldown: 12; Type: Nature; Duration: 4 Turns; Scaling: N/A; Effect: Increases team speed and dodge chance, lowers enemy block/dodge chance.
Passive Abilities:
• Elemental Master (400 Gold) – Reduced elemental damage.
• Caster (400 Gold) – Increased energy per turn.
Focuses on elemental magic, offering AoE attacks and team buffs. Increased energy per turn allows frequent spellcasting.
Paladin Super Class from Arcane LineageActive Abilities:
• Holy Crash (400 Gold) – Cost: 2; Cooldown: 6; Type: Holy; Damage: 11; Scaling: STR/END; Effect: AoE damage and aggro.
• Pure Resonation (400 Gold) – Cost: 2; Cooldown: 9; Type: Holy; Duration: 5 Turns; Scaling: N/A; Effect: Provides damage reduction and health regeneration.
• Sacred Call (400 Gold) – Cost: 2; Cooldown: 7; Type: Holy; Duration: 3 Turns; Scaling: N/A; Effect: Provides damage reduction and damage reflection.
Passive Abilities:
• Enduring Fighter (400 Gold) – Reduced damage.
• Shieled Training (400 Gold) – Allows using a shield.
Paladins are highly durable, dealing significant damage and providing buffs. The shield increases block window and reduces damage.
Lancer Super Class from Arcane LineageActive Abilities:
• Rallying Shout (400 Gold) – Cost: 2; Cooldown: 7; Duration: 4 Turns; Scaling: N/A; Effect: Buffs allies, drawing aggro.
• Discharge (400 Gold) – Cost: 2; Cooldown: 4; Type: Magic; Damage: 10; Scaling: STR/SPD; Effect: AoE attack with a chance to stun.
• Empowered Pierce (400 Gold) – Cost: 2; Cooldown: 6; Type: Physical; Damage: 14; Scaling: STR/SPD; Effect: High damage attack with a chance to stun.
Passive Abilities:
• Rooted Fighter (400 Gold) – Allows using a shield.
• Poised Slayer (400 Gold) – Dodges and blocks recover health (healing reduced by SPD).
Lancers use spears and shields, offering AoE stuns, single-target stuns, and party buffs. They recover health from dodges and blocks.
Rogue Super Class from Arcane LineageActive Abilities:
• Slash Barrage (400 Gold) – Cost: 2; Cooldown: 5; Type: Physical; Damage: 5; Scaling: STR; Effect: Three slashes, bonus damage if enemy is bleeding.
• Poison Trap (400 Gold) – Cost: 2; Cooldown: 7; Type: Poison; Damage: 5; Scaling: STR/SPD; Effect: AoE poison trap.
• Empowered Pierce (400 Gold) – Cost: 2; Cooldown: 6; Type: Physical; Damage: 14; Scaling: STR/LUCK; Effect: High damage backstab, inflicting Cursed if target is poisoned.
Passive Abilities:
• Blader (400 Gold) – Increased dagger damage and Bleed.
• Advanced Thief (400 Gold) – Improved looting.
Rogues excel at single-target elimination, utilizing high damage and control abilities. They can become invisible and deal bonus damage.
Dark Wraith Super Class from Arcane LineageActive Abilities:
• Call Darkbeast (400 Gold) – Cost: 1; Cooldown: 4; Type: Dark; Damage: N/A; Scaling: ARC; Effect: Summons a Darkbeast (empowered by darkcores).
• Dark Smite (400 Gold) – Cost: 2; Cooldown: 4; Type: Dark; Damage: 2 x 4; Scaling: ARC; Effect: Four strikes empowered by crit chance.
• Darkcore Eruption (400 Gold) – Cost: 1; Cooldown: 4; Type: Dark; Duration: N/A; Scaling: ARC; Effect: Damages and debuffs, scaling with darkcores.
Passive Abilities:
• Darkborne (400 Gold) – Critical attacks create darkcores; Strike scales with ARC.
• Spirit Wraith (400 Gold) – Summons gain lifesteal below 40% HP.
Dark Wraiths specialize in summoning and dealing damage. Their Darkbeast scales with consumed darkcores, providing significant potential.
Ranger Super Class from Arcane LineageActive Abilities:
• Flourish (400 Gold) – Cost: 2; Cooldown: 6; Type: Nature; Damage: 9; Scaling: ARC/SPD; Effect: AoE damage, lowers defense, increases speed and aggro.
• Perennial Canopy (400 Gold) – Cost: 3; Cooldown: 12; Type: Nature; Damage: 3; Scaling: ARC/SPD; Effect: AoE damage over 4 turns.
• Stinger (400 Gold) – Cost: 2; Cooldown: 4; Type: Poison; Damage: 7; Scaling: ARC/SPD; Effect: AoE damage, inflicting Poison and Vulnerable.
• Enrichment (400 Gold) – Cost: 1; Cooldown: 5; Type: Nature; Duration: 3 Turns; Scaling: N/A; Effect: Buffs allies.
Passive Abilities:
• Verdant Archer (400 Gold) – Dodges and crits grant damage and speed boosts.
Rangers utilize nature magic for powerful AoE attacks, inflicting poison and lowering enemy defenses. They are exceptionally fast.
Assassin Super Class from Arcane LineageActive Abilities:
• Shadow Form (400 Gold) – Cost: 1; Cooldown: 7; Type: Dark; Duration: 2 Turns; Scaling: N/A; Effect: Invisibility, increased damage on next attack.
• Poison Fan (400 Gold) – Cost: 3; Cooldown: 7; Type: Poison; Damage: 3.5 x 3; Scaling: STR/ARC; Effect: AoE poison attack.
• Stealth Strike (400 Gold) – Cost: 2; Cooldown: 6; Type: Physical; Damage: 10; Scaling: STR; Effect: Backstab inflicting Cursed if target is poisoned.
Passive Abilities:
• Shadow (400 Gold) – Chance to phase through attacks.
• Poisoner (400 Gold) – Critical attacks apply Poison.
Assassins excel at stealth kills, becoming invisible and dealing bonus damage. They also have AoE options.
Hexer Super Class from Arcane LineageActive Abilities:
• Dark Glare (750 Gold) – Cost: 1; Cooldown: 4; Type: Dark; Damage: 7; Scaling: ARC; Effect: Applies multiple debuffs.
• Abyss Anchor (750 Gold) – Cost: 2; Cooldown: 11; Type: Hex; Duration: 3 Turns; Scaling: N/A; Effect: Removes and prevents energy gain.
• Inverse Abyss (750 Gold) – Cost: 3; Cooldown: 6; Type: Hex; Damage: 0; Scaling: N/A; Effect: Redirects debuffs.
Passive Abilities:
• Inverse Flaws (750 Gold) – Gains bonuses from debuffs.
• Tactician (750 Gold) – Starts fights with Vulnerable on all enemies.
Hexers specialize in debuffing and disrupting enemy magic. They gain stat bonuses from being debuffed.
Brawler Super Class from Arcane LineageActive Abilities:
• Crushing Strike (750 Gold) – Cost: 2; Cooldown: 6; Type: Physical; Damage: 9; Scaling: STR; Effect: Inflicts Vulnerable.
• Party Table (750 Gold) – Cost: 2; Cooldown: 4; Type: Physical; Damage: 1.5 x 7; Scaling: STR; Effect: AoE damage.
• Burst Combo (750Gold) – Cost: 3; Cooldown: 6; Type: Physical; Damage: 2.5 x 4; Scaling: STR/LUCK; Effect: Four-hit combo, bonus damage if enemy is Vulnerable.
Passive Abilities:
• Crusher (750 Gold) – Empowered when applying negative effects.
• Bruiser(750 Gold
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