Complete Arcane Lineage Class Tier List [LIGHT AND DARK]
Mastering Arcane Lineage's Class System: A Comprehensive Guide
In Arcane Lineage, your Class dictates your playstyle, abilities, strengths, and progression. Starting with Base Classes, you advance to powerful Sub Classes and ultimately elite Super Classes, each offering unique skills and combat advantages. Choosing the right class path is crucial for survival and dominance, making Class selection a pivotal decision. This guide provides a detailed Arcane Lineage Class tier list and walkthrough to optimize your gameplay.
Recommended Videos 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
Base Classes are your starting point. At level 5, you choose one to upgrade. However, you can allocate specialization points before level 5 to prepare. Each Base Class excels in specific combat areas; careful consideration is essential.
Base Class Tier List
While the Base Class tier list shows some disparity, no class is inherently weak. However, Thief consistently proves superior, as detailed below.
Base Class List
Here's a detailed breakdown of each Base Class:
Base Classes | Abilities and Costs | Description |
---|---|---|
![]() | Active 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. Skills disorient foes and inflict bleeding. Its low ability costs further enhance its effectiveness, making it the top starting class. |
![]() | Active 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 – Effect: N/A Passive Abilities: • Sword Training (50 gold) – Increased Sword weapon damage. • Swift Fighter (50 gold) – Successful dodges grant a speed buff. | Slayer is a mid-range, hard-hitting class scaling well with physical damage and STR. Its spear inflicts poison and delivers burst damage. Dodging provides a speed boost, enhancing agility and versatility. |
![]() | Active Abilities:
• Barrage (55 gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 3.33 x 3
– Scaling: STR
– Effect: N/A
• Endure (55 gold) – Cost: 1 – Cooldown: 5 – Type: Physical – 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 utilizing fists to break defenses and block attacks. Reduced damage while blocking makes tanking easier. High STR scaling optimizes Cestus weapon use. |
![]() | Active 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 – Effect: N/A Passive Abilities: • Sword Training (50 gold) – Increased Sword weapon damage. • Strength Training (50 gold) – Increased block parry size. | Warrior delivers high damage with burst abilities and a chance to stun enemies. It scales with physical damage and STR, utilizing swords. |
![]() | Active 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 boosts damage, but its vulnerability necessitates mastery. Low ability costs provide balance. |
While Thief and Slayer stand out, other classes offer utility. The Wizard, though initially seeming less powerful, can become formidable with skill. Choose a class aligning with your playstyle, as additional class slots incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5. Their versatility and power compensate for their limited number. They are changeable via Sub Class Trainers.
Sub Class Tier List
Despite the small number of Sub Classes, each offers unique strengths.
Sub Class List
Here's a detailed look at each Sub Class:
Sub Class | Abilities and Costs | Description |
---|---|---|
![]() | Active Abilities:
• Latir Minor (400 gold)
– Cost: 2
– Cooldown: 10
– Type: N/A
– 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 – Type: N/A – Duration: N/A – Scaling: N/A – Effect: Inflicts Vulnerability and Blindness on 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. Curar Forte provides potent party healing, but caution is advised due to its self-damaging effect. |
![]() | Active 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; undodgeable and unblockable.
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. | Alchemists specialize in potion creation and use, offering damage, buffs, debuffs, and economic benefits. Unlocking full potential requires specific potions. |
![]() | Active Abilities:
• Mark (250 gold + Mushroom Cap)
– Cost: 1
– Cooldown: 2
– Type: Physical
– Damage: 7
– Scaling: STR
– Effect: Adds killed enemies to the Bestiary; undodgeable and unblockable.
• Expose (250 gold + Restless Fragment) – Cost: 2 – Cooldown: 6 – Type: Physical – 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. • Sneak (250 Gold + Sand Core) – Allows crouching for stealth, but inflicts continuous damage. | Beastmasters enhance loot and item drops. The Bestiary provides enemy information, and the Mark ability increases loot. It also offers support by weakening enemies. |
Careful Sub Class selection is crucial. Alchemist and Beastmaster are particularly useful for acquiring wealth and items.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15 and represent the game's peak power. They build upon Base Classes and are costly to acquire and upgrade. Different Super Class Trainers teach them.
Super Classes Tier List
Super Class selection is critical due to upgrade costs.
Super Classes List
Super Classes each possess unique damage types, passives, and scaling.
Super Classes | Abilities and Costs | Description |
---|---|---|
![]() | Active Abilities:
• Blazing Barrage (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Fire
– Damage: 2.1 x 8
– Scaling: STR
– Effect: Multi-hit barrage inflicting 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 damaging adjacent enemies. • Holy Mantra (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Holy – Duration: N/A – Scaling: N/A – Effect: Provides Defense and Resist buffs. Passive Abilities: • Blessed Fists (400 Gold) – Stronger block and increased healing. | The Monk is a top-tier Super Class with heals, shields, burst damage, and buffs. Its fire attacks inflict Burn. |
![]() | Active 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, dealing bonus damage if the enemy is bleeding and healing the user.
• Blood Eruption (400 Gold) – Cost: 3 – Cooldown: 9 – Type: Magic – Damage: 16 – Scaling: STR/ARC – Effect: Sacrifices health for AOE blood damage. • Bloody Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 2.5 x 4 – Scaling: STR/ARC – Effect: Self-damage creates blood shards for AOE burst. Passive Abilities: • Blood Berserk (400 Gold) – Increased damage based on missing health (1.5x at 50%). • Deranged Fighter (400 Gold) – Debuffs trigger Berserk. | Impaler delivers massive damage spikes and AOE attacks. Lower health increases damage output, and Berserk mode further enhances damage and resistance. |
![]() | Active Abilities:
• Head Splitter (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 16
– Scaling: ARC
– Effect: Devastating attack inflicting Vulnerability.
• Darklight Drain (400 Gold) – Cost: 2 (or more) – Cooldown: 7 – Type: Dark – Damage: 2 x All Available Energy – Scaling: STR – Effect: Damage scales with available energy. • Rage Empower (400 Gold) – Cost: 1 – Cooldown: 7 – Type: Physical – Duration: 5 Turns – Scaling: N/A – Effect: 1.377x damage multiplier; reduced defenses. Passive Abilities: • Greatsword Training (400 Gold) – Allows Greatsword use. • Bloodlust (400 Gold) – 10% increased damage per kill; 40% increase below 30% health. | Berserkers prioritize damage over safety. Lower health increases damage, and kills provide further damage buffs. |
![]() | Active 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 the Necromancer and summons. • Raise Dead (400 Gold) – Cost: 3 – Cooldown: 25 – Type: Dark – Damage: 12 – Scaling: ARC – Effect: Revives a fallen ally at 40% HP. Passive Abilities: • Dark Caster (400 Gold) – Increased energy per turn. • Death Syphon (400 Gold) – Killing an enemy heals and grants a speed burst. | Necromancers summon Skeletons, drain enemies, and revive allies. Increased energy per turn maximizes damage output. |
![]() | Active Abilities:
• Cleansing Prayer (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Holy
– Damage: 0
– Scaling: Outgoing healing.
– Effect: Cleanses all debuffs.
• Holy Grace (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 0 – Scaling: STR/ARC – Effect: Massive heal scaling with STR and ARC. • Light Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 9 – Scaling: ARC – Effect: AOE attack inflicting Blindness; undodgeable. Passive Abilities: • Graceful Returns (400 Gold) – Healing allies provides buffs. • Holy Emissary (400 Gold) – Increases all healing by 50%. | Saints are exceptional healers, cleansing and healing allies. Healing buffs increase damage and tankiness. Light Burst blinds enemies. |
![]() | Active Abilities:
• Impaling Strike (400 Gold)
– Cost: 1
– Cooldown: 4
– Type: Physical
– Damage: 14
– Scaling: STR
– Effect: Inflicts two Bleeds.
• Flowing Dance (400 Gold) – Cost: 3 – Cooldown: 6 – Type: Physical – Damage: 1.35 x 8 – Scaling: STR – Effect: Continuous damage during an aerial dance. • Simple Domain (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: N/A – Scaling: STR – Effect: Counters enemy 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. |
![]() | Active Abilities:
• Blaze (400 Gold)
– Cost: 1
– Cooldown: 5
– Type: Fire
– Damage: 7
– Scaling: ARC
– Effect: AOE fire attack.
• 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; reduces enemy block and dodge chance. Passive Abilities: • Elemental Master (400 Gold) – Reduced elemental damage. • Caster (400 Gold) – Increased energy per turn. | Elementalists focus on elemental magic, offering AOE burns, stuns, and team buffs. Increased energy per turn allows frequent attacks. |
![]() | Active Abilities:
• Holy Crash (400 Gold)
– Cost: 2
– Cooldown: 6
– Type: Holy
– Damage: 11
– Scaling: STR/END
– Effect: AOE damage, drawing aggro.
• Pure Resonation (400 Gold) – Cost: 2 – Cooldown: 9 – Type: Holy – Duration: 5 Turns – Scaling: N/A – Effect: Provides allies with damage reduction and health regeneration. • Sacred Call (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Holy – Duration: 3 Turns – Scaling: N/A – Effect: Provides an ally with damage reduction and a damage-reflecting shield. Passive Abilities: • Enduring Fighter (400 Gold) – Greatly reduced damage. • Shieled Training (400 Gold) – Allows Shield use, increasing block window and reducing damage. | Paladins are tanky and deal high damage. Their buffs enhance ally tankiness. Shields provide strong defense. |
![]() | Active Abilities:
• Rallying Shout (400 Gold)
– Cost: 2
– Cooldown: 7
– Type: Physical
– Duration: 4 Turns
– Scaling: N/A
– Effect: Provides allies with damage, speed, and defense buffs; draws 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 with a chance to stun. Passive Abilities: • Rooted Fighter (400 Gold) – Allows Shield use. • Poised Slayer (400 Gold) – Dodges and blocks recover health; healing reduced based on SPD. | Lancers are well-rounded powerhouses using spears and shields. They offer AOE and single-target stuns and party damage buffs. Dodging and blocking recover health. |
![]() | Active Abilities:
• Slash Barrage (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 5
– Scaling: STR
– Effect: Three slashes, dealing extra damage if the enemy is bleeding.
• Poison Trap (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Poison – Damage: 5 – Scaling: STR/SPD – Effect: AOE poison trap lasting 2 turns (activates 3 times). • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/LUCK – Effect: Backstab inflicting Cursed if the target is poisoned. Passive Abilities: • Blader (400 Gold) – Increased dagger damage and Bleed infliction. • Advanced Thief (400 Gold) – Improved enemy looting. | Rogues excel at backstabbing and inflicting poison. Their abilities synergize to maximize damage. |
![]() | Active Abilities:
• Call Darkbeast (400 Gold)
– Cost: 1
– Cooldown: 4
– Type: Dark
– Damage: N/A
– Scaling: ARC
– Effect: Summons a Darkbeast; darkcores empower it.
• Dark Smite (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Dark – Damage: 2 x 4 – Scaling: ARC – Effect: Four strikes empowered by critical chance. • Darkcore Eruption (400 Gold) – Cost: 1 – Cooldown: 4 – Type: Dark – Duration: N/A – Scaling: ARC – Effect: Damages and debuffs an enemy, scaling with darkcores consumed. Passive Abilities: • Darkborne (400 Gold) – Critical attacks create darkcores; Strike scales with ARC. • Spirit Wraith (400 Gold) – Below 40% HP, summons are empowered and gain lifesteal. | Dark Wraiths summon Darkbeasts, whose power scales with consumed darkcores. They offer damage and debuff options. |
![]() | Active Abilities:
• Flourish (400 Gold)
– Cost: 2
– Cooldown: 6
– Type: Nature
– Damage: 9
– Scaling: ARC/SPD
– Effect: AOE damage, lowering enemy 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 Vulnerability. • Enrichment (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Nature – Duration: 3 Turns – Scaling: N/A – Effect: Provides allies with regeneration, damage buff, and Vulnerable to target enemy. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and Crits provide damage and speed boosts; Strikes scale with Arcane. | Rangers utilize nature magic for AOE attacks, inflicting poison and lowering defense. Their high speed often grants first strike advantage. |
![]() | Active Abilities:
• Shadow Form (400 Gold)
– Cost: 1
– Cooldown: 7
– Type: Dark
– Duration: 2 Turns
– Scaling: N/A
– Effect: Invisibility, increasing damage of next attack; untargetable.
• 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 the target is poisoned. Passive Abilities: • Shadow (400 Gold) – Chance to phase through attacks. • Poisoner (400 Gold) – Critical attacks apply Poison. | Assassins prioritize stealth and single-target elimination. Invisibility and bonus damage make them deadly. |
![]() | Active Abilities:
• Dark Glare (750 Gold)
– Cost: 1
– Cooldown: 4
– Type: Dark
– Damage: 7
– Scaling: ARC
– Effect: Inflicts Weakened, Vulnerable, and Blinded effects.
• Abyss Anchor (750 Gold) – Cost: 2 – Cooldown: 11 – Type: Hex – Duration: 3 Turns – Scaling: N/A – Effect: Removes energy and prevents energy gain. • Inverse Abyss (750 Gold) – Cost: 3 – Cooldown: 6 – Type: Hex – Damage: 0 – Scaling: N/A – Effect: Redirects debuffs to the enemy team. Passive Abilities: • Inverse Flaws (750 Gold) – Gains bonuses from being debuffed. • Tactician (750 Gold) – Starts fights with Vulnerable on all enemies. | Hexers specialize in debuffing and disabling enemy magic. They gain stat bonuses when debuffed. |
![]() | Active 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 dealing bonus damage if the enemy is Vulnerable. Passive Abilities: • Crusher (750 Gold) – Empowered when applying negative effects. • Bruiser(750 Gold) – Increased Speed and Defense below 50% HP. | Brawlers excel in damage and defense. Applying debuffs increases stats, and low health boosts speed and defense. |
Super Classes vary in health scaling, speed, burst damage
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