Arcane Lineage Tier List: Light & Dark Classes Ranked

In Arcane Lineage, your chosen Class fundamentally shapes your gameplay experience, dictating abilities, strengths, and progression. Starting with a Base Class, you'll ascend through powerful Sub Classes and ultimately reach elite Super Classes, each offering unique combat advantages. Mastering the optimal class path is crucial for success, making your initial Class selection a pivotal decision. This guide provides a comprehensive Arcane Lineage Class tier list and detailed explanations to help you make the best choice.
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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
Upon entering Arcane Lineage, you'll begin your journey by selecting from several Base Classes. Reaching level 5 unlocks the ability to choose and upgrade one, though you can allocate specialization points to desired stats beforehand. Each Base Class boasts unique strengths, so careful consideration is key.
Base Class Tier List

While the Base Class tier list shows some variation in strength, it's important to note that no class is inherently "bad." Each offers viable options for progression. However, the Thief stands out as a particularly strong starting choice, detailed below.
Base Class List
This table details each Base Class in Arcane Lineage:
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) – Gain increased gold from all sources. • Agile (50 gold) – Sprint speed increased. | The Thief excels in fast-paced combat, quickly engaging and disengaging enemies. Using skills to disorient and inflict Bleed, the Thief is widely considered the best starting class due to its efficient abilities and cost-effectiveness. |
![]() | 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) – Your Sword weapon damage is permanently increased. • Swift Fighter (50 gold) – Dodging successfully grants you a short speed buff. | The Slayer is a mid-range damage dealer, scaling well with physical damage and STR. Utilizing a spear to inflict poison and deliver burst damage, the Slayer's agility is further enhanced by a speed boost upon successful dodges. |
![]() | 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: Gain 25% increased Damage Resist Passive Abilities: • Fighting Prowess (55 gold) – Your Cestus weapon damage is permanently increased. • Iron Body (55 gold) – Takes less damage while blocking. | A tanky melee class, the Martial Artist utilizes fists to overcome enemy defenses and boasts reduced damage while blocking. High STR scaling complements their Cestus weapon effectively. |
![]() | 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) – Your Sword weapon damage is permanently increased. • Strength Training (50 gold) – Your block parry size is increased. | The Warrior delivers high burst damage with a chance to stun enemies. Scaling with physical damage and STR, they wield a sword as their primary weapon. |
![]() | Active Abilities: • Magic Missile (40 gold) – Cost: 0 – Cooldown: 0 – Type: Magic – Damage: 6 – Scaling: ARC – Effect: Changes color based on your Soul Color. Passive Abilities: • Scholar Training (40 gold) – Your Staff weapon damage is permanently increased. • Coward (40 gold) – Gain increased escape chance. Enemies will target you less. | The Wizard, with its single active ability, focuses on ranged attacks and support. Arcane specialization enhances damage output, though their vulnerability necessitates strategic play. |
While the Thief and Slayer classes generally outperform others, the unique strengths of each class should be considered in relation to your preferred playstyle. For example, a mastered Wizard can prove surprisingly effective.
All Arcane Lineage Sub Classes Ranked
Sub Classes become available at level 5, offering increased versatility and power. They can be changed freely by interacting with a Sub Class Trainer.
Sub Class Tier List

Despite the limited number of Sub Classes, each provides significant advantages. They offer diverse options for offense, support, and even economic benefits.
Sub Class List
The following table details the abilities and uses of 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: Increase your team’s damage by 5%, reduce incoming damage by 5%, and give your team small health regeneration. • Rebanar Major (400 gold) – Cost: 2 – Cooldown: 10 – Type: N/A – Duration: N/A – Scaling: N/A – Effect: The enemies are Vulnerable for four and Blind for three turns. Passive Abilities: • Curar Forte (Utility Item) (400 gold) – Sacrifice 3% of your total health to heal your team for 6% of their total health. Be careful, as this ability can kill you. | Bards are exceptional support characters, providing area-of-effect (AOE) buffs and debuffs. Curar Forte offers powerful party healing, though it carries a risk. |
![]() | Active Abilities: • Dangerous Mixture (200 gold + 1 Small Health Potion) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 5 – Scaling: STR/ARC – Effect: Apply 3 random debuffs to the target. This attack cannot be dodged or blocked. Passive Abilities: • Iron Gut (200 gold + 1 Ferrus Skin Potion) – Reduce the self-damaging effects of potions, allowing you to drink more of the same type. • Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Get a skill that allows you to spawn a cauldron anywhere. • Certified (200 gold) – You can sell potions and ingredients to the apothercary for money. | Alchemists specialize in potion creation and usage, offering damage, buffs, debuffs, and economic advantages. The ability to spawn a cauldron enhances mobility and potion crafting. |
![]() | Active Abilities: • Mark (250 gold + Mushroom Cap) – Cost: 1 – Cooldown: 2 – Type: Physical – Damage: 7 – Scaling: STR – Effect: If an enemy is killed by this, they are added to your Bestiary. This attack cannot be dodged or blocked. • Expose (250 gold + Restless Fragment) – Cost: 2 – Cooldown: 6 – Type: Physical – Duration: 4 Turns – Scaling: N/A – Effect: You mark an enemy, increasing their Weakness by 2x. Passive Abilities: • Bestiary (Utility Item) (Free) – Gain the Bestiary. The Bestiary lets you see the information about enemies you previously killed in battle. Enemies registered to the Bestiary using the Mark ability will have better item drop rates in the future. • Sneak (250 Gold + Sand Core) – You can crouch, moving slowly to avoid enemy encounters. While you crouch, you continuously take damage. Be careful, as this ability can kill you. | Beastmasters enhance loot acquisition through the Bestiary, increasing item drop rates. Their abilities also offer support options by weakening enemies. |
Careful consideration of each Sub Class's unique benefits is crucial, as each offers distinct advantages depending on your playstyle and goals.
All Arcane Lineage Super Classes Ranked
Unlocked at level 15, Super Classes represent the pinnacle of power in Arcane Lineage. They build upon Base Class foundations, offering diverse and potent abilities. However, their significant cost and specific trainer locations require careful planning.
Super Classes Tier List

The Super Class tier list showcases significant variation in strength, highlighting the importance of selecting a class that aligns with your playstyle. Slayer Super Classes, for instance, consistently rank highly.
Super Classes List
The following table details the abilities and characteristics of each Super Class:
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 that can inflict Burn. • Fire Sutra (400 Gold) – Cost: 1 – Cooldown: 6 – Type: Fire – Duration: N/A – Scaling: N/A – Effect: Empower your or your allies’ weapon with the power of fire, giving the weapon a chance to inflict Burn. • Flame Drop (400 Gold) – Cost: 3 – Cooldown: 5 – Type: Fire – Damage: 15 – Scaling: STR – Effect: Burse of fire deamage, also damages adjacent enemies. • Holy Mantra (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Holy – Duration: N/A – Scaling: N/A – Effect: Give yourself or an ally a Defense and Resist buff. Passive Abilities: • Blessed Fists (400 Gold) – Much stronger block and increased overall healing. | The Monk is a powerful tank with high damage output, healing capabilities, and buffing potential. Their Fire attacks and Burn effect prove highly effective. |
![]() | Active Abilities: • Rending Barrage (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 3.5 x 3 + 3.5 if Bleeding – Scaling: STR – Effect: Perform 3 fast attacks on an enemy, shredding them. If the enemy is bleeding, deal bonus damage and heal yourself. • Blood Eruption (400 Gold) – Cost: 3 – Cooldown: 9 – Type: Magic – Damage: 16 – Scaling: STR/ARC – Effect: Sacrifice a bit of health to devastate all enemies in an AOE explosion of blood. • Bloody Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 2.5 x 4 – Scaling: STR/ARC – Effect: Stab yourself, creating 4 blood shards for each enemy. Fire the blood shards at each enemy for an AOE burst. Passive Abilities: • Blood Berserk (400 Gold) – Increase your damage for each 1% of health missing. 1.5x damage at 50% health. • Deranged Fighter (400 Gold) – Debuffs make you go Berserk. | The Impaler excels in high damage output and AOE attacks, with damage scaling based on missing health. Their Berserk mode further enhances damage and resistance. |
![]() | Active Abilities: • Head Splitter (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 16 – Scaling: ARC – Effect: Jump onto an enemy and do a devastating attack. This attack inflicts Vulnerable for 2 turns. • Darklight Drain (400 Gold) – Cost: 2 (or more) – Cooldown: 7 – Type: Dark – Damage: 2 x All Available Energy – Scaling: STR – Effect: This attack does more damage the more energy you have. • Rage Empower (400 Gold) – Cost: 1 – Cooldown: 7 – Type: Physical – Duration: 5 Turns – Scaling: N/A – Effect: Enter a blind rage that gives you a x1.377 damage multiplier. Your defenses are slightly lowered in this state. Passive Abilities: • Greatsword Training (400 Gold) – Allows you to buy and use the Greatsword. • Bloodlust (400 Gold) – Get 10% increased damage whenever you kill an enemy and a 40% damage increase when below 30% health. | Berserkers prioritize damage over defense, with damage scaling based on missing health and enemy kills. Their Rage Empower significantly boosts damage but reduces defenses. |
![]() | Active Abilities: • Call Skeleton (400 Gold) – Cost: 2 – Cooldown: 8 – Type: Dark – Damage: N/A – Scaling: ARC – Effect: Summon a Skeleton to fight for you. • Darklight Drain (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Dark – Damage: 6 – Scaling: ARC – Effect: Lift an enemy into the air, draining their life. This energy heals you and your summons for 150% of the damage dealt. • Raise Dead (400 Gold) – Cost: 3 – Cooldown: 25 – Type: Dark – Damage: 12 – Scaling: ARC – Effect: Choose a dead ally to revive. They come back to the battle with 40% HP. Passive Abilities: • Dark Caster (400 Gold) – Chance to get more energy per turn. • Death Syphon (400 Gold) – Killing an enemy heals you and gives you a short burst of speed. | Necromancers excel at summoning, draining life force, and reviving allies. Increased energy generation enhances their spellcasting capabilities. |
![]() | Active Abilities: • Cleansing Prayer (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 0 – Scaling: Outgoing healing – Effect: Cleanse all debuffs. • Holy Grace (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 0 – Scaling: STR/ARC – Effect: A massive heal scaling with STR and ARC (ARC primarily) • Light Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 9 – Scaling: ARC – Effect: A burst AOE attack that inflicts Blindness on all enemies. This attack cannot be dodged. Passive Abilities: • Graceful Returns (400 Gold) – Healing an ally gives you a buff. • Holy Emissary (400 Gold) – Increase all healing by 50% | Saints are dedicated healers, cleansing debuffs and providing significant healing. Healing allies further enhances their capabilities. |
![]() | Active Abilities: • Impaling Strike (400 Gold) – Cost: 1 – Cooldown: 4 – Type: Physical – Damage: 14 – Scaling: STR – Effect: Thrust your blade into an enemy, inflicting 2 Bleeds. • Flowing Dance (400 Gold) – Cost: 3 – Cooldown: 6 – Type: Physical – Damage: 1.35 x 8 – Scaling: STR – Effect: Leap into the air, doing a dance of blades, continuously damaging an enemy. • Simple Domain (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: N/A – Scaling: STR – Effect: Enter a stance that counters any enemy that attacks you. Passive Abilities: • Dual Blader (400 Gold) – Allows you to dual-wield blades, making you more proficient with them. • Parry Training (400 Gold) – You get a chance to Parry attacks when blocking. | Blade Dancers utilize dual-wielding for high damage output, combined with defensive capabilities through their counter stance. |
![]() | Active Abilities: • Blaze (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Fire – Damage: 7 – Scaling: ARC – Effect: Perform a wave of fire that hits all enemies. • Lightning Crash (400 Gold) – Cost: 3 – Cooldown: 7 – Type: Magic – Damage: 14 – Scaling: ARC – Effect: Do an AOE lightning attack that has a chance to stun enemies. • Gale Uplift (400 Gold) – Cost: 3 – Cooldown: 12 – Type: nature – Duration: 4 Turns – Scaling: N/A – Effect: Give your team increased speed and a chance to dodge attacks. Lower the enemies’ chance to block and dodge. Passive Abilities: • Elemental Master (400 Gold) – You take less elemental damage. • Caster (400 Gold) – Chance to get extra energy per turn. | Elementalists specialize in elemental magic, offering AOE damage, stuns, and team buffs. Increased energy generation enhances their spellcasting frequency. |
![]() | Active Abilities: • Holy Crash (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Holy – Damage: 11 – Scaling: STR/END – Effect: Deal a little amount of damage to all enemies, aggroing them onto yourself for 2 turns. • Pure Resonation (400 Gold) – Cost: 2 – Cooldown: 9 – Type: Holy – Duration: 5 Turns – Scaling: N/A – Effect: Bless your allies with a 20% Damage Reduction buff and grant them 1.5% of their max HP as regen. • Sacred Call (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Holy – Duration: 3 Turns – Scaling: N/A – Effect: Bless an ally with 15% Damage Reduction and a damage-reflecting shield that returns 30% of all melee damage. Passive Abilities: • Enduring Fighter (400 Gold) – Take greatly reduced damage. • Shieled Training (400 Gold) – You can use a Shield, which increases your block window and reduces incoming damage. | Paladins are highly durable tanks with significant damage output and buffing capabilities. Their shield enhances defensive options. |
![]() | Active Abilities: • Rallying Shout (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Physical – Duration: 4 Turns – Scaling: N/A – Effect: Give all your allies a damage, speed, and defense buff. This ability also draws aggro. • Discharge (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Magic – Damage: 10 – Scaling: STR/SPD – Effect: An AOE ability that has a chance to stun. • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/SPD – Effect: Pierce an enemy, dealing devastating damage. This attack has a chance to stun. Passive Abilities: • Rooted Fighter (400 Gold) – You can use a Shield, which increases your block window and reduces incoming damage. • Poised Slayer (400 Gold) – Dodges and Blocks recover your health. Healing is decreased based on how high your SPD stat is. | Lancers are versatile characters, combining high damage with AOE stuns and party buffs. Health recovery on dodges and blocks enhances survivability. |
![]() | Active Abilities: • Slash Barrage (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 5 – Scaling: STR – Effect: Slash the enemy 3 times, dealing extra damage if the enemy is bleeding. • Poison Trap (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Poison – Damage: 5 – Scaling: STR/SPD – Effect: An AOE ability that has a chance to stun. • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/LUCK – Effect: A Poison trap that lasts 2 turns. Can activate 3 times before breaking. Passive Abilities: • Blader (400 Gold) – Your daggers deal more damage and inflict Bleed on enemies. • Advanced Thief (400 Gold) – Become better at looting your enemies, getting better items. | Rogues are damage dealers that specialize in inflicting Bleed and using poison traps. They also get better loot from enemies. |
![]() | Active Abilities: • Call Darkbeast (400 Gold) – Cost: 1 – Cooldown: 4 – Type: Dark – Damage: N/A – Scaling: ARC – Effect: Summon a Darkbeast to fight for you. Consume darkcores to empower it. • Dark Smite (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Dark – Damage: 2 x 4 – Scaling: ARC – Effect: Strike the enemy 4 times, empowered by your Crit chance. • Darkcore Eruption (400 Gold) – Cost: 1 – Cooldown: 4 – Type: Dark – Duration: N/A – Scaling: ARC – Effect: Damages and debuffs an enemy, scaling with the number of darkcores consumed. Passive Abilities: • Darkborne (400 Gold) – Critical attacks create darkcores. Your Strike scales with ARC. • Spirit Wraith (400 Gold) – When below 40% HP, your summons become empowered and gain lifesteal. | Dark Wraiths focus on summoning Darkbeasts, whose power scales with consumed darkcores. They offer significant damage and debuff options. |
![]() | Active Abilities: • Flourish (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Nature – Damage: 9 – Scaling: ARC/SPD – Effect: Damages all enemies in an AOE burst and lowers their defense. Raise your Speed and Aggro for 1 turn. • Perennial Canopy (400 Gold) – Cost: 3 – Cooldown: 12 – Type: Nature – Damage: 3 – Scaling: ARC/SPD – Effect: Start a rain that deals damage to all enemies for 4 turns. • Stinger (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Poison – Damage: 7 – Scaling: ARC/SPD – Effect: Deals damage to all enemies, inflicting them with Poison and Vulnerable. • Enrichment (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Nature – Duration: 3 Turns – Scaling: N/A – Effect: Give your allies +2 Regeneration, a 12.5% Damage buff, and Vulnerable to target enemy. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and Crits give you a Damage and Speed boost that stacks. Your Strikes scale with Arcane. | Rangers utilize nature-based attacks, offering AOE damage, debuffs, and party buffs. Increased speed and damage stacking contribute to their effectiveness. |
![]() | Active Abilities: • Shadow Form (400 Gold) – Cost: 1 – Cooldown: 7 – Type: Dark – Duration: 2 Turns – Scaling: N/A – Effect: Become invisible, dealing more damage with your next attack. You are untargetable while this is active. • Poison Fan (400 Gold) – Cost: 3 – Cooldown: 7 – Type: Poison – Damage: 3.5 x 3 – Scaling: STR/ARC – Effect: Throws out a fan of poisoned daggers, hitting 3 enemies. • Stealth Strike (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 10 – Scaling: STR – Effect: Teleport behind a target, Discover
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