Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

Author: Sebastian Mar 18,2025

In Arcane Lineage, your Class dictates your entire playstyle, shaping your abilities, strengths, and overall progression. Starting with Base Classes, you'll ascend to powerful Sub Classes and ultimately reach elite Super Classes, each boasting unique skills and combat advantages. Mastering the optimal class path is crucial for survival and dominance, making your initial Class selection a pivotal decision. This guide provides a comprehensive Arcane Lineage class tier list and detailed walkthrough.

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

Your journey begins with the Base Classes, accessible from the start. At level 5, you'll choose one to upgrade, though you can allocate specialization points beforehand. Each Base Class excels in specific combat areas, demanding careful consideration.

Base Class Tier List

Arcane Lineage Base Class Tier List
Image by Tiermaker

While the Base Class tier list shows some polarization, all classes remain viable. However, Thief consistently proves 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. They use skills to disorient foes and inflict Bleed. This class is generally considered the best starting choice due to its efficient abilities and cost-effectiveness.
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
– 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. They utilize their spear to inflict poison and deliver burst damage. Successful dodges provide 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
– 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, Martial Artists use their fists to break defenses and utilize their strong bodies for blocking. They take reduced damage while blocking, making them effective tanks with high STR scaling.
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
– Effect: N/A

Passive Abilities:
• Sword Training (50 gold)
– Increased Sword weapon damage.

• Strength Training (50 gold)
– Increased block parry size.

Warriors deal high damage with burst abilities, having a chance to stun enemies with their heavy attacks. They scale 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.

Wizards possess a unique single active ability, focusing on ranged attacks and support. Arcane specialization allows for significant damage, but their vulnerability necessitates strategic play.

While Thief and Slayer stand out, other Base Classes offer unique advantages. The Wizard, for example, can be surprisingly powerful with mastery. 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, offering versatility and power. They are changeable 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 additions to your character. Some focus on offense, others on support, and some even on economic benefits.

Sub Class List

Here's a detailed look at the Sub Classes and their uses:

Sub ClassAbilities and CostsDescription
Bard Sub Class from Arcane LineageActive 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 small health regeneration.

• Rebanar Major (400 gold)
– Cost: 2
– Cooldown: 10
– Type: N/A
– Duration: N/A
– Scaling: N/A
– Effect: Applies Vulnerable for four and Blind for three turns to enemies.

Passive Abilities:
• Curar Forte (Utility Item) (400 gold)
– Sacrifices 3% health to heal the team for 6% of their total health.

Bards excel at supporting their team with AOE buffs and debuffs. Their AOE effects make them highly effective, and Curar Forte provides the game's best party heal. Caution is advised, as self-damaging abilities lack limits.
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 anywhere.

• 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 the Create Cauldron ability allows on-the-go potion making.
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
– Type: Physical
– Duration: 4 Turns
– Scaling: N/A
– Effect: Marks an enemy, doubling their Weakness.

Passive Abilities:
• Bestiary (Utility Item) (Free)
– Provides information on previously killed enemies; improves item drop rates.

• Sneak (250 Gold + Sand Core)
– Allows crouching to avoid enemies; continuous damage while crouching.

Beastmasters offer versatility, focusing on increased loot and item drops. Registering monsters in the Bestiary improves drop rates, while Expose weakens enemies. The Sneak ability, while risky, allows for strategic avoidance.

Careful Sub Class selection is crucial. Experiment to find the best fit. Alchemist and Beastmaster are particularly beneficial for acquiring wealth and items.

All Arcane Lineage Super Classes Ranked

Super Classes unlock at level 15, representing the game's peak power. They build upon Base Classes, offering unique abilities and versatile gameplay. High costs and specific trainer locations demand preparation.

Super Classes Tier List

Arcane Lineage Super Class Tier List
Image by Tiermaker

Super Class tiers vary greatly, with some excelling in specific niches. Slayer Super Classes consistently rank highly, while Martial Artist shows significant polarization. Careful consideration is needed due to the high cost of upgrades.

Super Classes List

Each Super Class possesses unique damage types, passives, and scaling. The following details help determine the best fit for your playstyle:

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 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 to self or allies.

Passive Abilities:
• Blessed Fists (400 Gold)
– Stronger block and increased healing.

Monks are arguably the strongest Super Class, offering heals, shields, burst damage, and buffs. Their Burn-inflicting attacks prove highly effective.
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: Sacrifices health for AOE blood explosion.

• Bloody Burst (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 2.5 x 4
– Scaling: STR/ARC
– Effect: Self-stab 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.

Impalers excel at massive damage spikes and AOE attacks, dealing more damage with lower health. Their 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 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, sacrificing safety. They deal more damage with lower health and gain damage buffs for each enemy killed.
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 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 boost.

Necromancers are the best non-STR class, summoning Skeletons, draining enemies, and reviving allies. Increased energy per turn maximizes their damage output.
Saint Super Class from Arcane LineageActive 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; cannot be dodged.

Passive Abilities:
• Graceful Returns (400 Gold)
– Healing an ally grants a buff.

• Holy Emissary (400 Gold)
– Increases all healing by 50%

Saints are exceptional healers, cleansing and healing allies with buffs. 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 during an aerial dance.

• Simple Domain (400 Gold)
– Cost: 2
– Cooldown: 6
– Type: Physical
– Damage: N/A
– Scaling: STR
– Effect: Counters incoming attacks.

Passive Abilities:
• Dual Blader (400 Gold)
– Allows dual-wielding.

• Parry Training (400 Gold)
– Chance to parry attacks while blocking.

Blade Dancers utilize dual-wielding for maximum damage, offering strong AOE and defensive options. They can parry attacks and deal retaliatory damage.
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; 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, providing AOE attacks, stuns, and team buffs. Increased energy per turn ensures frequent attacks.
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; draws aggro.

• Pure Resonation (400 Gold)
– Cost: 2
– Cooldown: 9
– Type: Holy
– Duration: 5 Turns
– Scaling: N/A
– Effect: 20% damage reduction and HP regeneration buff for allies.

• Sacred Call (400 Gold)
– Cost: 2
– Cooldown: 7
– Type: Holy
– Duration: 3 Turns
– Scaling: N/A
– Effect: 15% damage reduction and damage-reflecting shield for an ally.

Passive Abilities:
• Enduring Fighter (400 Gold)
– Greatly reduced damage.

• Shieled Training (400 Gold)
– Allows Shield use; increases block window and reduces damage.

Paladins are highly durable, dealing significant damage with low cooldowns. They also provide strong defensive buffs for allies.
Lancer Super Class from Arcane LineageActive Abilities:
• Rallying Shout (400 Gold)
– Cost: 2
– Cooldown: 7
– Type: Physical
– Duration: 4 Turns
– Scaling: N/A
– Effect: AOE damage, speed, and defense buff; 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 pierce attack with a chance to stun.

Passive Abilities:
• Rooted Fighter (400 Gold)
– Allows Shield use; increases block window and reduces damage.

• Poised Slayer (400 Gold)
– Dodges and blocks recover health (healing reduced based on SPD).

Lancers are well-rounded powerhouses, utilizing spears and shields. They offer AOE stuns, single-target stuns, and party damage buffs. Dodging and blocking recover health.
Rogue Super Class from Arcane LineageActive Abilities:
• Slash Barrage (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 5
– Scaling: STR
– Effect: Three slashes; extra damage if enemy is bleeding.

• Poison Trap (400 Gold)
– Cost: 2
– Cooldown: 7
– Type: Poison
– Damage: 5
– 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/LUCK
– Effect: Poison trap lasting 2 turns (activates 3 times).

Passive Abilities:
• Blader (400 Gold)
– Increased dagger damage and Bleed infliction.

• Advanced Thief (400 Gold)
– Improved enemy looting.

Rogues are well-rounded powerhouses, utilizing spears and shields. They offer AOE stuns, single-target stuns, and party damage buffs. Dodging and blocking recover health.
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 an enemy, scaling with consumed darkcores.

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 specialize in summoning a Darkbeast, whose power scales with consumed darkcores. They offer damage and debuff options.
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: Deals 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: Provides allies with Regeneration, a Damage buff, and Vulnerable to a target enemy.

Passive Abilities:
• Verdant Archer (400 Gold)
– Dodges and Crits grant