Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

Author: Andrew Mar 04,2025

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 success, making Class selection a pivotal decision. This guide provides a detailed tier list and explanation of each class to help you optimize your gameplay.

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All Arcane Lineage Base Classes RankedBase Class Tier ListBase Class ListAll Arcane Lineage Sub Classes RankedSub Class Tier ListSub Class ListAll Arcane Lineage Super Classes RankedSuper Classes Tier ListSuper Classes ListHow to Train Classes and Level Up All Arcane Lineage Base Classes Ranked

Base Classes are your starting point, selectable upon reaching level 5. Even before level 5, you can invest specialization points into desired stats to prepare. Each Base Class excels in specific combat areas, requiring careful consideration.

Base Class Tier List

Arcane Lineage Base Class Tier List

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While the Base Class tier list shows some disparity, no class is inherently weak. Each offers viable progression paths. However, the Thief stands out as the strongest starting option.

Base Class List

Here's a detailed breakdown of each Base Class:

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 fast-paced 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.
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 damage dealer, scaling well with physical damage and STR. Its spear inflicts poison and delivers 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 – 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 a strong block to mitigate damage. High STR scaling optimizes 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 – Effect: N/A

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. It scales with physical damage and STR, using swords as its 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 and reduced enemy targeting.

The Wizard, with its single active ability, focuses on ranged attacks and support. Arcane specialization maximizes damage output, but its vulnerability necessitates careful positioning.

While the Thief and Slayer stand out, other Base Classes offer unique strengths. The Wizard, despite its fragility, can become exceptionally powerful with mastery. Align your class choice with your preferred playstyle.

All Arcane Lineage Sub Classes Ranked

Sub Classes unlock at level 5, offering versatility and power. They are changeable at any time via a Sub Class Trainer.

Sub Class Tier List

Arcane Lineage Sub Class Tier List

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Despite the limited number of Sub Classes, each provides significant advantages. They offer diverse roles, from offense and support to economic benefits.

Sub Class List

Here's a breakdown of each Sub Class:

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 health regeneration.

• Rebanar Major (400 gold) – Cost: 2 – Cooldown: 10 – Type: N/A – Duration: N/A – Scaling: N/A – Effect: Inflicts Vulnerable and Blind on enemies.

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

Bards provide exceptional team support with AOE buffs and debuffs. Curar Forte offers powerful party healing, but carries a risk.
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 (undodgeable, 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.

The Alchemist focuses on potion creation and usage, offering damage, buffs, debuffs, and economic benefits. Requires potion preparation to unlock full potential.
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 (undodgeable, 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 (continuous damage).

The Beastmaster enhances loot acquisition and provides support by weakening enemies. The Mark ability increases item drop rates from registered Bestiary enemies.

Careful Sub Class selection is crucial. The Alchemist and Beastmaster offer strong economic advantages.

All Arcane Lineage Super Classes Ranked

Super Classes unlock at level 15, representing the pinnacle of power. They build upon Base Classes, offering unique abilities but at a significant gold cost. Different Super Class Trainers teach these advanced classes.

Super Classes Tier List

Arcane Lineage Super Class Tier List

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Super Class effectiveness varies greatly. Slayer Super Classes consistently rank high, while Martial Artist Super Classes show significant disparity. Careful selection is essential due to the high upgrade costs.

Super Classes List

Super Classes possess unique damage types, passives, and scaling:

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 damages 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 arguably the strongest Super Class, offering heals, shields, burst damage, buffs, and Burn application.
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 if enemy is bleeding, self-heal.

• 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-damage for AOE blood shard burst.

Passive Abilities: • Blood Berserk (400 Gold) – Increased damage based on missing health (1.5x at 50%).

• Deranged Fighter (400 Gold) – Debuffs trigger Berserk.

The Impaler excels in high damage spikes and AOE attacks, with damage scaling based on missing health.
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% at below 30% health.

Berserkers prioritize damage over defense, with damage scaling based on missing health and 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: Lifts and 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 burst.

The Necromancer excels in summoning, draining, and reviving allies, gaining energy per turn for 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 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 grants buffs.

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

The Saint is a dedicated healer, cleansing debuffs and providing significant healing with additional buffs.
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 AOE attack.

• 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 utilize dual-wielding for high damage output, combining AOE attacks with defensive capabilities.
Elementalist Super Class from Arcane LineageActive 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, lowers 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 damage, stuns, and team buffs. High energy gain allows for 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 for 2 turns.

• Pure Resonation (400 Gold) – Cost: 2 – Cooldown: 9 – Type: Holy – Duration: 5 Turns – Scaling: N/A – Effect: 20% damage reduction and health 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, increasing block window and reducing damage.

Paladins are highly durable tanks that also deal significant damage and 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 for allies (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 attack 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 by SPD).

Lancers are versatile, combining AOE stuns, single-target stuns, party buffs, and health recovery on dodges/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 lasting 2 turns (activates 3 times).

• Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/LUCK – Effect: Single target high damage attack.

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

• Advanced Thief (400 Gold) – Enhanced looting.

Rogues focus on high damage single target attacks and poison application, combining high damage with enhanced looting.
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 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) – Summons are empowered and gain lifesteal below 40% HP.

Dark Wraiths specialize in summoning Darkbeasts, 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, damage buff, and Vulnerable to a target enemy.

Passive Abilities: • Verdant Archer (400 Gold) – Dodges and crits grant damage and speed boosts. Strikes scale with Arcane.

Rangers utilize nature magic for AOE damage, poison, and buffs, with damage and speed scaling based on dodges and crits.
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 (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 target is poisoned.

Passive Abilities: • Shadow (400 Gold) – Chance to phase through attacks.

• Poisoner (400 Gold) – Critical attacks apply Poison.

Assassins focus on stealth and single-target elimination, maximizing damage through invisibility and poison application.
Active Abilities: • Dark Glare (750 Gold) – Cost: 1 – Cooldown: 4 – Type: Dark – Damage: 7 – Scaling: ARC – Effect: Inflicts Weakened, Vulnerable, and Blinded.

• Abyss Anchor (750 Gold) – Cost: 2 – Cooldown: 11 – Type: Hex – Duration: 3 Turns – Scaling: N/A – Effect: Removes 2 energy and prevents energy gain.

• Inverse Abyss (750 Gold) – Cost: 3 – Cooldown: 6 – Type: Hex – Damage: 0 – Scaling: N/A – Effect: Redirects debuffs aimed at the team 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 disrupting enemy magic, gaining 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 3 stacks of 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 (3-turn buff).

• Bruiser(750 Gold) – Increased speed and defense below 50% HP.

Brawlers excel in damage and defense, gaining stat boosts from applying debuffs and while at low health.

Super Class choices significantly impact gameplay. The Monk stands out for its exceptional team support and damage. Consider the high upgrade costs before committing.

How to Train Classes and Level Up