Home News Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

Complete Arcane Lineage Class Tier List [LIGHT AND DARK]

Mar 05,2025 Author: Zoe

In Arcane Lineage, your chosen Class dictates your playstyle, abilities, strengths, and progression. Starting with a Base Class, you advance to powerful Sub Classes and ultimately elite Super Classes, each offering unique skills and combat advantages. Strategic Class selection is crucial for success, making this one of the most important decisions in Arcane Lineage. This guide and tier list will help you optimize your class path.

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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

Initially, you select from several Base Classes upon reaching level 5. However, you can allocate specialization points to desired stats even before level 5 to prepare. Each Base Class excels in specific combat scenarios, so choose wisely.

Base Class Tier List

Arcane Lineage Base Class Tier List

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

Base Class List

Here's a breakdown of all Arcane Lineage Base Classes:

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 gain.

• Agile (50 gold) – Increased sprint speed.

The Thief excels in swift combat, quickly engaging and disengaging. They use skills to disorient and inflict Bleed. This is generally considered the best starting class due to its low ability costs and 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.

The Slayer is a mid-range, hard-hitting class that scales well with physical damage and STR. They use their spear 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 – 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 using fists to break defenses and their body to block attacks. They take less damage while blocking, making tanking easier. High STR scaling optimizes Cestus weapon use.
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.

The Warrior is a high-damage class with burst abilities and a chance to stun enemies. They scale with physical damage and STR, using swords.
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 a single active ability, focuses on ranged attacks and support. Arcane specialization boosts damage, but their vulnerability necessitates strategic play due to low defense.

While the Thief and Slayer are superior, other classes offer unique strengths. The Wizard, for example, can be powerful with mastery. Align your class choice with your preferred playstyle.

All Arcane Lineage Sub Classes Ranked

Sub Classes, unlocked at level 5, offer 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 potent advantages.

Sub Class List

Here's a detailed look at the Sub Classes:

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 excel at supporting their team with AOE buffs and debuffs. Curar Forte provides powerful party healing, but carries risk due to self-damage.
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-damage from potions.

• Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Spawns a cauldron.

• Certified (200 gold) – Allows selling potions and ingredients.

Alchemists focus on potion creation and use, offering damage, buffs, debuffs, and economic benefits. Unlocking full potential requires specific potions.
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 enemy information and increased item drop rates.

• Sneak (250 Gold + Sand Core) – Allows crouching, but inflicts continuous self-damage.

Beastmasters are versatile, enhancing loot acquisition through the Bestiary. They also offer support by weakening enemies. The Sneak ability is risky due to self-damage.

Careful consideration of your needs is crucial when selecting a Sub Class. Experimentation is encouraged.

All Arcane Lineage Super Classes Ranked

Super Classes, unlocked at level 15, represent the peak of power. They build upon Base Classes, offering diverse gameplay. They are expensive, so plan accordingly.

Super Classes Tier List

Arcane Lineage Super Class Tier List

Image by Tiermaker
The tier list highlights significant differences in effectiveness.

Super Classes List

Each Super Class offers distinct 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 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. Their attacks inflict Burn.
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, 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 damage.

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

Passive Abilities: • Blood Berserk (400 Gold) – Increased damage based on missing health.

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

The Impaler delivers massive damage spikes and AOE attacks, with damage increasing as health decreases. 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 – Type: Physical – Duration: 5 Turns – Scaling: N/A – Effect: Damage multiplier, reduced defenses.

Passive Abilities: • Greatsword Training (400 Gold) – Allows Greatsword use.

• Bloodlust (400 Gold) – Increased damage on kills and below 30% health.

Berserkers prioritize damage over defense, with damage increasing based on 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: Drains enemy life, healing self and summons.

• Raise Dead (400 Gold) – Cost: 3 – Cooldown: 25 – Type: Dark – Damage: 12 – Scaling: ARC – Effect: Revives a dead ally.

Passive Abilities: • Dark Caster (400 Gold) – Increased energy per turn.

• Death Syphon (400 Gold) – Killing enemies heals and grants speed.

Necromancers summon Skeletons, drain enemies, and revive allies. They gain energy per turn, enabling 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 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 allies provides buffs.

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

Saints are dedicated healers, cleansing and healing allies while gaining buffs from healing. Light Burst offers AOE control.
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 high damage output, combining AOE and 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, reduces enemy block and dodge chance.

Passive Abilities: • Elemental Master (400 Gold) – Reduced elemental damage.

• Caster (400 Gold) – Increased energy per turn.

Elementalists specialize in elemental magic, offering AOE damage, stuns, and team buffs. High energy gain 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 to allies.

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

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

• Shieled Training (400 Gold) – Allows Shield use, increasing block and reducing damage.

Paladins are highly durable, offering damage, defense, and buffs. Shield use enhances their defensive capabilities.
Lancer Super Class from Arcane LineageActive Abilities: • Rallying Shout (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Physical – Duration: 4 Turns – Scaling: N/A – Effect: Provides damage, speed, and defense buffs to 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 Shield use, increasing block and reducing damage.

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

Lancers are versatile, utilizing spears and shields for damage, 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, 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: High damage attack inflicting 2 stacks of Cursed if the target is poisoned.

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

• Advanced Thief (400 Gold) – Improved looting.

Rogues are versatile, utilizing spears and shields for damage, stuns, and party buffs. They recover health from dodges and blocks.
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. Darkcores empower it.

• 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 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 a Darkbeast, whose power scales with consumed darkcores. They offer damage and debuffs.
Ranger Super Class from Arcane LineageActive Abilities: • Flourish (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Nature – Damage: 9 – Scaling: ARC/SPD – Effect: AOE damage, defense reduction, speed increase, 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, Poison, and Vulnerable.

• Enrichment (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Nature – Duration: 3 Turns – Scaling: N/A – Effect: Provides regeneration, damage buff, and Vulnerable to a target enemy for allies.

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

Rangers harness nature's power for AOE attacks, poison, and debuffs. Their speed and damage increase with 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 while active.

• 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, utilizing invisibility and backstabs. Poison application enhances their damage.
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 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 disabling enemy magic, gaining benefits 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 dealing bonus damage against Vulnerable enemies.

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, gaining stat boosts from applying debuffs and while low on health.

The choice of Super Class significantly impacts gameplay. Consider the strengths and weaknesses of each before committing.

How to Train Classes and Level Up

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