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, players ascend to powerful Sub Classes and ultimately elite Super Classes, each boasting unique skills and combat advantages. Strategic Class selection is paramount for survival and dominance. This guide provides a detailed Arcane Lineage Class tier list and comprehensive 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
Base Classes are your starting point. At level 5, you choose and upgrade one. However, you can allocate specialization points to desired stats before level 5, preparing for your Base Class. Each Base Class excels in specific battle areas; choose wisely.
Base Class Tier List
While the Base Class tier list shows some disparity, no class is inherently weak. Each offers viable upgrade paths. However, Thief consistently proves the strongest starting option.
Base Class List
Detailed breakdown of Arcane Lineage Base Classes:
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. Considered the optimal starting class due to its effectiveness and affordable ability costs. |
![]() | 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 damage dealer, scaling well with physical damage and STR. 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. Breaks through defenses and utilizes strong blocking. Reduced damage while blocking enhances tanking capabilities. 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. | High-damage class with burst abilities. Heavy attacks stun enemies. 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. | Unique class with a single active ability. Focuses on ranged attacks and support. Arcane specialization boosts damage. Vulnerable due to lack of defense. Low ability costs offset this weakness. |
While Thief and Slayer stand out, other Base Classes have their uses. Wizard, though initially a niche class, can become surprisingly powerful with mastery. Align your class choice with your preferred playstyle, as additional class slots incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5. Despite their limited number, they offer significant versatility and power. They are changeable at any time via a Sub Class Trainer.
Sub Class Tier List
The limited number of Sub Classes doesn't diminish their impact. Each provides unique and powerful enhancements.
Sub Class List
Abilities and uses of Sub Classes:
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 minor health regeneration.
• Rebanar Major (400 gold) – Cost: 2 – Cooldown: 10 – Type: N/A – Duration: N/A – Scaling: N/A – Effect: Inflicts Vulnerable for four and Blind for three turns on enemies. Passive Abilities: • Curar Forte (Utility Item) (400 gold) – Sacrifices 3% health to heal the team for 6% of their total health. Use cautiously. | Bards excel at team support, providing both buffs and debuffs. AOE effects maximize efficiency. Curar Forte offers the game's best party heal, but its self-harm potential requires careful management. |
![]() | 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-harm from potions. • Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Spawns a cauldron anywhere. • Certified (200 gold) – Allows selling potions and ingredients to the apothecary. | Specializes in potion creation and use. Potions inflict damage, apply buffs/debuffs, and generate income. Cauldron creation enables on-the-go potion brewing. Potions are also sold for profit. Requires specific potions to unlock full potential. |
![]() | 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 improved item drop rates for Bestiary entries. • Sneak (250 Gold + Sand Core) – Allows crouching for stealth, but inflicts continuous damage. Use cautiously. | Highly versatile, focused on loot acquisition. Bestiary registration provides enemy information and increased item drop rates. Can also function as support, weakening enemies. Sneak ability offers stealth but carries a risk. |
Careful Sub Class selection is crucial. Experimentation is encouraged, as each offers unique advantages. Alchemist and Beastmaster are particularly useful for economic gains and item acquisition.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15 and represent the game's peak power. They build upon Base Classes, offering diverse gameplay. High upgrade costs necessitate sufficient gold. Different Super Class Trainers add to the challenge of acquisition.
Super Classes Tier List
Super Class tier placement varies significantly. Slayer Super Classes consistently rank highly. Martial Artist shows extreme variance, excelling and underperforming in specific niches. Careful consideration is needed.
Super Classes List
Detailed analysis of Super Classes:
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 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 to self or allies. Passive Abilities: • Blessed Fists (400 Gold) – Stronger block and increased healing. | Arguably the strongest Super Class. Combines heals, shields, burst damage, and buffs. Inflicts Burn, highly effective against many enemies. |
![]() | 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, increased 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-harm 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. | Massive damage spikes and AOE attacks. Damage increases with lower health. 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 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: 1.377x damage multiplier; reduced defenses. Passive Abilities: • Greatsword Training (400 Gold) – Enables Greatsword use. • Bloodlust (400 Gold) – 10% increased damage per kill; 40% increase below 30% health. | Mindless killing machines prioritizing damage over defense. Damage scales with lower health. Damage buffs for each enemy kill. |
![]() | 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 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. | Best non-STR class. Summons Skeletons, drains enemies, and revives 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 (primarily 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%. | Healing powerhouse, cleansing and healing allies. Healing buffs provide damage and tanking enhancements. Light Burst offers AOE blinding. |
![]() | Active 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. • 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) – Enables dual-wielding. • Parry Training (400 Gold) – Chance to parry attacks while blocking. | Dual-wields for maximum damage. Offers high damage, AOE, and defensive capabilities. Can parry attacks and reflect damage. |
![]() | Active 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. | Focuses on elemental magic. Offers AOE burns, stuns, and team buffs. High energy gain enables 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 20% damage reduction and HP 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. • Shielded Training (400 Gold) – Enables Shield use, increasing block window and reducing damage. | Highly tanky and durable, dealing significant damage. Buffs enhance ally tankiness. Shield use provides strong defensive options. |
![]() | 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) – Enables Shield use, increasing block window and reducing damage. • Poised Slayer (400 Gold) – Dodges and blocks recover health; healing reduced based on SPD. | All-around powerhouse using spears and shields. Offers AOE and single-target stuns, and AOE party damage 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: Three slashes, increased 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: High damage with a chance to stun. Passive Abilities: • Blader (400 Gold) – Increased dagger damage and Bleed infliction. • Advanced Thief (400 Gold) – Improved enemy looting. | All-around powerhouse using spears and shields. Offers AOE and single-target stuns, and AOE party damage buffs. Health recovery on dodges and blocks enhances survivability. |
![]() | 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 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 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. | Specializes in summoning a Darkbeast, scaling with darkcores consumed. Offers damage and debuff options. |
![]() | Active 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: 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 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 target. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and Crits provide damage and speed boosts; Strikes scale with Arcane. | Employs nature's power. Offers AOE attacks inflicting poison and lowering defense. High speed often ensures first strike advantage. |
![]() | Active 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 poisoned daggers. • 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. | Focuses on unseen kills. Invisibility provides bonus damage and untargetability. AOE options exist, but single-target elimination is the primary goal. |
![]() | 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 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 applied to all enemies. | Debuff and enemy magic disruption specialist. Offers strong disruption and gains stat bonuses when debuffed. Starts fights with enemies inflicted with Vulnerable. |
![]() | Active 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 – Top News
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