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Overview[]

This page is a catalog of all known enemies in Arcane Lineage.

Mobs[]

Mobs are the monsters that spawn in Arcane Lineage, killing them gives you essence and sometimes mob drops which can sometimes be used to complete quests to give a small amount of Essence gold and sometimes potions.

+/- (%)Damage[]

All Mobs have varying resistances and weaknesses depending on the element being used. All Mobs of the same species have the same resistances and Weaknesses.

e.g Slimes are weak against fire but resistant against poison.

There are only NINE elemental types with only some having status effect counterparts.


Under Cursed Skies enemies will have increased health and damage with higher drop chances, keep an eye on the sever timer for it to be purple or in chat for "The sky is clouded with dark energies."


List of items that can be dropped from every enemy

  • Potions
  • Shards (weak - pure)
  • Blueprints
  • Scrolls

Bellow are the mobs that are before the light and dark update. which inaccuracies due to mob drops as mobs now drop gears instead of accessories.

The Crossing Roads Mobs[]

The center of the world! This is where you shall start your journey.

Name
HP: Regen
Attacks
+/- (%) Damage
Mob Drops Description & Image
Slime
15
  • Smack: (5 Base Damage, Contact).
  • Acid Spit: (4 Base damage, Ranged) Applies Poison. Blocking it also applies Poison.
-20% Poison Damage

-10% Magic Damage

+20% Fire Damage
Slime Chunk
The most basic mob in the game. The first enemy for most players. It has 15 HP, and is relatively easy.
Frost Slime
20
  • Frosty Smack:
  • Frosty Spit: Applies Cold, Blocking it also applies Cold.
  • Present: (10 Base Damage) or heal based on player max hp.
-30% Cold Damage

-20% Magic Damage

+10% Dark Damage

+30% Fire Damage
Unopened Present
An icy version of the Slime, it has more HP and is bigger overall.
Thief
12
  • Stab: (6 Base Damage, Contact) Can apply Bleed.
  • Strike: (5 Base Damage, Contact).
  • Steal: Steal a % of your max gold, can only be dodged, stolen gold will be given to the player who kills the thief.
-10% Physical Damage

+10% Fire Damage

+10% Magic Damage
10 Gold

Shattered Clock Hand
The second most basic Mob in the game, and the first humanoid Mob. It has 12 HP, and is similar in difficulty to Slimes, they can have different races like players.
Grass Spirit
20:1
  • Grass Bolt: (6 Base Damage, Ranged)
  • Nature's Embrace: Heals self and allies for 10 HP(has high priority and can be baited with small dmg to waste their turn/energy)
-40% Nature Damage

-15% Curse Damage

-15% Magic Damage

+10% Physical Damage

+20% Dark Damage
Ring of the Forest
First Spirit-like creature in the game. 20HP, similar difficulty to Zombie Mushrooms, however it being a healer can make them a pain.
Zombie Mushroom
35
  • Shroom Punch: (5 Base Damage, Contact)
  • Shroom Strike: (5 Base damage + 5.5 Poison Damage.) Inflicts 1 Stun and 2 Blind
  • Poison Spew: (5 Base damage Poison, Ranged, Undodgeable) Inflicts 4 Poison to all.
-20% Poison Damage

-10% Curse Damage

+10% Fire Damage

+20% Holy Damage
Mushroom Cap

Spore Root
Lil' mushroom child, 35HP, small but do not underestimate. As it's strong feats, it is advised to bring friends, if you have any.

Goblin
35
  • Base Classes skills
  • Rally: Summon 1 Goblin (Killing original goblin erases the summoned one)
  • Note: Currently, killing original goblin doesn't count summoned goblin as a kill.
-10% Physical Damage

+10% Magic Damage

+10% Fire Damage
Parasitic Leech

Goober

The Scorching Desert Mobs[]

This is the scorching desert, the hottest desert in the world, you do NOT want to get lost here...

Name HP:

Regen

Attacks
+/- (%) Damage
Mob Drops Description & Image
Desert Bandit
35
  • Sand Blade: (8 Base Damage, Contact) (0 Energy Cost)
  • Scimitar impale: (11 Base Damage, Contact) Applies 4 stacks of Bleed if not blocked or dodged (2 Energy Cost)
  • Dust implosion: (5 Base Damage - (Unblocked - 2TL - 22 Base Damage)) Inflicts 2 stacks of Crippled (3 Energy Cost)
  • Focus Step: (Self Status)Grants a temporary speed boost with the chance of auto dodging any attack, even if you normally cannot.
  • Circuit charge: (Self Status) Gives Night Raider 3 energy, plus 1 for the end of his turn. Make's himself vulnerable for 2 turns.[1 energy cost]
  • Call Sylph: Mob Summon
    Lesser Sylph- 15 health
    Move: Wind Bolt - 5 Base Damage
    Move: Gale Pulse - 7 Base Damage
-20% Fire Damage

-5% Physical Damage

+20% Poison Damage
30 Gold

Tier 1 equipment (Normal)

Tier 2 equipment (Corrupted Sky event)
Lowly thieves who have mastered an old weapon art from back when the desert flourished, now they attack anyone with valuables that enter the desert.
Roblox 3 17 2025 1 28 37 AM
Sand Elemental
30
  • Sand Blast: (8 Base Damage, Ranged) (0 Energy Cost)
  • Sandscreen: (7 Base Damage, Ranged, Undodgeable) (2 Energy Cost)
  • Dust Bomb: (17 Base Damage, Ranged) Inflicts 2 Vulnerability (3 Energy Cost)

-10% Physical Damage

+10% Nature Damage

Sand Core
Spirits formed from generations of wind and death in the dunes, they can control large amounts of sand and are one of the causes of the extreme sandstorms constantly ongoing the the desert.
Sand Elemental
Stray Sandstorm
65
  • Dust Pulse: (7 Base Damage, Ranged) (0 Energy Cost)
  • Sand Reform: (Self Status) Heals itself, applies 2 weak, 2 vulnerable to itself and regenerates for 3 turns (2 Energy Cost)
  • Sand Meteor: (19 Base Damage) 3 player turns it will fall (3 Energy Cost)
  • Swirling Sand: (Self Status) Increase attack damage (3 Energy Cost)

-20% Dark Damage

-20% Hex Damage

-20% Nature Damage

+10% Physical Damage

Restless Fragments
Ever-swirling masses of wind and sand, one of the main causes of the extreme wind and sandstorms in the dunes. Some say getting too close to them could suffocate you from the constant wind.
Sand Golem
70
  • Smash: (10 Base Damage, Contact)
  • Core Rage: Inflicts Heavy Stun on self for 1 turn to increase outgoing damage by 25%~
  • Dust Burst: (8 Base Damage 3x, Contact) (2 Energy Cost)
  • Sand Eruption: (30 Base Damage, Contact) If hit, inflicted with 3 Crippled & 1 Weakened (4 Energy Cost)

-25% Physical Damage

+10% Dark Damage

+10% Magic Damage

+10% Nature Damage

Ring Of Crushing Force
Huge golem, made out of sand. Can be seen carrying carts around for fast travel. Can be encountered more often when in a party.
Night Raider
65
  • Sand Cleaver: (10 Base Damage, Contact)
  • Sand Blade: (X Base Damage, Contact)
  • Quick Pocketsand: (6 base damage, contact)
  • Scimitar Impale: (16 Base Damage, Contact)
  • Thousand Nights: (8 Base Damage 4x, contact) Applies 4 stacks of bleeding.
  • Circuit charge: (Self Status) Gives Night Raider 3 energy, plus 1 for the end of his turn. Make's himself vulnerable for 2 turns.[1 energy cost]
  • Call Sylph: Mob Summon
    Lesser Sylph- 15 health
    Move: Wind Bolt - 5 Base Damage
    Move: Gale Pulse - 7 Base Damage

+20% Fire Damage

-5% Physical Damage

+20% Poison Damage

Nothing
Experienced raiders who have mastered an old weapon art from back when the desert flourished, now they attack anyone with valuables that enter the desert at night.
Night Raider

The Deeproot Canopy Mobs[]

The greenest of swamps! What mysteries shall be discovered here...

Name HP:

Regen

Attacks
+/- (%) Damage
Mob Drops Description & Image
Fog Spirit
45
  • Fog spread: 0 energy, teamwide AoE, can only be Dodged, does decent dmg.
  • Airborne Toxins: 2 energy, undodgeable and unblockable teamwide AoE, does a small amount of damage.
  • Haze Reflection: 3 energy, reflects the damage to the dealer, lasts 2-3 turns.

-40% Hex Damage

-40% Poison Damage

-20% Physical Damage

+20% Magic Damage

+20% Fire Damage

Haze Chunk
As visible as the fog that surrounds you, toughest Sprit you'll encounter in the entire game.
Venom Shroom
50
  • Poison Breath: 0 energy, an attack that is can be blocked or dodged if have enough speed, inflicts 1 Stack of Poison
  • Toxic Burst: 2 energy, an undodgeable attack, that inflicts 2 Stacks of Curse, if the target has at least 1 Stack of Poison(can only be used once per Battle)
  • Poison Spikes: 2 energy, summons poisonous spikes for 3 turns, that inflict 3 poison and deal a little amount of damage when attacked with melee weapon.

-50% Poison Damage(Heals them)

-30% Hex Damage

-10% Physical Damage

+10% Magic Damage

+30% Fire Damage

Mushroom Cap
The Zombie Shroom's cousin, cute but dangerous, with its power, it heals from poison.
Cursed Corpse
95
  • Soul Curse: Grants immunity to the last element used.
  • Blooming Hex: Debuffs you, try to use a healing move during the debuff still active will result in Heavy Stunned.
  • Poison Claw: Deal damage and apply poison
  • Passive: Applies Hex on some hits, makes you take more damage.

-80% Curse Damage

-50% Poison Damage

-15% Physical Damage

+20% Fire Damage

+30% Holy Damage

Nothing
A human he was, a cursed abomination he now is, like it's bandit siblings, can be different races.
Cess Horror
110:2
  • Imbued Strike: A dodgeable attack, that inflicts 1 Stack of Weakness [0 Energy Cost]
  • Cursed Skewer: A undodgeable attack, that inflicts 2 Stacks of Sundered [2 Energy Cost]
  • Darkness Infliction: Removes all debuffs from itself and heals based on the amount of removed debuff, inflicts 2 Stacks of Vunerability to all enemies
    [2 Energy Cost]

-50% Poison Damage

-30% Curse Damage

-10% Physical Damage

+10% Holy Damage

+30% Fire Damage

Rot Core
The hunters of the swamp! They have no predators because everyone is their prey.
Sentient Darkness
600:0
  • The End Is Nigh: Activates at the start of every battle, does nothing. [Very Spooky]
  • Thread Fate: Deals 30~ AoE damage attack that inflicts 3 stacks of vulnerable. [2 Energy cost] Undodgeable but blockable.
  • Doom: Deals 26~ single target damage [No Cost]

-50% Dark Damage

-50% Curse Damage

-20% Poison Damage

-20% Physical Damage

+10% Fire Damage

+30% Holy Damage

Rot Core

The Mount Thul Mobs[]

The dangerous volcano, the monsters will try their best to make you never escape.

Name HP:

Regen

Attacks
+/- (%) Damage
Mob Drops Description & Image
Magma Golem
120
  • Fire Crush: 0 energy, a dodgeable attack, inflicts 1 Stack of Burning
  • Lava Armor: 1 energy, reflects most damage from melee attacks for 3 tuns
  • Lava Domain: 2 energy, inflicts 4 Stacks of Vulnerability and 1 Stack of Hexed
  • Magma Breath: 2 energy, a  undodgeable attack, has a chance to inflict 1 Stack of Burning per Hit

-40% Fire Damage

-20% Physical Damage

-10% Nature Damage

+20% Magic Damage

Vulcan Knuckle
A powerful sand golem, instead of sand, however, lava courses it's every crack.
Lava Crab
80:2
  • Lava Spit: 0 energy, a dodgeable attack, has a chance to inflict 1 Stack of Burning
  • Lava Bomb: 2 energy, a undodgable attack, that inflicts 2 Stacks of Weakness, has a chance to also inflict 1 Stack of Burning
  • Lava Pool: 3 energy, summons a pool of lava beneath itself for 3 turns, inflicts 4 Stacks of Burning, if attacked with melee

-55% Fire Damage

-15% Physical Damage

+20% Dark Damage

Molten Carapace
Surprisingly, the only crab-like enemy, quite weak compared to everything else in this world

All Boss/Mini Bosses[]

All Boss locations, names, stats and rewards.

Boss Location Name HP:

Regen

Attacks
+/- (%) Damage
Mob Drops Description & Image
The Crossing Roads forest.
King Slime
400:2
  • Crush: Basic attack
  • Slime Creation: Spawns a Slime.
  • Scalding Spray: Hits all enemies no matter what, can Block for half damage - Inflicts 1 round of Poison and Burn
  • Poison Eruption: The basic attack but it also Poisons and damages everyone.
-30% Cold Damage

-20% Magic Damage

-10% Physical Damage

+10% Dark Damage

+30% Fire Damage
1. Ring of The Gelat

2. Slimy Buckler
First boss encounter you'll most likely have in Arcane Lineage, he's beefy and strong. Don't try to fight alone.
End of Mount Thul Yar'thul, the Blazing Dragon 1200 (1800 if corrupted)
  • Inferno: This attack is unavoidable. He uses this at the start of the battle, causing all party members to take Inferno damage. The stacks increase every round, increasing the damage of Inferno. You would preferably want to kill him quickly.
  • Fire Claw: Yar Thul’s basic attack. It targets only one person and is undodgeable unless you have enough speed. However it is Blockable by default. Inflicts 3 stacks of Burn when Blocked or being hit.
  • Magma Pillar: Yar’thul slams one of his claws down and creates magma pillar. Anything that physically attacks him takes damage, 2 stacks of Inferno, and 5 stacks of Burn. The magma pillar lasts for 3 rounds.
  • Blaze Core: Yar’thul absorbs half of the parties' Inferno stacks, lowering them. However, he heals between 50-450 HP.
  • Magma Beam: Yar’thul charges up for a round. Next round he will shoot a fire beam at a target. You would preferably want to guard. This does AoE damage around the target that gets hit. Unblockable and undodgeable. Inflicts 4 stacks of Burn to the target that was focused, and Yar'thul can use another attack right after.
  • Blaze Eruption: Yar’thul slams both claws down and geysers of fire will erupt underneath the party members. This attack only targets those that are Burning. However if no one is Burning it will choose a person randomly. Unblockable and undodgeable. Inflicts 3 stacks of Inferno.
  • Hellfire: Yar’Thul raises his head before firing a massive breath of fire across all targets. Hits multiple times and inflicts 9 stacks of Burn. Unblockable and undodgeable. The Burn is inflicted over the course of 3 hits, so 3 stacks of Burn every hit for a total of 9 stacks.
  • Armageddon: When below half HP and he has 6 energy, he will create a massive flaming meteor that hits all targets. There is no windup for this attack. Unblockable, unguardable, and undodgeable. This attack has damage reduction immunity, this means using steel body will not decrease its damage.

-50% Fire Damage

-20% Physical Damage

+10% Curse Damage

1. Metrom's Amulet

2. Reality Watch

3. Narthana's Sigil
The myth, the legend, the one and only... Yar'thul, the Blazing Dragon!
Thorian, the Rotten
1800:8
  • Cursed Wave: Deals AoE damage to three party members, has a chance to apply Curse [2 energy cost]
  • Overflowing Curse: Gives 1 Plague if you fail the minigame. [1 energy requirement, no cost]
  • Cess Breath: AoE damage to the four members at the party, also debuffs you [1 energy cost]
  • Warped Crush - He rushes and deals AoE dmg to three members of the party [1 energy requirement, no cost]
  • Blasphemous Obliteration: [HE ONLY USES THIS UPON REACHING HALF HEALTH] Deals a lot of dmg to the whole party and deal 1x Plague, 3x Curse, 1x Hexed [5 energy cost]
  • Hexing Burst: Deal small AoE damage to the party, it has a chance to give random debuffs, 1 hexed or 3 curse [1 energy cost]
  • Plague Rupture: Gives 1 Weakened, 1 Vulnerable, Curse, or Hex. This ability doesn't do any damage [2 energy cost]

-30% Physical Damage

-30% Curse Damage

-30% Dark Damage

-25% Poison Damage

-10% Nature Damage

+10% Fire Damage

+50% Holy Damage

1. The Void Key

2. Darksigil

3. Stellion Core
A story similar to that of the Cursed Corpse, a creation of god turned into a monstrosity amongst the world.
Seraphon (WIP)
4.5k:2 (6.75k:2 if corrupted)
  • High Retribution: (2 energy) Seraphon heals herself scaling on the amount of debuffs on her (base 250: each stack 100(?))
  • Justice: (1 energy) Seraphon uses the [non-descript flying blades portal attack] and deals heavy damage, applying 2 purify and 2 blinded. (Undodgable but blockable until 50 speed)
  • Searing Light: (3 energy) Seraphon draws a symbol in the air and smites a player, dealing heavy damage and applying 2 sundered, blinded, and purified (only dodgable until a certain speed)
  • Calling Light: (2 energy) Seraphon calls down one of Ralphion's angels, can be an elementalist (500hp), paladin (250hp), or saint (250 hp). Summoned units have access to their full super-class kit and can also use skyward bolt.
  • Holy Javalin: (0 energy) Seraphon's "basic" attack, deals light damage and applies 2 purified.

-10% Holy Damage

-20% Physical damage

+20% Dark Damage


1. Sun Weapons (sword, dagger, spear, staff)

2. Artifacts

3. Tempurus Gem

4. Arcanius Gem

5. Ralphion's Blessing

6. Imbuement Reliquary
"One of the few pure-blooded Sheea still remaining after the Flashpoint War. Following the sudden defection of a certain envoy of Raphion, she bore the responsibility of guiding the new generations of Lightmarked in their inevitable fight against Thanasius."
Arkhaia (WIP)

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