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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.
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.
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.
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.
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.
The Deeproot Canopy Mobs[]
The greenest of swamps! What mysteries shall be discovered here...
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.
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.
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.
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.
"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."