In Arcane Lineage, your chosen class fundamentally shapes your gameplay experience, dictating your abilities, strengths, and overall progression. Starting with one of the base classes, you'll ascend through powerful subclasses and ultimately reach elite super classes, each boasting unique skills and combat advantages. Mastering the optimal class path is crucial for survival and success, making your initial class selection a pivotal decision. This guide provides a comprehensive Arcane Lineage class tier list and detailed explanations to help you make the best choice.
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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
These are your starting classes. At level 5, you'll choose one to upgrade. However, you can invest specialization points into your preferred stat before level 5 to prepare. Each base class excels in specific combat scenarios, so choose wisely.
Base Class Tier List

While the base class tier list shows some disparity, all classes are viable. The Thief, however, stands out as the strongest starting option, as detailed below.
Base Class List
Here's a detailed breakdown of each base class in Arcane Lineage:
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. Their skills disorient foes and inflict bleeding. This is widely considered the best starting class due to its cost-effectiveness and strong early game performance. |
![]() | 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. | The Slayer is a mid-range damage dealer, scaling well with physical damage and STR. Their spear inflicts poison and delivers burst damage. Successful dodges provide a speed boost, adding 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, the Martial Artist uses fists to break through defenses and their strong body to block attacks. They take less damage while blocking, making them excellent tanks. High STR scaling enhances their Cestus weapon damage. |
![]() | 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. | Warriors deal high damage with burst abilities. Their heavy attacks have a chance to stun enemies. They scale with physical damage and STR, using swords as their primary weapon. |
![]() | 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. | Wizards have a unique single active ability, focusing on ranged attacks and support. Arcane specialization significantly boosts their damage. Their vulnerability is balanced by their low ability costs. |
While the Thief and Slayer classes generally outperform others, the other base classes still offer viable gameplay. The Wizard, for example, can be surprisingly powerful with mastery. Ultimately, choose the class that best suits your preferred playstyle.
All Arcane Lineage Sub Classes Ranked
Subclasses become available at level 5. They offer significant versatility and power, and can be changed at any time by speaking to a Subclass Trainer.
Sub Class Tier List

Despite the limited number of subclasses, each offers unique and powerful enhancements. Experiment to find the best fit for your character.
Sub Class List
Here's a detailed look at the subclasses and their uses:
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: Applies Vulnerable for four turns and Blind for three turns. Passive Abilities: • Curar Forte (Utility Item) (400 gold) – Sacrifices 3% health to heal the team for 6% of their health. | Bards are exceptional support, providing both buffs and debuffs. Their AOE effects maximize effectiveness, aiding the team when it matters most. Curar Forte is a top-tier party heal, but use caution due to the self-damage. |
![]() | 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 (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) – Sell potions and ingredients to the apothecary. | Alchemists specialize in potion creation and use. Potions can deal damage, apply buffs/debuffs, and generate income. Unlocking the cauldron allows on-the-go potion crafting. This class offers economic benefits even outside of combat. |
![]() | Active 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 to avoid enemies (continuous self-damage). | Beastmasters are versatile, focusing on increased loot and item drops. The Bestiary provides enemy information, and the Mark ability boosts loot from registered enemies. They can also weaken enemies for themselves and their team. |
Careful subclass selection is crucial. Each subclass offers unique advantages; the Alchemist and Beastmaster are particularly useful for acquiring wealth and items.
All Arcane Lineage Super Classes Ranked
Super classes unlock at level 15 and represent the pinnacle of power. They build upon base classes, offering diverse and powerful gameplay. They are expensive to acquire and upgrade.
Super Classes Tier List

The tier list highlights the disparity in super class strength. Slayer super classes generally rank highly, while Martial Artist super classes occupy both high and low tiers. Careful consideration is vital due to the high cost of upgrading.
Super Classes List
Each super class possesses unique damage types, passives, and scaling. The following details help determine the best fit for your playstyle:
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 that can inflict 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. | Monks are exceptionally strong, offering heals, shields, burst damage, and buffs. Their attacks inflict 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, bonus damage if 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 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. | Impalers deliver massive damage spikes and AOE attacks. Lower health increases damage. Berserk mode further boosts 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) – Allows Greatsword use. • Bloodlust (400 Gold) – 10% increased damage per kill; 40% increase below 30% health. | Berserkers prioritize damage over defense. Lower health significantly increases damage. They also gain damage buffs for each enemy killed. |
![]() | 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 (40% HP). Passive Abilities: • Dark Caster (400 Gold) – Increased energy per turn. • Death Syphon (400 Gold) – Killing an enemy heals and grants a speed boost. | Necromancers excel as non-STR classes. They summon Skeletons, drain enemies, and revive allies. Increased energy per turn allows frequent spellcasting. |
![]() | 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 (cannot be dodged). Passive Abilities: • Graceful Returns (400 Gold) – Healing an ally provides a buff. • Holy Emissary (400 Gold) – Increases all healing by 50%. | Saints are exceptional healers, cleansing and healing allies. Healing buffs increase damage and tankiness. Light Burst blinds all enemies. |
![]() | 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 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 dual-wield for maximum damage. They possess high damage, AOE, and defensive options, including the ability to parry attacks. |
![]() | Active 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 focus on elemental magic, offering versatility. They have AOE attacks, stuns, and team buffs. High energy gain allows frequent spellcasting. |
![]() | Active Abilities: • Holy Crash (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Holy – Damage: 11 – Scaling: STR/END – Effect: AOE damage, draws aggro. • Pure Resonation (400 Gold) – Cost: 2 – Cooldown: 9 – Type: Holy – Duration: 5 Turns – Scaling: N/A – Effect: Provides 20% damage reduction and health regeneration. • 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. Passive Abilities: • Enduring Fighter (400 Gold) – Greatly reduced damage. • Shieled Training (400 Gold) – Allows Shield use, increasing block window and reducing damage. | Paladins are extremely tanky, dealing high damage with low cooldowns. They also provide strong buffs, enhancing ally tankiness. Shields further improve their defense. |
![]() | Active 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; 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, increasing block window and reducing damage. • Poised Slayer (400 Gold) – Dodges and blocks recover health (healing reduced based on SPD). | Lancers are well-rounded powerhouses using spears and shields. They have AOE stuns, single-target stuns, and party damage buffs. Dodging and blocking recover health. |
![]() | Active Abilities: • Slash Barrage (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 5 – Scaling: STR – Effect: Three slashes, bonus damage if bleeding. • Poison Trap (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Poison – Damage: 5 – Scaling: STR/SPD – Effect: AOE poison trap (lasts 2 turns, activates 3 times). • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/LUCK – Effect: High damage attack with a chance to stun. Passive Abilities: • Blader (400 Gold) – Increased dagger damage and bleed infliction. • Advanced Thief (400 Gold) – Improved enemy looting. | Rogues prioritize damage and defense. They apply debuffs and gain increased stats when doing so. They also gain increased speed and defense when low HP. |
![]() | Active 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 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. | Dark Wraiths specialize in summoning a Darkbeast, whose power scales with consumed dark
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