In Arcane Lineage, your Class dictates your entire gameplay experience, shaping your abilities, strengths, and overall progression. Starting with Base Classes, you'll ascend to powerful Sub Classes, and finally, reach elite Super Classes—each offering unique skills and combat advantages. Choosing the right class path is crucial for survival and success, making this initial decision one of the most important in the game. This guide provides a comprehensive Arcane Lineage class tier list and walkthrough to help you optimize your character.
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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
At the start of your Arcane Lineage journey, you'll choose from several Base Classes. Reaching level 5 unlocks your chosen class upgrade. However, you can allocate specialization points before level 5 to prepare for your Base Class selection. Each Base Class excels in specific battle areas, so choose wisely!
Base Class Tier List

While the Base Class tier list shows some disparity, it's important to note that no class is inherently "bad." Each offers viable gameplay. However, the Thief consistently proves to be 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) – Gain increased gold from all sources. • Agile (50 gold) – Sprint speed increased. | The Thief excels in swift combat, quickly engaging and disengaging enemies. Using skills to disorient foes and inflict bleeding, this class is widely considered the best starting option due to its cost-effective abilities and overall effectiveness. |
![]() | 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) – Your Sword weapon damage is permanently increased. • Swift Fighter (50 gold) – Dodging successfully grants you a short speed buff. | The Slayer is a mid-range, hard-hitting class that scales well with physical damage and STR. Utilizing a spear to inflict poison and deliver burst damage, its successful dodges grant 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: Gain 25% increased Damage Resist Passive Abilities: • Fighting Prowess (55 gold) – Your Cestus weapon damage is permanently increased. • Iron Body (55 gold) – Takes less damage while blocking. | A tanky melee class, the Martial Artist uses fists to break through defenses and relies on a strong block to mitigate damage. The reduced damage taken while blocking makes tanking significantly easier, and 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) – Your Sword weapon damage is permanently increased. • Strength Training (50 gold) – Your block parry size is increased. | The Warrior delivers high damage with burst abilities, and its heavy attacks have a chance to stun enemies. Scaling with physical damage and STR, the sword is its primary weapon. |
![]() | Active Abilities:
• Magic Missile (40 gold)
– Cost: 0
– Cooldown: 0
– Type: Magic
– Damage: 6
– Scaling: ARC
– Effect: Changes color based on your Soul Color. Passive Abilities: • Scholar Training (40 gold) – Your Staff weapon damage is permanently increased. • Coward (40 gold) – Gain increased escape chance. Enemies will target you less. | The Wizard's unique single active ability focuses on ranged attacks and support. Arcane specialization amplifies damage, but its vulnerability necessitates careful play due to its lack of defense. Low ability costs partially offset this. |
While the Thief and Slayer stand out, the other Base Classes have their uses. The Wizard, for example, is a niche class with potential for high damage output with mastery. Consider your preferred playstyle when choosing, as additional class slots will incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes become available at level 5. Though limited in number, they offer significant versatility and power. They can be changed at any time by interacting with a Sub Class Trainer.
Sub Class Tier List

The current three Sub Classes offer unique strengths. Some excel in offense, others in support, and some even in economic benefits.
Sub Class List
Here's a breakdown of each Sub Class's abilities and utility:
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: Increase your team’s damage by 5%, reduce incoming damage by 5%, and give your team small health regeneration.
• Rebanar Major (400 gold) – Cost: 2 – Cooldown: 10 – Type: N/A – Duration: N/A – Scaling: N/A – Effect: The enemies are Vulnerable for four and Blind for three turns. Passive Abilities: • Curar Forte (Utility Item) (400 gold) – Sacrifice 3% of your total health to heal your team for 6% of their total health. Be careful, as this ability can kill you. | Bards are exceptional team supporters, providing both buffs for allies and debuffs for enemies. Their area-of-effect (AOE) buffs/debuffs maximize effectiveness, and Curar Forte offers the game's best party heal. However, the self-damaging heal 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: Apply 3 random debuffs to the target. This attack cannot be dodged or blocked. Passive Abilities: • Iron Gut (200 gold + 1 Ferrus Skin Potion) – Reduce the self-damaging effects of potions, allowing you to drink more of the same type. • Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Get a skill that allows you to spawn a cauldron anywhere. • Certified (200 gold) – You can sell potions and ingredients to the apothercary for money. | The Alchemist specializes in potion creation and use. Potions can deal damage, apply buffs/debuffs, and generate income. The ability to spawn a cauldron enhances mobility, and potion sales provide economic advantages even outside combat. Unlocking full potential requires specific potion preparation. |
![]() | Active Abilities:
• Mark (250 gold + Mushroom Cap)
– Cost: 1
– Cooldown: 2
– Type: Physical
– Damage: 7
– Scaling: STR
– Effect: If an enemy is killed by this, they are added to your Bestiary. This attack cannot be dodged or blocked. • Expose (250 gold + Restless Fragment) – Cost: 2 – Cooldown: 6 – Type: Physical – Duration: 4 Turns – Scaling: N/A – Effect: You mark an enemy, increasing their Weakness by 2x. Passive Abilities: • Bestiary (Utility Item) (Free) – Gain the Bestiary. The Bestiary lets you see the information about enemies you previously killed in battle. Enemies registered to the Bestiary using the Mark ability will have better item drop rates in the future. • Sneak (250 Gold + Sand Core) – You can crouch, moving slowly to avoid enemy encounters. While you crouch, you continuously take damage. Be careful, as this ability can kill you. | The Beastmaster offers exceptional versatility, boosting loot acquisition. Registering monsters in the Bestiary improves item drop rates, accelerating progression. It also functions as support, weakening enemies for both the Beastmaster and their team. The Sneak ability, however, risks self-harm. |
Careful Sub Class selection is crucial. The Alchemist and Beastmaster are particularly useful for economic gain and item acquisition.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15 and represent the game's peak power. Building upon Base Classes, they offer diverse and powerful abilities. Their high upgrade costs necessitate sufficient gold, and their trainers are scattered, requiring strategic planning.
Super Classes Tier List

The tier list highlights significant variation, with some classes excelling in specific niches while others maintain consistent high-tier performance. Slayer Super Classes, for example, are consistently strong choices. Careful consideration is vital due to the cost and time involved in changing Super Classes.
Super Classes List
Each Super Class possesses unique damage types, passives, and scaling:
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: Empower your or your allies’ weapon with the power of fire, giving the weapon a chance to inflict Burn. • Flame Drop (400 Gold) – Cost: 3 – Cooldown: 5 – Type: Fire – Damage: 15 – Scaling: STR – Effect: Burse of fire deamage, also damages adjacent enemies. • Holy Mantra (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Holy – Duration: N/A – Scaling: N/A – Effect: Give yourself or an ally a Defense and Resist buff. Passive Abilities: • Blessed Fists (400 Gold) – Much stronger block and increased overall healing. | The Monk is a top-tier Super Class, combining heals, shields, burst damage, and buffs. Its tankiness and potent damage, coupled with the Burn effect, make it exceptionally strong. |
![]() | Active Abilities:
• Rending Barrage (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 3.5 x 3 + 3.5 if Bleeding
– Scaling: STR
– Effect: Perform 3 fast attacks on an enemy, shredding them. If the enemy is bleeding, deal bonus damage and heal yourself. • Blood Eruption (400 Gold) – Cost: 3 – Cooldown: 9 – Type: Magic – Damage: 16 – Scaling: STR/ARC – Effect: Sacrifice a bit of health to devastate all enemies in an AOE explosion of blood. • Bloody Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Physical – Damage: 2.5 x 4 – Scaling: STR/ARC – Effect: Stab yourself, creating 4 blood shards for each enemy. Fire the blood shards at each enemy for an AOE burst. Passive Abilities: • Blood Berserk (400 Gold) – Increase your damage for each 1% of health missing. 1.5x damage at 50% health. • Deranged Fighter (400 Gold) – Debuffs make you go Berserk. | The Impaler excels in massive damage spikes and AOE attacks, with damage scaling inversely with health. Its Berserk mode further enhances damage and resistance, resulting in some of the highest damage potential in the game. |
![]() | Active Abilities:
• Head Splitter (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Physical
– Damage: 16
– Scaling: ARC
– Effect: Jump onto an enemy and do a devastating attack. This attack inflicts Vulnerable for 2 turns. • Darklight Drain (400 Gold) – Cost: 2 (or more) – Cooldown: 7 – Type: Dark – Damage: 2 x All Available Energy – Scaling: STR – Effect: This attack does more damage the more energy you have. • Rage Empower (400 Gold) – Cost: 1 – Cooldown: 7 – Type: Physical – Duration: 5 Turns – Scaling: N/A – Effect: Enter a blind rage that gives you a x1.377 damage multiplier. Your defenses are slightly lowered in this state. Passive Abilities: • Greatsword Training (400 Gold) – Allows you to buy and use the Greatsword. • Bloodlust (400 Gold) – Get 10% increased damage whenever you kill an enemy and a 40% damage increase when below 30% health. | Berserkers prioritize damage over defense, with damage scaling inversely with health. Their damage significantly increases with each enemy kill, making them formidable in prolonged encounters. |
![]() | Active Abilities:
• Call Skeleton (400 Gold)
– Cost: 2
– Cooldown: 8
– Type: Dark
– Damage: N/A
– Scaling: ARC
– Effect: Summon a Skeleton to fight for you. • Darklight Drain (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Dark – Damage: 6 – Scaling: ARC – Effect: Lift an enemy into the air, draining their life. This energy heals you and your summons for 150% of the damage dealt. • Raise Dead (400 Gold) – Cost: 3 – Cooldown: 25 – Type: Dark – Damage: 12 – Scaling: ARC – Effect: Choose a dead ally to revive. They come back to the battle with 40% HP. Passive Abilities: • Dark Caster (400 Gold) – Chance to get more energy per turn. • Death Syphon (400 Gold) – Killing an enemy heals you and gives you a short burst of speed. | The Necromancer is a top non-STR class, summoning skeletons, draining life force, and uniquely reviving fallen allies. Increased energy gain per turn maximizes spellcasting frequency. |
![]() | Active Abilities:
• Cleansing Prayer (400 Gold)
– Cost: 2
– Cooldown: 5
– Type: Holy
– Damage: 0
– Scaling: Outgoing healing.
– Effect: Cleanse all debuffs. • Holy Grace (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 0 – Scaling: STR/ARC – Effect: A massive heal scaling with STR and ARC (ARC primarily) • Light Burst (400 Gold) – Cost: 2 – Cooldown: 5 – Type: Holy – Damage: 9 – Scaling: ARC – Effect: A burst AOE attack that inflicts Blindness on all enemies. This attack cannot be dodged. Passive Abilities: • Graceful Returns (400 Gold) – Healing an ally gives you a buff. • Holy Emissary (400 Gold) – Increase all healing by 50% | The Saint is a dedicated healer, cleansing debuffs and providing substantial healing with additional buffs upon healing allies. The Light Burst adds AOE control. |
![]() | Active Abilities:
• Impaling Strike (400 Gold)
– Cost: 1
– Cooldown: 4
– Type: Physical
– Damage: 14
– Scaling: STR
– Effect: Thrust your blade into an enemy, inflicting 2 Bleeds. • Flowing Dance (400 Gold) – Cost: 3 – Cooldown: 6 – Type: Physical – Damage: 1.35 x 8 – Scaling: STR – Effect: Leap into the air, doing a dance of blades, continuously damaging an enemy. • Simple Domain (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: N/A – Scaling: STR – Effect: Enter a stance that counters any enemy that attacks you. Passive Abilities: • Dual Blader (400 Gold) – Allows you to dual-wield blades, making you more proficient with them. • Parry Training (400 Gold) – You get a chance to Parry attacks when blocking. | Blade Dancers utilize dual-wielding for maximized damage. Their kit includes 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: Perform a wave of fire that hits all enemies. • Lightning Crash (400 Gold) – Cost: 3 – Cooldown: 7 – Type: Magic – Damage: 14 – Scaling: ARC – Effect: Do an AOE lightning attack that has a chance to stun enemies. • Gale Uplift (400 Gold) – Cost: 3 – Cooldown: 12 – Type: nature – Duration: 4 Turns – Scaling: N/A – Effect: Give your team increased speed and a chance to dodge attacks. Lower the enemies’ chance to block and dodge. Passive Abilities: • Elemental Master (400 Gold) – You take less elemental damage. • Caster (400 Gold) – Chance to get extra energy per turn. | The Elementalist focuses on elemental magic, offering versatility through AOE damage, stuns, and team buffs. High energy gain ensures frequent spellcasting. |
![]() | Active Abilities:
• Holy Crash (400 Gold)
– Cost: 2
– Cooldown: 6
– Type: Holy
– Damage: 11
– Scaling: STR/END
– Effect: Deal a little amount of damage to all enemies, aggroing them onto yourself for 2 turns. • Pure Resonation (400 Gold) – Cost: 2 – Cooldown: 9 – Type: Holy – Duration: 5 Turns – Scaling: N/A – Effect: Bless your allies with a 20% Damage Reduction buff and grant them 1.5% of their max HP as regen. • Sacred Call (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Holy – Duration: 3 Turns – Scaling: N/A – Effect: Bless an ally with 15% Damage Reduction and a damage-reflecting shield that returns 30% of all melee damage. Passive Abilities: • Enduring Fighter (400 Gold) – Take greatly reduced damage. • Shieled Training (400 Gold) – You can use a Shield, which increases your block window and reduces incoming damage. | Paladins are exceptionally tanky, combining high damage with low cooldowns and team buffs. Their shield enhances defense and provides damage mitigation. |
![]() | Active Abilities:
• Rallying Shout (400 Gold)
– Cost: 2
– Cooldown: 7
– Type: Physical
– Duration: 4 Turns
– Scaling: N/A
– Effect: Give all your allies a damage, speed, and defense buff. This ability also draws aggro. • Discharge (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Magic – Damage: 10 – Scaling: STR/SPD – Effect: An AOE ability that has a chance to stun. • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/SPD – Effect: Pierce an enemy, dealing devastating damage. This attack has a chance to stun. Passive Abilities: • Rooted Fighter (400 Gold) – You can use a Shield, which increases your block window and reduces incoming damage. • Poised Slayer (400 Gold) – Dodges and Blocks recover your health. Healing is decreased based on how high your SPD stat is. | Lancers are well-rounded powerhouses, combining high damage, AOE stuns, and team 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: Slash the enemy 3 times, dealing extra damage if the enemy is bleeding. • Poison Trap (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Poison – Damage: 5 – Scaling: STR/SPD – Effect: An AOE ability that has a chance to stun. • Empowered Pierce (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 14 – Scaling: STR/LUCK – Effect: A Poison trap that lasts 2 turns. Can activate 3 times before breaking. Passive Abilities: • Blader (400 Gold) – Your daggers deal more damage and infict Bleed on enemies. • Advanced Thief (400 Gold) – Become better at looting your enemies, getting better items. | Rogues are well-rounded powerhouses, combining high damage, AOE stuns, and team 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: Summon a Darkbeast to fight for you. Consume darkcores to empower it. • Dark Smite (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Dark – Damage: 2 x 4 – Scaling: ARC – Effect: Strike the enemy 4 times, empowered by your 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 the number of darkcores consumed. Passive Abilities: • Darkborne (400 Gold) – Critical attacks create darkcores. Your Strike scales with ARC. • Spirit Wraith (400 Gold) – When below 40% HP, your summons become empowered and gain lifesteal. | Dark Wraiths excel at summoning, particularly the Darkbeast, whose power scales with consumed darkcores. Their damage and debuff options provide versatility. |
![]() | Active Abilities:
• Flourish (400 Gold)
– Cost: 2
– Cooldown: 6
– Type: Nature
– Damage: 9
– Scaling: ARC/SPD
– Effect: Damages all enemies in an AOE burst and lowers their defense. Raise your Speed and Aggro for 1 turn. • Perennial Canopy (400 Gold) – Cost: 3
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