In Arcane Lineage, your Class dictates your entire playstyle, shaping your abilities, strengths, and overall progression. Starting with a Base Class, you'll ascend to powerful Sub Classes and ultimately, elite Super Classes, each boasting unique skills and combat advantages. Mastering the right class path is crucial for survival and dominance, making your initial Class selection one of the most pivotal decisions 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
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 battle areas—choose wisely!
Base Class Tier List

While this Base Class tier list shows some polarization, all classes are viable. However, Thief consistently proves to be the strongest starting option, as detailed below.
Base Class List
Base Classes | Abilities and Costs | Description |
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![]() | 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 fast-paced combat, quickly engaging and disengaging. They use skills to disorient foes and inflict bleeding. This is generally considered the best starting class due to its low ability costs and 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 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, hard-hitting class that scales well with physical damage and STR. They use spears to inflict poison and deal 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 • Endure (55 gold) – Cost: 1, Cooldown: 5, 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 using fists to break defenses and their body to block attacks. Reduced damage while blocking makes tanking easier, and high STR scaling enhances Cestus weapon 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 Passive Abilities: • Sword Training (50 gold) – Increased Sword weapon damage. • Strength Training (50 gold) – Increased block parry size. | Warrior is a high-damage class with burst abilities and 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. | The Wizard, with a single active ability, focuses on ranged attacks and support. Arcane specialization allows for significant damage, but their vulnerability necessitates strategic play. |
While Thief and Slayer stand out, other Base Classes have their uses. The Wizard, for example, is a niche class with high potential when mastered. Select a class that aligns with your playstyle, as additional class slots will incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5. Their versatility and power are significant, and they can be changed at any time by speaking to a Sub Class Trainer.
Sub Class Tier List

Despite the limited number of Sub Classes, each offers unique strengths. Some excel in offense, others in support, and some even in economic benefits.
Sub Class List
Sub Class | Abilities and Costs | Description |
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![]() | Active Abilities: • Latir Minor (400 gold) – Cost: 2, Cooldown: 10, Duration: 4 Turns, Scaling: N/A, Effect: Increases team damage by 5%, reduces incoming damage by 5%, and provides small health regeneration. • Rebanar Major (400 gold) – Cost: 2, Cooldown: 10, Duration: N/A, Scaling: N/A, Effect: Applies Vulnerable for four turns and Blind for three turns to enemies. Passive Abilities: • Curar Forte (Utility Item) (400 gold) – Sacrifices 3% of health to heal the team for 6% of their health. | Bards are exceptional supporters, providing both buffs for allies and debuffs for enemies. Their AOE effects maximize impact, and Curar Forte is a top-tier party heal. Use caution, as self-damaging abilities lack limits. |
![]() | 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-damaging potion effects. • Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) – Spawns a cauldron. • Certified (200 gold) – Sell potions and ingredients to the apothecary. | The Alchemist specializes in potion creation and use, dealing damage, applying buffs and debuffs, and generating income. Unlocking the cauldron allows for on-the-go potion creation. |
![]() | 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, Duration: 4 Turns, Scaling: N/A, Effect: Marks an enemy, doubling their Weakness. Passive Abilities: • Bestiary (Utility Item) (Free) – Provides information on killed enemies and improves item drop rates. • Sneak (250 Gold + Sand Core) – Allows crouching to avoid encounters (continuous damage while crouching). | The Beastmaster is highly versatile, focusing on increased loot and item drops. Registering monsters in the Bestiary improves drop rates. It can also function as support, weakening enemies. |
Careful Sub Class selection is crucial. Experiment to find the best fit for your needs. Alchemist and Beastmaster are particularly useful for economic advantages.
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 gameplay. They are expensive to acquire and upgrade.
Super Classes Tier List

Super Class selection is highly impactful. Slayer Super Classes are generally high-tier, while Martial Artist has a wider performance range.
Super Classes List
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; inflicts Burn. • Fire Sutra (400 Gold) – Cost: 1, Cooldown: 6, Type: Fire, Duration: N/A, Scaling: N/A, Effect: Empowers weapons with fire; chance to inflict Burn. • Flame Drop (400 Gold) – Cost: 3, Cooldown: 5, Type: Fire, Damage: 15, Scaling: STR, Effect: Burst fire damage; damages adjacent enemies. • Holy Mantra (400 Gold) – Cost: 2, Cooldown: 6, Type: Holy, Duration: N/A, Scaling: N/A, Effect: Provides Defense and Resist buff to self or ally. Passive Abilities: • Blessed Fists (400 Gold) – Stronger block and increased healing. | The Monk is a top-tier Super Class with heals, shields, burst damage, and buffs. Fire 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 and self-heal if enemy is bleeding. • Blood Eruption (400 Gold) – Cost: 3, Cooldown: 9, Type: Magic, Damage: 16, Scaling: STR/ARC, Effect: Sacrifices health for AOE blood explosion damage. • 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% health). • Deranged Fighter (400 Gold) – Debuffs trigger Berserk. | Impaler excels in massive damage spikes and AOE attacks. Lower health increases damage, and 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; inflicts 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, 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 safety. Lower health increases damage, and they gain 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; heals 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. | The Necromancer is a top non-STR class. They summon Skeletons, drain enemies, and revive allies. Increased energy per turn allows for 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. • Light Burst (400 Gold) – Cost: 2, Cooldown: 5, Type: Holy, Damage: 9, Scaling: ARC, Effect: AOE attack; inflicts Blindness; cannot be dodged. Passive Abilities: • Graceful Returns (400 Gold) – Healing allies grants buffs. • Holy Emissary (400 Gold) – 50% increased healing. | The Saint is a powerful healer, cleansing debuffs and healing allies. Healing buffs increase damage and tankiness. Light Burst provides 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: AOE continuous damage. • 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, offering AOE, high damage, and defensive options. They can parry attacks and deal damage back. |
![]() | Active Abilities: • Blaze (400 Gold) – Cost: 1, Cooldown: 5, Type: Fire, Damage: 7, Scaling: ARC, Effect: AOE fire damage. • Lightning Crash (400 Gold) – Cost: 3, Cooldown: 7, Type: Magic, Damage: 14, Scaling: ARC, Effect: AOE lightning attack; 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; lowers enemy block and dodge chance. Passive Abilities: • Elemental Master (400 Gold) – Reduced elemental damage. • Caster (400 Gold) – Increased energy per turn. | The Elementalist focuses on elemental magic, offering AOE damage, stuns, and team buffs. High energy gain allows for 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: 20% Damage Reduction and HP regeneration buff to allies. • Sacred Call (400 Gold) – Cost: 2, Cooldown: 7, Type: Holy, Duration: 3 Turns, Scaling: N/A, Effect: 15% Damage Reduction and damage-reflecting shield to an ally. Passive Abilities: • Enduring Fighter (400 Gold) – Significantly reduced damage. • Shielded Training (400 Gold) – Allows Shield use; increases block window and reduces damage. | Paladins are highly durable, dealing significant damage and providing strong buffs to allies. Their shield enhances their defensive capabilities. |
![]() | Active Abilities: • Rallying Shout (400 Gold) – Cost: 2, Cooldown: 7, Type: Physical, Duration: 4 Turns, Scaling: N/A, Effect: Buffs allies; draws aggro. • Discharge (400 Gold) – Cost: 2, Cooldown: 4, Type: Magic, Damage: 10, Scaling: STR/SPD, Effect: AOE attack; chance to stun. • Empowered Pierce (400 Gold) – Cost: 2, Cooldown: 6, Type: Physical, Damage: 14, Scaling: STR/SPD, Effect: High damage; chance to stun. Passive Abilities: • Rooted Fighter (400 Gold) – Allows Shield use; increases block window and reduces damage. • Poised Slayer (400 Gold) – Dodges and blocks recover health (healing reduced based on SPD). | Lancers are versatile powerhouses using spears and shields. They offer 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 enemy is 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; inflicts Cursed if target is poisoned. Passive Abilities: • Blader (400 Gold) – Increased dagger damage and Bleed infliction. • Advanced Thief (400 Gold) – Improved loot acquisition. | Rogues are versatile damage dealers, utilizing poisons and high damage attacks. Their passives enhance their damage output and looting capabilities. |
![]() | 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; scales with Crit chance. • Darkcore Eruption (400 Gold) – Cost: 1, Cooldown: 4, Type: Dark, Duration: N/A, Scaling: ARC, Effect: Damages and debuffs; scales with darkcores consumed. Passive Abilities: • Darkborne (400 Gold) – Critical attacks create darkcores; Strike scales with ARC. • Spirit Wraith (400 Gold) – Summons are empowered and gain lifesteal below 40% HP. | Dark Wraiths specialize in summoning Darkbeasts, whose power scales with consumed darkcores. They possess strong 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; inflicts Poison and Vulnerable. • Enrichment (400 Gold) – Cost: 1, Cooldown: 5, Type: Nature, Duration: 3 Turns, Scaling: N/A, Effect: Buffs allies with Regeneration, Damage buff, and Vulnerable to target enemy. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and Crits grant Damage and Speed boosts; Strikes scale with Arcane. | Rangers utilize nature's power for AOE attacks, poison, and defense reduction. Their high speed often allows for first strikes. |
![]() | 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 poison damage. • Stealth Strike (400 Gold) – Cost: 2, Cooldown: 6, Type: Physical, Damage: 10, Scaling: STR, Effect: Teleports behind target; inflicts Cursed if target is poisoned. Passive Abilities: • Shadow (400 Gold) – Chance to phase through attacks. • Poisoner (400 Gold) – Critical attacks apply Poison. | Assassins excel at stealth kills. Shadow Form provides invisibility and damage boosts, while their attacks utilize poison for added effects. |
![]() | Active Abilities: • Dark Glare (750 Gold) – Cost: 1, Cooldown: 4, Type: Dark, Damage: 7, Scaling: ARC, Effect: Applies Weakened, Vulnerable, and Blinded effects. • Abyss Anchor (750 Gold) – Cost: 2, Cooldown: 11, Type: Hex, Duration: 3 Turns, Scaling: N/A, Effect: Removes and prevents energy gain. • Inverse Abyss (750 Gold) – Cost: 3, Cooldown: 6, Type: Hex, Damage: 0, Scaling: N/A, Effect: Redirects debuffs from the team to enemies. Passive Abilities: • Inverse Flaws (750 Gold) – Gains bonuses from being debuffed. • Tactician (750 Gold) – Starts fights with Vulnerable applied to all enemies. | Hexers disable enemies' magic, gaining stat boosts from their own debuffs. Their unique ability applies Vulnerable to all enemies at the start of combat. |
![]() | Active Abilities: • Crushing Strike (750 Gold) – Cost: 2, Cooldown: 6, Type: Physical, Damage: 9, Scaling: STR, Effect: Inflicts Vulnerable. • Party Table (750 Gold) – Cost: 2, Cooldown: 4, Type: Physical, Damage: 1.5 x 7, Scaling: STR, Effect: AOE damage. • Burst Combo (750Gold) – Cost: 3, Cooldown: 6, Type: Physical, Damage: 2.5 x 4, Scaling: STR/LUCK, Effect: Four-hit combo; bonus damage if enemy is Vulnerable. Passive Abilities: • Crusher (750 Gold) – Empowered when applying negative effects (3-turn duration). • Bruiser(750 Gold) – Increased Speed and Defense below 50% HP. | Brawlers excel in damage and defense, gaining stat boosts from applying debuffs. They become even stronger when low on health. |
Super Classes vary greatly in scaling, speed, and damage. Some, like the Brawler, may underperform compared to others like the Monk.