In Arcane Lineage, your Class dictates your entire playstyle, shaping your abilities, strengths, and overall progression. Starting with Base Classes, you'll ascend to powerful Sub Classes and ultimately reach elite Super Classes, each boasting unique skills and combat advantages. Mastering the optimal class path is crucial for survival and dominance, making your initial Class selection a pivotal decision. This guide provides a comprehensive Arcane Lineage class tier list and detailed walkthrough.
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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
Your journey begins with the Base Classes, accessible from the start. At level 5, you'll choose one to upgrade, though you can allocate specialization points beforehand. Each Base Class excels in specific combat areas, demanding careful consideration.
Base Class Tier List

While the Base Class tier list shows some polarization, all classes remain viable. However, Thief consistently proves 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) Passive Abilities: • Agile (50 gold) | The Thief excels in swift combat, quickly engaging and disengaging. They use skills to disorient foes and inflict Bleed. This class is generally considered the best starting choice due to its efficient abilities and cost-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) Passive Abilities: • Swift Fighter (50 gold) | Slayer is a mid-range, hard-hitting class scaling well with physical damage and STR. They utilize their spear to inflict poison and deliver burst damage. Successful dodges provide 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) Passive Abilities: • Iron Body (55 gold) | A tanky melee class, Martial Artists use their fists to break defenses and utilize their strong bodies for blocking. They take reduced damage while blocking, making them effective tanks with high STR scaling. |
![]() | Active Abilities: • Pommel Strike (50 gold) – Cost: 1 – Cooldown: 3 – Type: Physical – Damage: 7 – Scaling: STR – Effect: Chance to stun • Double Slash (50 gold) Passive Abilities: • Strength Training (50 gold) | Warriors deal high damage with burst abilities, having a chance to stun enemies with their heavy attacks. 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: • Coward (40 gold) | Wizards possess a unique single active ability, focusing 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 offer unique advantages. The Wizard, for example, can be surprisingly powerful with mastery. Choose a class aligning with your playstyle, as additional class slots incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5, offering versatility and power. They are changeable at any time by visiting a Sub Class Trainer.
Sub Class Tier List

Despite the limited number of Sub Classes, each provides unique and powerful additions to your character. Some focus on offense, others on support, and some even on economic benefits.
Sub Class List
Here's a detailed look at the Sub Classes 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 small health regeneration.
• Rebanar Major (400 gold) Passive Abilities: | Bards excel at supporting their team with AOE buffs and debuffs. Their AOE effects make them highly effective, and Curar Forte provides the game's best party heal. Caution is advised, 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: • Create Cauldron (Utility Item) (200 gold + 1 Invisibility Potion) • Certified (200 gold) | Alchemists specialize in potion creation and use, offering damage, buffs, debuffs, and economic benefits. Unlocking the Create Cauldron ability allows on-the-go potion making. |
![]() | 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) Passive Abilities: • Sneak (250 Gold + Sand Core) | Beastmasters offer versatility, focusing on increased loot and item drops. Registering monsters in the Bestiary improves drop rates, while Expose weakens enemies. The Sneak ability, while risky, allows for strategic avoidance. |
Careful Sub Class selection is crucial. Experiment to find the best fit. Alchemist and Beastmaster are particularly beneficial for acquiring wealth and items.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15, representing the game's peak power. They build upon Base Classes, offering unique abilities and versatile gameplay. High costs and specific trainer locations demand preparation.
Super Classes Tier List

Super Class tiers vary greatly, with some excelling in specific niches. Slayer Super Classes consistently rank highly, while Martial Artist shows significant polarization. Careful consideration is needed due to the high cost of upgrades.
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 inflicting Burn.
• Fire Sutra (400 Gold) • Flame Drop (400 Gold) • Holy Mantra (400 Gold) Passive Abilities: | Monks are arguably the strongest Super Class, offering heals, shields, burst damage, and buffs. Their Burn-inflicting attacks prove highly effective. |
![]() | 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) • Bloody Burst (400 Gold) Passive Abilities: • Deranged Fighter (400 Gold) | Impalers excel at massive damage spikes and AOE attacks, dealing more damage with lower health. Their Berserk mode further enhances 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) • Rage Empower (400 Gold) Passive Abilities: • Bloodlust (400 Gold) | Berserkers prioritize damage, sacrificing safety. They deal more damage with lower health and 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) • Raise Dead (400 Gold) Passive Abilities: • Death Syphon (400 Gold) | Necromancers are the best non-STR class, summoning Skeletons, draining enemies, and reviving allies. Increased energy per turn maximizes their damage output. |
![]() | 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) • Light Burst (400 Gold) Passive Abilities: • Holy Emissary (400 Gold) | Saints are exceptional healers, cleansing and healing allies with buffs. Light Burst provides a powerful utility tool. |
![]() | Active Abilities: • Impaling Strike (400 Gold) – Cost: 1 – Cooldown: 4 – Type: Physical – Damage: 14 – Scaling: STR – Effect: Inflicts 2 Bleeds. • Flowing Dance (400 Gold) • Simple Domain (400 Gold) Passive Abilities: • Parry Training (400 Gold) | Blade Dancers utilize dual-wielding for maximum damage, offering strong AOE and defensive options. They can parry attacks and deal retaliatory damage. |
![]() | Active Abilities: • Blaze (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Fire – Damage: 7 – Scaling: ARC – Effect: AOE fire wave. • Lightning Crash (400 Gold) • Gale Uplift (400 Gold) Passive Abilities: • Caster (400 Gold) | Elementalists focus on elemental magic, providing AOE attacks, stuns, and team buffs. Increased energy per turn ensures frequent attacks. |
![]() | 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) • Sacred Call (400 Gold) Passive Abilities: • Shieled Training (400 Gold) | Paladins are highly durable, dealing significant damage with low cooldowns. They also provide strong defensive buffs for allies. |
![]() | Active Abilities: • Rallying Shout (400 Gold) – Cost: 2 – Cooldown: 7 – Type: Physical – Duration: 4 Turns – Scaling: N/A – Effect: AOE damage, speed, and defense buff; draws aggro. • Discharge (400 Gold) • Empowered Pierce (400 Gold) Passive Abilities: • Poised Slayer (400 Gold) | Lancers are well-rounded powerhouses, utilizing 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; extra damage if enemy is bleeding. • Poison Trap (400 Gold) • Empowered Pierce (400 Gold) Passive Abilities: • Advanced Thief (400 Gold) | Rogues are well-rounded powerhouses, utilizing spears and shields. They offer AOE stuns, single-target stuns, and party damage buffs. Dodging and blocking recover health. |
![]() | 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) • Darkcore Eruption (400 Gold) Passive Abilities: • Spirit Wraith (400 Gold) | Dark Wraiths specialize in summoning a Darkbeast, whose power scales with consumed darkcores. They offer 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) • Stinger (400 Gold) • Enrichment (400 Gold) Passive Abilities: |