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 finally reach 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 critical decisions in Arcane Lineage. This guide provides a comprehensive tier list and detailed breakdown 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, though you can allocate specialization points beforehand. Each Base Class excels in specific combat areas—choose wisely!
Base Class Tier List

While the Base Class tier list shows some disparity, all classes are viable. Thief consistently proves the strongest starting option.
Base Class List
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. Cost-effective abilities make this a top starting choice. |
![]() | 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 damage dealer, scaling well with physical damage and STR. They inflict poison and deliver burst damage. Dodging provides a speed boost. |
![]() | 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, Martial Artists use their fists to break defenses and block attacks. They take reduced damage while blocking. |
![]() | 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. | Warriors deal high burst damage with a chance to stun. They scale with physical damage and STR, using swords. |
![]() | 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 single active ability, focusing on ranged attacks and support. Arcane specialization boosts their damage. They are vulnerable in close combat. |
While Thief and Slayer stand out, other classes offer unique strengths. The Wizard, for example, is a niche class with high potential.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5 and offer versatility and power. They can be changed at any time.
Sub Class Tier List

Despite the small number of Sub Classes, each offers unique and powerful advantages.
Sub Class List
Sub Class | Abilities and Costs | Description |
---|---|---|
![]() | Active Abilities:
• Latir Minor (400 gold) – Cost: 2, Cooldown: 10, Duration: 4 Turns, Effect: Increases team damage by 5%, reduces incoming damage by 5%, and provides small health regeneration.
• Rebanar Major (400 gold) – Cost: 2, Cooldown: 10, Effect: Inflicts 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, offering area-of-effect buffs and debuffs. Curar Forte is a powerful party heal, but use caution as it can be lethal. |
![]() | 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) – Allows selling potions and ingredients to the apothecary. | Alchemists specialize in potion creation and use, dealing damage, applying buffs/debuffs, and generating income. |
![]() | 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, Effect: Marks an enemy, doubling their Weakness. Passive Abilities: • Bestiary (Utility Item) (Free) – Provides information on killed enemies; improves item drop rates for registered enemies. • Sneak (250 Gold + Sand Core) – Allows crouching to avoid encounters (continuous damage while crouching). | Beastmasters boost loot and item drops. Registering monsters in the Bestiary improves drop rates. They can also weaken enemies for themselves and their team. |
Carefully consider your choice of Sub Class, as each provides unique benefits. Alchemist and Beastmaster are particularly useful for economic gains and improved item acquisition.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15 and represent the pinnacle of power. They are expensive to obtain and upgrade.
Super Classes Tier List

The tier list highlights significant differences between Super Classes. Slayer Super Classes consistently rank highly.
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 that can inflict Burn.
• Fire Sutra (400 Gold) – Cost: 1, Cooldown: 6, Type: Fire, 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, 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. |
![]() | 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 enemy is bleeding, heals self.
• Blood Eruption (400 Gold) – Cost: 3, Cooldown: 9, Type: Magic, Damage: 16, Scaling: STR/ARC, Effect: AoE blood explosion, sacrifices some health.
• Bloody Burst (400 Gold) – Cost: 2, Cooldown: 5, Type: Physical, Damage: 2.5 x 4, Scaling: STR/ARC, Effect: AoE burst of blood shards. Passive Abilities: • Blood Berserk (400 Gold) – Increased damage based on missing health (1.5x at 50% health). • Deranged Fighter (400 Gold) – Debuffs trigger Berserk. | Impalers deliver massive damage spikes and AoE attacks. Lower health increases damage output. |
![]() | 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, Effect: Increased damage multiplier, reduced defenses. Passive Abilities: • Greatsword Training (400 Gold) – Allows using the Greatsword. • Bloodlust (400 Gold) – Increased damage upon killing enemies (40% increase below 30% health). | Berserkers prioritize damage over defense, gaining damage boosts based on health and kills. |
![]() | Active Abilities:
• Call Skeleton (400 Gold) – Cost: 2, Cooldown: 8, Type: Dark, 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. Passive Abilities: • Dark Caster (400 Gold) – Increased energy gain per turn. • Death Syphon (400 Gold) – Killing enemies heals and grants a speed boost. | Necromancers summon Skeletons, drain enemies, and revive allies, offering unique advantages. |
![]() | Active Abilities:
• Cleansing Prayer (400 Gold) – Cost: 2, Cooldown: 5, Type: Holy, Effect: Cleanses all debuffs.
• Holy Grace (400 Gold) – Cost: 2, Cooldown: 5, Type: Holy, 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 inflicting Blindness (cannot be dodged). Passive Abilities: • Graceful Returns (400 Gold) – Healing allies grants buffs. • Holy Emissary (400 Gold) – Increases all healing by 50%. | Saints excel at healing and cleansing, gaining buffs when healing allies. |
![]() | 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 damage.
• Simple Domain (400 Gold) – Cost: 2, Cooldown: 6, Type: Physical, 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 wield two weapons, dealing high damage and having defensive options. |
![]() | 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, 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 gain per turn. | Elementalists utilize elemental magic, boasting AoE attacks, stuns, and team buffs. |
![]() | 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, Effect: Damage reduction and health regeneration buff for allies.
• Sacred Call (400 Gold) – Cost: 2, Cooldown: 7, Type: Holy, Duration: 3 Turns, Effect: Damage reduction and damage-reflecting shield for an ally. Passive Abilities: • Enduring Fighter (400 Gold) – Greatly reduced damage. • Shieled Training (400 Gold) – Allows using a shield. | Paladins are durable and deal significant damage, offering strong buffs for allies. |
![]() | Active Abilities:
• Rallying Shout (400 Gold) – Cost: 2, Cooldown: 7, Duration: 4 Turns, Effect: Buffs 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: Single-target attack with a chance to stun. Passive Abilities: • Rooted Fighter (400 Gold) – Allows using a shield. • Poised Slayer (400 Gold) – Dodges and blocks recover health (healing reduced based on SPD). | Lancers are well-rounded, offering AoE stuns, buffs, and health recovery on dodges/blocks. |
![]() | 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.
• Empowered Pierce (400 Gold) – Cost: 2, Cooldown: 6, Type: Physical, Damage: 14, Scaling: STR/LUCK, Effect: Single-target attack. Passive Abilities: • Blader (400 Gold) – Increased dagger damage and Bleed infliction. • Advanced Thief (400 Gold) – Improved looting. | Rogues focus on damage and poison, with improved looting capabilities. |
![]() | Active Abilities:
• Call Darkbeast (400 Gold) – Cost: 1, Cooldown: 4, Type: Dark, 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, Effect: Damages and debuffs, scaling 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 and dark magic, with 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 four 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, Duration: 3 Turns, Effect: Buffs allies. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and crits grant damage and speed boosts. | Rangers utilize nature magic, offering AoE attacks, poison, and buffs. |
![]() | Active Abilities:
• Shadow Form (400 Gold) – Cost: 1, Cooldown: 7, Duration: 2 Turns, Effect: Invisibility, increased damage on next attack.
• Poison Fan (400 Gold) – Cost: 3, Cooldown: 7, Type: Poison, Damage: 3.5 x 3, Scaling: STR/ARC, Effect: AoE poison attack.
• Stealth Strike (400 Gold) – Cost: 2, Cooldown: 6, Type: Physical, Damage: 10, Scaling: STR, Effect: Single-target attack inflicting Cursed. Passive Abilities: • Shadow (400 Gold) – Chance to phase through attacks. • Poisoner (400 Gold) – Critical attacks apply Poison. | Assassins prioritize stealth and single-target elimination, utilizing poison and invisibility. |
![]() | Active Abilities:
• Dark Glare (750 Gold) – Cost: 1, Cooldown: 4, Type: Dark, Damage: 7, Scaling: ARC, Effect: Inflicts multiple debuffs.
• Abyss Anchor (750 Gold) – Cost: 2, Cooldown: 11, Type: Hex, Duration: 3 Turns, Effect: Removes and prevents energy gain.
• Inverse Abyss (750 Gold) – Cost: 3, Cooldown: 6, Type: Hex, Effect: Redirects debuffs to the enemy team. Passive Abilities: • Inverse Flaws (750 Gold) – Gains bonuses from being debuffed. • Tactician (750 Gold) – Starts fights with enemies inflicted with Vulnerable. | Hexers focus on debuffing and disrupting enemy magic, gaining bonuses from their own debuffs. |
![]() | 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. • Bruiser(750 Gold) – Increased Speed and Defense below 50% HP. | Brawlers excel at dealing damage and gaining defensive boosts when low on health. |
Super Classes offer diverse playstyles. Consider health scaling, speed, burst damage, and AoE capabilities when making your selection. The Monk, for example, stands out due to its fire attacks and team buffs.
How to Train Classes and Level Up

To train and evolve your classes, locate Class Trainers scattered throughout the game world. They can be challenging to find, so thorough preparation is recommended.
This concludes our comprehensive Arcane Lineage Class tier list and guide. For further assistance, explore our other guides.