In Arcane Lineage, your Class dictates your playstyle, abilities, strengths, and overall progression. Starting with Base Classes, you'll ascend to powerful Sub Classes and ultimately elite Super Classes, each boasting unique skills and combat advantages. Choosing your class path wisely is crucial for survival and dominance, making this one of the most important decisions in the game. Use our Arcane Lineage Class tier list and guide to 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
Your journey begins with Base Classes, selectable upon reaching level 5. Even before then, you can invest specialization points to prepare. Each Base Class excels in specific battle areas, so choose carefully.
Base Class Tier List

While this tier list shows some disparity, all Base Classes are viable. Thief consistently proves the strongest, 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) – Gain increased gold from all sources. • Agile (50 gold) – Sprint speed increased. | The Thief excels in swift combat, quickly engaging and disengaging. Their skills disorient foes and inflict bleeding. This is considered the best starting class due to its cost-effectiveness and combat efficiency. |
![]() | 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. | Slayer is a mid-range damage dealer, scaling well with physical damage and STR. Their spear inflicts poison and delivers burst damage. 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, Martial Artists use their fists to break defenses and their strong bodies to block attacks. They take reduced 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) – Your Sword weapon damage is permanently increased. • Strength Training (50 gold) – Your block parry size is increased. | Warriors deal high damage with burst abilities, and their heavy attacks have a chance to stun enemies. They scale with physical damage and STR, utilizing swords as their 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. | Wizards possess a unique single active ability, focusing on ranged attacks and support. Arcane specialization boosts their damage, but their vulnerability necessitates careful positioning. Their low ability costs offer a balance. |
While Thief and Slayer stand out, other classes have their uses. A mastered Wizard, for instance, can prove surprisingly powerful. Choose a class that complements your playstyle.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5 and offer increased versatility and power. They are changeable at any time via a Sub Class Trainer.
Sub Class Tier List

Despite the limited number, each Sub Class provides unique strengths. Experiment to find the best fit for your character.
Sub Class List
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 excel at supporting their team with AOE buffs and debuffs, offering significant advantages in combat. Curar Forte provides powerful party healing, but use caution due to its self-harm potential. |
![]() | 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. | Alchemists specialize in potion creation and use, offering damage, buffs, debuffs, and economic benefits. The ability to spawn a cauldron enhances their versatility. Unlocking full potential requires preparation of specific potions. |
![]() | 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. | Beastmasters are versatile, focusing on increased loot and item drops. Registering monsters in the Bestiary improves drop rates. They can also weaken enemies for themselves and their team. Use Sneak with caution due to its self-harm effect. |
Careful Sub Class selection is crucial. Alchemist and Beastmaster offer strong economic advantages.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15 and represent peak power. They build upon Base Classes, offering diverse and powerful gameplay. Their high upgrade costs require significant gold.
Super Classes Tier List

Significant variation exists, with Slayer Super Classes generally excelling. Careful consideration is needed due to the high cost of changes.
Super Classes List
Super Classes | Abilities and Costs | Description |
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![]() | 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. | Monks are exceptionally strong, boasting heals, shields, burst damage, and buffs. Their 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: 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. | Impalers deliver massive damage spikes and AOE attacks, with damage increasing as health decreases. 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: 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 based on health. They gain damage buffs for each enemy kill, further enhancing their offensive power. |
![]() | 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. | Necromancers are powerful non-STR classes, summoning Skeletons, draining enemies, and reviving allies. Increased energy gain allows for frequent spellcasting. |
![]() | 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% | Saints are exceptional healers, cleansing debuffs and providing substantial healing. Healing allies buffs them, further enhancing their support capabilities. |
![]() | 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 high damage output. Their kit includes AOE, damage, and defensive options, with 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. | Elementalists focus on elemental magic, offering versatile AOE attacks, stuns, and team buffs. Frequent spellcasting is enabled by their high energy gain. |
![]() | 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 highly durable, dealing significant damage and providing strong buffs. 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: 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, utilizing spears and shields. Their kit includes AOE stuns, single-target stuns, and party damage buffs. Dodging and blocking recovers health. |
![]() | 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 excel at dealing damage and inflicting Bleed. Their kit combines single-target and AOE attacks, enhancing their versatility. |
![]() | 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 specialize in summoning a Darkbeast, whose power scales with consumed darkcores. Their kit includes damage and debuff options. |
![]() | 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 – Cooldown: 12 – Type: Nature – Damage: 3 – Scaling: ARC/SPD – Effect: Start a rain that deals damage to all enemies for 4 turns. • Stinger (400 Gold) – Cost: 2 – Cooldown: 4 – Type: Poison – Damage: 7 – Scaling: ARC/SPD – Effect: Deals damage to all enemies, inflicting them with Poison and Vulnerable. • Enrichment (400 Gold) – Cost: 1 – Cooldown: 5 – Type: Nature – Duration: 3 Turns – Scaling: N/A – Effect: Give your allies +2 Regeneration, a 12.5% Damage buff, and Vulnerable to target enemy. Passive Abilities: • Verdant Archer (400 Gold) – Dodges and Crits give you a Damage and Speed boost that stacks. Your Strikes scale with Arcane. | Rangers utilize nature's power for AOE attacks, inflicting poison and lowering enemy defenses. Their speed and damage output make them formidable combatants. |
![]() | Active Abilities: • Shadow Form (400 Gold) – Cost: 1 – Cooldown: 7 – Type: Dark – Duration: 2 Turns – Scaling: N/A – Effect: Become invisible, dealing more damage with your next attack. You are untargetable while this is active. • Poison Fan (400 Gold) – Cost: 3 – Cooldown: 7 – Type: Poison – Damage: 3.5 x 3 – Scaling: STR/ARC – Effect: Throws out a fan of poisoned daggers, hitting 3 enemies. • Stealth Strike (400 Gold) – Cost: 2 – Cooldown: 6 – Type: Physical – Damage: 10 – Scaling: STR – Effect: Teleport behind a target, stabbing them in the back. This attack inflicts 2 stacks of Cursed if the target is poisoned.
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