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. Mastering the right 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 explanations to help you optimize your gameplay.
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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 battle areas, so choose wisely.
Base Class Tier List

While this tier list shows some polarization, all Base Classes are viable. However, Thief consistently proves the strongest starting option.
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 fast-paced combat, quickly engaging and disengaging. Their skills disorient foes and inflict bleeding. Considered the best starting class due to its effectiveness and affordable abilities. |
![]() | 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 that scales well with physical damage and STR. They inflict poison and deal 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) Passive Abilities: • Iron Body (55 gold) | A tanky melee class using fists to break defenses and block attacks. Reduced damage while blocking makes tanking easier. 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) Passive Abilities: • Strength Training (50 gold) | Warrior delivers high damage 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: Changes color based on your Soul Color. Passive Abilities: • Coward (40 gold) | The Wizard, with its single active ability, focuses on ranged attacks and support. Arcane specialization boosts damage, but their vulnerability necessitates careful play. |
While Thief and Slayer stand out, other Base Classes offer unique value. The Wizard, for example, can be exceptionally powerful with mastery. Select a class aligning with your preferred playstyle, as additional class slots incur costs.
All Arcane Lineage Sub Classes Ranked
Sub Classes unlock at level 5, offering versatility and power. They're changeable at any time via a Sub Class Trainer.
Sub Class Tier List

Despite the limited number of Sub Classes, each provides significant advantages. Experiment to discover the best fit for your strategy.
Sub Class List
Here's a detailed look at each Sub Class, highlighting their strengths and applications:
| 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) Passive Abilities: | Bards excel at supporting their team with area-of-effect buffs and debuffs, offering significant advantages in team combat. Curar Forte provides potent 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: • 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. The ability to create cauldrons on demand enhances their versatility. |
![]() | 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) Passive Abilities: • Sneak (250 Gold + Sand Core) | Beastmasters are highly versatile, boosting loot and item drops. The Bestiary enhances information gathering and drop rates. They can also weaken enemies, making them valuable support characters. |
Careful Sub Class selection is vital. Alchemist and Beastmaster offer strong economic and item acquisition advantages.
All Arcane Lineage Super Classes Ranked
Super Classes unlock at level 15, representing the game's peak power. They build upon Base Classes and are costly to acquire and upgrade. Different Super Class Trainers teach these advanced classes.
Super Classes Tier List

Super Class choices vary greatly in effectiveness. Slayer Super Classes generally rank highly, while Martial Artist Super Classes show significant polarization.
Super Classes List
Each Super Class possesses unique damage types, passives, and scaling. The following details will help you select the best fit:
| 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) • Flame Drop (400 Gold) • Holy Mantra (400 Gold) Passive Abilities: | The Monk is a top-tier Super Class, combining heals, shields, burst damage, and buffs. Their Burn-inflicting attacks are 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: Perform 3 fast attacks on an enemy, shredding them. If the enemy is bleeding, deal bonus damage and heal yourself.
• Blood Eruption (400 Gold) • Bloody Burst (400 Gold) Passive Abilities: • Deranged Fighter (400 Gold) | Impaler delivers massive damage spikes and powerful AOE attacks, scaling damage based on missing health. Their Berserk mode further enhances their offensive capabilities. |
![]() | 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) • Rage Empower (400 Gold) Passive Abilities: • Bloodlust (400 Gold) | Berserkers prioritize damage over defense, scaling damage based on missing health and enemy kills. Their Rage Empower ability significantly boosts damage but reduces defenses. |
![]() | 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) • Raise Dead (400 Gold) Passive Abilities: • Death Syphon (400 Gold) | Necromancers excel at summoning, draining enemies, and reviving allies. Their energy generation 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) • Light Burst (400 Gold) Passive Abilities: • Holy Emissary (400 Gold) | Saints are dedicated healers, cleansing debuffs and providing substantial healing. Healing allies grants them buffs, increasing their effectiveness. |
![]() | 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) • Simple Domain (400 Gold) Passive Abilities: • Parry Training (400 Gold) | Blade Dancers utilize dual-wielding for high damage output, combined with AOE and defensive capabilities. Their Parry ability enhances survivability. |
![]() | 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) • Gale Uplift (400 Gold) Passive Abilities: • Caster (400 Gold) | Elementalists specialize in elemental magic, offering versatile AOE attacks, stuns, and team buffs. Increased energy generation enables 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) • Sacred Call (400 Gold) Passive Abilities: • Shieled Training (400 Gold) | Paladins are highly durable, providing both damage and significant 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: Give all your allies a damage, speed, and defense buff. This ability also draws aggro. • Discharge (400 Gold) • Empowered Pierce (400 Gold) Passive Abilities: • Poised Slayer (400 Gold) | Lancers are well-rounded, boasting AOE stuns, single-target stuns, and party damage 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) • Empowered Pierce (400 Gold) Passive Abilities: • Advanced Thief (400 Gold) | Rogues combine high damage with stealth and poisoning, offering both AOE and single-target options. Improved looting enhances their efficiency. |
![]() | 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) • Darkcore Eruption (400 Gold) Latest Articles
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