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Arcane Lineage Classes

Five Base Classes, ten common Super Class forks, and the skills that actually show up in a turn.

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Classes

Classes are the loadout layer of Arcane Lineage. You do not pick them on the title screen. You buy a weapon at level 5 and convince a trainer you mean it. This page is the roster. The unlock steps live in how to get a class. The power argument lives on the class tier list.

Warrior

Weapon: sword. Skills: Pommel Strike (single hit, stun chance) and Double Slash (two hits). Passives: Sword Training and Strength Training, which improve sword damage and reduce chip while blocking. Warrior is how you volunteer to be targeted. Super Class forks are Berserker and Paladin.

Take Warrior if you want the simplest honest turn: hit, maybe stun, Guard the slam you do not know.

Thief

Weapon: dagger. Skills: Stab (bleed) and Pocket Sand (blind). Passives: Thievery for gold and Agile for run speed. Thief prints the economy that buys shards and potions. Super Class forks are Assassin and Rogue.

Take Thief if your party already has a body and you like turning a boss around for three turns while someone else hits it.

Slayer

Weapon: spear. Skills: Serpent Strike (poison) and Triple Strike. Passives: Spear Training and Swift Fighter, which rewards dodges with agility. Super Class forks are Impaler and Saint.

Take Slayer if yellow is already a habit. Poison wants fights that last. If you die on turn two, the poison never mattered.

Martial Artist

Weapon: cestus. Skills: Barrage (three rapid hits) and Endure (defense buff). Passives: Fighting Prowess and Iron Body, which make blocks less painful. Super Class forks are Darkwraith and Monk.

Take Martial Artist if you want the game to teach you combat without deleting you for one mistake. It is the default recommendation on the tier list for a reason.

Wizard

Weapon: staff. Skills: Magic Missile after a short minigame. Passives: Scholar Training (scrolls) and Coward (lower chance to be targeted). Super Class forks are Necromancer and Elementalist.

Take Wizard if you have a party and you enjoy a second timing game. Do not take Wizard to avoid timing games. You will get both bars and none of the health.

Super Class forks at a glance

BaseFork AFork B
WarriorBerserkerPaladin
ThiefAssassinRogue
SlayerImpalerSaint
Martial ArtistDarkwraithMonk
WizardNecromancerElementalist

Alignment and trainers gate those titles around level 15. The Super Class tier list ranks them for parties. The Trello still owns the room locations.

Other kits

Musician, Beastmaster, and Alchemist appear in older guides. If you see a trainer for one, treat it as live and unranked until you have a sample. Do not plan a first character around a kit you cannot find in town.

Pairing with race and stats

Magic lineages want Wizard. Body lineages want Warrior, Martial Artist, or Slayer. Flexible lineages can take anything you will actually play. Spend early points as the builds page suggests, and use the picker before the gold leaves your bag.

Classes are a door. Walk through it on purpose.\n\nIf you already bought the wrong weapon, play it until Super Class unless the kit makes you quit. A second soul slot is cheaper than a shard wipe at level 11 with no reclear.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many Base Classes are there?

Five that every new player can buy in Caldera Town: Warrior, Thief, Slayer, Martial Artist, and Wizard.

Which class is best for solo?

Martial Artist or Warrior. They block better and survive a missed dodge. Wizard solo is a clip, not a plan.

Do I pick Super Class at the same time?

No. Super Class is a later fork around level 15. Pick the Base you will play until then.