Arcane Lineage Items and Enchants
The loot layer — what to buy in town, what to keep from a boss, and what is just vendor trash.
Items in Arcane Lineage are easy to hoard and hard to evaluate because the client would rather you read a Trello card. This page is the practical inventory: weapons that unlock classes, the shard that deletes you, scrolls that Wizard actually wants, and enchants that should never replace a dodge.
For farms, see bosses and Lineage Shard. For the live drop table, see Trello.
Starter weapons
The Caldera shop ladder sells the five keys: broadsword, dagger, spear, cestus, staff. About 50 gold each. The weapon is the class. If you sell it before the trainer handshake, you own a story and not a kit. Details sit on the class unlock guide.
Later weapons are upgrades, not new identities. A shinier sword still wants Strength. A shinier staff still wants Arcane and a party.
Lineage Shard
The important rare. Merchant gold, boss luck, or Cursed Skies scraps. Used at level 10+ to wipe and reroll race. Also a material on some enchant routes, including Reaper mentions in community notes. Decide the job before you click. Full writeup: how to get a Lineage Shard.
Potions and the Abhorrent Elixir
Yorn’s elixir lowers random encounters. That is a town tool, not a boss tool. Healing on Hard costs gold. Carry enough to recover between pulls, not enough to vendor your next weapon. Mator’s Encyclopedia, unlocked from H.T. Louie, is how you remember what a potion actually does after you forgot the tooltip.
Scrolls
Wizard’s Scholar Training is the reason scrolls exist as a plan instead of as clutter. Other classes can hold them; Wizard is who should spend them. If you are not a staff user, vendor the ones the Encyclopedia marks as common and keep the ones Trello marks as craft ingredients.
Enchants
Enchants are modifiers on gear, not a second class. They can add damage types, utility, or a late identity like Reaper that also wants shards. They do not press Space. A player who enchants a glass staff and then solos a slam is not unlucky. They are the review warning in item form.
When a patch adds an enchant that changes a Super Class, it will show up in Updates. Until then, treat every glow as a bonus on a character who already lives.
What to vendor
Duplicate commons, starter weapons you already replaced, and event junk the merchant pays real gold for. Gold buys the next shard, the next heal, and the next 50-gold mistake in the shop. Hoarding vendor trash is how inventories become graveyards.
Related tools
If you are staring at an inventory because you do not know who should wear the drop, you needed a build more than another bag. If you are staring at it because you do not know who you are, you needed a class or a race. Items are the last layer. Put them on last.\n\n## A first-hour shopping list\n\nBuy the weapon. Buy two cheap heals. Leave the fancy glow on the merchant. After the first Hard loop, sell junk, then decide whether the next gold pile is a Lineage Shard, a better heal stack, or nothing because you still miss yellow. That order is the whole item game. Enchant recipes and seasonal cosmetics wait until a character has a Super Class and a party that can reclear the same boss twice.\n\nIf a video tells you to hoard every scroll before you own a staff, ignore it. Inventory slots are a resource. The stat planner will tell you whether the next gold should even exist as gear, or whether you still owe Endurance and Luck another level.
Frequently Asked Questions
Quick answers to the most common questions.
What is the most important item for a new player?
The starter weapon that unlocks your Base Class, then potions that let you recover between Hard mode pulls.
Should I save every Lineage Shard?
Save one if you know you will reroll. Spend extras only when you understand both the wipe and any enchant recipe that wants the same item.
Do enchants replace a good class?
No. They modify gear. A bad QTE in enchanted gear is still a bad QTE.