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Lineage W Class Guide: An In-Depth Look at Each Character Class’ Strengths and Limitations

Within a mere month and a half following its release, Lineage W has already been downloaded over a million times from the Google Play Store alone and continues to maintain largely positive average user review ratings across all PC and mobile platforms. Despite the abundance of servers, players can expect each one to be wildly populated and active as Lineage W holds its rank among the top RPGs on mobile platforms.

Newer players or people who have yet to dive into the world of Lineage W may have some apprehensions borne of starting behind those who jumped in since launch. Lineage W like most MMORPGs, however, is built in such a way that progression is much easier at the earlier part of the adventure, making it relatively quicker for newer players to catch up.

lineage w classes

With Blood Pledges being an accessible feature once a character reaches level 20 as well, adventuring with guild mates become one of the avenues for beginners to fast track their character’s growth and progression in Lineage W.

If you are among the newer players, especially someone who has yet to even get started on their adventure in the world of Aden, we highly recommend that you head over to our Lineage W beginner’s guide. Our dedicated guide for beginners covers the basic features and mechanics in Lineage W and comes with simple and straightforward tips and strategies guaranteed to help jumpstart your journey. We also have an advanced guide that tackles what you need to know about codices, morphs and magic dolls, propensity levels, and other features of Lineage W.

Now, in this article we will be diving deeper into each character class in Lineage W. Although we have already provided a brief description of each character class in our beginner’s guide to help new players decide on their first or main character, delving into each one’s distinct characteristics and traits is important specially to plan more firmly for your characters’ ultimate builds.

lineage w elf attributes

Each of the classes in Lineage W can be built in various ways although the intrinsic strengths each one has can be very suggestive as to the stat point allocations and priorities when it comes to bonuses from gears, morph cards, spells, and magic dolls.

Monarch

lineage w monarch class

The Monarch is perhaps the class in Lineage W that is not as comparable to the usual character classes in other MMORPGs. You can expect every MMORPG to consider guild systems as an integral part of its of its world. In essence, the cooperative and competitive aspects of Lineage W, just like all other MMORPGs basic have guilds at its core.

While there are some quests and content that players can revel in outside of guilds, the adventure in itself will lack the core essence of what MMORPGs are designed to be, which revolves around unity against challenges that either involve NPCs impossible to defeat by any individual or other guilds or groups.

In Lineage W, Blood Pledges are the equivalents of guilds and one of the more unique requirements is that only a Monarch can create a Blood Pledge. Every character can join a Blood Pledge once they hit level 20 but Monarchs can opt to start their own one. This ability is not the only unique traits of Monarchs, making them more than just a guild commander heading the Blood Pledge’s affairs and activities.

lineage w monarch class description

One of the basic traits of Monarchs is that they can hold all weapons that Knights can equip and it is in this similarity that it may make Monarchs largely comparable to Knights. While Knights, along with the 2 other character classes, have stats and skill sets that more or less define their supposed roles, Monarchs are somewhat lagging behind on the stats department, making them seem like a disadvantageous choice of character for players who do not want to lead a Blood Pledge.

The value of Monarchs as far as Blood Pledges does not end following its creation and management. Monarchs are actually very valuable in activities and challenges that can be engaged into by fellow Blood Pledge members.

While Elves and Magicians have their share of support spells that aid party members in battle, Monarchs have their share of unique enhancements to provide for their team, most especially for fellow members of their Blood Pledge. Note as well that Monarchs who do not necessarily lead the Blood Pledge can have these abilities as well.

Monarch Exclusive Spells:

True Target

Property: None

Description: Emphasizes the target with a stigma. Only visible to Blood Brethren.

Target & Area: Range of 15 cells. Target Object (Excludes Caster)

Cooldown: 0.0 sec(s)

Consumption: MP 1

Combat Aura

Property: None

Description: Increases Melee Damage and Melee Accuracy of party members within 18 cells.

Effect Duration: 20 sec

Target & Area: All Party Member within 18 cells of Caster

Cooldown: 0.0 sec(s)

Consumption: None

Additional Effect: Combat Aura

Defense Aura

Property: None

Description: Increases Magic Defense and Physical Defense of party members within 18 cells.

Effect Duration: 20 sec

Target & Area: All Party Member within 18 cells of Caster

Cooldown: 0.0 sec(s)

Consumption: None

Additional Effect: Defense Aura

Enrage Mind

Property: None

Description: Has a chance to deal 1.5 times more damage for a set duration.

Effect Duration: 640 sec

Target & Area: Caster

Cooldown: 0.5 sec(s)

Consumption: MP 25

Additional Effect: Enrage Mind

Royal Guard

Property: None

Description: Majestic energy absorbs damage. Damage Reduction +1. Additional +1 every 5 levels from Lv.50 (Up to a max of +7)

Effect Duration: 300 sec

Target & Area: Caster

Cooldown: 0.5 sec(s)

Consumption: MP 20

Additional Effect: Royal Guard

Excalibur

Property: None

Description: Smites the ground with a summoned Excalibur. Deals Magic Damage and has a chance to Stun the target.

Effect Duration: 2 – 6 sec

Target & Area: Range of 3 cells. Target Object (Excludes Caster)

Cooldown: 10.0 sec(s)

Consumption: HP 80 MP 30

Applicable Resistance: Stun

Additional Effect: Debuff: Excalibur

Duration: 2 – 6 sec

Blood Pledge

Property: None

Description: Grants immunity against the death penalty to Blood Brethren within 15 cells.

Effect Duration: 16 sec

Target & Area: All Blood Brethren within 15 cells of Caster

Cooldown: 0.5 sec(s)

Consumption: MP 50

Additional Effect: Blood Pledge

Infrared Vision

Property: None

Description: Grants improved vision on the battlefield to Blood Brethren within 15 cells.

Effect Duration: 8 sec

Target & Area: All Blood Brethren within 15 cells of Caster

Cooldown: 16.0 sec(s)

Consumption: MP 50

Additional Effect: Infrared Vision

Double Strike

Property: None

Description: Deals a powerful blow to a single target.

Castable Weapon: One-handed Sword / Axe / Spear / Staff / Dagger / Two-handed Sword

Effect: Duration – 0 sec

Target & Area: Range of 1 cell. Target Object (Excludes Caster)

Cooldown: 1.5 sec(s)

Consumption: MP 8

Additional Effect: Double Strike (Enhanced)

It can be seen from the list of spells exclusive to Monarchs that while builds can be aimed towards providing better support for allies, some spells can also groom them to augment their offensive capabilities. Of course, considering the relative frailty of Monarchs resulting from lower stats than other classes, there is always an option to invest some earned stat points to bolster survivability.

Knight

lineage w knight class

Knights in Lineage W do not stray that far from the conventional basic melee character classes in MMORPGs. Knights excel in melee combat and while they seem disadvantaged against the ranged classes like Elves and Magicians, Knights are built to last longer than any class in the game. While Knights are expected to man the frontlines in any team combat, given their advantage in vitality, they can also be groomed for a more offensive build.

Considering the rock-paper-scissors mechanics imposed across Knights, Elves, and Magicians, Knights naturally have lower magic defense in addition to having short range, setting them at a bit of disadvantage against Magicians as well as enemies with superior magical attacks. In addition to natural qualities that make Knights tough, however, Knights have skills that further bolster their defensive capabilities, which also include increased defense against ranged attacks.

lineage w knight class description

Knights, just like Monarchs, are capable of utilizing more weapon types than the remaining classes. These weapons include a bow, which is primarily used by Elves. As using one may prevent Knights from utilizing a chunk of spells available to them, Knights can also use a spell that has a bit more range than mere melee attacks.

Knight Exclusive Spells:

Shock Stun

Property: None

Description: Pummels the target with a Two-handed Sword, stunning the target.

Castable Weapon: Two-handed Sword

Effect Duration: 1 – 6 sec

Target & Area: Range of 1 cells. Target Object (Excludes Caster)

Cooldown: 8.0 sec(s)

Consumption: MP 13

Applicable Resistance: Stun

Additional Effect: Debuff: Shock Stun

Duration: 1 – 6 sec

Mental Fortitude

Property: None

Description: Absorbs incoming damage by drawing upon one’s mental strength. Additional Reduction +1 every 10 levels from Lv.50 (up to Lv.90)

Effect Duration: 192 sec

Target & Area: Caster

Cooldown: 3.0 sec(s)

Consumption: HP 50 MP 7

Additional Effect: Mental Fortitude

Iron Grip

Property: None

Description: Grip the handle tightly, increasing Melee Accuracy.

Effect Duration: 64 sec

Target & Area: Caster

Cooldown: 5.0 sec(s)

Consumption: HP 60 MP 10

Additional Effect: Iron Grip

Redoubt

Property: None

Description: Focuses on evading attacks to increase Ranged Evasion.

Effect Duration: 192 sec

Target & Area: Caster

Cooldown: 3.0 sec(s)

Consumption: HP 100 MP 10

Additional Effect: Redoubt

Counter Barrier

Property: None

Description: Evades a melee attack and counters it with a Two-handed Sword.

Castable Weapon: Two-handed Sword

Effect Duration: 64 sec

Target & Area: Caster

Cooldown: 3.0 sec(s)

Consumption: HP 100 MP 10

Additional Effect: Counter Barrier

Dragon’s Roar

Property: None

Description: Let out a deafening roar, dealing damage to a distant target with a chance to Stun.

Castable Weapon: Two-handed Sword

Effect: Duration 2 – 6 sec

Target & Area: Range of 6 cells. Target Object (Excludes Caster)

Cooldown: 12.0 sec(s)

Consumption: MP 50

Applicable Resistance: Stun

Additional Effect: Debuff: Dragon’s Roar

Duration: 2 – 6 sec

Awakening

Property: None

Description: Recovers a large portion of the casters HP, and enter a Berserker state.

Target & Area: Caster

Cooldown: 60.0 sec(s)

Consumption: HP 60 MP 10

Fatal Blow

Property: None

Description: Has a chance to deal 1.5 times more damage.

Castable Weapon: Two-handed Sword

Effect: Duration 300 sec

Target & Area: Caster

Cooldown: 1.0 sec(s)

Consumption: HP 50 MP 10

Additional Effect: Fatal Blow

Bash

Property: None

Description: Deals a powerful blow to a single target.

Castable Weapon: One-handed Sword / Axe / Spear / Staff / Dagger / Two-handed Sword

Effect Duration: 0 sec

Target & Area: Range of 1 cells. Target Object (Excludes Caster)

Cooldown: 1.5 sec(s)

Consumption: MP 8

Additional Effect: Bash

Elf

lineage w elf class

The Elf class in Lineage W stays close to conventions as being ranged combat experts specializing in the use of bows. Likewise, Elves are also adept in the use of a multitude of spells. There are already a plethora of available spells in Lineage W that are shared between Elves and Magicians. Elves still have plenty of spells to use exclusively, leading to a wide variety of potential builds that mix various offensive, self-enhancing, and support spells.

Elves can use a limited selection of melee weapons like daggers and swords but specialize in the use of bows. While Elves are not as sturdy as Knights, they can be a lot more challenging to hit with high dodge rates. While Knights stand as more formidable opponents against elves given a Knight’s higher tolerance for physical damage, Elves can augment their damage capacity with magic that can increase their damage outputs against knights.

lineage w elf class description

With Elves having a strong affinity to magic and an ability to utilize the power of different elements, they can focus on further augmenting their skills with the bow as well as empowering themselves with spells. On the other hand, a more team-oriented Elf can also capitalize on the wide assortment of spells that support the party with various buffs. Relative to the main choices, stat investments should be aligned with your preferred role.

More points on DEX or Dexterity will improve ranged attack proficiency while INT or Intelligence increases magic damage and accuracy. Reliance on spells and MP will also necessitate improvements in WIS or Wisdom so there is always an option to allocate stat points into it for almost any build in mind.

Elf Exclusive Spells:

Triple Arrow

Property: None

Description: Shoots 3 arrows in quick succession. Requires a Ranged weapon.

Castable Weapon: Bow

Target & Area: Range of 6 cells. Target Object (Excludes Caster)

Cooldown: 0.1 sec(s)

Consumption: MP 15

Blood to Soul

Property: None

Description: Consumes HP to restore MP.

Target & Area: Caster

Cooldown: 1.2 sec(s)

Consumption: HP 63

Erase Magic

Property: None

Description: Decreases Magic Defense of the target for 1 attack. This effect is consumed upon magic attack hit.

Effect: Duration 32 – 32 sec

Target & Area: Range of 6 cells. Target Object (Excludes Caster)

Cooldown: 0.3 sec(s)

Consumption: MP 20, Mana Stone x1

Additional Effect: Debuff: Erase Magic

Duration: 32 sec

Area of Silence

Property: None

Description: Creates a vacuum 3 cells around the caster, disabling Magic use.

Effect: Duration 16 – 16 sec

Target & Area: All Object within 3 cells of Caster

Cooldown: 9.0 sec(s)

Consumption: MP 40, Mana Stone x8

Applicable Resistance: Silence

Additional Effect: Debuff: Area of Silence

Duration: 16 – 16 sec

Burning Weapon

Property: Fire

Description: Embodies the power of fire to increase Melee Damage and Melee Accuracy. Requires a Melee weapon.

Castable Weapon: One-handed Sword / Axe / Spear / Staff / Dagger / Two-handed Sword

Effect Duration: 960 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 30

Additional Effect: Burning Weapon

Dancing Blaze

Property: Fire

Description: Grants Attack Speed Lv.4 to the caster. Requires a Melee weapon.

Castable Weapon: One-handed Sword / Axe / Spear / Staff / Dagger / Two-handed Sword

Effect Duration: 480 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 20, Mana Stone x1

Additional Effect: Dancing Blaze

Additional Fire

Property: Fire

Description: HP and MP restores naturally even when the weight gauge exceeds 50%.

Effect Duration: 960 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 30, Mana Stone x1

Additional Effect: Additional Fire

Soul of Flame

Property: Fire

Description: Applies the weapon’s maximum damage and protects it from being broken. Requires a Melee weapon.

Castable Weapon: One-handed Sword / Axe / Spear / Staff / Dagger / Two-handed Sword

Effect Duration: 128 sec

Target & Area: Caster

Cooldown: 0.3 sec(s)

Consumption: MP 30, Mana Stone x3

Additional Effect: Soul of Flame

Water of Life

Property: Water

Description: Embodies the healing powers of water to double healing magic effects on the caster and party members. Applied once within effect duration.

Effect Duration: 64 sec

Target & Area: Range of 15 cells. All Party Member within 15 cells of Caster

Cooldown: 0.1 sec(s)

Consumption: MP 1, Mana Stone x1

Additional Effect: Water of Life

Nature’s Touch

Property: Water

Description: Increases the Max HP of the caster and its party members.

Effect Duration: 300 sec

Target & Area: Range of 1 cells. All Party Member within 15 cells of Caster

Cooldown: 0.0 sec(s)

Consumption: MP 20, Mana Stone x2

Additional Effect: Nature’s Touch

Nature’s Blessing

Property: Water

Description: Restores the HP of all party members.

Target & Area: All Party Member within 13 cells of Caster

Cooldown: 0.3 sec(s)

Consumption: MP 30, Mana Stone x2

Polluted Water

Property: Water

Description: Decreases the target’s healing effect.

Effect Duration: 32 – 32 sec

Target & Area: Range of 5 cells. Target Object (Excludes Caster)

Cooldown: 1.0 sec(s)

Consumption: MP 20, Mana Stone x1

Additional Effect: Debuff: Pollute Water

Duration: 32 – 32 sec

Wind Walk

Property: Wind

Description: Grants Attack Speed Lv.4 to the caster.

Effect Duration: 960 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 15, Mana Stone x1

Additional Effect: Wind Walk

Strom Shot

Property: Wind

Description: Embodies the power of wind to increase Ranged Damage and Ranged Accuracy. Requires a Bow.

Castable Weapon: Bow

Effect Duration: 960 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 30

Additional Effect: Storm Shot

Striker Gale

Property: Wind

Description: Marks the target to lower its Ranged Evasion.

Effect Duration: 64 – 64 sec

Target & Area: Range of 6 cells. Target Object (Excludes Caster)

Cooldown: 3.0 sec(s)

Consumption: MP 15, Mana Stone x3

Additional Effect: Debuff: Striker Gale

Duration: 64 – 64 sec

Iron Skin

Property: Earth

Description: Embodies the power of earth to increase the caster’s defense.

Effect Duration: 960 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 30

Additional Effect: Iron Skin

Earth Guardian

Property: Earth

Description: Applies Damage Reduction to the caster.

Effect Duration: 600 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: HP 10, MP 30

Additional Effect: Earth Guardian

Earth Bind

Property: Earth

Description: Has a chance to seal a target.

Effect Duration: 4 – 8 sec

Target & Area: Range of 4 cells. Target Object (Excludes Caster)

Cooldown: 3.0 sec(s)

Consumption: MP 18, Mana Stone x2

Applicable Resistance: Hold

Additional Effect: Debuff: Earth Bind

Duration: 4 – 8 sec

Earth Cloak

Property: None

Description: Cloaks the caster with earth energy to resist incoming magic.

Effect Duration: 192 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 8

Additional Effect: Earth Cloak

Wind Protect

Property: None

Description: Uses the power of wind to increase Ranged Evasion.

Effect Duration: 192 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 8

Additional Effect: Wind Protect

One potential dilemma for players who may decide to opt for a support unit build for
Elves is the lack of offensive strength to be able to enjoy solo quests and adventures. To some extent, stat point distribution as well as spell choices for Elves should not be considered as absolutely disregarding means to empower them for combat. While pure builds are often more efficient in the role they should play, being able to progress and grow stronger independently should always be in mind.

Magician

lineage w magician class

Magicians in Lineage W are likewise comparable to main magic users in conventional RPGs, being able to deal heavy damage not just to individual targets, but also groups of enemies. Mages are as potent as Elves when it comes to ranged combat expertise but swerve more towards dealing magic damage than physical damage like bow users. Building a Magician will always lead to prioritizing stat allocation on Intelligence although that does not stop Magicians from being absolutely tied up to the same build across all players.

It is a given that Magicians have access to a wide range on spells and it is in the basic categories of these spells that different builds for Magicians can be made. Spells within the disposal of Magicians include ones that can enable them to be a potent force of mass destruction as well as several that can lead them to support their allies.

lineage w mage class description

While the ranged magic attacks of Magicians are strong against Knights and Monarchs that have low magic defense, standing toe-to-toe with Elves who are also ranged combat experts that deal physical damage and have spells to counter them often leads them at some disadvantage. As such, it becomes important to consider means of protection as well, especially given that Magicians are not exactly known for defensive prowess.

Magician Exclusive Spells:

Heal All

Property: None

Description: Restores HP for all party members within 8 cells of the caster.

Target & Area: All Party Member within 8 cells of Caster

Cooldown: 0.5 sec(s)

Consumption: MP 50, Mana Stone x1

Holy Walk

Property: Wind

Description: Improves the caster’s Movement Speed.

Effect: Duration 64 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 11

Additional Effect: Holy Walk

Ice Lance

Property: Water

Description: Icicles pierce the ground and deal damage.

Effect: Duration 2 – 4 sec

Target & Area: Range of 8 cells. Target Object (Excludes Caster)

Cooldown: 0.1 sec(s)

Consumption: MP 30

Applicable Resistance: Element

Additional Effect: Debuff: Drenched

Duration: 2 – 4 sec

Boost Spirit

Property: None

Description: Enhances the caster’s mind and body.

Effect Duration: 1200 sec

Target & Area: Caster

Cooldown: 0.1 sec(s)

Consumption: MP 20

Additional Effect: Boost Spirit

Cancellation

Property: None

Description: Removes magic that affect status. (Excludes certain magic)

Target & Area: Range of 15 cells. Target Object (Excludes Caster)

Cooldown: 0.5 sec(s)

Consumption: MP 40, Mana Stone x2

Tornado

Property: Wind

Description: Deals damage to the target area with a tornado.

Effect Duration: 2 – 4 sec

Target & Area: All Enemy within 3 cells of Caster

Cooldown: 1.0 sec(s)

Consumption: MP 48

Applicable Resistance: Element

Additional Effect: Debuff: Swept

Duration: 2 – 4 sec

Immune to Harm

Property: None

Description: Creates a magic barrier to decrease received damage

Effect Duration: 32 sec

Target & Area: Range of 15 cells. Target Blood Brethren

Cooldown: 0.1 sec(s)

Consumption: MP 30, Mana Stone x2

Additional Effect: Immune to Harm

Force Field

Property: None

Description: Wields powerful magic to continuously burn the ground around the caster.

Target & Area: Caster

Cooldown: 1.0 sec(s)

Consumption: MP 3

Stop

Property: None

Description: Has a chance to stop all targets excluding the caster for a set duration.

Target & Area: All Enemy within 8 cells of Caster

Cooldown: 0.1 sec(s)

Consumption: MP 3

Fog of Sleep

Property: None

Description: Has a chance to put the target to Sleep.

Effect Duration: 8 – 8 sec

Target & Area: Range of 10 cells. Target Object (Excludes Caster)

Cooldown: 8.0 sec(s)

Consumption: MP 40, Mana Stone x1

Applicable Resistance: Sleep

Additional Effect: Debuff: Fog of Sleep

Duration: 8 – 8 sec

Meteor Strike

Property: Fire

Description: Calls down a flaming meteor to deal damage to the target area.

Effect Duration: 2 – 4 sec

Target & Area: Range of 10 cells. All Enemy within 3 cells of Target

Cooldown: 3.0 sec(s)

Consumption: MP 60

Applicable Resistance: Element

Additional Effect: Debuff: Sizzled

Duration: 2 – 4 sec

Disintegrate

Property: None

Description: A massive spear pierces the target, dealing significant damage.

Target & Area: Range of 10 cells. Target Object (Excludes Caster)

Cooldown: 4.5 sec(s)

Consumption: MP 70

Absolute Barrier

Property: None

Description: Creates a protective barrier. Restricts movements.

Effect Duration: 12 sec

Target & Area: Caster

Cooldown: 12.0 sec(s)

Consumption: MP 30, Mana Stone x2

Additional Effect: Absolute Barrier

Resurrection

Property: None

Description: Resurrects the target.

Target & Area: Range of 10 cells. Target Party Member (Excludes Caster)

Cooldown: 10.0 sec(s)

Consumption: Mana Stone x3

One consideration for Magicians is that stat allocation will hardly be an issue when choosing between an offensive character and a support unit. In this sense, there is no grave need for pure builds, meaning that a Magician built for offense can still house some support spells while those built for support can still employ some offensive spells as well.

Beyond each character class’ stat distribution and spell choices, in line with the player’s preferences as far as roles go, gear, magic doll, and morph card choices should also be in support of the desired build. This can be done either aimed towards further boosting an already dominant trait, compensating for known weaknesses, or bits of both.

It can be a challenge to find the perfect build for each character class, especially considering the different challenges and scenarios that may favor one build over another. In any case, a clear idea of the role you want to play should always remain at the core of what you plan to build, keeping in mind that no build will prove to be the best across every situation.

And that wraps up our Lineage W class guide. We hope that what we shared with you in this guide will serve as an effective tool, not just in leading you towards identifying the perfect build for you, but also open your mind to just how broad and almost limitless customizations in Lineage W can be. If you are an experienced or advanced player in the world of Lineage W and have your very own tips and recommendations to share, do not hesitate to let us know in the comment area!