Compare six recorded Pixel Lineage class kits: Warrior, Mage, Archer, Thief, Fist and Bard. See their weapons, menu difficulty and selected abilities.
Sources reviewed
Six documented starting kits, transcribed from class-selection screens captured October 16, 2026. This is a dated ability reference, not a complete current class roster.
Warrior
Sword · Easy
Passive: Reinforced
The first direct hit in a battle meets 50% extra Defense. A dodge or damage-over-time tick does not consume this protection.
Shoulder Bash Starting move
Damage scales with Defense. A landed hit dazes for one round; bosses usually resist the daze.
Taunt Level 1
For the rest of the round, living enemies direct targeted hostile actions at you while you remain alive and in battle.
Mage
Staff · Medium
Passive: Mage Barrier
Guard costs 1 Energy and creates a barrier that absorbs 10 damage for each Energy held.
Mage’s Sense Starting move
Your next damaging attack within two turns deals 15% more damage. After use or expiry, damage is reduced by 15% for two turns.
Elemental scrolls Spell progression
The starting kit uses Pebble Throw; elemental scrolls add spells beyond that opening attack.
Archer
Bow · Easy
Passive: Keen Eye
Basic arrows ignore a small amount of enemy Defense. This passive is separate from Power Shot’s specified penetration.
Power Shot Starting move
A charged arrow penetrates 30% of the target’s Defense.
Twin Shot Level 3
Fire two arrows together.
Crippling Arrow Level 7
Has a chance to apply Weak for two turns; the weakening effect is not guaranteed.
Thief
Dagger · Medium
No passive is listed in the recorded selection screen.
Dagger Throw Starting move
Throw a dagger at one enemy for physical damage.
Speed Up Level 3
Adds 25 percentage points of critical chance for three turns. It does not change turn order.
Back Stab Level 7
A landed hit is critical, but the enemy can still dodge. The move has a six-turn cooldown.
Fist
Gauntlets · Hard
No passive is listed in the recorded selection screen.
Flurry Starting move
Four punches each roll their own hit and critical chance.
Iron Fists Level 3
Permanently increases Fist basic-attack and technique damage by 15%. Other weapons and spells are unaffected.
Skybreaker Level 7
A landed heavy punch has a 50% chance to daze for one turn. Its cooldown is eight turns.
Bard
Lute · Hard
Passive: Encore
A successful heal restores 1 Energy.
Cutting Verse Starting move
An offensive lyric that may weaken the enemy.
Mending Melody Level 3
Restore health; a successful heal triggers Encore’s 1 Energy recovery.
Rallying Chorus Level 7
Become Inspired for three turns.
Reading the class selection screen
Easy, Medium and Hard are the menu’s difficulty labels, not a strength ranking. Compare the weapon, passive and available moves before choosing a starting kit.
Warrior class-selection capture · October 16, 2026