Pixel Lineage classes

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 selection screen with Sword, Easy difficulty and starting abilities
Warrior class-selection capture · October 16, 2026

Dated class reference