Staff · MEDIUM TO LEARN
Pixel Lineage
Mage Class
A Staff class that starts with Pebble Throw and learns elemental spells from scrolls. Mage Barrier uses Energy, while Mage’s Sense applies a damage bonus followed by a penalty.
Mage overview
Mage uses Staff and has the in-game difficulty label Medium. Its starting kit covers arcane damage and spell progression.
- Weapon
- Staff
- Game difficulty label
- Medium
- Super branches
- 3 choices
Starting skills
| Move | When shown | What it does |
|---|---|---|
| Mage's Sense | Taught now | Your next damaging attack within two turns deals 15% more damage. After the attack, or when the effect expires, you deal 15% less damage for two turns. |
Class passive: Mage Barrier
Guard costs 1 Energy and raises a barrier that absorbs 10 damage for each Energy held.
Mechanics and conditions
Listed mechanics
- Elemental scrolls provide a route to expanding the starting spell kit.
- Mage's Sense creates a defined window for boosting a damaging attack.
- Held Energy contributes to a defensive barrier when you Guard.
Scope and limitations
- The selection screen describes Mage as fragile and labels it Medium difficulty.
- Mage's Sense brings a two-turn damage penalty after its benefit or expiry.
- Guard spends Energy, creating a choice between defense and future abilities.
Mage Super class paths
The Mage preview lists these three Super branches:
PATH 01ClericPATH 02HexerPATH 03Summoner
The class comparison lists all starting families. The difficulty and role reference groups them by the game's displayed labels.
Skill interactions
- Mage’s Sense affects the next damaging attack within two turns.
- The following two-turn damage penalty begins after use or expiry of Mage’s Sense.
- Mage Barrier ties its absorption amount to held Energy and makes Guard cost 1 Energy.
Related systems: castle and expedition basics, Energy, Guard and healing.
The Mage class selection screen
Open the original screen to inspect the class's playstyle, starter moves and branch names.
