Guides / PIXEL LINEAGE
Pixel Lineage Beginner Guide
An introduction to class selection, castle services, turn-based combat, expedition resources, and their limits.
Pixel Lineage combines class abilities, equipment, pets, and limited expedition resources in a turn-based RPG. A character’s level is one part of a battle’s conditions; current HP, available Energy, enemy count, and remaining healing uses also affect the outcome.
Class selection and difficulty labels
The class-selection menu presents six base classes. Its difficulty labels describe the starting kits rather than a ranking of damage or boss performance.
| Class | Weapon | Menu difficulty | Starting mechanics |
|---|---|---|---|
| Warrior | Sword | Easy | Defense-scaled Shoulder Bash, Taunt, and Reinforced protection against one direct hit. |
| Mage | Staff | Medium | Spell progression, Mage’s Sense damage changes, and an Energy-based Guard barrier. |
| Thief | Dagger | Medium | Thrown attacks and critical-hit effects; Speed Up does not change turn order. |
| Fist | Gauntlets | Hard | Multiple punches with separate hit and critical rolls. |
| Bard | Lute | Hard | Offensive songs, healing, and Energy returned by successful healing. |
| Archer | Bow | Easy | Power Shot defense penetration, paired arrows, and a weakening skill. |
Skill availability, costs, passives, and limitations are listed in the class reference. An Easy label does not guarantee survival, and a Hard label does not establish lower combat strength.
Character and castle preparation
The character panel contains allocated stats, equipment, and current and maximum HP. Available stat points are separate from the benefits already supplied by equipment. Class-specific skill descriptions provide the conditions needed to interpret those values.
Castle services cover health top-ups, supplies, building restoration, equipment upgrades, and available Inbox rewards. Restoring a facility and purchasing one of its services are separate transactions.
A castle-service example during Human Archer progression on Normal showed:
| Service | Displayed offer |
|---|---|
| Alchemist healing potion | 25 Gold each |
| Blacksmith building restoration | 150 Gold and a five-minute wait |
These are example offers. Current service menus supply the applicable price, timer, material requirement, and availability for a transaction. The castle reference separates those services.
Life gifts can appear in the Inbox. The displayed Life maximum is 3/3, and a gift’s availability depends on the rewards present on that account. One available gift does not establish a recurring supply.
Combat and expedition resources
Combat resolves through turn choices, with timed inputs on some basic actions. Prompts differ by action and class. A skill’s own cost and effect determine how it differs from a basic attack.
Multiple living enemies can contribute damage during the same round. Removing an enemy may reduce later incoming attacks, while damage spread across several surviving targets can leave their combined pressure intact.
A healing potion restores 30% of maximum HP and consumes a turn. An expedition allows three potion uses. Healing spent during earlier encounters reduces the uses remaining later on the route.
Route and difficulty conditions
Expedition menus describe the available route and difficulty. A level alone does not establish a safe route: HP, equipment, enemy composition, timed-action results, and remaining recovery all matter.
After a battle, the resulting HP, resources, and enemy outcomes provide the conditions for the next choice. The combat reference explains attacking, guarding, healing, and class-specific exceptions without prescribing one class or fixed action sequence.