Classes / PIXEL LINEAGE
Pixel Lineage Class Tier List: Difficulty and Roles
Compare all six Pixel Lineage classes by the game's difficulty labels, weapons, starting mechanics, triggers and limitations.
The Pixel Lineage class selector uses Easy, Medium and Hard difficulty labels. This reference groups classes by those in-game labels, then compares every starting kit using the same fields: weapon, mechanics and conditions.
Difficulty describes the class’s learning category. Combat results also depend on skill costs, equipment, attributes, targets, statuses and party composition. This page does not assign an overall S/A/B power ranking.
In-game difficulty groups
| Difficulty label | Classes | Starting weapon |
|---|---|---|
| Easy | Warrior, Archer | Sword, Bow |
| Medium | Mage, Thief | Staff, Dagger |
| Hard | Fist, Bard | Gauntlets, Lute |
Six-class mechanics comparison
| Class | Starting mechanics | Conditions and scope |
|---|---|---|
| Warrior | Reinforced gives opening defense; Shoulder Bash scales with defense; Taunt redirects targeted hostile actions. | Reinforced covers one direct hit. Bosses usually resist Shoulder Bash’s daze. Taunt lasts for the remainder of the round while the user remains alive and in battle. |
| Mage | Mage Barrier converts held Energy into absorption when Guarding; Mage’s Sense modifies a damaging attack. | Guard costs 1 Energy. Mage’s Sense gives +15% damage to the next damaging attack within two turns, followed by -15% damage for two turns after use or expiry. |
| Archer | Keen Eye affects basic-arrow defense interaction; Power Shot penetrates defense; later shots add multiple arrows and Weak. | Power Shot specifies 30% penetration. Keen Eye’s basic-arrow amount is separately described. Crippling Arrow’s Weak application is chance-based. |
| Thief | Dagger Throw deals physical damage; Speed Up changes critical chance; Back Stab makes landed hits critical. | Speed Up adds 25 percentage points of critical chance for three turns and does not change turn order. Back Stab can be dodged and has a six-turn cooldown. |
| Fist | Flurry rolls four punches; Iron Fists increases matching attack damage; Skybreaker can daze. | Each punch has its own hit and critical roll. Iron Fists affects unarmed/Fist attacks and Fist techniques. Skybreaker’s 50% daze check follows a landed hit and has an eight-turn cooldown. |
| Bard | Cutting Verse deals offensive magic; Mending Melody heals; Rallying Chorus applies Inspired; Encore restores Energy after healing. | Weakening from Cutting Verse is chance-based. Encore requires successful healing. Rallying Chorus applies Inspired to its user for three turns. |
Damage, defense and support effects
Damage mechanics
The kits use different damage interactions. Warrior’s Shoulder Bash scales with defense. Archer has defense penetration. Thief modifies critical results. Fist resolves multiple independent strikes. Mage uses spells and a timed damage modifier, while Bard includes an offensive lyric alongside healing and a buff.
These descriptions identify mechanics. Comparing total damage requires the same equipment, attributes, target defense and encounter conditions.
Defensive and control mechanics
Warrior’s opening protection and Taunt affect direct hits and targeting. Mage Barrier uses held Energy for absorption. Shoulder Bash and Skybreaker include daze effects with different conditions. Archer and Bard have chance-based weakening effects in their listed kits.
An effect’s application chance, duration and target restrictions remain part of the comparison. A damage modifier, a protective effect and an interrupted enemy turn change different parts of combat.
Healing and Energy mechanics
Bard’s Encore restores 1 Energy after a successful heal. Mage Guard has an Energy cost and a barrier description tied to held Energy. Action costs and passive triggers are listed on the corresponding class pages and in the combat reference.
Class progression
Every starting class lists three Super branches. The class directory records all 18 branch names, and each class entry records its starting skills and unlock labels. Race passives, Traits, pets and equipment are separate systems that can modify the resulting character.