Pixel Lineage: Energy Guide: Costs, Recovery and Capacity
Understand starting Energy, round recovery, capacity growth, skill cooldowns, and the resource difference between Guard and Meditate.
Pixel Lineage normally starts a battle with one Energy and adds one each round, with a base capacity of ten. Skills need their own Energy cost and cooldown, so keeping enough Energy is only one of the two requirements for using a move.
This gameplay video shows the interface and turn-based rhythm that the following choices use.
Starting Energy, regeneration and capacity
| Rule | Value | What it changes |
|---|---|---|
| Starting pool | 1 Energy | Which opening skills you can afford |
| Automatic generation | 1 per round | How the pool recovers while battle continues |
| Base cap | 10 Energy | The ordinary limit on banked resources |
| Capacity growth | 1 cap per 10 MAX EN | Gear and ARCANE points can raise capacity |
Capacity and generation are different. A larger cap allows you to hold more Energy; it does not by itself promise a larger round-by-round income. Starting bonuses change the opening pool, while recovery effects change how you replenish it during a fight.
Think about the price of the move you actually want to use. A one-Energy skill fits a different rhythm from a seven-Energy spell. Banking resources is useful when it leads to an action worth the turns spent waiting, rather than simply reaching the maximum number.
A cooldown can block a move with enough Energy
Check the skill's cost and remaining cooldown separately. If the pool covers the cost but the move is cooling down, choose another useful action. Meditating in that situation adds Energy, but it does not reset the timer.
Likewise, a ready move can still be unaffordable. Saving Energy or using Meditate addresses the resource problem; waiting for a cooldown addresses the availability problem. Keeping those two checks separate prevents wasted turns and explains why a skill is not always usable when its icon looks familiar.
Guard changes the budget for a Mage
Non-Mage Guard is free and reduces damage until the next turn. Mage Guard costs one Energy and raises a barrier whose absorption scales with held Energy. That resource cost belongs in your plan before saving for the next spell.
Meditate gives one Energy but consumes a turn without Guard. It is a way to accelerate the next purchase, not a defensive action. When the hero is under pressure, compare that future spell with the immediate hit you must survive.
Plan around the next useful action
Use the displayed pool to identify the next affordable move and keep its cooldown in view. A smaller skill can be sensible when waiting for a large spell would leave the enemy active for too long. A larger capacity matters most when your build has a reason to bank Energy; it is not a substitute for recovery or sound defensive turns.