Pixel Lineage: Classes Guide: Bases and Evolution Paths
Compare six base classes, their weapons and passives, then follow the permanent Super and matching Ultra evolution paths.
Pixel Lineage has six base classes, each leading to three Super branches and then a matching Ultra form. Your base choice sets the weapon and opening play style, so compare what you want to do each turn before thinking about an impressive endgame name.
This gameplay video shows the interface and turn-based rhythm that the following choices use.
Six starting identities
| Base class | Weapon | Opening identity | Super branches |
|---|---|---|---|
| Warrior | Sword | First direct hit receives Reinforced protection | Berserk, Sentinel, Greatsword |
| Thief | Dagger | Crit-focused attacks; no base passive | Rogue, Assassin, Beast Tamer |
| Mage | Staff | Guard costs Energy and creates an Energy-based barrier | Cleric, Hexer, Summoner |
| Fist | Fist wraps | Multi-hit physical techniques; no starting passive | Monk, Brawler, Oni |
| Bard | Lute | Successful healing restores one Energy through Encore | Minstrel, Siren, Pianist |
| Archer | Bow | Basic arrows ignore a little Defense | Ranger, Deadeye, Corsair |
Warrior emphasizes a durable front line. Thief builds around dagger attacks and critical chance. Mage uses Magic and learned spells, while Fist focuses on unarmed techniques. Bard combines songs with healing and buffs. Archer uses bow attacks, including single-target and wider attacks as its kit develops.
These are different action patterns rather than six interchangeable weapon skins. You can have strong gear on any hero and still dislike how its turns feel. Start with the repeated choices you enjoy: protect, heal, save for spells, or apply direct physical pressure.
Passives explain important differences
Warrior's Reinforced boosts Defense by 50% against the first direct hit of a battle; dodges and damage over time do not consume it. Bard's Encore restores one Energy when healing succeeds. Archer's Keen Eye lets basic arrows ignore a little enemy Defense.
Mage has the clearest exception to ordinary Guard: its Guard costs one Energy and raises a barrier that scales with held Energy. That means the same defensive action has a different resource consequence on a Mage. Thief and Fist have no starting passive, so their learned techniques matter more than an assumed passive bonus.
Follow the branch instead of changing families
A Trainer's Shrine path card becomes available from The Dungeon, Act 2. There you choose a Super class belonging to your base class. That choice is permanent for the hero. A Warrior does not use the shrine to become a Bard branch.
Later, the matching Ultra Sigil awakens the Super branch. This is a continuation of the path, not an unrestricted second class selection. Review the Super class roster before committing, especially if healing or a particular attack style is the reason you chose the base class.
Let the next run guide your investment
For the first adventure, equipment compatible with your chosen class is more useful than planning around a branch you have not reached. If your current actions feel comfortable, build on them. If you prefer another rhythm, compare the bases on a new hero before investing scarce progression items into a permanent branch.