A Pixel Lineage super class is a specialized mid-game class evolution that expands your starting archetype with dedicated active skills and stat synergies. Players unlock their super class by clearing Act 1 (Sunmeadow Wilds) and selecting a Trainer's Shrine (or Forgotten Dojo) path card during an Act 2 (The Dungeon) run. Interacting with the shrine offers three distinct super class branches based on your starting class, and selecting one is a permanent choice for that hero's run.

How to Unlock a Super Class in Pixel Lineage

Unlocking a super class requires progressing past the early game floors and routing through the inter-floor voting cards. You cannot select a super class in the Castle hub; it must be awakened during an active dungeon crawl.

  1. Clear Act 1 (Sunmeadow Wilds): Complete floors 1 through 10 and defeat the floor 10 boss (such as the King Slime encounter) to open Act 2.
  2. Enter Act 2 (The Dungeon): Start an Act 2 run on Normal, Hard, or Nightmare difficulty.
  3. Vote for the Trainer's Shrine Path Card: Between combat encounters, your party votes on three branching route cards. Look for cards marked Trainer's Shrine or Forgotten Dojo.
  4. Choose Your Branch: Interacting with the shrine displays three branching super class options tied directly to your starter class. Once you confirm your selection, the choice is locked permanently for that character's three-life pool.

Preparing your character before reaching the shrine prevents wasted runs. Upgrading your weapon to +4 at the Castle Blacksmith carries no downgrade penalties, and entering Act 2 with defensive food buffs or restorative potions ensures your hero survives the floor transitions.

Base Class Branches and Super Class Options

Pixel Lineage features six starting base classes that branch into a total of 18 super classes (three options per base class). While the game includes 18 variants, several paths have full community and wiki verification.

Base ClassKnown Super Class OptionsPrimary Combat Role
WarriorGreatsword, Berserker, SentinelHeavy physical AoE, missing-health damage scaling, guard counters
MageHexer, Summoner, ClericTurn-based debuffs, battlefield familiars, group sustain
FistBrawler (branches toward Shura)Combo scaling, sustained martial strikes
ThiefSpecialized tempo pathsSpeed, crit scaling, and dodge synergy
ArcherRanged physical branchesLong-range burst and mark mechanics
BardSong and party utility branchesTeam buffs, resource management, and hybrid support

Warrior Super Class Paths

  • Greatsword: Focuses on devastating area-of-effect physical attacks and high baseline power. Confirmed abilities include Great Cleave (hitting all enemies), Earthsplitter (single-target daze strike), and Whirlwind (multi-hit finisher requiring high energy).
  • Berserker: Built around savage sword combinations that scale upward in damage as your character loses health, rewarding aggressive low-HP combat.
  • Sentinel: Emphasizes defense, counter-attacks, and guard-breaking strikes designed to disrupt enemy rhythm bars and block phases.

Mage Super Class Paths

  • Hexer: An offensive debuffer built around weakening enemy damage output and locking down threats through stuns.
  • Summoner: A pet-and-entity specialist that brings persistent light spirits, stone golems, and phoenix strikes to fight alongside your character over multiple turns.
  • Cleric: A support-oriented caster specializing in holy party restoration, shields, and teammate buffs.

Super Class Skill Progression and Timers

Super classes do not grant their entire toolkit immediately upon selection. Each super class possesses three distinct abilities that unlock as your hero gains levels during progression runs:

  • Skill I: Unlocks immediately upon choosing the super class at the shrine.
  • Skill II: Unlocks once your hero reaches Level 10.
  • Skill III: Unlocks once your hero reaches Level 14.

Hexer Skill Breakdown

The Hexer features an innate passive alongside its three active abilities:

  • Passive (Ill Omen): Foes begin combat Weakened, dealing 15% reduced damage for their first 2 turns. This passive does not stack if multiple Hexers are in the party.
  • Bind (Skill I): Costs 2 Energy with a 4-turn cooldown. Stuns a single foe for 1 turn.
  • Violet Bolt (Skill II): Costs 2 Energy with a 1-turn cooldown. Deals damage to one target with a 50% chance to inflict Weaken for 2 turns.
  • Doom Cloud (Skill III): Costs 5 Energy with a 6-turn cooldown. Crushes a single target and inflicts a guaranteed Weaken for 3 turns.

Summoner Skill Breakdown

The Summoner relies on turn-by-turn companion damage and protective buffs:

  • Spirit of Light (Skill I): Costs 2 Energy with a 2-turn cooldown. Deals damage on cast and summons a familiar that attacks after each of your turns for 3 turns.
  • Stone Golem (Skill II): Costs 3 Energy with a 4-turn cooldown. Restores health, grants your hero the Fortified buff for 3 turns, and summons a stone guardian that pounds enemies after each turn for 3 turns.
  • Blazing Phoenix (Skill III): Costs 5 Energy with a 6-turn cooldown. Strikes all enemy targets simultaneously with a 60% chance to apply Burn for 2 turns.

Advancing from Super Class to Ultra Class

A super class is not the final stage of character development. Every super class can eventually evolve into an Ultra Class, unlocking screen-clearing skills and massive passive stat boosts.

  • Ultra Sigils: Awakening an Ultra Class requires finding that class's specific Ultra Sigil, which drops from Act 5 and above bosses or rare world encounters.
  • Stat Multiplication: Awakening into an Ultra Class grants an immediate +25% boost to Attack, Magic, and maximum HP. In addition, all Ultra attacks possess a guaranteed hit property and never miss during QTE prompts.
  • Ultra Tomes: Upon awakening, an Ultra Class automatically receives its first Ultra skill. Unlocking Ultra Skill II and Ultra Skill III requires finding rare consumable items called Ultra Tomes out in the world.
  • Confirmed Awakenings: The Hexer awakens into the Doomcaller, the Summoner awakens into the Archon, the Berserker path awakens into the Bloodreaver, and Greatsword evolves toward the Worldcleaver.

Frequently Asked Questions

Can I reset or change my super class after picking it at the shrine?

No. Super class selection is permanent for that specific hero. If you want to try a different super class branch, you must start a run on another character slot or reset your character after expending your three lives.

Does unlocking a super class carry over after permadeath?

No. Your class progression (Base, Super, and Ultra) is tied to that individual character. If your hero loses all three lives, you must start fresh at Base Class on your next adventurer. However, your account meta-progression—such as Castle buildings, items stored in the Inn stash, Ranch pets, and Hall of Lineage stat ranks—remains intact.

When should I upgrade to a super class?

You should take the Trainer's Shrine card as soon as it appears in Act 2. Super classes provide strictly superior skill options and immediate access to their first active skill, which significantly increases your survival chances through the mid-game acts.