Pixel Lineage all classes form a layered system that starts with six base picks and branches into eighteen Super evolutions, eighteen Ultra awakenings, and a final Oath layer at the persistent Castle shrine. Knowing which class sits at every step is the difference between a hero that clears Act 2 and one that stalls on the first mini-boss. This guide walks through the full roster, where each upgrade happens, and how to read the upgrade offers so you stop burning Gold on the wrong branch.
The Base Class Roster and How Heroes Roll In
Every Pixel Lineage hero begins with two random rolls: one of 13 Races and one of 7 passive Talents, with rarer results packing stronger effects. Only after those rolls land does the class selection screen appear, and the six base classes on it are Warrior, Thief, Mage, Fist, Bard, and Archer. These are the roots of every Pixel Lineage class list you'll see later, because the Super and Ultra tiers are permanent evolutions of one of these six.
| Base Class | Combat Role | Early Strength | Early Weakness |
|---|---|---|---|
| Warrior | Front-line melee | High HP, simple skill rotation | Low mobility |
| Thief | Burst damage | Fast attacks, high crit potential | Squishy defenses |
| Mage | Ranged caster | Strong AoE, zone control | Fragile in close range |
| Fist | Brawler | Stun chains, mid-range pressure | Resource-hungry skills |
| Bard | Support | Team buffs, heal over time | Low personal damage |
| Archer | Ranged DPS | Consistent kiting, safe damage | Weak if cornered |
Community testing on the opening loop recommends Warrior as the simplest first class because its basic attacks and Guard action cover most mistakes a new player makes. Nightborn, a Race that heals 15% of damage dealt on attack, pairs especially well with that front-line style during the early floors. The class you pick here is permanent for that hero, so plan around your Race and Talent rather than rerolling until you see a "perfect" trio.
Base classes are not the end of the story, because the Trainer's Shrine in Act 2 is where the upgrade path opens. Reaching it with enough Gold and a working equipment set is the gateway into the real Pixel Lineage class list.
Super Classes: The First Permanent Branch
Reaching a Super Class is the first major milestone in the Pixel Lineage class upgrades chain. The mechanic is straightforward: when a hero reaches the Trainer's Shrine, the shrine offers three Super Class options, each branching from the hero's current base class. The hero picks one and that choice is locked in for the rest of that run. This is why most community guides urge players to learn their base class before stepping into the shrine — once you pick, the skill set you learn has to carry you through Act 3, Act 4, and the Castle loop.
The eighteen Super Classes that exist in the current build split evenly: three Super options per base class. The table below shows how the branches fan out, based on the roles each evolution tends to fill in community reports. Skill names and exact damage values shift with patches, so treat the role descriptions as stable and the numbers as a "last verified October 2026" snapshot.
| Base Class | Super Option A | Super Option B | Super Option C |
|---|---|---|---|
| Warrior | Blade Knight | Berserker | Guardian |
| Thief | Assassin | Duelist | Ranger |
| Mage | Pyromancer | Cryomancer | Arcane Sage |
| Fist | Monk | Grappler | Brawler King |
| Bard | Troubadour | Warlock | Chanter |
| Archer | Sniper | Hawkeye | Beast Master |
The decision rule that experienced Pixel Lineage players follow is to read the three offered skills before reading the class name. The shrine always shows the actual skill icons, energy cost, and effect, so the strongest pick is the one whose skills cover the gaps in your current equipment, not the one with the flashiest title. If your Bard's three options are Troubadour (heal-focused), Warlock (damage-focused), and Chanter (buff-focused), the right answer depends on whether your party already has a healer, a carry, or a buffer, not on which name sounds coolest.
Players who want a deeper look at how Super Classes feed into the broader roster can check the Pixel Lineage class tier list to see how each evolution ranks against its peers.
Ultra Classes: Awakening With Ultra Sigils
Ultra Classes sit one tier above Super and represent the rarest evolution in the game. Where Super is offered on demand at the shrine, Ultra is gated by a collectible: the Ultra Sigil, which is a rare drop that only certain floors and secret bosses hand out. According to community data, the sigil hunt is the real grind of the mid-to-late game, because most runs end before a hero ever sees one.
When a hero holds an Ultra Sigil and visits the upgrade shrine, the three options swap from Super evolutions to Ultra evolutions of the same base class. The mapping mirrors the Super branches one-to-one, so each Ultra is the awakened form of the corresponding Super line.
| Base Class | Ultra Line A | Ultra Line B | Ultra Line C |
|---|---|---|---|
| Warrior | Dread Knight | Warlord | Sentinel Prime |
| Thief | Shadowblade | Phantom | Windrunner |
| Mage | Archmage of Flame | Lich | Star Sage |
| Fist | Grandmaster | Titan | Iron King |
| Bard | Muse | Necromancer | High Chanter |
| Archer | Deadeye | Hawkeye Prime | Beast Lord |
Because Ultra Classes change the hero's stat baseline and replace multiple skills at once, the upgrade is best treated as a run-defining moment. The general rule of thumb is to keep one "safe" hero in your party that stays at Super for steady clears, and push your strongest carry into Ultra when the sigil finally drops. Sigils and how to grind them are covered in detail on the Pixel Lineage sigil overview, which is the natural follow-up read for anyone chasing an Ultra awakening.
A practical tip from the community is to save before the Ultra upgrade and check the three options. Unlike the Super choice, the Ultra version can feel like a sidegrade if your build was tuned around Super skills, so a quick save-scum is worth the habit while you learn which awakenings actually match your playstyle.
The Oath Layer: Twelve Seals at the Castle Shrine
The Castle hub is the persistent home base in Pixel Lineage, and it holds the Shrine of Oaths, which is the third and final class layer. After a hero has reached either Super or Ultra, the Oath shrine offers twelve permanent seals that add passive effects, stat boosts, and small skill tweaks. Choosing an Oath is not a class swap — the hero keeps their base, Super, or Ultra identity — but the seal slots change how that identity performs.
The twelve Oaths are organized into three families, and each family suits a different role. The exact numerical bonuses change with patches, so the table below shows the family names and the role they support, with the recommendation to confirm the live numbers on the official game page before committing Gold.
| Oath Family | Role Focus | Strong Pairing | Weak Pairing |
|---|---|---|---|
| Lionheart | Tank / sustain | Guardian, Sentinel Prime | Sniper, Phantom |
| Tempest | Speed / crit | Thief lines, Archer lines | Mage lines, Bard lines |
| Ember | Raw damage / AoE | Mage lines, Berserker | Support Bards, Tanks |
| Tide | Healing / regen | Bard lines, Troubadour | Berserker, Duelist |
| Stone | Defense / guard | Warrior lines, Fist tanks | Glass-cannon carries |
| Gale | Mobility / kiting | Archer lines, Windrunner | Front-line Warriors |
| Frost | Crowd control | Mage lines, Fist lines | Single-target burst |
| Bloom | Buff / team aura | Bard lines, Chanter | Solo-focused builds |
| Shadow | Stealth / crit | Thief lines, Phantom | Front-line tanks |
| Iron | HP / endurance | Warrior lines, Tank builds | Squishy carries |
| Radiant | Damage / holy | Mixed melee, Knight lines | Bleed / poison builds |
| Void | Lifesteal / drain | Berserker, sustain carries | Burst-window builds |
Oath selection is permanent for that hero on that save, so the safest approach is to pick a family that reinforces a weakness rather than doubling a strength. A glass-cannon Sniper with low HP benefits more from the Iron family's HP bonuses than from Tempest, which would push crit chance on a hero that already crits often. The full breakdown of which Oaths rank highest for each Super and Ultra line lives in the Pixel Lineage Oath tier list.
How to Get Super and Ultra Classes Step by Step
The upgrade path is the same for every hero, so learning the loop once means you can run it for any of the eighteen Super and eighteen Ultra branches. The steps below summarize the community consensus for getting both evolutions, and they assume a Normal-difficulty solo or co-op run.
| Step | Where | What You Need | Common Mistake |
|---|---|---|---|
| 1. Pick base class | Hero creation screen | Stable internet for roll | Rerolling for "perfect" Race/Talent |
| 2. Clear Acts 1-2 | Floors 1 through Act 2 boss | Working gear set, potions | Burning Gold on early Blacksmith honing |
| 3. Reach Trainer's Shrine | Act 2 hub | At least one hero at level cap | Entering shrine before learning base skills |
| 4. Read the three options | Trainer's Shrine | Patience | Picking by class name instead of skill icons |
| 5. Pick a Super Class | Trainer's Shrine | Locked-in choice | Rerolling the run after a "weak" option |
| 6. Clear Acts 3-4 | Floors after Act 2 | Upgraded gear, party buffs | Skipping potion stockpiling |
| 7. Farm an Ultra Sigil | Secret bosses, rare floors | Multi-run grind | Burning the sigil on a low-tier hero |
| 8. Return to upgrade shrine | Act 2 or Castle route | Ultra Sigil in inventory | Upgrading a sub-DPS into a sidegrade |
| 9. Choose Ultra Class | Upgrade shrine | Saved run | Skipping the pre-upgrade save |
| 10. Visit Oath Shrine | Castle hub | Gold, optional materials | Picking a family that doubles existing strengths |
The single biggest mistake new players make is reaching the shrine with a half-built hero and treating the Super pick as a power spike that will carry them. In practice, the Super evolution adds skills but does not fix a broken equipment setup, so the first two Acts are where the real progression happens. Blacksmith honing, which adds +1 to +10 across the gear slots, is the other half of the upgrade path that most guides underrate.
Reading the Upgrade Offers and Avoiding Pitfalls
Every shrine offer in Pixel Lineage uses the same UI: three cards, each showing a class name, a small role icon, and the three skills that evolution grants. The trap is to read the class name first, because names like "Dread Knight" sound stronger than "Sentinel Prime" even when the actual skill kit is weaker for your build. Train your eyes to read skills first, names second.
| Upgrade Tier | Offered At | How Many Options | Can You Decline? | Is It Reversible? |
|---|---|---|---|---|
| Base Class | Hero creation | 6 | Yes (re-roll) | N/A — set at creation |
| Super Class | Trainer's Shrine (Act 2) | 3 | No — pick or leave | No — locked per hero |
| Ultra Class | Upgrade shrine with sigil | 3 | No — pick or skip | No — locked per hero |
| Oath | Castle Shrine of Oaths | 12 | Yes — revisit later | No — locked per hero |
A useful community habit is to keep a small note of which skills each of your three carry heroes actually uses. When a shrine offer includes a skill that overlaps with a slot you already rely on, the upgrade can feel like a downgrade even when the raw numbers are higher. The opposite is also true: an evolution that adds a new utility skill (a heal, a guard break, an Energy refund) is usually more valuable than one that adds a third damage skill to a hero that already has two.
A second pitfall is timing the Oath too early. New players often sprint to the Castle after their first Super evolution and burn Gold on an Oath before they have any gear past the +5 honing mark. Waiting until the Blacksmith has hit +8 to +10 on the hero's main weapon makes every Oath choice stronger, because the same percentage bonus scales off a larger base stat.
Frequently Asked Questions
How many Pixel Lineage all classes are there in total?
There are six base classes, eighteen Super evolutions (three per base), and eighteen Ultra awakenings, plus twelve Oaths that layer on top. The total pool of named class identities in the current build is 54, although only one of each tier can be active on a given hero at a time.
How do you unlock Super Classes in Pixel Lineage?
Reach the Trainer's Shrine in Act 2 with a hero that has cleared the first two acts, then interact with the shrine to see three Super options based on the hero's base class. The choice is permanent for that hero, so read the three skill sets carefully and pick the one that fits your equipment and party role.
How do you unlock Ultra Classes in Pixel Lineage?
An Ultra awakening requires an Ultra Sigil, which is a rare drop from secret bosses and certain high-difficulty floors. Carry the sigil to the upgrade shrine with a hero that is already at Super, and the three options will swap to Ultra evolutions of the same base class. Sigils are per-hero, so plan which carry gets the awakening before you commit.
Are Ultra Classes strictly better than Super Classes?
Not always. Ultra evolutions have higher stat baselines and stronger skills, but the swap can feel like a sidegrade if your build was tuned around specific Super skills. Save before the upgrade, read the three options, and check that the new skill kit actually covers the fights you struggled with rather than doubling strengths you already had.
Which Oath is best for a beginner?
The Lionheart and Tide families are the safest early picks because they add HP and healing effects that forgive positioning mistakes. Once a hero is fully geared and the player has learned the boss patterns, more specialized families like Tempest, Frost, and Void open up stronger but riskier builds.