Class progression in Pixel Lineage runs in three steps. You pick a base class when you create a hero, upgrade it into a Super class partway through a run, and finally awaken that Super class into an Ultra form. Each tier keeps what came before and adds new moves, so the Super and Ultra you end up with are both tied to the base class you started with.
Quick answer: Reach The Dungeon in Act 2 and pick a Trainer’s Shrine card to choose one of your base class’s three Super branches. Later, use that branch’s Ultra Sigil to awaken it into an Ultra class.
Get a Super Class at the Act 2 Trainer’s Shrine
In a hero’s progression, Super is stage two. Each base class splits into three Super options; you can select one only at a Trainer’s Shrine card, which may appear on your route once Act 2 begins.


Your hero is locked into its Super selection permanently; there is no later switch. First settle on the job you want it to do: heal allies, pin down one foe, strike an entire group, or build around a weapon’s rhythm.
The whole party follows one route. Tell your teammates that the shrine is your goal and vote for it as a group; choosing a card for loot alone may take you beyond the event you need.
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Add to Google Preferences →When each Super Class move unlocks
Selecting a branch unlocks only its opening move at first. The remaining two become available as the hero gains levels, without another shrine visit or an item. Check the hero’s skill list after confirming: the first Super move should already appear there.
| Milestone | What you get |
|---|---|
| Pick at the Trainer’s Shrine | Permanent branch and its first move |
| Hero level 10 | Second Super move |
| Hero level 14 | Third Super move |
Even if you chose a branch chiefly for its third move, the hero must reach level 14 to use it. Keep improving gear and survival items to make reaching that level practical.
Every Super Class by base class
Six base classes each branch into three Super options. Here is the full roster with the three moves each branch unlocks.
| Base class | Super class | Moves |
|---|---|---|
| Warrior | Berserk | Rending Cross, Ruin, Bloodbath |
| Warrior | Sentinel | Oathbreaker, Counter Stance, Falling Judgment |
| Warrior | Greatsword | Great Cleave, Earthsplitter, Whirlwind |
| Thief | Rogue | Tripwire, Deadfall, Knife Storm |
| Thief | Assassin | Shadow Cuts, Death Mark, Last Rites |
| Thief | Beast Tamer | Wolf Pack, Viper Strike, Bear Maul |
| Mage | Cleric | Smite, Mending Light, Judgment |
| Mage | Hexer | Hex Bind, Hex Bolt, Doom |
| Mage | Summoner | Arcane Familiar, Stone Guardian, Phoenix Call |
| Fist | Monk | Chi Palm, Hundred Fists, Heaven’s Palm |
| Fist | Brawler | Haymaker, Guard Break, Knockout |
| Fist | Oni | Demon Mask, Demonfire Palm, Kanabo Smash |
| Bard | Minstrel | Soothing Hymn, Lullaby, Verse of Renewal |
| Bard | Siren | Shriek, Echo, Crescendo |
| Bard | Pianist | Staccato, Moonlight Sonata, Grand Finale |
| Archer | Ranger | Falcon Dive, Briar Snare, Arrow Storm |
| Archer | Deadeye | Headshot, Piercing Line, Kill Shot |
| Archer | Corsair | Flintlock Parley, Powder Keg, Cannon Barrage |
Awaken an Ultra Class with its Ultra Sigil
Ultra is the third and final stage: an awakened Super class. It retains every Super move, gains a passive +25% Attack, Magic, and max HP boost, and never misses with its attacks. Each Ultra has three major Ultra skills.
Ultra Tomes unlock the second and third Ultra skills, appearing as rare red drops in randomized locations. Once awakened, the hero keeps its Super moves but has only the first Ultra skill, not the full set of three. Make good use of the rest of the kit while hunting for the Tomes: Ultra attacks cannot miss, but managing resources and lasting through the enemy’s turn remain essential.
Every Ultra Class and its Super branch
Each of the eighteen Super branches has one matching Ultra form. Use the Super column to find yours, then the skills column for the three Ultra skills in the order they unlock.
| Super class | Ultra class | Ultra skills I, II, III |
|---|---|---|
| Berserk | Bloodreaver | Red Apocalypse, Executioner’s Moon, Crimson Frenzy |
| Sentinel | Aegis | Judgment Wall, Bastion of Heaven, Heaven’s Lance |
| Greatsword | Worldcleaver | Sky Splitter, Horizon Break, Titan’s Rampart |
| Rogue | Shadowbroker | Thousand Traps, Iron Maw, Smoke Carnival |
| Assassin | Reaper | Final Hour, Reaping Moon, Death’s Veil |
| Beast Tamer | Beastlord | Stampede, Primal Maw, Alpha’s Howl |
| Cleric | Seraph | Heaven Falls, Seraph’s Grace, Divine Lance |
| Hexer | Doomcaller | End of Days, Chains of Oblivion, Eclipse |
| Summoner | Archon | Legion Gate, Dragon Gate, Behemoth Pact |
| Monk | Transcendent | Ten Thousand Palms, Palm of Heaven, Nirvana |
| Brawler | Undisputed | Title Fight, Main Event, Undisputed |
| Oni | Shura | Demon Gate, Demon Lord’s Maw, Blood Pact |
| Minstrel | Songweaver | Symphony of Stars, Celestial Choir, Supernova Solo |
| Siren | Banshee | Death Wail, Soul Rend, Lament of Tides |
| Pianist | Virtuoso | Meteor Concerto, Final Crescendo, Nocturne |
| Ranger | Stormhawk | Hawkstorm, Talon of the Storm, Eye of the Storm |
| Deadeye | Godshot | Orbital Shot, Bullet Storm, Dead Calm |
| Corsair | Dread Captain | Ghost Armada, Flagship Ram, Rum and Glory |
Because a Sigil only works on its own branch, there is no way to jump between families at the Ultra tier. A Cleric awakens into Seraph, an Assassin into Reaper, and so on. If a different Ultra appeals to you, build a new hero around the base and Super branch that leads to it rather than expecting to switch. When a Sigil or Tome drops, read it against your current Super before using it, and treat it as a specific step on the branch you already own.





