Summoner is the Mage’s minion branch in Pixel Lineage, the turn-based roguelike RPG on Roblox. It hands combat off to a spirit familiar, a stone golem, and a phoenix. Its strength shows clearly on a full run from a fresh level 1 character to level 49, one level short of the cap. That run covers seven bosses, three difficulties, and a stack of crafted and looted staves along the way.
Quick answer: Summoner is a permanent Super class for Mage, picked at a shrine node in Act 2, The Dungeon. Arcane Familiar comes right away, Stone Guardian at level 10, and Phoenix Call at level 14.
Summoner skills in Pixel Lineage
Every Super class gets three moves, and they arrive on a fixed level schedule. Summoner’s three all leave something behind on the field or hit the whole enemy line, so the class does work even on turns when you aren’t casting.
| Move | Unlocks | Energy / Cooldown | Target |
|---|---|---|---|
| Arcane Familiar | On choosing Summoner | 2 EN / 2 turns | One foe |
| Stone Guardian | Hero level 10 | 3 EN / 4 turns | Yourself |
| Phoenix Call | Hero level 14 | 5 EN / 6 turns | All foes |
Arcane Familiar summons a spirit of light that bursts on one enemy. It then sticks around for three turns and zaps after each of your turns, which makes it a cheap way to keep chip damage running.
Stone Guardian is the defensive move. It heals you, makes you FORTIFIED for three turns, and raises a golem that pounds enemies for the same three turns.
Phoenix Call sweeps a phoenix across every enemy, with a 60 percent chance to leave each one BURNING for two turns. It’s the costliest move in the kit, and it’s the one that finishes bosses in the run below.
Combat runs on Action Energy (EN). Spells also have a timing layer. During casting, an Arcane Sigils prompt asks you to hit space or click as the frame locks onto a rune, and a clean hit reads “PERFECT CAST!” Incoming enemy attacks trigger a separate timed block or dodge.
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The run starts with a Slime Mage named Galen Crowhurst, rolled with the Rage trait. Slime is a middling race pick for this build. It holds up against blunt hits but is weak to fire. The first trip into Act 1, Sunmeadow Wilds, on Normal ends in a loss to Goblins. That’s normal for the genre. Runs move node by node, and you can either use RETURN HOME to bank loot, gold, and knowledge, or keep pushing until you fall.
The second run gets home safely, and the haul goes straight to the Blacksmith. The early weapon path runs from a Workshop Staff to an Iron Staff, both built from ordinary dungeon drops like salvaged metal and bone fragments.

With the Iron Staff equipped, Act 1 opens up. Grubnik The Goblin Chief, a level 6 mini-boss on Normal, goes down. Next comes The Slime King, the level 12 Act 1 boss. Its reward chest drops Sundering King’s Signet and a Rename Scroll.

Past The Slime King, the run enters The Dungeon and reaches the Super class node. It appears there as the Forgotten Dojo, and elsewhere it goes by Trainer’s Shrine. Mage branches into Cleric, Hexer, and Summoner. Hexer is the curse-and-debuff option with Hex Ring, Hex Bolt, and Sour. Summoner takes the minion-and-fire route. The run awakens Summoner, and the choice is permanent for that hero.

Summoner boss checkpoints from Act 1 to the Drowned Cathedral
Boss levels give the clearest picture of the 1-to-50 curve. Here’s what the Summoner fought and at what level each enemy appeared.
| Boss | Level | Role | Result |
|---|---|---|---|
| Grubnik The Goblin Chief | 6 / 14 | Mini-boss (Normal / Hard) | Defeated |
| The Slime King | 12 | Act 1 boss | Defeated |
| The Crypt Lord | 24 | Act 2 boss | Defeated |
| Just a Rock | 25 | Secret boss | Lost in phase two |
| Mother Blight | 26 | Act 3 boss | Defeated |
| The Crypt Lord Unbound | 39 | Nightmare boss | Defeated |
| Grimrow, The Rot Shepherd | 50 | Boss | Defeated |
| Malgrath, The Lord Below | 51 | Act 5 boss | Defeated |
| Nana Rot | 51 | Secret boss | Defeated |
Hard mode and the first secret boss
The first test of the new kit is a rematch with Grubnik on Hard, where he scales to level 14. The summons, backed by a Starfire Nova scroll, handle him. The level 25 secret boss Just a Rock is harder. Its first form falls, then it turns into “It Was Never Just A Rock” and wipes the run. Secret bosses carry two phases, and Nana Rot later does the same, flashing “NANA IS VERY DISAPPOINTED.” when she shifts.
The grind loop and the Frozen Crescent Moonstaff
From there the progression is deliberately repetitive. You run, extract, craft, and run again. The next upgrade is the Frozen Crescent Moonstaff, forged before the push into Act 2.

Act 2 and Act 3 bosses
The Crypt Lord, the level 24 Act 2 boss, falls to Phoenix Call. This is where the level 14 unlock matters, since a 5 EN hit that reaches every target and can burn changes how long boss fights last.

Mother Blight, at level 26, waits in The Cursed Forest as the Act 3 boss. She’s preceded by Rotfang, Alpha of the Blight, at the same level.

Nightmare and the late acts
Nightmare bumps familiar bosses well past their usual levels. The Crypt Lord Unbound shows up at level 39. Later areas include Moonstone Rise, The Underworld, The Withered Meadow (home to the level 50 Sporeking), and The Drowned Cathedral. Malgrath, The Lord Below falls in The Underworld and triggers a cutscene with The Light. The run then clears Nana Rot and Grimrow, The Rot Shepherd before reaching Act 7 of 10, The Drowned Cathedral, and heads home. A fourth difficulty, Torment I, sits above Nightmare on the select screen.
Summoner gear from level 1 to 49
Staves set the Summoner’s pace, and the late upgrades depend on materials that only drop in deeper acts or on Hard and Nightmare. Armor is mostly a matter of luck from looting nodes.
| Item | Slot | Obtained |
|---|---|---|
| Workshop Staff | Staff | Blacksmith |
| Iron Staff | Staff | Blacksmith |
| Frozen Crescent Moonstaff | Staff | Blacksmith |
| Fireproof Frostburn Mantle | Legendary chest | Lost Adventurer node, Hard |
| Swift Galewing Treads | Legendary legs | The Withered Meadow |
| Nana’s Sweater | Legendary chest | Nana Rot |
| Voidcaller | Tier 4 staff | Blacksmith |
| Phoenix Rod | Tier 4 staff | Blacksmith |
The Fireproof Frostburn Mantle adds +34 Magic, which is a big jump for a class whose summons and Phoenix Call scale off magic. It’s also a sensible piece for a Slime, given that race’s fire weakness. Late recipes call for boss-specific drops such as Phoenix Feather, so the tier 4 staves come after the deep acts, not before them. The Auction House can fill gaps with gold. Sorting by lowest price is a quick way to find cheap epic gear.
Gear space is capped, and a full bag triggers a “Your gear bag is full” warning, so sell or salvage spares before a long push.
Pets at The Ranch alongside a Summoner
Pets act on their own every turn, either attacking or healing you. On a Summoner that adds one more body to a field already full of familiars and golems. Eggs drop during runs and hatch in Ranch stables. The level 49 roster includes a Batling and a Pooly (both Uncommon), plus a Snap Turtle, a Robin, and a Sabre Lynx (all Rare).
- Feeding: spare eggs or materials can be fed to a pet for pet XP.
- Fusing: raising a pet’s tier requires a second pet of the same family and rarity.
- Example: a Rare Reptile needs another Rare Reptile to fuse.
Archon: the Summoner Ultra form
Level 50 isn’t the end of the Summoner line. Using the matching Ultra Sigil awakens the class into Archon. Archon keeps all three Super moves, gains +25 percent Attack, Magic, and max HP, and its attacks never miss. Sigils and Ultra Tomes are rare drops, and Sigils turn up from Act 5 onward. No specific boss has been confirmed as the source of the Summoner Sigil.
| Ultra skill | Unlocked by | Energy / Cooldown | Target |
|---|---|---|---|
| Legion Gate | Ultra Sigil | 6 EN / 7 turns | All foes |
| Dragon Gate | First Ultra Tome | 7 EN / 8 turns | One foe |
| Behemoth Pact | Second Ultra Tome | 4 EN / 6 turns | Whole party |
Legion Gate opens a rift of rift hounds and two wyverns across the enemy line, with a 70 percent burn chance. Dragon Gate always burns its target and leaves a gate wyrm breathing fire for two turns. Behemoth Pact fortifies and heals the whole party, then keeps a behemoth slamming foes for three turns.
Put together, the 1-to-49 curve shows a Summoner that comes online at level 14, carries itself through Nightmare by the high 30s, and handles level 50-plus bosses on crafted staves and lucky legendaries. Archon is the next step, and a Sigil is the only thing standing in the way.




