CLASSES / PIXEL LINEAGE

The Mage field guide

Magic · Staff

Choose the kind of magic you want to play: Cleric for recovery, Hexer for weakening enemies, or Summoner for creature attacks. Each has a different Ultra destination.

Base passive: Mage Barrier: Guard costs 1 Energy and absorbs damage based on held Energy; the published guide reports 10 damage per Energy.

Mage Super and Ultra paths

Mage → Super → Ultra

ClericSeraph

Holy damage and healing

Super skills
On unlockSmite
Level 10Mending Light
Level 14Judgment
Ultra skills
AwakeningHeaven Falls
Ultra TomeSeraph’s Grace
Ultra TomeDivine Lance
Reported Sigil targetAct 9The Hollow Sky
Reported Tome targetAct 10The Heart of Blight
Mage → Super → Ultra

HexerDoomcaller

Debuffs and magic damage

Super skills
On unlockHex Bind
Level 10Hex Bolt
Level 14Doom
Ultra skills
AwakeningEnd of Days
Ultra TomeChains of Oblivion
Ultra TomeEclipse
Reported Sigil targetAct 5The Underworld
Reported Tome targetAct 7The Drowned Cathedral
Mage → Super → Ultra

SummonerArchon

Summoned allies

Super skills
On unlockArcane Familiar
Level 10Stone Guardian
Level 14Phoenix Call
Ultra skills
AwakeningLegion Gate
Ultra TomeDragon Gate
Ultra TomeBehemoth Pact
Reported Sigil targetAct 9The Hollow Sky
Reported Tome targetAct 10The Heart of Blight

Skill levels refer to hero level. Act targets follow MrGuider’s October 20 guide; they are not exclusive or guaranteed drop claims. Read the source conflict →

A practical Mage build plan

  1. 01

    Choose your role

    Choose Summoner → Archon for a summoning kit, Hexer → Doomcaller for debuffs, or Cleric → Seraph for healing.

  2. 02

    Match your progression

    Arcane Spark supplies opening Energy and a Magic bonus; compare it with the broader Prodigy bonuses if you have both options.

  3. 03

    Prepare your equipment

    Try Wellspring for Energy support, or Second Breath when surviving the next enemy turn is the problem.

  4. 04

    Target the right material

    Farm the Sigil for your selected branch before chasing Tomes for skills you cannot yet unlock.

Strengths and tradeoffs

Why choose it

Three clearly different routes let a Mage fill damage, control or healing needs.

What to watch

Plan your Energy before using Guard or an expensive skill. A big damage number is not a complete survival plan.

Race, trait and Scroll fit

Vesper and Celestine have reported magic-related bonuses. Pair Renewal with a damage route if your party lacks recovery. This recommendation follows the listed effects; it is not a measured build ranking.

Archon or Doomcaller?

Start with the Super kit you want to play. Summoner leads to Archon and its three gate / pact skills. Hexer leads to Doomcaller and its debuff-oriented route. Cleric remains the route to the Seraph Ultra if healing is your priority.

For the reported farming route, Archon’s Sigil target is Act 9 and its Tome target is Act 10. Doomcaller’s targets are Act 5 and Act 7. A faster run is useful only when it can produce the item for your actual branch. Neither route is declared the universal best Mage build here.

See the class in action

Questions players ask

How do I unlock a Mage Super class?

The reviewed progression guide places a Trainer’s Shrine card in Act 2, The Dungeon. Choose the desired branch there. It describes the choice as permanent for that hero.

Does a Tome unlock my Ultra class?

The matching Ultra Sigil handles awakening. Ultra Tomes are for later Ultra skills. Read the item’s class restriction before using it.

Sources & review notes 2 references

Reviewed October 23, 2026. Published reports are distinguished from developer statements and our own editorial suggestions.

MrGuider · class progression

October 20 guide. Class names, skills and reported Act targets. Drop rates are not established.

Gamezebo · Ultra classes

Ultra progression and ability names. Its broad drop description differs from the Act-specific MrGuider list.

How we check information →

Plan your next move