Pixel Lineage: Races Guide: Passives and Roll Chances
Browse thirteen races, compare their passive effects and listed probabilities, and understand health bonuses and healing triggers.
Pixel Lineage races are rolled passive identities, with thirteen listed possibilities that affect survival, damage, growth, or rewards. Compare the actual passive against your class before using more spins; a rare label and a useful effect are different things.
This gameplay video shows the interface and turn-based rhythm that the following choices use.
Race effects and listed probabilities
The table summarizes practical effects rather than cosmetic descriptions. Chances are the listed rounded values, so do not force their total into an exact 100% distribution.
| Race | Chance | Effect to consider |
|---|---|---|
| Tideborn | 0.7% | Heal 5% max HP at the start of every turn |
| Nightborne | 0.7% | Heal 15% of attack damage, capped at 7% max HP per move |
| Seraph | 0.7% | Opening party protection and stronger healing for two rounds |
| Stonekin | 8.0% | 20 extra max HP and 15% stronger Fist attacks |
| Dwarf | 8.7% | 15 extra max HP and 6% more Defense |
| Celestine | 1.4% | Crit, dodge and Magic bonuses |
| Ashborn | 9.4% | 8% more max HP and 6% more Attack |
| Sylvan | 7.2% | Nature damage bonus and a fighting, healing Sylph |
| Vesper | 5.8% | Energy reserve, magic and ability evasion |
| Slime | 6.5% | Blunt resistance and post-battle recovery, with fire vulnerability |
| Human | 37.7% | 10% extra battle XP and class mastery |
| Goblin | 8.7% | Gold and bonus-loot improvements |
| Mushroom | 4.3% | 16% chance to poison an attacker when hit |
Read flat health and percentage health differently
Dwarf adds 15 maximum HP and 6% Defense, while Stonekin adds 20 maximum HP plus 15% Fist attack damage. Ashborn instead increases maximum HP by 8% and Attack by 6%. Those are different bonuses, so comparing just the rarity hides the part your hero actually gains.
Celestine grants 6% crit, 4% dodge and 6% Magic. Human gives 10% more battle XP and class mastery. Goblin gives 8% more gold and a 6% improvement to bonus-loot chances. A growth or rewards passive can be worth keeping when it supports the session you are planning.
Healing and protection have specific triggers
Nightborne heals from attacks, with a cap per move; Tideborn heals at the start of each turn. Seraph applies opening protection and stronger healing to allies for two rounds. Slime recovers after battle but is vulnerable to fire, making the type of incoming damage part of its value.
Mushroom's poison occurs on a chance when you are hit, rather than on every attack you make. Sylvan provides a Nature damage bonus and Call Sylph; Vesper favors Energy reserve, Magic and evasion of hostile abilities. Keep those distinct identities in mind rather than assuming all rare races provide the same kind of offense.
A useful race can remain your race
New heroes start with three race spins; additional spins can come from codes, events and the shop. Before spending them, name the benefit you want to improve. If your current race already supports your class or progression goal, you can keep it and continue adventuring instead of making a Mythic roll a prerequisite to play.