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Pixel Lineage: Races Guide: Passives and Roll Chances

Last updated 2026-10-09Unofficial player article

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.

Pixel Lineage: Races GuideThis 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 effect directory
RaceChanceEffect to consider
Tideborn0.7%Heal 5% max HP at the start of every turn
Nightborne0.7%Heal 15% of attack damage, capped at 7% max HP per move
Seraph0.7%Opening party protection and stronger healing for two rounds
Stonekin8.0%20 extra max HP and 15% stronger Fist attacks
Dwarf8.7%15 extra max HP and 6% more Defense
Celestine1.4%Crit, dodge and Magic bonuses
Ashborn9.4%8% more max HP and 6% more Attack
Sylvan7.2%Nature damage bonus and a fighting, healing Sylph
Vesper5.8%Energy reserve, magic and ability evasion
Slime6.5%Blunt resistance and post-battle recovery, with fire vulnerability
Human37.7%10% extra battle XP and class mastery
Goblin8.7%Gold and bonus-loot improvements
Mushroom4.3%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.

Next step

Pixel Lineage: Race Rerolls: Spins and Keep DecisionsLearn where race spins come from, compare passive fit with rare-roll chances, and choose a sensible stopping point before rerolling.

Related reading

Pixel Lineage: How to Choose a Base Class

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Pixel Lineage: Classes Guide: Bases and Evolution Paths

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Pixel Lineage: Race Rerolls: Spins and Keep Decisions

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Pixel Lineage: Talent Rerolls: Sources and Keep Choices

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