Pixel Lineage stats determine your character's damage output, survivability, turn tempo, and status infliction in this Roblox turn-based roguelike RPG developed by Pixel Lineage. Your overall combat numbers come from four distinct layers: baseline class stats, level-up attribute point allocation, gear roll modifiers, and account-wide Hall of Lineage bloodline ranks. Managing these values correctly is essential for clearing high-tier floor acts and surviving endgame Torment gauntlets under the 3-life permadeath system.

The following reference table outlines every verified primary and secondary gear stat documented in the official mechanics data and community wiki records.

Stat NameCategoryExact In-Game Function
Physical Power (Attack)Core AttributeIncreases damage dealt by basic physical hits and physical skills.
MagicCore AttributeIncreases magic damage scaling on scrolls and caster skills.
Defense (Armor)Core AttributeReduces damage taken from incoming physical hits.
Vitality (HP)Core AttributeIncreases maximum health pool.
SpeedCore AttributeAffects turn order and grants bonus dodge chance.
Armor PenOffensePhysical strikes ignore a set percentage of target defense and resistances.
Magic PenOffenseArcane strikes ignore a set percentage of target defense and resistances.
Crit DmgOffenseIncreases the bonus damage multiplier applied on critical strikes.
Phys DmgOffensePercentage boost to all physical attacks and defensive strikes.
Magic DmgOffensePercentage boost to all magic-element strikes and scrolls.
Skill DmgOffenseIncreases damage dealt by class skills (excluding basic attacks).
Basic DmgOffenseBoosts standard weapon strikes.
Boss DmgOffensePercentage damage bonus applied exclusively against boss encounters.
ExecuteOffenseAmplifies damage dealt to enemies currently below 30% HP.
OpenerOffenseAmplifies damage dealt to enemies at or above 90% HP.
FuryOffenseIncreases damage output whenever your hero drops below 50% HP.
Elemental Dmg (Fire/Frost/Nature/Holy/Shadow)ElementsDirect percentage amplifier for matching elemental moves and on-hit brands.
Magic ResDefenseReduces damage taken from enemy magic attacks.
ToughnessDefenseDecreases bonus damage received from enemy critical strikes.
TenacityDefenseIncreases percentage chance to shrug off negative status effects.
ThornsDefenseReflects a portion of received damage back to attackers (capped at 15% in Arena; cannot deliver finishing blows).
Elemental Res (Fire/Frost/Nature/Holy/Shadow)ResistancesFlat percentage reduction against specific incoming elemental attacks and elemental damage-over-time.
LifestealSustainRestores HP equal to a set percentage of damage dealt on hit.
RegenSustainHeals a percentage of maximum health at the start of every turn.
Heal PowerSustainIncreases the potency of self-heals and party recovery spells.
BarrierSustainGenerates a protective shield equal to a share of maximum HP at battle start.
On-Hit Statuses (Burn/Poison/Chill/Weaken/Blind/Daze)DebuffsPercentage chance to inflict conditions that drain HP, reduce enemy damage, lower hit rates, or skip actions.
Energy FlowTempoPercentage chance to gain +1 bonus Energy at turn start.

Character Attribute Allocation and Hard Caps

When your character levels up during a run, you earn stat points that can be allocated directly into core attributes through your character sheet: Attack (Physical Power), Vitality (HP), Guard (Defense), and Speed.

Gameplay sessions and live player testing document strict parameters for run-based attribute investment:

  • Stat Investment Limits: Attribute point allocation on a single run reaches an investment cap of 50 points per core stat (such as reaching 50/50 Attack investment).
  • Dodge Cap and Conversion: In gameplay testing, Speed and gear passives contribute to your overall Dodge rating. The base Dodge chance has a hard cap of 30%. Any Dodge rating gained beyond 30% converts into direct Damage Resistance at a rate of 1% Damage Resistance per excess Dodge point.
  • Damage Resistance Cap: The converted Damage Resistance mechanic itself caps at a maximum of 15%. Reaching these thresholds allows high-tier builds to sustain heavy hits in higher Torment tiers even without allocating purely into Defense.

Base Class Starting Stats

Every hero begins within one of six base classes: Warrior, Mage, Thief, Fist, Bard, or Archer. Each class possesses distinct base attributes that scale as you level, equip higher rarity gear, and awaken higher class tiers.

Official documentation specifies baseline metrics for the Mage archetype as an example of level 1 scaling:

  • Base Health: 76 HP
  • Attack: 8
  • Defense: 8
  • Magic: 22
  • Speed: 12
  • Base Crit Chance: 10%
  • Base Dodge Chance: 5%
  • Class Passive (Mage Barrier): Guard costs 1 Energy, raising a barrier that absorbs 10 damage for every point of stored Energy held at cast time.

Other base archetypes shift these proportions; for instance, Warriors distribute baseline weight into Defense and HP with low Speed, while Thieves emphasize baseline Speed and Crit.

Gear Stat Modifiers and Blacksmith Honing

Heroes equip items across seven designated slots: Weapon, Helmet, Chest, Legs, two Relics, and a Scroll. Equipment drops in six rarity tiers: Common, Uncommon, Rare, Epic, Legendary, and Secret, alongside winged Mythic armor drops that provide automatic class attunement.

  • Weapons roll offensive stats, elemental damage multipliers, and on-hit status effects.
  • Armor pieces roll defense values, elemental resistances, flat HP, and sustain perks like Lifesteal and Regen.
  • Relics and Scrolls roll mixed utility, energy pools, and combat spells.
  • Attunement Bonus: Wearing a matching 3/3 class armor set grants an automatic +20% class attunement multiplier to your stats.

Equipment stats can be enhanced at the Castle Blacksmith's Forge using tier-appropriate whetstones (Rough, Fine, Azure, Violet, Sunforged, and Starmetal). Each successful hone level adds +8% to the equipment piece's base stats up to a maximum of +10.

Success rates decrease at higher tiers, and failing an upgrade past +5 introduces risk:

  • +1 Hone: 95% success rate
  • +2 Hone: 90% success rate
  • +3 Hone: 80% success rate
  • +4 Hone: 70% success rate (no penalty on failure)
  • +5 Hone: 60% success rate (failures introduce a 50% chance to drop one level)
  • +6 Hone: 50% success rate
  • +7 Hone: 42% success rate
  • +8 Hone: 34% success rate
  • +9 Hone: 27% success rate
  • +10 Hone: 20% success rate

Bloodline Meta-Progression: Hall of Lineage

While individual characters are subject to the 3-life permadeath mechanic, account-wide stat bonuses carry over across runs. Visiting the Castle hub allows you to rank up your Hall of Lineage using Gold and Valor earned from dungeon runs and boss victories.

Each permanent Hall of Lineage rank grants a cumulative +4.66% bonus to all primary stats—HP, Attack, Magic, and Defense—across every current and future character created on your account. This multiplier functions independently of run-specific attribute points and provides the necessary foundation for surviving Torment difficulties.

Race and Talent Stat Multipliers

Races and Talents rolled in the character creation menu or re-rolled using spin tokens introduce permanent stat percentage multipliers and unique passive traits.

Verified high-tier races include:

  • Nightborne (Mythic): Provides 15% inherent Lifesteal on every hit dealt.
  • Seraph (Mythic): Automatically casts party-wide protective shields and healing buffs.
  • Tideborn (Mythic): Grants 5% Max HP regeneration at the start of each turn.
  • Celestine (Mythic): Grants +6% Crit Chance, +6% Magic, and +4% Dodge Chance.
  • Vesper (Rare): Grants starting bonus Energy pools.

Verified Talents that alter character stats include:

  • Prodigy (Mythic, 1% roll chance): Grants +5% Attack, +5% Magic, +5% Defense, +5% Max HP, +2% Crit Chance, and a +10% XP Mastery multiplier.
  • Survivor (Common, 30% roll chance): Grants a 1-HP cheat death mechanic that triggers once per battle, preserving character lives against unexpected burst damage.

Advancing from a Base Class to a Super Class at the Act 2 Trainer's Shrine and subsequently binding an Ultra Sigil further modifies these stats, with Ultra Class awakenings granting an un-attuned baseline multiplier of +25% Attack, +25% Magic, and +25% Max HP alongside unmissable Ultra skills.

Frequently Asked Questions

What happens when Dodge exceeds 30% in Pixel Lineage?

Dodge chance hard-caps at 30%. Any Dodge rating gained past 30% from Speed or gear rolls is converted into Damage Resistance at a 1:1 ratio. This secondary Damage Resistance stat has its own separate hard cap of 15%.

How does Blacksmith honing improve gear stats?

Using whetstones at the Blacksmith increases an item's base stats by 8% per upgrade level, up to +10 (an 80% total base stat increase). Upgrades from +1 to +4 carry no downgrade penalties, but attempts at +5 and higher have a 50% chance to drop the item down by one level if the hone fails.

Do stats reset when a character loses all three lives?

Run-specific attribute points (such as the 50 points placed into Attack or Vitality) are tied to that hero and are lost upon permadeath. However, permanent Hall of Lineage ranks (+4.66% HP, Attack, Magic, and Defense per rank), unlocked Castle facilities, Ranch pets, and items stored inside the Inn stash persist across your entire bloodline.

What is the maximum stat points you can invest during a run?

Attribute point allocation inside an active run caps at 50 points for an individual stat (such as 50 physical power). Additional scaling must be acquired through gear rolls, +10 honing, permanent Hall of Lineage ranks, and class evolutions.