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Game guide

Pixel Lineage — Creating your hero and getting started

Pixel Lineage [HALLOWEEN]
Pixel Lineage, Playing 1.3K, Rating 97.7%
Creator Pixel Lineage
Playing 1.3K
Rating 97.7%
Is this game fun?1 votes
Fun 100%1Average 0%0Not fun 0%0

About

Overview

Pixel Lineage is a pixel-art turn-based RPG on Roblox where you build a hero, pick a class, and fight through dangerous lands with timing-based combat. This guide walks you through starting out, fighting well, gearing up, raising pets, and competing in the Arena.

What is on this page

Contents
01

Creating your hero and getting started

Step
In short Roll your race and talent carefully at the start, because rarer results are stronger and you pick your class right after.

Your first decisions shape every run. The Wishing Fountain inside the castle hands out a free daily gift, and the Journey tracker in the corner gives you a goal at every stage with rewards — finish it all and you earn the Pathfinder title plus a Rare egg.

  1. Name your hero enter a name, then roll your race and talent. Rarer results are stronger.
  2. Pick a class Warrior, Thief, Mage, Fist, Bard or Archer. Each fights with its own weapon and skills.
  3. Tap the Wishing Fountain do this every day you log in for a free reward.
  4. Follow the Journey tracker it sits in the corner of the screen and always shows your next goal with a reward attached.
  5. Set out on Normal solo press SET OUT at the castle gate.
Ask on the board
02

How combat works

Tips
In short Hitting timing prompts on both attack and defense makes a real difference in every fight.

Battles are turn-based and up to four heroes can fight together. You have six options each turn: Attack, Skill, Guard, Meditate, Potion, or Run. Skills cost Energy and go on cooldown, so plan a couple of turns ahead. You carry at most three potions into any fight, and each one heals 30% of your max HP.

Tips worth knowing
  • When you attack, hit the timing prompt to land bonus damage.
  • When a foe attacks, dodge or block with the right timing to take less damage.
  • You start every battle with 1 Energy and gain 1 more each round, up to a cap of 10 by default.
  • Guard costs no Energy and reduces damage until your next turn.
  • Meditate skips your attack to gain 1 Energy.
  • You have 3 lives total. Losing a battle costs one.
  • Floor 10 of each land is its boss.
03

Status effects to know

Table
In short Negative statuses from your gear and pet abilities can stack pressure on enemies, while positive ones on your hero reduce damage taken or boost your output.

Statuses are applied by skills, gear bonus stats, and pet abilities. Negative ones hurt enemies; positive ones help you.

StatusEffect on the targetGood or bad for you
BURNFire damage at the start of each turnBad for the enemy
POISONPoison damage at the start of each turnBad for the enemy
CHILLDeals reduced damageBad for the enemy
WEAKDeals reduced damageBad for the enemy
BLINDLower chance to land attacksBad for the enemy
STUNCannot act that turnBad for the enemy
DAZEDSkips next action, then recoversBad for the enemy
REGENHeals a share of max HP each turnGood for your hero
INSPIREDeals increased damageGood for your hero
FORTIFYTakes reduced incoming damageGood for your hero
FOCUSIncreased damage and critical chanceGood for your hero
SPEED UP+25 percentage points of critical chanceGood for your hero
STONE SKINDefense increased by 25%Good for your hero
04

Path cards and adventure choices

Check
In short After every floor you choose from three path cards, so knowing what each one offers lets you plan around your HP and energy.

The first floor of every adventure is always a fight. After each floor, three path cards appear and everyone in the party votes on where to go next. The last floor of each land is always a boss. The first land is the Sunmeadow Wilds; the second is The Dungeon.

  • Camp either recover 15% HP or go in INSPIRED for the next battle.
  • Shop buy potions, a healing tonic, or battle buffs from a traveling merchant.
  • Scout everyone gets gold and a material.
  • Blood Altar trade 20% of your HP for gold and FOCUS, or walk away.
  • Trainer's Shrine from The Dungeon onward, this is where you pick your Super class. The choice is permanent.
  • Hunt a Champion or Mini-Boss harder than a normal fight but drops rare loot.
05

Choosing a difficulty

Table
In short Harder difficulties scale enemy strength steeply but reward you much more generously.

Pick your difficulty at the castle gate before you set out. Every multiplier below is relative to Normal.

Normalfoe HP x1, foe power x1, rewards x1
Hardfoe HP x1.25, foe power x1.18, rewards x1.8
Nightmarefoe HP x1.4, foe power x1.25, rewards x2.8
06 Working codes Codes
TUTORIAL three race spins and three talent spins
three race spins and three talent spins
OCTOBER 25 candy
25 candy
TORMENT 1k gold, 100 knowledge, three potions, eight race spins, and eight talent spins
1k gold, 100 knowledge, three potions, eight race spins, and eight talent spins
SLOOTH 500 gold, 75 knowledge, three potions, and three talent spins (expires October 11)
500 gold, 75 knowledge, three potions, and three talent spins (expires October 11)
Every code, and the votes on it, are on the codes page
07

Gear, honing, and armor sets

Warn
In short Honing past +5 carries a real risk of losing progress, so only push high-value pieces and use the right whetstone rarity.

Gear drops from enemies, bosses, and chests. Each hero has seven slots: Weapon, Helmet, Chest, Legs, two Relics, and a Scroll. Gear comes in six rarities — Common, Uncommon, Rare, Epic, Legendary, and Secret — and Legendary or Secret pieces also roll a Legendary Power. At the Blacksmith's FORGE, use a whetstone matching the piece's rarity to hone it from +1 up to +10; each step adds 8% to all of that piece's stats. Wear all three armor pieces from the same set to unlock its set bonus. A hero wearing their own class's attuned gear gets 20% more from every attuned piece.

Worth watching out for
Honing success rates run from 95% at +1 down to 20% at +10.
From +5 onward, a failed hone has a 50% chance to knock the piece down one level.
Always use the whetstone that matches the piece's rarity a Rough Whetstone for Common gear, a Starmetal Whetstone for Secret gear, and so on.
No partial set bonuses exist equip all three pieces of a set or the bonus does not activate.
Mythic armor is always Legendary or sometimes Secret and counts as attuned for every class, plus gives 10% more on top of the normal attuned bonus.
08

Honing success rates at a glance

Table
In short Success rate drops sharply after +5, and failure at those levels risks dropping the piece back by one step.

Use this table before spending a whetstone. The downgrade risk column applies from +5 onward.

Target levelSuccess rateDowngrade on failure
+195%No
+290%No
+380%No
+470%No
+560%50% chance
+650%50% chance
+742%50% chance
+834%50% chance
+927%50% chance
+1020%50% chance
09

Pets: hatching, fusing, and fighting

Step
In short Fusing two pets of the same family and rarity is the only way to reach Legendary and Divine pets, so save duplicates instead of feeding them all.

Pets hatch from eggs and fight alongside your hero every battle. One pet equips per hero. It bites your target every round and gains 1 Charge; at 3 Charges it uses one of its abilities instead of a normal bite, or pounces for double damage. Pets cannot be hit and never die. Higher rarity unlocks more abilities and raises the pet's level cap.

  1. Find eggs they drop from fights, elites, bosses, and treasure chests during adventures.
  2. Hatch at The Ranch head to The Ranch outside the castle wall and hatch the egg. A random pet from that egg's family climbs out with abilities rolled from that family's list.
  3. Equip and feed attach the pet to your hero. Feed it spare gear and materials at The Ranch to level it up; an equipped pet also earns XP from every battle you win.
  4. Fuse for rarity combine two pets of the same family and the same rarity to produce one pet of the next rarity up. Legendary and Divine pets can only be obtained this way.

Glossary

Glossary
Honing
Strengthening a piece of gear from +1 to +10 at the Blacksmith's FORGE using a whetstone, adding 8% to all stats per level.
Legendary Power
A special bonus effect that only rolls on Legendary and Secret rarity gear.
Attuned
A class-specific gear piece worn by a hero of that class, granting 20% more from the piece.
Fuse
Combining two pets of the same family and rarity at The Ranch to produce one pet of the next rarity up.
Path card
One of three options dealt after each floor, letting the party vote on what comes next — camps, shops, shrines, fights, and more.
Super class
An advanced class chosen permanently at a Trainer's Shrine from The Dungeon onward, giving three new moves and a passive.
Whetstone
The material consumed when honing gear; it must match the gear's rarity, ranging from Rough Whetstone for Common up to Starmetal Whetstone for Secret.
Charge
A point a pet builds up each round in battle; at 3 Charges it uses a special ability instead of a normal bite.
Mythic gear
Extra-rare winged armor and weapons that are always Legendary or Secret and count as attuned for every class, with an additional 10% bonus on top.
Blueprint weapon
A weapon crafted from a blueprint you find in the world, taken to the Blacksmith's CRAFT tab with the required gold and materials.

Common questions

FAQ

What happens when I run out of lives?

Each hero has 3 lives. Every time you lose a battle, one life is spent.

When can I pick a Super class?

From The Dungeon (Act 2) onward, a Trainer's Shrine card can appear on the path. When it does, you choose one of your class's three Super classes. The choice is permanent for that hero.

Do I need all three armor pieces for the set bonus to work?

Yes, all three pieces — helmet, chest, and legs — must be from the same set. There is no partial bonus for wearing two out of three. When all three are on, the gear info shows the set name followed by 3/3 ON.

How do I redeem codes?

First join the Pixel Lineage Roblox community group, because codes only work for group members. Then find the Goblin Merchant inside the castle, press REDEEM CODES, and type the code — capitalization does not matter. Each code can only be used once per account.

When can I start playing the Arena, and what do I get from it?

You can enter the Arena once your hero reaches level 20. You get 5 attacks per day, and every attack earns tokens — 10 for a win, 3 for a loss, plus 5 extra for beating a higher-rated opponent. Tokens can be spent in the Arena shop on gold pouches and titles.

Updated Oct 9, 2026
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Pixel Lineage [HALLOWEEN] Pixel Lineage, Playing 1.3K, Rating 97.7%
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