Pixel Lineage: Oaths Guide: Powers, Ranking and Tradeoffs
Compare twelve oath powers, understand the one-oath limit and rank-3 awakening, and weigh offensive gains against health or Defense costs.
Pixel Lineage oaths add a combat power through the castle's Shrine of Oaths, with only one oath active at a time. Rank the oath with Knowledge; rank 3 awakens its power, so compare the developed effect and its tradeoff before planning the hero around it.
This oath-focused gameplay video provides context for comparing a single active power and its combat role.
Compare what each oath is trying to do
Repair and relight the shrine for 350 gold. The following directory summarizes the listed oath powers, including their developed combat benefits. Keep the rank-3 awakening milestone in view rather than assuming a newly sworn oath immediately provides every part of that plan.
| Oath of… | Listed power | Purpose or tradeoff |
|---|---|---|
| Second Breath | Once per battle, crossing below 30% HP triggers a 30% max-HP heal | Recovery safeguard |
| Thunderclap | First hit dazes; bosses are weakened instead | Opening control |
| Lucky Coin | 30% bonus-gold chance after a won run battle; +10% gold | Reward gathering |
| Steady Hand | 35% wider Dodge/Block windows; successes restore one Energy | Timing and resources |
| Wandering Scholar | Random run-long battle Scroll if none worn; +10% XP | Growth and flexibility |
| Wellspring | Two extra starting Energy; defeated foes restore two | Opening and finishing resources |
| Glass Blade | +30% Attack/Magic, −20% max HP; crits Blind for two turns | Damage with a health cost |
| Bulwark | +35% Defense, +10% max HP, −12% Attack/Magic; 30% chance to reflect 40% hit damage | Defense with an offense cost |
| Tempest | +20% Speed, +5% dodge, −15% Defense; dodges Chill the attacker | Evasion with a Defense cost |
| Hunter | +10% crit, −8% max HP; hits have 35% Poison chance | Crit/status pressure |
| Vampire | Heal 12% dealt damage and 10% max HP per kill; −12% max HP | Damage-based recovery |
| Last Stand | +20% max HP, −20% Defense; hits are 30% softer at 40% HP or below | Low-health defense tradeoff |
A boon and a build tradeoff ask different questions
Steady Hand improves defensive timing windows and rewards successful responses with Energy. Lucky Coin improves gold income. Neither is the same kind of decision as Glass Blade, which raises offense while reducing maximum HP.
When an oath removes health or Defense, compare that cost with the problem your hero already has. An offensive increase can help end a fight sooner, but it may be a poor answer when surviving the first enemy turns is the bottleneck.
Read the activation condition carefully
Second Breath is a once-per-battle recovery when health drops below 30%, including from a knockout blow. Thunderclap treats bosses differently from ordinary targets. Wellspring's additional recovery needs defeated foes, so its opening bonus and its finish-based income should be considered separately.
Those details keep the recommendation specific to the fight. A normal-enemy control effect is not the same guarantee against a boss, and a kill trigger cannot be counted before you finish the target.
Build around one active choice
Only one oath can be active. Choose the effect that complements the hero's current actions and resources instead of adding every attractive row into an imaginary combined build. Knowledge ranks develop that selected power; the shrine's repair fee is a separate access cost.