Pixel Lineage shrine of oaths: Picks and Costs
Compare oath powers at the Pixel Lineage shrine of oaths, including the 350-gold repair, one-oath limit, and health or Defense costs.
Why one altar choice changes the whole run
Relighting a dark altar is only worth the gold if the power you swear actually fixes the fights you are losing. The Pixel Lineage shrine of oaths is a one-choice system: repair it, swear a single oath, and live with that power's upside and its cost. Players comparing the Pixel Lineage shrine of oaths should treat rank growth and fight conditions as part of the decision, not as flavor text after the fact.
Most build mistakes here come from reading a bonus line and ignoring the sentence next to it. A wider dodge window, a gold bump, and a huge attack increase are not the same kind of upgrade. One of them asks whether you can time a button. Another asks whether you care about the shop. The third asks whether you can survive with less health.
Community reports describe the shrine as something you repair and relight, then use as the place where a hero swears. It is not a loot chest that hands you every aura at once. If your current runs fail in the first enemy turns, an oath that cuts max HP will make that failure more consistent. If your runs succeed but leave you broke, a combat oath will not fill the purse.
That is why the shrine matters more than a typical castle side room. The power stays active as a build rule. You do not get to add the next attractive row on top of it.
Repair gold, the one-oath limit, and rank 3
Treat the Pixel Lineage shrine of oaths as two separate bills. Community reports put the repair and relight cost at 350 gold. That fee buys access. It does not, by itself, finish the power. Knowledge ranks develop whichever oath you actually swore, and the repair cost stays a separate access charge.
Only one oath can be active. Planning a sheet that stacks several oaths at once is fiction. The hero carries one effect. Choose the row that matches current actions and resources.
The other timing trap is awakening. An unofficial player write-up tells readers to keep the rank-3 awakening milestone in view, and not to assume a newly sworn oath immediately includes every part of its developed plan. The numbers below are the developed combat benefits that write-up lists. Exact bonuses at rank 1 or rank 2 are not broken out there, so do not theorycraft missing per-rank values. Play the oath, watch it grow, and judge the full package at rank 3 rather than on the turn you swear.
| Step | What you spend or wait for | What you should expect |
|---|---|---|
| Repair and relight | 350 gold | The shrine works again; this is access, not a maxed oath |
| Swear an oath | The single active slot | One power, not a stack of every oath in the directory |
| Raise knowledge ranks | Continued play on that choice | The selected power develops over time |
| Reach rank 3 | The awakening milestone | The point where the developed plan is fair to judge |
If 350 gold is most of your purse, ask what that gold would have bought in healing, gear, or a safer route. A shrine you cannot afford to use is not a build. A shrine you repair, then swear the wrong oath on, is also a build, just a bad one. Respec rules are not spelled out in the player article this guide relies on, so assume the choice matters until you confirm an in-game swap.
Check the version you are actually playing before you memorize fees. Store pages such as Steam's official store are a better place to confirm which PC build you own than a blocked fan wiki.
What each oath is trying to do
Community reports on the Pixel Lineage shrine of oaths summarize a directory of named powers. The article's introduction talks about comparing twelve oaths, but the table itself names eleven. This guide follows those eleven. Do not invent a twelfth bonus that was never described.
Read the purpose column before the percentage. Several oaths never touch Attack or HP. They change gold, experience, energy, timing, or the first hit of a fight. Others are explicit trades: more damage for less life, more armor for less damage, more speed for less Defense.
| Oath | Developed effect in community reports | What it is for |
|---|---|---|
| Second Breath | Once per battle, dropping under 30% HP heals 30% of max HP | A recovery safety net |
| Thunderclap | The first hit dazes; bosses are weakened instead | Opening control |
| Lucky Coin | 30% chance of bonus gold after a won run battle, plus 10% gold | Reward gathering |
| Steady Hand | Dodge and Block windows 35% wider; successes restore 1 Energy | Timing and resources |
| Wandering Scholar | A random run-long battle Scroll if you wear none, plus 10% XP | Growth and flexibility |
| Wellspring | Two extra Energy at the start; defeated foes restore two | Opening burst and finishers |
| Glass Blade | +30% Attack and Magic, −20% max HP; crits Blind for two turns | Damage paid in health |
| Bulwark | +35% Defense, +10% max HP, −12% Attack and Magic; 30% chance to reflect 40% of hit damage | Defense paid in offense |
| Tempest | +20% Speed, +5% dodge, −15% Defense; dodges Chill the attacker | Evasion paid in Defense |
| Vampire | Heal 12% of damage dealt and 10% max HP per kill; −12% max HP | Recovery paid in health |
| Last Stand | +20% max HP, −20% Defense; hits are 30% softer at 40% HP or below | A low-health cushion with an armor tax |
Use that table as a menu, not a shopping cart. Highlight one row. If two rows both sound good, you still only swear one. The right question is which problem shows up most often in your losses: dying early, running out of Energy, missing defensive timing, lacking damage, or finishing a run with too little gold and XP.
Boons are not the same decision as a stat tax
At the Pixel Lineage shrine of oaths, a boon and a tradeoff ask different questions. Steady Hand widens Dodge and Block timing and pays 1 Energy when you succeed. Lucky Coin improves gold. Neither decision resembles Glass Blade, which lifts Attack and Magic by 30% and cuts max HP by 20%.
When an oath removes health or Defense, compare that cost with the problem the hero already has. Extra offense can end a fight sooner. It is a poor answer when the first enemy turns are what kill you. Ending the fight on turn four does not help if you die on turn two.
| Oath | Listed cost | Listed payoff worth checking | Bad fit when |
|---|---|---|---|
| Glass Blade | −20% max HP | +30% Attack/Magic and a two-turn Blind on crits | You already fall over before you can attack |
| Vampire | −12% max HP | 12% of damage dealt as healing, plus 10% max HP on a kill | Your damage is low, so the heal is tiny |
| Tempest | −15% Defense | +20% Speed, +5% dodge, Chill on a dodge | You get hit often and need armor more than speed |
| Last Stand | −20% Defense | +20% max HP, and hits 30% softer at 40% HP or below | You rely on Defense while still healthy |
| Bulwark | −12% Attack/Magic | +35% Defense, +10% max HP, a 30% chance to reflect 40% | Your damage is already too low to close fights |
A simple player-experience test: review your last three losses and write down the cause in one line. "Died before acting," "whiffed every Block," "won but broke," and "boss outlasted my Energy" point at different oaths. If the three lines do not match, you do not have a shrine problem yet. You have inconsistent play, and an oath will not stabilize that by itself.
Bulwark is the clearest opposite of Glass Blade. One spends offense to become harder to kill and sometimes punishes the attacker. The other spends life to kill faster and can Blind on a crit. Swearing both is not allowed. Pick the side of the fight you are actually losing.
Tempest and Last Stand both tax Defense, but they cash the refund in different seasons of the fight. Tempest wants you to avoid the hit and punish the whiff with Chill. Last Stand accepts that you will be hit, gives you a larger health pool, and only softens blows once you are at 40% or lower. If you are still at full HP, Last Stand's damage reduction is not online, while the Defense cut already is.
Triggers decide whether the tooltip is real
Before you lock the Pixel Lineage shrine of oaths, read the activation line the way you would read a card in a deckbuilder. A bonus that needs a kill, a low-HP threshold, or a successful dodge is not a passive stat.
Player experience with these wordings breaks down like this:
- Second Breath is once per battle. Crossing below 30% HP triggers a heal equal to 30% of max HP, and that includes a blow that would knock you out. It does not trigger a second time later in the same fight.
- Thunderclap's first hit dazes ordinary targets. Bosses are weakened instead. A control plan you tested on hallway fights is not the same promise on a boss.
- Wellspring's extra recovery needs defeated foes. The two Energy at the start is real before anyone dies. The two Energy from a kill is not. Count them separately.
- Lucky Coin's 30% bonus-gold chance happens after a won run battle. The +10% gold is the part you can plan around. The proc is a bonus, not a budget.
- Wandering Scholar offers a random battle Scroll for the run if you are not already wearing one, along with +10% XP. If a Scroll is already equipped, do not expect a second one.
- Vampire's kill heal cannot be counted until the target is dead. The 12% of damage dealt is the portion that can show up on hits before the kill.
| Trigger style | Oaths | Planning rule |
|---|---|---|
| Always-on stat change | Glass Blade, Bulwark, Tempest, Last Stand's HP and Defense lines | The cost is active even when the flashy extra is not |
| Threshold | Second Breath under 30% HP; Last Stand's softer hits at 40% or below | Do not expect the payoff while you are healthy |
| First action | Thunderclap | Ordinary foes and bosses do not receive the same result |
| On success | Steady Hand after Dodge/Block; Tempest's Chill after a dodge | Miss the input and you miss the refund |
| On defeat | Wellspring's extra Energy; Vampire's kill heal; Lucky Coin after a win | Finish the target before you spend the reward |
| Empty slot | Wandering Scholar's Scroll | An already worn Scroll blocks that part |
Those details keep a recommendation tied to the fight in front of you. A normal-enemy control effect is not a boss guarantee. A kill trigger is not income you can spend at the start of the round.
Second Breath deserves one extra note because it mentions knockout blows. Community reports frame it as a recovery when health drops below 30%, including from a hit that would drop you. That is a safeguard, not a free extra life you can trigger on purpose every turn. Once it has fired, the rest of the battle is on your remaining kit.
How to choose the single oath you will actually use
A useful Pixel Lineage shrine of oaths choice complements actions you already take. If you rarely Dodge or Block, Steady Hand's wider windows and Energy refunds are mostly theoretical. If you never crit, Glass Blade's Blind is a smaller part of the package than the 30% offense and the 20% health cut. If your clears are safe but slow to level, Wandering Scholar's XP and backup Scroll do more than another combat aura.
Work in this order:
- Name the bottleneck in one sentence after a failed or sloppy run.
- Cross out every oath whose cost makes that bottleneck worse.
- Among what remains, prefer the effect that fires in the fights you actually play, not in a dream combo.
- Stay on that oath long enough to see knowledge ranks move. Judging a fresh swear against a rank-3 fantasy will make every oath look disappointing.
- Revisit only when the bottleneck changes. A gold oath is correct in a saving stretch and wrong once survival is the issue again.
| Bottleneck you can point to | Oaths that match | Oaths that usually miss |
|---|---|---|
| You die in the opening turns | Second Breath, Bulwark, Last Stand | Glass Blade, and Vampire if the missing HP is why you drop |
| You lose because defensive inputs are slightly late | Steady Hand | Tempest, if failed dodges already get you hit through low Defense |
| Energy is gone before the fight is | Wellspring, Steady Hand | Lucky Coin, which never restores Energy |
| Damage is fine but gold or XP is not | Lucky Coin, Wandering Scholar | Any oath that cuts HP or Defense for combat stats you do not need |
| You deal steady damage and can secure kills | Vampire, Glass Blade | Bulwark's Attack and Magic cut |
| Bosses shrug off the control you use on normal foes | Thunderclap, valued for weaken rather than daze | A plan that requires the boss to be dazed |
Here is a concrete walkthrough using only those reported effects. Suppose a hero consistently reaches the mid-20% HP range on the second exchange, then dies. Second Breath is built for that crossing, once. Bulwark instead tries to stop the HP from falling, at the price of 12% Attack and Magic. Last Stand gives 20% more max HP but 20% less Defense, and its 30% softer hits arrive only at 40% or below, which this hero does reach, so the clause is relevant. Glass Blade's 20% health cut makes the same opening worse. Between the three durability options, pick Bulwark if you need to be hit less, Second Breath if you only need one emergency heal, and Last Stand if you want a larger pool and can tolerate worse armor until the low-HP clause turns on.
Suppose instead the hero wins cleanly and then cannot afford upgrades. Lucky Coin's reliable piece is +10% gold, with a 30% chance at extra gold after a won run battle. Wandering Scholar's +10% XP and a filler Scroll help a hero who is under-leveled or Scroll-empty. Neither will save a fight that is already lost. Do not swear them to fix mechanics.
Wellspring is the Energy specialist. Two extra Energy at the start changes what you can cast before the enemy acts. Two more when a foe dies helps the next target, not the current one. A caster who dumps the opening and then goes dry wants this more than a hero who already ends fights in one action.
None of this requires stacking. The imaginary combined build, with Glass Blade's damage, Bulwark's armor, Vampire's healing, and Wellspring's Energy, is not a legal loadout. Strength in this system is choosing the shortage that shows up most, paying 350 gold so the altar works, and letting ranks develop that one power through the rank-3 awakening instead of reswearing every time a new tooltip looks shiny.
FAQ
How much does the Pixel Lineage shrine of oaths cost to repair?
Community reports put the repair and relight fee at 350 gold. That payment restores access. It is separate from knowledge ranks, which are what develop the oath you swear. Budget the gold first, then decide whether you can afford to be without that gold for gear or recovery.
Can more than one oath be active?
No. Player write-ups are clear that only one oath is active. Compare powers, then commit. Adding every strong row into one theoretical build will not match what the shrine allows.
Do you get the full effect the moment you swear?
Not according to community reports. They flag rank 3 as the awakening milestone and warn against assuming a brand-new oath already includes every part of its developed plan. The percentages in guides describe that developed picture. Judge the oath after it has had time to rank up.
Which oath is safest for a hero who dies early?
There is no universal safest pick, but early deaths point away from Glass Blade's 20% max-HP cut. Second Breath, Bulwark, and Last Stand are the community-listed options aimed at recovery or durability. Read Last Stand's Defense cut and its 40% HP clause before you treat it as pure protection, and remember Thunderclap will weaken a boss instead of dazing one.
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