Oaths are vows to the Gods of the Ziggurat, and are made at Altars, special rooms which can spawn. They function very similar to Perks. Compared to those, Oaths generally have stronger effects, but on the other hand, Oaths always incur a downside/tradeoff.
If taken by Jacob, there will be three choices instead of two.
Oaths names consist of an adjective (responsible for the negative effect) followed by a noun (responsible for the positive effect). Both adjective and noun are totally randomized, so you can have an Oath consisting of any combination of these two components, except when the effects are directly contradictory (e.g. "+15% Staff damage" and "-15% Staff damage" together).
List of Effects[]
Name | Type | Effect |
---|---|---|
Grief | Positive | Minions move 10% slower |
Bite | Positive | Weapons deal 15% more Damage |
Wealth | Positive | Earn 20% of your current money |
Prudence | Positive | 100% more Barrier from orbs |
Heart | Positive | +15% Health |
Health | Positive | 15% more Health from potions |
Impunity | Positive | Status effects on you will last 30% shorter |
Knowledge | Positive | +10% Experience from crystals |
Damnation | Positive | Curse Damage increased by 25% |
Determination | Positive | Character skill recharges 15% faster |
Sapience | Positive | +100% Experience on the next 2 fights |
Power | Positive | +15% capacity of all Mana Pools |
Arsenal | Positive | Get a random weapon |
Flame | Positive | Fire Damage increased by 25% |
Trust | Positive | +300% Wand Damage on the next 2 fights |
Collapse | Positive | Basic Damage increased by 17% |
Impact | Positive | Status effects on enemies last 30% longer |
Explosion | Positive | Alchemy Damage increased by 20% |
Splinter | Positive | Part of incoming damage is converted into Staff Mana |
Servitude | Positive | Minions have 15% less Health |
Ferocity | Positive | Staff Mana Usage decreased by 25% |
Forgiveness | Positive | Armor: -17% incoming elemental damage |
Husk | Positive | Armor: -33% damage received in the next 4 fights |
Efficiency | Positive | Mana usage decreased by 15% |
Protection | Positive | Adds 8 Shield |
Factory | Positive | Get a random amulet |
Ascent | Positive | Alchemy Mana regenerates 40 points over 40 seconds at the beginning of a combat |
Frame | Positive | Armor: -15% damage received |
Resistance | Positive | Minions deal 15% less damage |
Storm | Positive | Lightning Damage increased by 25% |
Rebirth | Positive | Increase your Health and Mana pools by 5%, and fully recover them. |
Composure | Positive | Part of incoming damage is converted to Alchemy Mana |
Longevity | Positive | Drops take 100% longer to disappear |
Dignity | Positive | +30% Wand Damage |
Skill | Positive | +20% Staff Damage |
Energy | Positive | 25% chance of an amulet not consuming a charge on activation. Amulet cooldown reduced by 15% |
Amalgam | Positive | 15% more Mana from crystals |
Judgement | Positive | Spell Mana Usage decreased by 25% |
Trial | Positive | Spell Mana regenerates 40 points over 40 seconds at the beginning of a combat |
Wisdom | Positive | +20% Spell Damage |
Austerity | Positive | Shop prices are 25% lower |
Journey | Positive | Staff Mana regenerates 40 points over 40 seconds at the beginning of a combat |
Attraction | Positive | Pickup distance of drops increased by 150% |
Talent | Positive | Level up right away |
Light | Negative | Minions move 6% faster |
Peaceful | Negative | Lose a random weapon |
Simple | Negative | -20% Wand Damage |
Blunt | Negative | Weapons deal 8% less Damage |
Pulsing | Negative | Minions have 10% more health |
Complex | Negative | Spell Mana Usage increased by 15% |
Golden | Negative | Champion enemies spawn 40% more often |
Tenacious | Negative | Status effects on enemies last 25% shorter |
Splintered | Negative | Staff damage decreased by 20% |
Eternal | Negative | 20% more enemies spawned on every fight |
Poor | Negative | -50% Drop Rate from enemies for the next 4 fights |
Weak | Negative | -10% Health |
Careless | Negative | Armor: +100% damage received on the next 2 fights |
Heavy^{[1]} | Negative | Movement Speed decreased by 8% |
Heavy^{[1]} | Negative | Staff Mana Usage increased by 15% |
Worn out | Negative | Mana Usage increased by 10% |
Overloaded | Negative | +100% Manage Usage on the next 3 fights |
Dark | Negative | Dash recovery time increased by 15% |
Meager | Negative | Enemies will drop 10% fewer Rewards |
Weakened | Negative | Minions deal 10% more damage |
Unstable | Negative | Alchemy Mana Usage increased by 15% |
Wretched | Negative | Lose 20% of your current money |
Rickety | Negative | -25% Damage for the next 4 fights |
Lost | Negative | -50% Experience for the next 4 fights |
Crystallized | Negative | +14% incoming elemental damage |
Forgetful | Negative | Lose your amulet |
Wounded | Negative | Lose 60% of your current health |
Unhealthy | Negative | 10% less Health from potions |
Broken | Negative | Character skill recharges 20% slower |
Enriched | Negative | Shop prices are 20% higher |
Reinforced | Negative | Status effects on you will last 15% longer |
Dirty | Negative | One less Perk choice upon leveling up |
Extinct | Negative | 10% less Mana from crystals |
Holed | Negative | Armor: +10% damage received |
Convoluted | Negative | -10% Experience from crystals |
Insulated | Negative | Lightning damage decreased by 15% |
Hazy | Negative | 12% of your Maximum Health becomes Barrier |
Faded | Negative | -15% Fire Damage |
Dated | Negative | -10% Spell Damage |
Weak | Negative | -10% Health |
Cracked | Negative | -10% capacity of all Mana pools |
Mild | Negative | -15% Ice Damage |
Healthy | Negative | -15% Poison Damage |
Rusty | Negative | -15% Fire Rate |
Volatile | Negative | Drops disappear 15% faster |
Redeemed | Negative | -15% Cursed Damage |
- ↑ ^{1.0} ^{1.1} As of update 50, both these oaths are called the same but have different effects.