hovered prerequisite: any one of prerequisite: required outright unlocks mutual requirement tracked in the plan name unknown Duo partner
Dependency graph
tracked ★ smallest build only down some paths any one of required outright mutual requirement ⚠ slot conflict
About this tool
Introduction
Welcome to the Sworn Blessing Codex! This is a tool for exploring and planning blessings for Sworn (the video game).
I created this tool while trying to unlock every blessing in the codex. Although Sworn provides a robust in-game reference for blessing prerequisites, there are often multiple ways to reach any given blessing, and some paths are significantly more reliable than others. This tool is designed to facilitate my own thought process and workflow, which is as follows:
- First, explore the blessings and track the specific blessings that are key for my desired build (and/or are what I want to focus on unlocking)
- Then, find the shortest path in terms of blessing count. Review the Build Graph to find common pre-requisites that minimize the number of blessings needed to complete the build. Pin the most efficient route by adding the selected dependencies to the build plan. Let the star icons be your guide.
- Then, among the shortest paths, pick the narrowest path among them. When there is a tie between dependencies in terms of node count, consider how much each blessing dilutes the overall pool for that Fae. For example, to unlock Dividing Daughters (Mab), I could take Infecting Dash, which only unlocks 4 total blessings, or I could take Brood Mother, which unlocks a whopping 10 blessings. Adding extra blessings to the pool makes it statistically harder to find the specific blessings I need for the path, so pin the blessings with the smallest pool dilution.
Ultimately, you can use this tool however it suits you. The goal is to put the knowledge at your fingertips. It has served me well, and I hope you'll find it handy.
Picking a build
Click any blessing to track it. The tool automatically calculates and displays all possible ways to satisfy the prerequisites. You can interact with the prequisites to add them to the build plan, which automatically hides alternatives that are no longer needed.
The smallest build
Every blessing your build needs is another offer you have to wait for, so the shorter your route, the more likely you are to find what you need. The smallest build is the fewest blessings you can hold and still have everything you tracked. A star marks an option that keeps the build that small. An option without a star costs you at least one blessing more.
A star is not a recommendation. It only means that some smallest build includes that blessing, and routes tie at the same size more often than not. When they tie, every option on every tied route gets a star. So if you see several stars in one group, use the +N to break the tie.
Pool dilution
The game offers you blessings drawn from a pool, and taking a blessing throws everything it unlocks into that pool, whether you wanted those things or not. Open a lot of doors and most of your later offers are doors you did not want.
That is what the +N badge counts: how many blessings beyond your build come onto the table if you take that one. Lower is better.
Read it next to the star, because the two answer different questions. The star tells you whether a route is among the shortest. The +N tells you which route leaves your later offers cleanest. A route can be good on both counts, or on neither.
The recommended pick order works on the same idea. Every order ends with the same build, so no order makes the build cheaper. What it changes is when the pool widens, so it saves the big wideners for as late as their prerequisites allow.
On a large plan, so many routes can tie at the smallest size that the tool will not work through them all. When that happens it drops the +N badges rather than guess at them, leaves the stars standing on their own, and says so in the plan drawer.
Kinds of requirement
The Codex states a requirement by lighting up the blessings that satisfy it, but it means five different things by that. Telling them apart is most of the work.
- Any one of
- Any one of the lit blessings will do. Most requirements in the game work this way.
- Required outright
- You need every blessing shown, with nothing to choose between. The Codex draws these in a darker orange, and so does this page, everywhere they appear.
- A trigger
- Some requirements want a mechanic rather than a particular blessing. Where the alternatives turn out to be exactly the blessings that grant one mechanic, this page says so: any Bleed trigger, instead of the same three names repeated on every blessing that asks for them.
- A Main Slot family
- A few requirements ask for any blessing of a Fae that holds one of the six Main Slots, rather than for a named blessing. Gogmagog's Armored Skin is the clearest example.
- A Round Table count
- The Codex draws no prerequisites at all on a Round Table blessing, which makes it look free. It is not. You open one by holding five of that Fae's blessings yourself, or eight, ten or twelve across the party. That is a running total rather than a chain, so the tool cannot plan a route through it and leaves Round Tables out unless you say otherwise.
Duos
A Duo is one blessing shared by two Fae, and in game each Fae's page shows only its own half of what it costs. This page puts both halves together, so you see the whole price at once.
The catch is that taking a Duo commits your run to both Fae. If you have picked nothing else from the partner, planning through that Duo would answer a question about one Fae by dragging in a whole branch of another, so the tool leaves those Duos out of its routes by default. Turn them back on with the switches under the graph or at the foot of the plan drawer.
Main Slots and conflicts
Six blessings on each Fae's page are Ability blessings, and each one takes a Main Slot: Light, Heavy, Spell, Dash, Pet or Ultimate. A slot holds one ability at a time, so a plan that wants two abilities in the same slot is a plan you could not actually play. The tool flags the conflict wherever it turns up, and marks it in the masthead as well, so you will see it even with the plan drawer closed.
Saving builds
Save keeps a build in your browser, along with a name and the weapon and spell you mean to play it with. Nothing leaves your machine and there is no account to make. Export writes every saved build to one file and Import reads one back, which is how you move your library to another browser or hand it to a friend.
Saved builds record their blessings by name rather than by grid position, so a build you save today still loads after the game shuffles its Codex around.