Vows
At Account level 150, renounce a level 150 skill for its branch's Vow Currency, then spend it on that branch of the Vow tree.
- UnlocksAccount 150
- Skill neededLevel 150
- Currencies9 branches
- Way base levels+5 each
- Way respecWipes stored XP
- Convert3 to 1
How it works
Reach Account level 150 and the Vows tree opens inside the Passive Tree tab. Renounce a skill at level 150 or higher: it resets to level 1 with 0 XP and pays that skill's Vow Currency. Your Account level and every other skill are untouched. A renounced skill re-climbs on a steeper curve, so its level 1 to 2 costs what level 100 to 101 costs and it scales from there. Re-levelling the skill pays Account XP as normal.
Vow Currency
There are eight, one per skill: Woodcutting Vows, Mining Vows, Fishing Vows, Combat Vows, Trade Vows, Processing Vows, Farming Vows and Kingdom Vows. A renounce pays only its own branch, and a node can only be paid for with its own branch's currency. Deeper skill levels pay more.
Renounce payout
| Skill level | Currency |
|---|---|
| 150 | 2 |
| 200 | 3 |
| 250 | 4 |
Converting
The Convert panel at the top of the card trades branches at 3 to 1: three units of any branch become one of any other, in whole multiples of three. It is the only bridge between branches, so a branch you do not play is still reachable at a loss.
The tree
The Vow root wakes at level 1 from your first renounce, and it levels up: each level is 2% more XP from every skill. Click the root to add a level for 1 Vow from any branch you pick, the price rising by 1 Vow every 10 levels, or to return all your levels for 15 Errant's Coins each, which sends every Vow back to the branch it came from. The first level is free and permanent. Each branch runs outward through Ways, then two Oath pairs, then a Covenant capstone. A Way costs 1 Vow, an Oath costs 3 and the Covenant costs 5. Both options of an Oath pair are equals, so you pick one. Taking a node back costs Errant's Coins (15 for a Way, 50 for an Oath, 100 for a Covenant) and returns its currency.
Gathering oaths and covenants
The four gathering branches have their own Oath pairs and a Covenant. The first pair offers all drops become Azurite at Trade wealth value (2x and 3x procs stop) against 20% more global drop chance. The second pair offers a free tool level against a free building level, each a 1 in 1000 roll per action. The Covenant makes the other three gathering buildings add 65% of their bonus to that skill's drops.
Processing oaths and covenant
The Processing branch has its own Oath pairs and a Covenant. The first pair offers 25% more Azurite per item on the processing contracts you take, with 2x, 3x and free procs switched off on them, against letting your 2x procs pass 100%: every full 100% is a guaranteed double and the remainder rolls again. The second pair offers no Azurite at all on those contracts, with the poster losing their escrow, in exchange for 25% more proc output and a copy of every item you make, against letting your 3x procs pass 100% the same way. The Covenant of the Tireless Forge has a 25% chance to run every processing action a second time, rerolling its procs and items, and the second action uses your raw again. You cannot add or remove the two contract Oaths while you are the taker of a contract that is still running, so finish or drop it first.
Trade oaths and covenant
The Trade branch has its own Oath pairs and a Covenant, all scoped to your own caravans (caravan contracts never see them). The first pair offers Bullock Wain, caravans travel 25% longer and pay 25% more, against Post Relay, 15% instant return chance on top of your passive tree chance. The second pair offers Hasty Sale, caravans travel 25% faster and pay 25% less, against Tally Book, 15% more Trade XP from caravans. The travel multiplier is applied when the caravan departs, so it never changes what you can load. The Covenant of the Open Road has a 25% chance that a collected caravan returns a second time, paying its Azurite, XP and a fresh set of global drops again.
Farming oaths and covenant
The Farming branch has its own Oath pairs and a Covenant. The first pair offers Green Harvest, crops can grow in 1 second instead of 3, but every crop pays 50% less Farming XP, against Short Furrow, 5 seconds off every crop. Both Green Harvest effects lock in when you plant, so you cannot avoid the XP cut by taking the node off mid-crop, and timers under 3 seconds still roll bonus crops. The second pair offers Seed Rights, planting costs no Azurite but every crop grows 10 seconds slower, against First Sprout, 15% chance a crop is finished as soon as you plant it. The Covenant of the Harvest has a 33% chance that a harvest also gives you half of your planted crop as each of the other two crops, so planting 10,000 Cotton gives 5,000 Wheat and 5,000 Flax. The extra crops count fully, paying XP and rolling global drops just like the crops you planted.
Kingdom oaths and covenant
The Kingdom branch has its own Oath pairs and a Covenant. The first pair offers Master of Rolls, you may only ever assign one worker type and taking it returns every assigned worker to the unassigned pool, in exchange for doubling how often your kingdom rolls global drops, against High Steward, 25 base Kingdom Management levels that survive a renounce like a Way. The second pair offers Keeper of Stores, the worker upkeep is paid in Azurite instead of food for the same amount, so no Azurite means no production, against Double Entry, 15% chance for your workers to produce double output with the 2x roll now allowed to pass 100%, where every full 100% is a guaranteed double and the remainder rolls again. The Covenant of the Levy rolls 2% each kingdom tick for a free unassigned worker to join, and free workers never count against your castle worker limit.
Way base levels
Every Way you allocate grants its branch's skill +5 base levels, counted everywhere a level matters: the drop tiers at 20 and 40, the per-level skill bonuses, and the level 150 renounce requirement. A full branch of nine Ways is +45 levels for that skill. Base levels survive a renounce, so a renounced skill restarts at 1 plus its base levels and never drops below them.
Taking a Way back
Renouncing a Way takes its 5 levels off the skill and wipes ALL of that skill's stored XP. Without the wipe the leftover XP bar would level the skill straight back up. The coin cost and the XP warning are shown on the node itself.
Controls
Click a node to queue it, then Confirm. Ctrl+Click buys the whole path to it. Renounce and Convert are hold-to-confirm, and holding Ctrl skips the hold.