Avowed Game Wiki: Complete Guide to Quest Walkthroughs, Companions, Weapons & Lore

Real walkthroughs, companion builds, weapon locations, and lore for Avowed. No filler, just what worked across multiple playthroughs.

I hit a wall about fifteen hours into Avowed. Not literally. The game doesn't have invisible walls in the traditional sense. But there's a quest in Emerald Stair called something like "The Heart of the Beast" where you have to track a corrupted adra creature through a swamp, and I could not find the third clue. Spent two hours running in circles. Turns out you have to talk to a specific NPC in a camp I'd walked past five times. She only appears after you've examined the second clue. The quest log doesn't tell you this. That's why I started keeping notes. And that's what this guide is. Not a polished wiki entry. Just what I learned from three playthroughs and a lot of stupid deaths. Avowed's main quest spans eleven chapters. You start in Dawnshore, which is basically the tutorial region but it doesn't feel like one. There's a whole city (Paradis) and a bunch of side content before you even touch the main path. Obsidian did a good job of making the first zone feel lived-in. The main thread is you're an envoy from the Aedyr Empire, sent to investigate the Dream Scourge. You're also a Godlike, which means you have a connection to the gods that normal people don't. This becomes important around chapter four or five, depending on how much you dawdle. The early chapters are straightforward. Go here, talk to this person, fight these things. Around chapter six is where the choices start branching hard. You'll encounter the Steel Garrote, led by Inquisitor Lodwyn, and they're not just cartoon villains. Lodwyn makes some points that are genuinely hard to argue with. The game doesn't tell you who's right. I sided against them my first run, sided with them my second. Both feel wrong in different ways. That's good writing. Each major zone has a distinct vibe. Dawnshore is coastal, relatively peaceful. Emerald Stair is lush and overgrown, with ancient elven ruins everywhere. Shatterscarp is desert, harsh, with the most aggressive wildlife. Galawain's Tusks is mountainous, final zone territory, packed with high-level enemies. The game isn't open world. It's open zone. Each area is a large map with its own ecosystems, dungeons, and side quests. You travel between them via the world map. Now about companions. I already covered them in more detail in the character guide, but the short version: Kai is your fighter (Dawnshore), Marius is your hunter (Emerald Stair), Giatta is your animancer healer (Shatterscarp), Yatzli is your wizard (Galawain's Tusks). Each has a personal quest that unlocks in their home region. Do these quests. The companion ultimates you get from completing them are worth it. Yatzli's ultimate clears entire rooms. Weapon choices matter a lot less than you'd think. The game scales loot to your level, not the zone. You can find a weapon in Dawnshore at level 10 that's better than something from Galawain's Tusks at level 5. The upgrade system is what really determines your damage output. You upgrade at camp, using materials you find or buy. Common materials like iron are everywhere. The rarer stuff, adra shards and such, you need to be selective about. Don't upgrade everything. Pick one or two weapons and stick with them. I upgraded a basic sword to Legendary tier by the endgame and it outperformed every unique I found. That said, uniques are fun. They have fixed enchantments. I found a fire axe in Shatterscarp that ignites enemies on critical hits. With a high Perception build, it procced constantly. There's a wand in Emerald Stair that shoots three projectiles instead of one. And a shield in Dawnshore that reflects projectiles. I missed that shield my first playthrough because it's behind a locked door that requires a key from a side quest I skipped. Speaking of side quests. Do the side quests. I know everyone says this about every RPG. But Avowed's side content isn't filler. Several side quests change how the main story plays out. There's one in Shatterscarp where you help a village fend off Dream Scourge creatures. If you skip it, that village is gone when you come back. The villagers become enemies later. A merchant you would have met there, who sells unique accessories, just doesn't exist in your game. The lore in Avowed is dense. It shares a universe with Pillars of Eternity, set in the world of Eora. You don't need to have played those games. I hadn't. But you'll get more out of Avowed if you understand the basics. The gods of Eora are real, they used to walk the earth, and now they're mostly absent. This event is called the Silence of the Gods and it happened decades before Avowed starts. Your character being a Godlike means you have a fragment of divine essence. Different factions want to use you or destroy you because of it. The 11 gods include Woedica (the burned queen, goddess of law and oaths), Eothas (god of light and redemption), Berath (god of death and cycles), Rymrgand (god of entropy and cold, genuinely terrifying), and Galawain (god of the hunt, namesake of the final zone). The Dream Scourge itself is a soul plague. It corrupts living things, turns people into crystalline monsters. Its origin is the central mystery of the main quest. I should mention the MC score because it matters for expectations. PC version got 78 on Metacritic, Xbox got 80. That's about right. It's not a perfect game. Combat can feel floaty. Some quests are buggy. I had to reload saves multiple times because NPCs wouldn't trigger dialogue. But the writing is classic Obsidian. The choices feel weighty. The companions are memorable. And the world of Eora is one of the best-realized fantasy settings in games. If you're starting Avowed today, my advice: take your time in Dawnshore, talk to everyone, read the books scattered around, cook your food, upgrade smart, and don't worry about finding the perfect build because the game lets you experiment. And save often. Not quicksave. Hard saves. You'll thank me later.