Avowed Game Wiki: Complete Guide to Quests, Companions, and Weapons
The Avowed wiki that tells you what actually works. Quest walkthroughs, companion tactics, weapon upgrades, and the stuff most guides miss.
I abandoned my first Avowed character at level 14 because I had spread my skill points across all three trees and ended up mediocre at everything. I could cast a spell, swing a sword, and sneak. Not well. Just enough to survive normal encounters and then get destroyed by any boss with a health bar longer than my screen. Don't do that.
The skill system in Avowed looks like it wants you to experiment. And it does. But there's a catch. You get one skill point per level, plus bonus points from certain main quest chapters. That's it. No grinding for extras. So by level 30, you have maybe 35-40 points total. That's enough to max out one tree and dabble in a second. It is not enough for a true hybrid build unless you know exactly what you're doing.
I didn't know what I was doing. My second character went full Fighter tree and suddenly the game made sense. Enemies died instead of outlasting me. I could block without my stamina evaporating. So if you're new to Avowed, pick a lane. Fighter, Ranger, or Wizard. Put most of your points there. Sprinkle a few in another tree for utility. But commit to a primary identity or the midgame will punish you.
Let's talk quests first because that's why most people come to a wiki. Avowed has 11 main story chapters spread across four zones. Dawnshore is the starter area, chapters 1-3. You arrive in Paradis, meet Kai, learn about the Dream Scourge. The early quests are tutorial-adjacent but not insulting. Obsidian trusts you to figure things out. There's a quest early on where you investigate a murder in Paradis and the solution isn't marked on your map. You have to actually talk to people and piece things together. I solved it by accident because I was just exploring and happened to overhear an NPC conversation.
Emerald Stair is chapters 4-6. This is where the companion system opens up. You get Marius here. The zone is beautiful, all overgrown ruins and glowing plants. But the quests get harder. There's one where you descend into an ancient elven library and the floor collapses, dropping you into a nest of Dream Scourge creatures. No warning. I survived with zero health potions and my companions both down. Pure luck.
Shatterscarp is chapters 7-9. Desert zone. Giatta joins here. This is where the main story gets heavy. You start seeing the real cost of the Scourge. Villages turned to crystal. Children infected. The Steel Garrote doing Steel Garrote things. Lodwyn appears properly in this zone and she's a fantastic antagonist. Charismatic, terrifying, and sometimes you catch yourself nodding along before remembering she's advocating mass murder.
Galawain's Tusks is the endgame. Chapters 10-11. Yatzli joins. The zone is vertical, mountainous, with the hardest enemies in the game. The final stretch of the main quest takes you through the heart of the Scourge and the last boss is a proper test of everything you've learned.
Now companions. I'll be quick because I wrote about them elsewhere too. Kai (fighter, Dawnshore) taunts and tanks. His shield bash can interrupt enemy spells if you time it right. Marius (hunter, Emerald Stair) marks targets and does ranged damage. Give him a good bow and he'll carry fights from a safe distance. Giatta (animancer, Shatterscarp) heals, buffs, and has abilities tied to soul essence. She's basically required for some of the tougher boss fights. Yatzli (wizard, Galawain's Tusks) does pure magic damage. Her area spells are devastating but she dies if anything looks at her.
You can have two companions active. You switch them at camp. I used Kai and Giatta for most of my serious playthrough. It's the safest composition. But Marius and Yatzli together can end fights before they start if you're playing a high-damage character yourself. Experiment. The companions you like are better than the ones that are theoretically optimal because you'll actually use their abilities.
Weapons are where Avowed does something unusual. Loot scales to your character level when it drops. So a sword you find at level 5 in Dawnshore will be weaker than the same sword type found at level 15 in Shatterscarp, even though they look identical. This means you're constantly replacing gear. Unless you upgrade.
The upgrade system uses materials gathered from the world and from dismantling unwanted gear. You upgrade at a workbench in your camp. Each upgrade tier increases base damage and usually adds an enchantment slot. There are five tiers. Common, Fine, Exceptional, Superb, Legendary. Going from Common to Legendary takes a lot of materials. But a Legendary weapon you found at level 5 and fully upgraded will outclass a level 20 common drop. The upgrade system is how you keep favorite weapons relevant.
Unique weapons have fixed enchantments. They're found in specific locations. I found a unique greatsword in Emerald Stair called something like "Oathkeeper" that deals bonus damage to Steel Garrote enemies. Very satisfying to use against Lodwyn's knights. There's a unique wand in Shatterscarp that shoots ice projectiles instead of the normal magic bolts. And a unique bow in Dawnshore, hidden behind a puzzle that took me an embarrassing amount of time to solve, that fires two arrows at once.
Honestly the weapon variety is good but not incredible. You'll find your favorite type and stick with it. Swords are balanced, axes hit harder but slower and ignore armor, maces stun, daggers are fast, bows are ranged, wands and grimoires are for magic. Grimoires are spellbooks that let you cast spells without spending skill points to learn them. They have limited uses per rest, but you can carry multiple and swap between them.
Combat tip that I wish I'd known earlier. Food buffs stack. Cook everything. Before a hard fight, eat three different food items. You'll have health regen, damage resistance, and maybe a stat boost all running at once. The buffs persist through damage and auto-activate healing when your health drops. It's the difference between a boss fight taking two attempts or twenty.
I died a lot in this game. And I don't mind that. It forced me to engage with systems I usually ignore, like cooking and companion ability timing. By the end I felt like I'd actually mastered something. Not just leveled up enough to overpower everything. That's a rare feeling in modern RPGs.