Avowed Game Wiki: Complete Guide to Quests, Companions, Weapons & Lore
Everything worth knowing about Avowed from someone who beat it three times. Quests, companions, weapons, and the Eora lore that matters.
The thing about Avowed that I keep coming back to is how it handles failure. In most RPGs, if you fail a quest, you reload. In Avowed, the story keeps going. Characters react to your failure. Sometimes they die. Sometimes they hate you. The world changes and doesn't change back.
I failed a quest in Shatterscarp where you're supposed to protect a village from a Scourge attack. I was underleveled, unprepared, and honestly I forgot to cook food before the fight. The village burned. When I returned hours later, the survivors had relocated to a refugee camp near Paradis. Their dialogue reflected what happened. One of them blamed me specifically. I couldn't reload because I'd played too far past it. So I lived with it.
That's not a common design choice. And it's why I think Avowed deserves more credit than its Metacritic score suggests.
Let me organize what I've learned across three playthroughs into something useful. I'll keep it practical.
Quests. The main story has eleven chapters. It begins simply. You arrive in the Living Lands as an envoy of the Aedyr Empire. Your task is to investigate the Dream Scourge, a soul plague that's corrupting the land and its people. You're a Godlike, which means you have a fragment of divine power. People react to this. Some revere you. Some fear you. Some want to dissect you.
The first few chapters ease you into the world. Dawnshore is the opening zone, with the city of Paradis as your hub. The quests here teach you combat, exploration, and dialogue systems without being too hand-holdy. There's a side quest about a missing shipment that turns into a murder investigation that turns into a faction conflict. None of this is marked on your map. You follow it by talking to people and reading notes. If you're used to waypoint-following RPGs, this takes adjustment.
Emerald Stair ramps up the complexity. Chapters 4-6 introduce more branching paths. You'll make choices that affect which quests are available later. The zone is a dense overgrown wilderness with elven ruins everywhere. The Scourge is worse here. You see more infected creatures, more destroyed settlements. The tone shifts from adventure to survival.
Shatterscarp in chapters 7-9 is where the game gets political. You meet all the major factions properly. The Steel Garrote under Inquisitor Lodwyn becomes a central presence. The local settlers are desperate. The Wild Hunt druids are hostile to everyone. You have to navigate between them, and neutrality isn't always an option. There's a quest where you have to choose between saving a Garrote patrol or letting the druids kill them. Both choices have consequences I didn't see coming until hours later.
Galawain's Tusks is the final zone, chapters 10-11. Mountain terrain, the hardest enemies, the final confrontations. The last boss is mechanically demanding but narratively satisfying. I won't describe it. But the buildup across the previous chapters pays off.
On companions. Four of them. Kai the fighter, first companion, found in Dawnshore. He's a tank with a conscience. Give him heavy armor and a shield. His taunt pulls aggro from you. Invaluable for squishy builds. Marius the hunter joins in Emerald Stair. He's a ranged damage dealer with tracking abilities. His personal quest reveals more about the Scourge than any main quest dialogue. Giatta the animancer, from Shatterscarp, is your healer and buffer. She studies souls. Her abilities are support-oriented but her dialogue is the most insightful about what the Scourge actually is. Yatzli the wizard, last companion, in Galawain's Tusks. Pure offensive magic. If you're a melee character, bring Yatzli. She'll handle crowds while you handle the big threats.
Companion loyalty matters. They're not just stat sticks. They have opinions. They react to your decisions during quests and in camp conversations. If you consistently ignore their values, they leave. Permanently. No take-backs. I nearly lost Marius in my first playthrough because I kept siding with the Empire against the locals. He values independence and distrusts authority. I had to reload a save and replay about two hours of content to fix it.
Weapons and gear. The upgrade system is your real progression system, not leveling. Levels give you skill points. Upgrades give you damage and survivability. You can find materials everywhere or buy them from merchants. Common metals like iron are plentiful. Adra, the rare stuff, is limited. Be selective about what you invest in. I recommend picking a weapon type early and committing to it. Switching halfway through means starting the upgrade path over.
Unique items have fixed enchantments and specific locations. I found a fire-enchanted axe in a Shatterscarp dungeon that carried me through the endgame. There's a shield in Dawnshore behind a locked door that requires a key from a side quest you can easily miss. I missed it twice. Third time I looked it up online and felt stupid because the quest giver was standing in plain sight in Paradis.
Armor class matters less than you'd think. Light armor gives you mobility. Heavy armor gives you damage reduction but slows you down. I played my first run in heavy armor and my second in light. The light armor run was harder but more fun. You have to actually dodge instead of face-tanking.
Lore. Avowed is set in Eora, the same world as Pillars of Eternity. You don't need prior knowledge. But you'll appreciate the game more if you understand the divine politics. There are 11 gods. They used to be actively involved in mortal affairs. Then they went silent about fifteen years before the game. Nobody knows why. Your character being Godlike makes you a relic of a previous era and a potential key to the future.
The Dream Scourge is tied to this divine silence. I won't spoil the connection. But the game drops clues from the very first chapter. Read the books you find. Talk to Giatta about her research. Pay attention to what the Steel Garrote are really doing versus what they say they're doing.
The factions reflect different philosophies about how mortals should live without gods. The Empire wants order through control. The Garrote wants order through purging. The druids want to abandon civilization. The settlers just want to be left alone. Your choices align you with one or more of these worldviews. The ending reflects which vision wins.
I've put maybe 200 hours into Avowed across three characters. It's not a perfect game. Combat can feel weightless. Some quests bug out. The enemy variety gets repetitive. But the writing, the choices, the way the world reacts to you. That stuff is genuinely special. Obsidian understands that RPGs are about consequences, not just combat. And Avowed delivers consequences in ways that most games in this genre don't even attempt.