The Guides ◆ Avowed ◆ Equipment
Equipment
Weapons define your playstyle. Armor defines how much you can get away with. Enchanting is the system that ties them together — and is widely underused by players who don't know it's there.
Guide verified for Avowed 1.3 · April 2026
How Equipment Works
You equip two weapon sets and can swap between them freely mid-combat. This is the entire foundation of hybrid builds — one set for melee, one for range or spell focus. The game never tells you to exploit this swap, but experienced players use it constantly. Swap weapon sets, not just weapons.
Quality tiers are Common → Fine → Exceptional → Superb → Legendary. Higher quality means better base stats and more enchantment slots. Don't enchant Common or Fine gear — you'll replace it soon. Start enchanting at Exceptional.
Weapon Types
⚔️ One-Handed Melee
Swords, axes, maces, flails. One-handers pair with a shield or off-hand weapon. The fastest attack speed in the game. Swords have the best crit scaling; maces deal bonus damage to armored enemies; flails push through Deflection better than any other weapon type.
| Weapon | Strength | Best For |
|---|---|---|
| Sword | High crit multiplier, fast swing | Fighter, Spirit Blade, Battle Mage |
| Axe | Bleed on hit (damage over time) | Iron Bastion sustained damage |
| Mace | +20% damage vs Armored enemies | Any build vs heavy-armor enemies |
| Flail | Bypasses Deflection bonus from shields | Counter to tanky/shielded enemies |
| Dagger | Fastest attack speed, high crit chance | Ghost Ranger melee fallback, Spirit Blade offhand |
🗡️ Two-Handed Melee
Greatswords, greataxes, war hammers, pikes. Two-handers deal the highest raw melee damage in the game. No shield, no off-hand — pure offensive output. The Iron Bastion build uses these exclusively. War hammers stagger enemies on hit (knocks them off their attack animation), which is an underrated CC effect.
| Weapon | Strength | Best For |
|---|---|---|
| Greatsword | Best DPS of all two-handers, wide swing arc | Iron Bastion, Battle Mage backup |
| Greataxe | Highest single-hit damage, slow swing | Iron Bastion, burst damage builds |
| War Hammer | Stagger on hit, bonus vs large/armored enemies | Iron Bastion vs bosses |
| Pike | Extended reach — hits enemies at medium range | Keeping range vs fast enemies |
🏹 Ranged
Bows, crossbows, pistols, arquebus. Ranged weapons are the Ghost Ranger's primary and appear in weapon set two for most other builds. Bows have fastest fire rate; crossbows fire slower but hit much harder per bolt; pistols deal moderate damage but have the highest crit base of any ranged weapon; arquebuses reload slowly but stagger every enemy hit.
| Weapon | Strength | Best For |
|---|---|---|
| Hunting Bow | Fastest fire rate, works well in movement | Ghost Ranger sustained DPS |
| War Bow | Harder hit per arrow, better armor pen | Ghost Ranger vs heavy targets |
| Crossbow | Slower but high burst damage, accurate | Spirit Blade weapon set two |
| Pistol | Highest crit chance of any ranged weapon | Ghost Ranger crit build, Marius companion |
| Arquebus | Stagger on every hit, highest single-shot damage | Anti-elite/boss tool |
🔮 Spell Implements
Wands, rods, staves, Grimoires. Implements are the Wizard's primary weapons — wands fire fast and apply status effects; rods have slow fire but high spell damage; staves function as melee weapons with a spell damage bonus. Grimoires are equipped to your off-hand and determine which spells you can cast — the Grimoire Swap mechanic lets you maintain two sets of spells simultaneously.
| Item | Function | Best For |
|---|---|---|
| Wand | Fast projectile, applies elemental debuffs | Arcane Scholar at range, Battle Mage set up |
| Rod | Slow but highest implement damage | Arcane Scholar high-damage cast rotation |
| Staff | Melee + spell bonus; good for mobile casters | Battle Mage primary melee |
| Grimoire | Off-hand — determines available spell list | All Wizard builds; swap for second spell set |
Armor
Three armor classes — Light, Medium, Heavy — each with a different trade-off between mobility and protection. The game shows you an Armor Rating number, but the more important stats are Recovery Penalty (how much armor slows your recovery between actions) and special bonuses on named pieces.
| Armor Class | Protection | Recovery Penalty | Best For |
|---|---|---|---|
| Light | Low damage reduction | None | Arcane Scholar, Ghost Ranger, Yatzli (companion) |
| Medium | Moderate damage reduction | Low | Battle Mage, Spirit Blade — balance of protection and mobility |
| Heavy | High damage reduction | High (mitigated by Fighter skills) | Iron Bastion — also Kai (companion) |
Notable Armor Subtypes
Enchanting
Enchanting modifies weapons and armor at an Enchanting Workbench (found in settlements). You need Copper and specific materials depending on the enchantment. Each item has a limited number of enchantment slots that expand with quality tier — another reason to upgrade to Exceptional before you invest in enchantments.
Weapon Enchantments
| Enchantment | Effect | Best Applied To |
|---|---|---|
| Burning | Adds Fire damage over time on hit | Fast weapons — swords, daggers, wands |
| Chilling | Applies Chilled; stacks to Frozen | Ranged weapons + Yatzli's Ray of Frost setup |
| Shocking | Chance to Stagger on hit | Two-handers, arquebuses (already stagger) |
| Wounding | Applies Bleed (stacking damage over time) | Axes and high-speed weapons |
| Keen | +15% crit chance | Daggers, pistols — any crit-scaling build |
| Spell-Touched | +10% spell damage on melee hit (weapons) or +10% to all magic (staves) | Battle Mage, Spirit Blade, Arcane Scholar secondary |
| Corrosive | Reduces enemy Armor Rating; stacks 3× | Two-handers vs elites and bosses |
Armor Enchantments
| Enchantment | Effect | Best Applied To |
|---|---|---|
| Fortified | +10% max Health | Melee builds — Iron Bastion, Battle Mage |
| Warding | +8 Deflection vs melee attacks | Any build that gets hit in melee range |
| Fleet | -5% Recovery Penalty | Heavy armor builds to recover speed penalty |
| Arcane Warding | +10% resistance to spell damage | Any build in Acts 2–3 (enemy spellcasters become common) |
| Steadfast | Immunity to Prone and Knockback | Iron Bastion — removes the only reliable way to stagger a tank |
Equipment by Build
| Build | Primary Weapon | Secondary Set | Armor | Key Enchant |
|---|---|---|---|---|
| Arcane Scholar | Rod or Wand | Grimoire #2 | Robes | Spell-Touched on wand |
| Battle Mage | Staff | Grimoire #2 | Battle Vestments (Medium) | Spell-Touched on staff |
| Spirit Blade | Sword (one-handed) | Crossbow or Grimoire | Medium | Keen on sword for crit |
| Iron Bastion | Greatsword / War Hammer | Arquebus | Plate (Heavy) | Steadfast on armor; Corrosive on weapon |
| Ghost Ranger | Hunting Bow or Pistol | Daggers | Leather (Light) | Keen on bow; Chilling for combos |