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.

Two-weapon-set rule: Your second weapon set costs an action to swap to, but no other cost. Build around the swap — a Wizard who opens with a staff combo before drawing a Grimoire, or a Fighter who switches to a crossbow when enemies are stunned, gets significantly more from their loadout.

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.

WeaponStrengthBest For
SwordHigh crit multiplier, fast swingFighter, Spirit Blade, Battle Mage
AxeBleed on hit (damage over time)Iron Bastion sustained damage
Mace+20% damage vs Armored enemiesAny build vs heavy-armor enemies
FlailBypasses Deflection bonus from shieldsCounter to tanky/shielded enemies
DaggerFastest attack speed, high crit chanceGhost 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.

WeaponStrengthBest For
GreatswordBest DPS of all two-handers, wide swing arcIron Bastion, Battle Mage backup
GreataxeHighest single-hit damage, slow swingIron Bastion, burst damage builds
War HammerStagger on hit, bonus vs large/armored enemiesIron Bastion vs bosses
PikeExtended reach — hits enemies at medium rangeKeeping 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.

WeaponStrengthBest For
Hunting BowFastest fire rate, works well in movementGhost Ranger sustained DPS
War BowHarder hit per arrow, better armor penGhost Ranger vs heavy targets
CrossbowSlower but high burst damage, accurateSpirit Blade weapon set two
PistolHighest crit chance of any ranged weaponGhost Ranger crit build, Marius companion
ArquebusStagger on every hit, highest single-shot damageAnti-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.

ItemFunctionBest For
WandFast projectile, applies elemental debuffsArcane Scholar at range, Battle Mage set up
RodSlow but highest implement damageArcane Scholar high-damage cast rotation
StaffMelee + spell bonus; good for mobile castersBattle Mage primary melee
GrimoireOff-hand — determines available spell listAll Wizard builds; swap for second spell set
Grimoire Swap: You can equip two Grimoires across your two weapon sets. Your available spell list changes when you swap sets. This doubles the variety of spells you have available without investing in additional skill trees.

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 ClassProtectionRecovery PenaltyBest 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)
Recovery Penalty matters more than Armor Rating for action-economy builds. A Battle Mage in Medium armor who casts on schedule is more effective than the same build in Heavy armor stutter-casting because of recovery delays.

Notable Armor Subtypes

Plate Armor
Heavy. Highest protection. Best for Iron Bastion. Buy it, upgrade it, don't switch.
Robes
Light. Minimal protection, maximum spell performance. Arcane Scholar, Wizard, Yatzli.
Leather / Scout Armor
Light. Best balance for Ghost Ranger — keeps Stealth and movement speed high.
Battle Vestments
Medium. Built for caster-melee hybrids — bonus spell damage on hit. Battle Mage default.

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

EnchantmentEffectBest Applied To
BurningAdds Fire damage over time on hitFast weapons — swords, daggers, wands
ChillingApplies Chilled; stacks to FrozenRanged weapons + Yatzli's Ray of Frost setup
ShockingChance to Stagger on hitTwo-handers, arquebuses (already stagger)
WoundingApplies Bleed (stacking damage over time)Axes and high-speed weapons
Keen+15% crit chanceDaggers, 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
CorrosiveReduces enemy Armor Rating; stacks 3×Two-handers vs elites and bosses

Armor Enchantments

EnchantmentEffectBest Applied To
Fortified+10% max HealthMelee builds — Iron Bastion, Battle Mage
Warding+8 Deflection vs melee attacksAny build that gets hit in melee range
Fleet-5% Recovery PenaltyHeavy armor builds to recover speed penalty
Arcane Warding+10% resistance to spell damageAny build in Acts 2–3 (enemy spellcasters become common)
SteadfastImmunity to Prone and KnockbackIron Bastion — removes the only reliable way to stagger a tank
Enchanting priority: Weapon enchantments return more value than armor enchantments for most builds. Prioritize your main weapon first. For armor, Steadfast (Iron Bastion) and Fleet (Heavy builds) are the highest-impact single enchantments in the game.

Equipment by Build

BuildPrimary WeaponSecondary SetArmorKey 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
Next: Godlike → ← Companions
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