Companion System#
Avowed has four companions, all of them mandatory through the main story, so you cannot miss any of them. You can bring at most two into the field at a time, and the rest stay at camp. This design gives every companion enough time to be written properly, and it also makes “who do I take with me” a real decision.
The Four Companions#
| Companion | Race | Role | Recruitment quest | Recruitment region |
|---|---|---|---|---|
| Kai | Aumaua | Front-line fighter | A Letter from Afar | Dawnshore |
| Marius | Mountain dwarf | Ranger marksman | An Untimely Death | Dawnshore and Paradis |
| Giatta | Human | Animancer | The Way of Animancy | Emerald Stair |
| Yatzli | Orlan | Illusionist wizard | Face Your Fears | Shatterscarp |
The recruitment order of the four companions is fixed, and all of it happens at main quest beats, so there are no hidden recruitment conditions.
Companion Ability Structure#
Every companion has three active abilities and one passive ability, and each ability has three upgrade tiers.
| Item | Rule |
|---|---|
| Active abilities | 3 per companion |
| Passive abilities | 1 per companion |
| Upgrades per ability | 3 tiers |
| Source of ability points | Earned separately when companions level up, kept apart from the player’s own points |
| Mutually exclusive upgrades | Some companion ability upgrades exclude each other, so you can only pick one of the two |
Because upgrades can be mutually exclusive, respeccing a companion is a meaningful action. Spending a little coin to change direction usually fits the current party better than pushing through a bad pick.
Kai: Front Line and Taunt#
Kai is the first companion to join you, and his role is a standard damage sponge.
| Ability direction | Effect |
|---|---|
| Arquebus Smash | Deals high stun to a single enemy and forces a taunt for a period of time |
| Unyielding Defense | Heals himself and raises damage reduction |
| Valiant Leap | Leaps into a group of enemies, dealing area stun and taunt around him |
| Passive: Second Chance | Revives himself after going down and restores part of his health |
Kai’s value is pulling enemy attention off you. Fragile builds that bring him along will notice a clear change in survivability. He can also burn away the vines and spider webs blocking your path, saving you a spell slot.
Marius: Control and Range#
Marius is a mountain dwarf hunter. He is not a likable person, but his combat output is steady, and he pairs well with a melee player character.
| Ability direction | Effect |
|---|---|
| Binding Roots | Holds a single enemy in place |
| Heartseeker | An arrow that cannot miss and pierces the target it hits |
| Shadow Step | Turns invisible and appears beside a target to attack, repeatable several times |
| Command | Environmental interactions tied to terrain |
His role is to lock threats down so you can deal with them at your leisure. Bringing him along as a melee build is like getting two free crowd controls.
Giatta: Animancy and Support#
Giatta is a human animancer with a hard edge, and she has her own position on the core conflict of the Living Lands.
| Direction | Notes |
|---|---|
| Combat role | Mid-range support, leaning toward protection and animancy effects |
| Story role | She has a clear position on how the Dreamscourge crisis should end, which will rub against your choices |
| Pairing advice | Works well with either a melee player character or a pure caster |
Yatzli: Illusion and Burst#
Yatzli is an Orlan scholar and the person in the game who knows the most about the history of the Ekida. She is also the most playful of the four companions.
| Direction | Notes |
|---|---|
| Combat role | An illusionist wizard, strong at control and at bursting controlled targets |
| Story role | Closely tied to the ancient Ekida trail, so bringing her along on puzzle side quests pays off extra |
| Pairing advice | Follow up with her damage after enemies get frozen, and the return is extremely high |
Camp and Time Together#
| Mechanic | Notes |
|---|---|
| Camp conversations | Back at camp you can talk one-on-one with companions and advance their personal stories |
| Companion interactions | Companions chat among themselves, with topics tied to recent quest outcomes |
| Training | Completing a companion’s training sessions grants permanent attribute bonuses |
| Romance | There is no full romance line; some dialogue allows flirting but no relationship develops |
| Leaving the party | Under extreme choices companions may leave, and there is an achievement for it |
Companion training is the part most easily overlooked: it grants permanent attribute bonuses, so every session you run is a gain.
Who to Bring Along#
| Your player build | Suggested party |
|---|---|
| Melee two-handed | Marius plus Yatzli, covering control and range |
| Caster or fragile build | Kai plus Giatta, solving the problem of getting hit first |
| Ranged marksman | Kai plus Marius, front line plus double ranged |
| Fast clearing | Kai plus Yatzli, taunt to gather enemies then follow with area spells |
Companion Achievements#
| Achievement | Condition |
|---|---|
| One per companion | Unlock all of that companion’s abilities |
| All training sessions complete | Finish every companion training session |
| Garden Moment | Complete all companion interactions in the endgame region |
| No One Agrees | Have every companion leave because of the side you chose |
FAQ#
| Question | Answer |
|---|---|
| Can I miss a companion | No, all four join as part of the main story |
| Can companions die | They go down in combat, but they never die permanently |
| What should I upgrade first | Crowd control first, survival second |
| Is swapping companions a hassle | Not at all; camp is a fast travel point and you can swap any time |
| Can I change companion equipment | Companion equipment is fixed; growth comes entirely from ability upgrades and training bonuses |