Avowedis an RPG that lets you play your way, and the class system is no different. Rather than choosing a class at the start of the game, every time you get a skill point you will choose which of the three areas to spend it on - Fighter, Ranger, or Wizard. Over time, you’ll use these points to build yourself into suiting one of these three approaches.

However, youmight not want to just pick one and stick with it. Allthreeclasseshave some crucial skills that any player should pick up to help survive in the Living Lands, and we’re here to walk you through what a Fighter needs to get by.

Swinging Philosophers Riddle

1

Medium (Parry/Ranger better choice)

Bear Ally in Avowed

5

10

Holding Arquebus in Avowed

Medium (low with Parry/Ranger)

15

Casting Barrier in Avowed

20

Low

While Avowed allows for a mix and match approach, it stands to reason that themost useful skills for someone looking to play as a Fighter are in the Fighter category. However, you will not have an abundance of skill points through the game, so you willneed to be selective, especially early on.

At Level 1, there are a few skills you should get as soon as possible. Medium and Heavy Armour, a necessity for a Fighter, isa massive drain on your stamina without Armored Grace. It should be a contender forthe second skill you getafter the mandatory first skill.Constant Recovery, which lets you regenerate health, andToughness, which boosts your health, should also beacquired ASAP.

Also at Level 1,Charge is fun but far from essential. Though it is initially the only Fighter skill available, you may wish tograb Minor Missiles from the Wizard tree early to ensure you have at least one spell.Shield Bash is a little more useful, butParry in the Ranger skills is a better versionof the same idea, so it can be left.

AtLevel 5, you should first grab Brawn, as that boosts all two-handed weapons. After that,Bleeding Cuts has a constant payofffor a Fighter as you’re almost always going to be relying on axes or greatswords.Devastating Criticals is worthwhileespecially as later skills boost it further, andBarbaric Shout is good for the strongest challenges, but not as reliable as Brawn.Iron Fistsis a cute gimmick but one you willquickly outgrow.

AtLevel 10, there are just four skillsto choose from, butStunning Blows can likely be disregardedas greatswords are more common than hammers and maces, making itan unwise investment. Similarly, thedamage Power Jump can deal is highly situationaland therefore not worth picking up. However,Unbreakable (which stops you losing as much stamina while blocking), andBuilt to Destroy (which lets you heal by breaking things and tear down breakable walls)areboth easy pick ups, though neither are must-haves.

With Level 15, there are three skills on offer.Retribution, which boosts your damage by 70 percent of the damage you just received (then 100, then 120)should be the first one you grab. It’s a Fighter’s job to take hits and dish them back. Thispairs well with Into The Fray, which pulls enemies towards you, butits range means this one is far from mandatory. Likewise,Reflect is handy but not an instant pick up.

The final skills at Level 20 have just two on offer.Clear Out, which turns you into a sword tornado, isthe perfect storm of being highly effective and very cool-grab it as soon as you can.Inspiring Triumphrestores your companions' health, but for a Level 20 skill,the companions are rarely helpful enough for this to matter. Withtwo pointsin it, thisrevives companions too, giving it more purpose, but for the most part it’snot a smart use of your fairly scarce points.

Medium (gameplay)/Low (combat)

Skip

Even with so many Fighter skills to choose from, there aresome crucialskills in the Ranger categoryto pick up as well. In the Level 1 category, you shouldpick up Survivalistto boost the healing effect of food, andParry for, well parrying, which is useful for all the melee combat a Fighter does. With Toughness and Constant Recovery,Survivalist is not worth investing any more than a single point in, but if you enjoy getting up close and personal with enemies,Parry is worth raising to two or even three points.

Tangleroot is not worth it, andEvasive relies on dodging, not the blocking and parrying of a Fighter, so can be skipped.Steady Aimis worth it ifyou plan on having a secondary loadout be a bow or gun, butnot as a priority.

At the Level 5 stage, you face a choice.Marksmanshipmay be useful if yoursecondary loadout is a bow or gun, but remember that you’ll want to put most points into Fighter skills, so itmay be best to leave this.Piercing Thrusts, boosting daggers, swords (but not greatswords) and spears is another alternative that only works if your secondary loadout is built around one of these weapons. Likewise,Finesseboosting one-handed melee weapons isnot useful for a Fighter unless that’s what you switch to.Shadowing Beyond is situationally useful for quests but less so for combat. It’s worth it if you intend to wrap up every side quest, less so if you just want to kill things.

Scavenger is useful if you intend to use the upgrades ands crafting side of the game heavily, but you will often find better weapons and armour through natural progression, so this is not a priority.

At Level 10, there are just three skills, and if youenjoyed the use you got from Parry, consider Arrow Deflection. However, it’snot a necessity.Power Slide is fun but not very useful for a tanky Fighter (especially if you already have Charge), andQuick Switch is only handy if you swap between loadouts a lot.For mostFighters, Level 10 can be left alone.

Level 15 is far more interesting.Bear Ally lets you summon a bear, but in reality by the time you reach this level a bear is less powerful than it seems at the beginning of the game. It’s not without its merit, but especially for a high-damage Fighter, it’sless exciting than it sounds.Sniper only works on unaware enemies,so again, holdslimited appeal for a Fighter.Critical Strike, which increases your crit chance by ten percent (then 15, then 20) isdefinitely worth grabbing if you invested in Devastating Criticals.

At Level 20, there are just two options.Staggering Shot only applies to those with bow/gun secondary loadouts, but at Level 20 youdon’t want to spend too many points on your secondary option.Flurry of Blowshowever isvery useful, especially if your weapon can feeltoo heavy and slow, and well worth investingtwo points in for lifesteal.

Medium (High as first skill, low if not)

Medium (High if no Minor Missiles)

1-20

Wizard Skillsare divided into two sections, as well as the general split between levels. On theleft, there areactual skillsthat you’re able to use to buff your character. On theright, there arespells. With skill points a very finite resource, this is quite easyfor a Fighter - it is not worth investing in spells.

Youshould have one, just so that Essence can be used for something and you get another type of attack.Minor Missiles is an easy one to grab at Level 1as its actuallythe best of the three mandatory starting skills, butFan of Flames (also Level 1) is the best option once you have a Grimoire of Elementsas it deals damage over time and to a wider area. Other than that, thebest Fighter build forgoes spellsin order to invest in other, more important areas.

If yoursecondary loadout is a wand, then Level 5 has some worthwhile skills.Wand Mastery, offering a 25 percent boost (which becomes 40 and then 50)should be taken, but only if you plan on using a wand regularly. You could also invest inBlast or Bounceto boost your wand’s power attacks - given the crowded nature of Avowed’s battles,Blast is the better option.No other Wizard skillsare worth considering as a Fighter.