Right as you enter the Living Lands in Avowed, you’ll find a strange voice in your head. They have more questions than answers and it can be hard to trust them with the Dreamscourge infecting the populace. At key moments in the story, you’ll have to decide between accepting their power and refusing the Voice. While you gain more context into their origins and motives over time, the choice is rarely simple. Read on for a comprehensive list of choices you can make and how they tie into Avowed’s story.
(1 of 2) Beating this bear will trigger the first choice with the Voice.
Beating this bear will trigger the first choice with the Voice. (left), Interact with the Adra to speak with the Voice. (right)
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How to meet the Voice |
Should you accept or reject the Voice’s powers? |
All Voice choices and consequences |
How to meet the Voice¶
You’ll find the Voice during the Messenger from Afar quest in Dawnshore. Tasked with finding the Claviger and the ambassador from Aedyr, you’ll find the former dead and an antsy Dreamthrall bear you need to defeat. After some dodges and magic attacks, you’ll be able to put it down. After the boss fight, you’ll be able to interact with the green crystal Adra in the area.
Here’s when you’ll get to have a proper conversation with the Voice. While you can ask questions, most of their nature will remain a mystery. They will offer to help heal the land, provided you’re up for a deal. While deals with mysterious spirits rarely end well, Avowed keeps things interesting with how it rewards your decisions.
Should you accept or reject the Voice’s powers?¶
Based on our time with the game, we recommend accepting the Voice’s powers at every opportunity for your first playthrough. That’s because the powers they grant come in handy, especially during the later segments of the game. From healing allies to summoning new beings to fight alongside you, these abilities can make short work of boss fights.
All Voice choices and consequences¶
Use this handy list to determine what choices to make in each of Avowed’s main quests. You can always save before a conversation if you want to revert a decision. While accepting the Voice’s power will grant you new abilities, refusing them will give you bonus ability points to refine your combat build.
Region | Choices | Effect |
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Dawnshore - Messenger from Afar | Accept the Voice’s power. | Dream Touch: Heals and revives nearby allies and deals damage over time to nearby Delemgan, Dreamthralls, and Vessels. |
Refuse the Voice’s power. | Godlike’s Will: Gain a bonus Ability Point to spend in the Fighter, Ranger, or Wizard Ability Trees. | |
Emerald Stair - Ancient Soil | Accept the Voice’s power. | Thorn of Sapadal: Fires a thorn of energy that passes through enemies, causing damage on impact and momentarily rooting them in place. |
Refuse the Voice’s power. | Godlike’s Will: Gain a bonus Ability Point to spend in the Fighter, Ranger, or Wizard Ability Trees. | |
Shatterscarp - Shadows of the Past | Accept the Voice’s power and destroy the ruins. | Scion of the Immortal Land: Increases damage and grants Health regeneration for 12 seconds. |
Accept the Voice’s power and sever the adra. | Severed Branch: Gain max move speed for 20 seconds. | |
Refuse the Voice’s power. | Godlike’s Will: Gain a bonus Ability Point to spend in the Fighter, Ranger, or Wizard Ability Trees. | |
Galawain’s Tusks - Our Dreams Divide Us Still | Accept the Voice’s power. | Seeds of Vengeance: Replaces Dream Touch. Heals and revives nearby allies and deals damage over time to nearby Delemgan, Dreamthralls, and Vessels. Temporarily turns up to 3 nearby Kith bodies into allied Dreamthralls. |
Refuse the Voice’s power. | Godlike’s Will: Gain a bonus Ability Point to spend in the Fighter, Ranger, or Wizard Ability Trees. | |
The Garden - The Heart of the Living Lands | Free Sapadal. | Sapadal’s Fury: Unleashes the power of Sapadal to lift nearby enemies into the air and slam them down, dealing high damage. |
Kill Sapadal. | Woedica’s Call: Calls forth a maegfolc ally that erupts from the earth to smite enemies. |
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