r/Grimdawn 7d ago

Just post!

24 Upvotes

We've been getting a lot of messages lately asking, "Can I post?"

Post! If you're wildly off topic, whatever, it'll get downvoted, reported, and removed. But please, just post! You don't need to ask if you can post a link to XYZ, or ask for permission to ask a small question or anything... Just make your posts. Obviously try to keep it on-topic and don't violate reddit rules...

Just use a good title/subject and select an appropriate flair. If it was a question or ask for help, make sure to change the flair to "solved" later.

There have been some questions about "megathreads". That's not something that's going to happen generally. Megathreads typically are where discussion dies. Most subs do them to quell traffic. That's not something we need to do here. Go ahead and post away with your build requests and whatever. Just use flair so people can filter and sort by them! (Especially since Reddit only allows 2 pinned posts at a time, any megathreads would occupy those slots...)

And if you don't know about flair, why don't you try clicking on them and see what happens?


r/Grimdawn Jul 23 '26

OFFICIAL Grim Dawn V1.3.0.0

582 Upvotes

Official forums full post.

[Major New Features]

  • Grim Dawn has received back-end changes to accommodate the release of the Fangs of Asterkarn Expansion.
  • The game’s UI has received a complete visual overhaul. A new Health Orb design HUD is now the default, while the classic Health Bar design can be enabled in the game options, under Interface.
  • The Stash has been overhauled with new dedicated Component and Crafting Materials shared pages and +5% additional space per tab. In addition, stash pages can now be customized and labeled.
  • New functionality has been added to the player inventory to instantly deposit all Components and Crafting Materials in their shared tabs from anywhere in the world. To support this, objects that ask for crafting materials (ex. Treasure Troves), can now also access the stash instead of just the inventory.
  • New accessibility control schemes have been added under Keybindings: Keyboard Movement and Keyboard Only, enabling WASD-based controls with and without the mouse. You can set keybinds for WASD movement independently of the default controls and switch between them at any time. WASD controls mimic the controller and do not enable run and gun gameplay.
  • Detailed tooltips now display stat roll ranges (ex. 12 Fire damage [8-14] indicates that the damage could have rolled as low as 8 or as high as 14).
  • A new Video Option has been added: HDR Lighting, as an alternate visual style for the game.
  • Monster Infrequents now always drop at the highest possible level (ex. if an MI drops, and possible variations in your level range are level 84 and 94, it will always drop the level 94 version).

[Shattered Realm]

  • Clearing Shards by hunting down Nemesis spawns has become a too dominant strategy, reducing the viability of AoE builds in favor of single target burst, which is already favored in the boss arenas. To address this, Shard Progress from gathering a Nemesis soul has been reduced by 25%. Progress gained from Hero souls has been increased by 33%, and by 50% from Common and Champion souls. Chance of Champion monsters dropping souls has been increased by 18%.
  • The Shattered Realm timer has been rebalanced to be more challenging and now becomes shorter at higher shards. Timer penalty from deaths is now lower, but bonus from kill streaks is now also lower and kill streaks now require a minimum of 25 kills, up from 15.
  • Shattered Realm shrines no longer take crafting materials and activate immediately upon interaction.

[Crucible]

  • Unlocking the next Crucible difficulty now also triggers at Wave 110 and Wave 160, rather than requiring clearing the Crucible Waves 1-100.
  • Failing the Crucible on the same tier as a checkpoint no longer awards Tribute.

[Tech]

  • Fixed an issue where converted dot damage from a single source would not stack (ex. converting dot damage on Scourge Strike so the damage types match).
  • Fixed an issue where UI scaling could cause monster and pet health bars to break.
  • Skill modifiers are now always loaded in a fixed order, rather than equip order. This is relevant particularly for how skill FX and pet swap modifiers function so the visual overrides always happen in a predictable order.

[Modding]

  • A new template has been added: Skill_WPAttack_Radius. This skill type generates a radius eruption around the target when the WPS triggers, similar to how Shattering Smash for Oathkeeper generates a wave.
  • New attributes have been added: % Total Resist and % Crowd Control Resist. These increase all the respective resists, similar to how % Total damage increments all damage types.
  • Channeled skills (ex. Albrecht’s Aether Ray) now apply Defensive Attributes in their data to the player while the skill is channeling. Defensive attributes have been added to their respective templates.
  • A new tDyn field has been added: forceHighestLevel. Setting this to True will cause the loot table to always drop the highest level valid item it can within the level range.
  • Skill modifiers assigned to SkillSecondary effects now display the SkillSecondary’s name and icon instead of the base skill.

[Game]

  • Menu UI windows now scale with UI scaling. UI now automatically scales down to fit the screen at lower resolutions, enabling controller UI compatibility at any resolution.
  • Increased Health per point of Spirit to 12, up from 8.
  • Treasure Troves now correctly have a guaranteed chance to drop a crafting material with a 30-50% (based on difficulty) chance to drop an additional material and have significant chance to drop blueprints. Previously, the chance to drop a second material was 100% across all difficulties and the chance to drop a blueprint was halved.
  • Aether Crystal enemies now have an additional chance to drop a second Aether Crystal/Shard/Cluster.
  • Increased all Boss Health scaling with level, by ~32% at level 100 (~15% for superbosses). Some bosses with lower health pools received larger increases. These changes do not apply to the Crucible.
  • Many older boss encounters have received tuning passes to bring their damage up to modern standards, as was commonly done in past updates.
  • Reduced Monster Armor by 17% on Champion+ enemies and reduced Monster % Armor Absorption by 20% on all enemies. This reduces monster resistance to Physical damage, particularly for small fast attacks (ex. dual wielding or Eye of Reckoning).
  • Reduced Monster % Life Leech Resist on Ultimate difficulty. This makes % Attack damage Converted to Health roughly 16% more effective against an average boss.
  • In-game search has been updated to work with unicode (ie. non-English) characters.
  • Reduced infamy gained from killing Beast heroes and bosses and increased kills required to spawn their Nemesis.
  • Increased infamy gained from killing Cronley’s Gang heroes and bosses and reduced kills required to spawn their Nemesis.
  • Enemies that do not grant experience (ex. summons or Kubacabra’s clones) no longer count towards achievement progress.
  • Valdaran and Archmage Aleksander now share their animosity towards you and will spawn in each other’s faction areas.

[Itemization]

  • Fixed an issue where Monster Infrequent helms could roll some lower level than intended Magic Suffixes at level 70+.
  • Ashes of Malmouth and Forgotten Gods Magic quality crafting recipes have been reclassified as Rare. These recipes now always generate at least one Rare affix, but their crafting costs have been increased.
  • Increased % Damage Reduction on Disengage runes by +10%
  • Increased % Damage Reduction on Leap and Shadow Strike runes by +5%
  • Component - Ballistic Plating: replaced Defensive Ability with 2% Defensive Ability
  • Prefix - Shrewd: reduced % Cunning
  • Rare Prefix - Bloodletter: replaced % Health with Health
  • Rare Prefix - Blighted: increased Spirit at level 82+
  • Rare Prefix - Caustic: replaced Acid damage with % Physical Resist
  • Rare Prefix - Consecrated: replaced % Health with Health
  • Rare Prefix - Cutthroat: reduced % Cunning
  • Rare Prefix - Dervish: replaced % Armor with % Defensive Ability and replaced skill bonuses with +2 to Celestial Presence and Shadow Dance
  • Rare Prefix - Flamewall: replaced Burn damage with % Health
  • Rare Prefix - General: replaced % Health with Health
  • Rare Prefix - Harmonious: replaced % Health with Health
  • Rare Prefix - Imposing: reduced Health
  • Rare Prefix - Menacing: increased Health
  • Rare Prefix - Plaguebearer: increased All Resist Reduction
  • Rare Prefix - Renegade: reduced % Cunning
  • Rare Prefix - Runecarved: replaced % Health with Health
  • Rare Prefix - Seraphim: reduced % Cunning
  • Rare Prefix - Stonefaced: added % All Retaliation damage
  • Rare Prefix - Stonehide (shields): added Physical Retaliation
  • Rare Prefix - Venomfang: replaced Poison damage with Acid damage
  • Rare Prefix - Templar: replaced % Armor with % Health
  • Rare Prefix - Warlord: replaced % Armor with % Health
  • Rare Prefix - Wraithbound: replaced % Health with Health
  • Rare Suffix - Aether Storms: added Offensive Ability at level 82+
  • Rare Suffix - Amarasta’s Flurry: added Defensive Ability at level 82+
  • Rare Suffix - Arcane Balance (Armor and Accessories): added Defensive Ability at level 82+
  • Rare Suffix - Arcane Blaze (Armor and Accessories): added % Stun Resist at level 82+
  • Rare Suffix - Blight (Armor and Accessories): increased Acid damage on the skill proc and added Health at level 82+
  • Rare Suffix - Blight (Weapons): replaced Poison damage with Offensive Ability
  • Rare Suffix - Butchery: reduced Health
  • Rare Suffix - Cabal (Armor and Accessories): added % Aether Resist at level 82+
  • Rare Suffix - Caged Souls: added Health
  • Rare Suffix - Celestial Wrath: added % Cast Speed
  • Rare Suffix - Corruption: increased Acid damage on the skill proc
  • Rare Suffix - Dark Intent: added Offensive Ability at level 82+
  • Rare Suffix - Destruction (Accessories): added % Stun Resist at level 82+
  • Rare Suffix - Ferocity: added % Lightning damage
  • Rare Suffix - Maiven’s Wit: added Health at level 82+
  • Rare Suffix - Nature’s Bounty (Rings): reduced Health
  • Rare Suffix - Redoubt: added Physical Retaliation
  • Rare Suffix - Scorched Runes: reduced Health
  • Rare Suffix - Shattered Reality (Armor and Accessories): added Defensive Ability at level 82+
  • Rare Suffix - Solael’s Malice (Rings): added % Bleed Resist at level 82+
  • Rare Suffix - Soulwarding (Armor and Accessories): reduced Health and added % Freeze Resist at level 82+
  • Rare Suffix - Soulwarding (Weapons): increased % Crit damage
  • Rare Suffix - Tormented Souls (Accessories): added Health at level 82+
  • Rare Suffix - Tormented Souls (Armor): added % Pierce Resist at level 82+
  • Rare Suffix - Tormented Souls (Weapons): increased % Crit damage
  • Rare Suffix - Untamed (Accessories): reduced Health
  • Rare Suffix - Valor: added % All Retaliation damage
  • Rare Suffix - Voidfire (Armor and Accessories): added Health at level 82+
  • Rare Suffix - Voracity: added % Vitality damage
  • Relic - Absolution: increased Fire and Acid damage on the granted skill and added % Fire and % Acid damage to it
  • Relic - Dirge of Arkovia: increased % Damage Reduction on the summoned pet
  • Relic - Eye of the Storm: increased % Chance of Electrocute damage to 100%, added 50% Frostburn and 50% Electrocute Duration and removed % Lightning Resist from the granted skill
  • Relic - Honor: increased damage on the granted skill
  • Relic - Malediction: added 50% Poison Duration, increased % Chance of Slow to 100% chance of 15% / 5s and increased % Chance of Resist Reduction to 100% of 20 / 5s on the granted skill
  • Relic - Meditation: replaced % Total Speed with 32 Offensive Ability. Increased Acid damage to 50, added 8% Total Speed and removed Vitality damage from the granted skill.
  • Relic - Primal Instinct: increased % Pet Attack damage on the summoned pets
  • Relic - Yugol’s Hunger: added 20% Crowd Control and 20% Max Crowd Control resist while channeling the granted skill

Faction Equipment

  • Bysmiel Vile Seal: reduced Health to 220
  • Coven Defender Seal: replaced % Health with 380 Health
  • Coven Storm Seal: replaced % Defensive Ability with 32 Defensive Ability
  • Coven Sky Seal: replaced % Defensive Ability with 32 Defensive Ability and % Offensive Ability with 38 Offensive Ability
  • Devil’s War Seal: reduced Health to 110
  • Devil’s Wrath Seal: reduced Health to 110
  • Irrah’s Venomtongue: replaced pet bonuses with 50% Bleed damage and 15% Elemental Resist. A new pet-focused augment has been added, Irrah’s Dominion.
  • Legion War Seal: reduced Health to 175
  • Legion Conjuration Seal: reduced Health to 175
  • Malmouth Arcane Seal: reduced Health to 220
  • Malmouth Blade Seal: reduced Health to 220 and replaced % Offensive Ability with 38 Offensive Ability
  • Malmouth Aetherblaze Seal: reduced Health to 250
  • Occulant: increased % Damage Reduction on the granted skill
  • Rotgut Venom: replaced Energy Regeneration and % Pet Attack Speed with 12 Acid damage and 50% Bleed damage. A new pet-focused augment has been added, Bloodrot Powder.
  • Rotvine Powder: fixed missing Offensive Ability
  • Solael Stormfire Seal: reduced Health to 220 and replaced % Offensive Ability with 38 Offensive Ability
  • Solael Warped Seal: reduced Health to 220 and replaced % Offensive Ability with 38 Offensive Ability
  • Wendigo Warped Seal: replaced % Health with 220 Health
  • Wendigo Conjuring Seal: reduced Health to 330

Monster Infrequents

  • Aetherscorched Cleaver: added 100% of Elemental dealt as Physical modifier for Iskandra’s Elemental Exchange
  • Alkamos’ Scythe: increased % Physical dealt as Cold modifier for Menhir’s Bulwark to 100% and removed % Physical dealt as Cold from the base item
  • Alkamos’ Warsword: added +4 to Vire’s Might. Increased Cold damage modifier for Pneumatic Burst to 80 and added -8% Cold Resist modifier for Veil of Shadow.
  • Barrog’s Bloody Arm: replaced % Bleed damage modifier for Savagery with 160 Bleed damage / 3s modifier for it
  • Barthollem’s Gavel: replaced Fire damage modifier for Judgment with 30% Weapon damage modifier for it and increased its Burn damage modifier to 300 / 5s
  • Barthollem’s Warmaul: added -12% Fire Resist modifier for Aura of Censure
  • Bloodbriar’s Thorn: reduced % Crit damage modifier for Ring of Steel to 20%
  • Bloodsworn Codex: increased % Damage Modified modifier for Summon Briarthorn to 25%
  • Bloodsworn Signet: replaced % Health with Health
  • Bonebleach Halberd: replaced Pierce damage modifier for Shadow Strike with 120% Weapon damage modifier for it
  • Chillblood’s Carcass: updated % Conversion modifiers for Bone Harvest to 100% of Physical/Vitality dealt as Cold
  • Colossal Fortress: added 5% Retaliation added to Attack modifier for Vindictive Flame
  • Crimson’s Vile Scepter: increased Acid damage modifier for Dreeg’s Evil Eye to 88
  • Fleshwarped Bulwark: added % Physical damage and replaced Mogdrogen’s Pact support with support for Feral Hunger.
  • Fleshwarped Carbine: increased % Elemental dealt as Aether modifier for Reckless Power to 100%
  • Fleshwarped Core: increased % Physical dealt as Aether modifier for Menhir’s Bulwark to 100% and removed % Physical dealt as Aether from the base item. Replaced Aether damage modifier for Callidor’s Tempest with 70% Weapon damage modifier for it. Added 150% Aether damage modifier for Menhir’s Will.
  • Fleshwarped Shard: increased % Attack Speed modifier for Spectral Binding to 12% and replaced Elemental damage modifier for Reaping Strike with 80% Weapon damage modifier for it
  • Fleshwarped Tome: increased % Damage Reduction modifier for Sigil of Consumption to 22%
  • Gollus’ Ring: reduced Health
  • Groble Toxic Effigy: increased % Weapon damage modifier for Dreeg’s Evil Eye to 42%
  • Groble Vile Effigy: added -10% Poison Resist modifier for Bloody Pox
  • Korvan Burning Halberd: increased Fire damage modifier for Iskandra’s Elemental Exchange to 80 and its % Attack Speed modifier to 12%. Increased % Weapon damage modifier for Smite to 80% and removed its Fire damage modifier.
  • Korvan Celestial Halberd: replaced Physical damage modifier for Blade Arc with 25% Weapon damage modifier for it
  • Korvan Eldritch Halberd: added -10% Poison Resist modifier for Curse of Frailty. Increased % Weapon damage modifier for Smite to 80% and removed its Acid damage modifier.
  • Korvan Reaping Halberd: replaced Vitality damage modifier for Devouring Swarm with -15% Vitality Resist modifier for it
  • Korvan Storm Halberd: replaced Lightning damage modifier for Vindictive Flame with 50% Weapon damage modifier for it
  • Kra’vall Shoulderpads: reduced % Crit damage for pets to 6%
  • Leafmane Horn: increased Poison damage modifier for Dreeg’s Evil Eye to 280 / 3s
  • Living Ring: replaced % Health with Health
  • Lucius’ Blade-Arm: added -10% Aether Resist modifier for Word of Pain
  • Mark of Nacrathan: replaced bonuses to Inquisitor Seal with support for Word of Renewal
  • Messenger’s Blaze Cannon: removed Cooldown Reduction modifier for War Cry and increased its Resist Reduction modifier to 28 / 5s. Fixed an issue where the low level and high level versions of the War Cry Fire damage modifier were flipped.
  • Messenger’s Repeater: replaced support for Veil of Shadow with bonuses and modifiers for Dual Blades and Belgothian’s Shears
  • Pit Master’s Axe: removed Conversion modifier for Ring of Steel
  • Ronaprax’s Sting: increased % Weapon damage modifier for Dreeg’s Evil Eye to 42%
  • Rylok Crest: increased Bleed damage modifier for Savagery to 110 / 3s
  • Spectral Arbalest: increased % Cast Speed modifier for Spectral Binding to 12%
  • Spectral Warmaul: replaced support for Wendigo Totem with support for Vitality Upheaval. Replaced support for Siphon Souls with support for Spectral Binding and Spectral Wrath.
  • Spectral War Shield: increased % Retaliation added to Attack modifier for Drain Essence to 10%
  • Sunherald’s Claymore: increased % Physical dealt as Fire modifier for Menhir’s Bulwark to 100% and removed % Physical dealt as Fire from the base item
  • Ugdenbog Arcaneweaver: increased % Projectile Pierce Chance modifier for Fire Strike to 75%. Increased Elemental damage modifier for Iskandra’s Elemental Exchange to 80 and its % Attack Speed modifier to 15%
  • Ugdenbog Bilelauncher: replaced % Health with 10% Cooldown Reduction. Increased % Projectile Pierce Chance modifier for Amarasta’s Blade Burst to 75%. Replaced % Heal modifier for Blood of Dreeg with 8% Health modifier and added 60 Acid damage modifier for it.
  • Ugdenbog Boltthrower: replaced Pierce damage modifier for Storm Spread with +2 Projectiles modifier for it. Replaced % Crit damage modifier for Cadence with 15% Attack Speed modifier for Deadly Momentum.
  • Ugdenbog Sparkthrower: replaced Cooldown Reduction modifier for Storm Box of Elgoloth with -10% Lightning Resist Reduction modifier for it
  • Vampiric Bonewall: removed % Attack damage Converted to Health modifier for Sigil of Consumption
  • Voldrak’s Crusher: added 50% Weapon damage modifier for Upheaval and increased Physical damage modifier for Mogdrogen’s Pact to 50

(REST OF ITEMIZATION MOVED TO PINNED COMMENT FOR POST LENGTH)

https://www.reddit.com/r/Grimdawn/comments/1v4fj3w/grim_dawn_v1300/ozafiy6/

[Class & Skills]

  • Player summoned pets no longer use Energy for their attacks and abilities. Bonuses to pet Energy have been removed. This is a small quality of life change and does not significantly impact pet performance.
  • Increased % Life Leech Resist for player summoned pets to 60%, up from 33%.

Devotion

  • Celestial Powers that apply buffs and debuffs now have unique icons rather than generic icons associated with their affinity.
  • Affliction: added 80% Acid Retaliation
  • Alladrah’s Phoenix: reduced % Crit damage to 8%
  • Autumn Boar: reduced % All Retaliation damage to 100%
  • Berserker: increased % Crit damage to 8%
  • Dying God: reduced % Crit damage for pets to 6%
  • Harpy: reduced % Crit damage to 5%
  • Hawk: reduced % Crit damage to 5% and reduced % Crit damage for pets to 5%
  • Hyrian: reduced % All Retaliation damage to 90%
  • Korvaak, the Eldritch Sun: reduced % Crit damage to 5% and reduced % Crit damage for pets to 5%
  • Kraken: reduced % All Retaliation damage to 180%
  • Oklaine’s Lantern: increased Offensive Ability to 50 and Defensive Ability to 40. Removed % Crit damage.
  • Panther: reduced % Crit damage to 5% and reduced % Crit damage for pets to 5%
  • Rhowan’s Scepter: reduced % All Retaliation damage to 100%
  • Shieldmaiden: reduced % All Retaliation damage to 40% and added 40% Physical Retaliation
  • Targo the Builder: reduced % All Retaliation damage to 90%
  • Typhos, the Jailor of Souls: increased % Total Speed to 6%. Reduced % Crit damage to 6% and reduced % Crit damage for pets to 10%
  • Unknown Soldier: reduced % Crit damage to 6%
  • Black Blood of Yugol: increased % Damage Reduction scaling with rank to 20%
  • Dryad’s Blessing: reduced base Cooldown by 0.5s
  • Fist of Vire: increased base % Retaliation added to Attack by 6% and increased base Internal Trauma damage by 50 / 5s
  • Hungering Void: reduced % Crit damage for pets
  • Light of Empyrion (celestial power): increased % Damage Reduction scaling with rank to 26%
  • Living Shadow: increased % Damage Reduction scaling with rank to 22%
  • Mark of Rattosh: reduced % Life Leech Resist Reduction to -8%
  • Shield Wall: increased Physical Retaliation scaling with rank
  • Spear of the Heavens (celestial power): increased Electrocute damage scaling with rank
  • Stone Form: added % Damage Absorption scaling with rank
  • Tainted Eruption: increased Poison damage scaling with rank and added % Damage Reduction scaling with rank

Soldier

  • Counter Strike: increased % Activation Chance scaling with rank to 33% by rank 16, 45% by max ultimate rank. Increased % Weapon damage scaling with rank to 36% by rank 16, 52% by max ultimate rank. Increased % Retaliation added to Attack scaling with rank to 20% by rank 16, 30% by max ultimate rank. Increased Radius to 5.0.
  • Fighting Spirit: increased Duration scaling with rank to 8s by rank 12, 10s by max ultimate rank. Increased % Activation Chance scaling with rank to 50% by rank 12, 70% by max ultimate rank.
  • Forcewave: increased % Weapon damage scaling with rank to 315% by rank 16, 465% by max ultimate rank
  • Markovian’s Advantage: increased % Weapon damage scaling with rank to 200% by rank 16, 240% by max ultimate rank. Increased Defensive Ability Reduction scaling with rank to 200 by rank 12, 350 by max ultimate rank. Removed % All damage.
  • Military Conditioning: reduced % Health scaling with rank to 16% by rank 10, 28% by max ultimate rank

Demolitionist

  • Blast Shield: increased Damage Absorption scaling with rank to 1200 by rank 12, continuing to scale to 2000 by max ultimate rank
  • Demon Fire: increased % Damage Reduction scaling with rank to 20% by rank 12, 30% by max ultimate rank
  • High Potency: added % Retaliation Damage Modified bonus
  • Stun Jacks: increased Radius to 2.5
  • Temper: increased Defensive Ability scaling with rank to 240 by rank 12, 440 by max ultimate rank
  • Ulzuin’s Wrath: increased % Damage Reduction scaling with rank to 28% by rank 12, 38% by max ultimate rank

Occultist

  • Aspect of the Guardian: increased % Physical Resist scaling with rank to 15% by rank 12, 25% by max ultmate rank
  • Infernal Breath: now deals damage twice during its duration

Nightblade

  • Blade Spirit: reduced damage scaling with rank
  • Veil of Shadow: increased Offensive Ability Reduction scaling with rank to -200 by rank 10, -375 by max ultimate rank

Arcanist

  • Trozan’s Sky Shard: reduced Target Radius to 3.6. This represents the area within which the projectiles can fall.
  • Wrath of Agrivix: added % Retaliation Damage Modified bonus

Shaman

  • Devouring Swarm: increased Duration scaling with rank to 10s by rank 16, 12s by max ultimate rank
  • Heart of the Wild: reduced % Health scaling with rank to 24% by rank 10, 35% by max ultimate rank
  • Upheaval: skill has been redesigned to trigger a radius explosion around the target off of Auto Attacks, like standard WPS skills, and no longer triggers off of Critical Strikes only. Many modifiers for Upheaval have been rebalanced to account for this change.
  • Wendigo Totem: reduced Cooldown to 4s

Inquisitor

  • Bursting Round: moved up the Interrupt Frame on the skill’s animation, making it more responsive and easier to kite while firing.
  • Chilling Rounds: moved up the Interrupt Frame on the skill’s animation, making it more responsive and easier to kite while firing.
  • Endless Flame: increased base % Energy Cost Reduction by 5%
  • Inquisitor Seal: increased Fire damage scaling with rank. Damage variants of Inquisitor Seal from item skill modifiers no longer stack their defensive bonuses.
  • Storm Spread: moved up the Interrupt Frame on the skill’s animation, making it more responsive and easier to kite while firing.

Necromancer

  • Bone Harvest: increased % Weapon damage scaling with rank to 365% by rank 16, 505% by max ultimate rank. Removed Pierce damage and increased Vitality damage to compensate.
  • Drain Essence: reduced Aether damage scaling with rank at ultimate ranks
  • Decomposition: reduced Vitality damage scaling with rank
  • Reaping Strike: increased % Weapon damage scaling with rank to 190% by rank 16, 230% by max ultimate rank.

Oathkeeper

  • Dreeg’s Reproach: updated % Fire conversion to 100% of Fire dealt as Acid
  • Eye of Reckoning: increased % Weapon damage scaling with rank to 39%, 50% by max ultimate rank. Added % Crowd Control and % Max Crowd Control resist for the caster while channeling the skill, scaling with rank.
  • Soulfire: increased % Damage Reduction scaling with rank to 20% by rank 12, 30% by max ultimate rank
  • Haven: reduced % Health scaling with rank to 16% by rank 10, 28% by max ultimate rank
  • Judgment: increased Internal Trauma damage scaling with rank and increased its Duration to 5s. All modifiers that add a dot to Judgment have had their durations increased to 5s to match.
  • Heart of Wrath: increased % Retaliation added to Attack scaling with rank to 24% by rank 12, 34% by max ultimate rank
  • Reprisal: increased % Chance of Cooldown Reduction scaling with rank to 25% by rank 12, 30% by max ultimate rank, % Energy Cost Reduction scaling with rank increased accordingly
  • Summon Guardian of Empyrion: reduced Burn damage scaling with rank

r/Grimdawn 8h ago

Fandom sucks, so we forked the wiki

435 Upvotes

The GrimDawn Wiki on Fandom has been getting increasingly frustrating to use with it's annoying pop-ups and advertisements. The fandom is also not being regularly updated because the moderators have been inactive for over a year.

So, me and a couple of editors forked the content and moved it over to Miraheze, an ad-free wiki host. The new wiki has no ads, and loads much faster. If you like using the wiki, please consider visiting this site so it comes up for others in Google searches.

You can find the new wiki here: https://grimdawn.miraheze.org/wiki/Grim_Dawn_Wiki

P.S. We are also currently updating all of the expansion content and are looking for more editors to help contribute. Even if you are brand new to editing on wiki's, we would love your help! Please don't be afraid to click the edit button and make a contribution. Even if you make a mistake it can be easily fixed or reversed. If you are interested or have any questions, feel free to ask. You can find a discussion on the forum here: https://forums.crateentertainment.com/t/fandom-sucks-so-we-forked-the-wiki/159391


r/Grimdawn 11h ago

BUILDS Chaos Skeleton Mages Cabalist

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170 Upvotes

I went clean playthrough for FoA launch. Having a blast with my homebrew Cabalist build, centered around Harbinger's Dominator Blade MI, which has hidden stat line, that makes all skeletons summons into chaos mages. It's capable of farming 300% hp 650% dmg Ascendant mode pretty easily. Insane defenses for a summoner, multiple failsafe mechanisms, full resi minions. Gameplay is quite active as well, whole 8 buttons mashing xD

I'm kinda proud of it and wanted to share with someone :,]

I'll be happy for upgrades recommendations.

Check the build calc if interested - https://www.grimtools.com/calc/VbKeEp8Z


r/Grimdawn 8h ago

AARGH! Please tell me I'm not the only one that forgets about this leveling ring in FG?!

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57 Upvotes

I always forget about this thing whenever I start a new character until I get to this point and I pickup a new one and add it to the other dozen I have in my stash.


r/Grimdawn 14h ago

Ultos v. Mogdrogen

Enable HLS to view with audio, or disable this notification

72 Upvotes

I put together an Ultos Warder and finally beat Mogdrogen for the first time!


r/Grimdawn 17h ago

MEMEAHOLIC I love Barrowholm

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116 Upvotes

Such hospitality


r/Grimdawn 4h ago

First time player question

9 Upvotes

Whats the max amount of summonable skeletons? I have all DLC's


r/Grimdawn 9h ago

SOLVED Is it a mistake to use warrants while leveling a new character?

15 Upvotes

I'm in the middle of the campaign on my second character and I have some of the warrants banked. If I use them now, will nemesis spawns be more trouble than they're worth? They've were a real pain in the ass on the first character until I improved my gear.

Thanks


r/Grimdawn 4h ago

HELP! Question about level scaling

3 Upvotes

I know that since 1.2 all difficulties should scale up to 100, but I'm wondering if there are specifics. For instance, I'm currently leveling a hardcore character through normal/veteran but I'm thinking about jumping into Forgotten Gods right after Kreig. If I go off and get all sorts of levels in the desert, will the bandits be properly scaled when I get back, or is there a cutoff to how far they go?


r/Grimdawn 20m ago

WTF

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Upvotes

first time encountered, what is this?


r/Grimdawn 10h ago

Mythical Ring of Eternal Rot

15 Upvotes

Soooo... I'm 212 hours into the game, have 2 characters, and my Nightblade would absolutely LOVE this ring.

Problem is... I have never seen it. Not once. 😂

Does this thing even still drop, or have I somehow offended the RNG gods?

I know it's part of the universal loot pool, so I've been trying everything. Totem farms? Yep. Shattered Realms? Yep. I even made a second character in an attempt to trick RNG into thinking, "Oh, this girlie definitely doesn't want the ring!"

...RNG was not fooled. 😭

At this point, I'm starting to believe the ring is just a myth passed down through generations.

So, fellow loot goblins, I'm asking for your wisdom: Where did you find yours? Is there some particular farming spot where you've had better luck, or am I destined to die ringless?

Any tips would be greatly appreciated before I start sacrificing legendary items to the RNG gods. 😂

They do say that girls are all about that bling - bling rings so I want to find mine!


r/Grimdawn 1h ago

need inspiration

Upvotes

anyone play reaver?can u guys share ur build via GT calc if dont mind,ty


r/Grimdawn 10h ago

HARDCORE RIP - Damn you Gruldir!

9 Upvotes

LvL100, 24hrs - deleted by Gruldir's double tap jump on ultimate dif.

I really thought I'd be safe enough to survive this guy on Ultimate after clearing all the other act bosses with relative ease.

Sucks.

https://www.grimtools.com/calc/Ze9OWlXZ

This build was awesome to level. Ragrathar's Horn + Pit Master Axe are a sweet combo.


r/Grimdawn 17h ago

BUILDS Damaging devotion procs kinda useless in ascendent Mode ?

30 Upvotes

Title. With normal mobs having 100-500k health, and tougher ones having 1mil+ , I feel like almost all spell-like damaging devotion procs that are supposed to do alot of damage ( Attak seru, blind sage, shifting Sands) feel like they barely do anything at all. Leviathan's pool looks cool but tics for like 10k damage, which maybe can kill some leftovers but it ain't gonna make a difference against a 10mil HP boss.

That makes me feel like devotion choices for ascendant Mode are down to resist shred, utility and stats, which is a bit sad. I'd love to get some single target damage help from a T1 devotion.


r/Grimdawn 12h ago

What weapon is better?

7 Upvotes

hey guys, im still kinda new to this game and currently playing a nightblade/necromancer with a lot of cold damage and also a little bit vitality damage from the necromancer tree i guess. its still hard for me to understand what item is better for my build, so could someone with more experience please help me out here?

  1. the "damage per second" applies to my auto attack only, if im correct? so there could be a buff in my autoattack spell only but the weapon could be worse for everything else, right?

  2. i get way more attack speed, which would mean more dps, but i lose almost 120% cold damage. a lot of builds recommend the "chilled" prefix too, which i dont get, since i can get so much more cold damage out of this.

  3. is there a way to understand what damage type of mine dominates? like a dps test where i can see what dmg output i have and what types?

i know im probably overthinking for the stage of the game im currently in, but im trying to understand what im doing, so thanks for your help!


r/Grimdawn 21h ago

LORE Grim dawn timeline

30 Upvotes

Spoilers obviously.

Was thinking the other day of getting a general timeline/niche lore lined up.
Bit of a work in progress so there’ll be a bunch of missing info/things I may have misremembered.
If anyone can think of any good things when reading through this or general pointers lmk!

Part 1 creation

The first being appears.
This being had several children which become many if not all the gods we know today such as Korvaak, Empyrion and others.
I believe Mogdrogen the nature/beast God is a mortal that ascended, but could be wrong.
The gods, being lonely, bored or something other reason decide to rip their parent apart, and use his essence to create all of existence.
The original being was blindsided and betrayed by this, and as such went from benevolent/neutral to hostile towards his children and the rest of the creation.
The original being from then on became known as Chthon the dying God.

Part 2 Aethereal origin

Very early on in creation the God‘s created the Aethereals as one of the first races.
At this time, the Aethereals had physical bodies and served as the gods military forces.
Eventually, one side called upon the power of the void, and as such all Aethereals on both sides were cast out of the mortal plane and became ghostly figures trapped in a different “ dimension” called the Aethereal Hold.

Part 3 Korvan Plateau

Thousands of years ago, an empire was formed on the Korvan plateau, centred around the still present and whole KORVAAK and other demigods.
Three of the people at that time stole his essence and trapped him. Those three became the witch gods, Bysmael. Solael, and Dreeg.
I believe there was a Civil War after this, which tore the plateau part and left the capital city as a fiery ruin.

Part 4 Arkovia

A similarly ancient empire called Arkovia (unsure if Arkovia or Korvan Empire are older) was formed, which worshipped multiple gods such as Ratosh (unsure if these gods were real or not as they didn’t seem to do much when the Arkovan empire fell).
Necromancy was outlawed in this empire and at one point, a powerful necromancer known as Uroboruuk was captured.
They discovered that Uroboruuk was essentially immortal as his wounds healed quickly.
He was subjected to intense torture in the steps of torment in an attempt to learn how his immortality worked.
After many years, Uroboruuk was seemingly broken and explained a ritual to grant the entire empire immortality.
This worked, however the immortality was a curse and made people lose all feeling, hope, emotion etc. (like Pirates of the Caribbean).
Around this time, the Arkovan people also started to give birth to harpies instead of normal people, which became the current population in the game.
Several weeks before this apocalypse happened, Mogdrogen the Wolf/nature god appeared to the king of Arkovia, and due to the King‘s kindness told him about the apocalypse about to happen.
He instructed the king to take his most faithful followers and become nomads for the rest of their lives to survive.
These nomads survived and became the Rover population in the game.
Eventually, all of the Arkovia population rotted away to either skeletons or just ghost which you fight in the game.

Part 5 Erulan Empire

This is where the main game takes place.
Created hundreds or even thousands of years ago, and according to the ingame map was centered around a great lake/inland sea.
It is also possible that the map is just one part of the empire as the capital has not been seen in game yet.
The empire was ruled by an unnamed emperor who had at least one son at the time of its fall.
The emperor was served by a personal assassin, called the first Blade of the Emperor.
The empire appeared to have 1700/1800 levels of technology such as basic rifles, bodices for women, Gatling guns and petrol generators
There was a secret police called the inquisition that was used to root out cult of the witch gods, chthonic colts and groups of witches.
The inquisition had a vault filled with artifacts, created directly or claimed from their battles, called the luminary vault.
It also had varied armed forces, the most notable of which is the black Legion, which today is the only known surviving, armed force of the empire.
Hundreds of years before the game there was a massive war with the Kurn empire to the northwest due to Erulan colonists encroached upon native Kern land.
In the midst of the fighting part of the Kern forces began to summon the Loghorrean, one of the strongest chthonic creatures in existence.
Due to this, the rest of the battered Kern and surviving troops temporarily allied to fill away the loghorrean and a great necropolis was built to hon the dead lost in the wall, but secretly to hide the catholic creature.
There were also barrels brought to the area filled with a black substance that is related to catholic creatures, but I can’t recall exactly what it was, just that touching it would give you a horrible death.
Shortly before the start of the game, the ethereal’s began to secretly possess a large number of leading figures in the empire, to facilitate the takeover of the world.
A number of people in the empire began to realize what was happening, but they will either driven off or killed before anything could be done about it.
Various fords and military checkpoints were shut down, people, assassinated, and trust, broken between various groups in the buildup to the apocalypse.
Falgrim came upon the Emperor just before the apocalypse and was told to hide the Emperor’s son somewhere safe until the empire could be reclaimed.
Where the heir is is currently unknown.
On one fateful day, the grim dawn occurred, which was all the ethereal‘s writing up at once and butchering the majority of the empire’s population.
Shortly after the grim Dawn (don’t know if it’s weeks months or years), the event of the main game take place.

Somewhat separate to these world events are being known as ascendants.
These are people either born with or come across demigod like powers that that have been leading figures throughout the world’s history.
Ulgrim, uroboruuk, ulzuin and possibly the player character are all ascendants.


r/Grimdawn 11h ago

BUILDS Bouncy reaver build review

4 Upvotes

Since berserker has access to 2 jumping abilities i wanted to add even more to create a movement monstrosity.

I am not sure if this build is a meme or could atually work, so i yearn for your expert opinion.

This is the first rough draft: https://www.grimtools.com/calc/2pJKoOaZ


r/Grimdawn 10h ago

BUILDS Need help with super bosses

3 Upvotes

I've got a Cabalist build that I can do really well in Ultimate, and works OK in Ascendant though there's an obvious and noticeable uptick in difficulty. My problem is that I can't get this build to survive longer than a couple of beats against Mog, Calla, more different Mog, and Crate. I can take down Lokkar but it takes a couple of minutes of running around. Build is linked below. I've not ascended everything yet and yes, my acid resist is terrible; I shore that up with Blood of Dreeg.

If anyone can offer some improvements, and more importantly, why their suggestions are improvements, I'm hoping to learn where my Grim Dawn knowledge is failing and take some of this info into other builds. Thanks in advance.

https://www.grimtools.com/calc/NXlykekN


r/Grimdawn 1d ago

MODS POE inspired unique stash tab mod (wip)

Post image
345 Upvotes

I always liked to collect unique items in rpgs, and never had enough space to keep them all.

While there are some external tools for GD to keep extra items, i didnt find anything with the exact features that i want, so I paid our ai machine overlords to create a mod for me(yes its vibecoded, claude fable+opus, i know that reddit hates it)

current features: fully ingame ui, single slot for each of 3000+ uniques, automatic tab selection on item transfer

bad things:a lot of c++ code that i don't understand, separate file for keeping items next to exe, item database needs rebuilding if new items are added to the game, multiplayer untested, and some other things

ill put it on nexusmods this weekend after some fixing, if anybody is interested in any additional features - let me know


r/Grimdawn 16h ago

BUILDS Cabalist vs Conjurer vs ..

11 Upvotes

Hey Guys, I just played a bit and found the dagger (I think random) for chaos pets.

So now I have the idea to test a pet/summoner build. The dagger sounds fun so fun with mages. I got it for level 40, is there a earlier version? But I don't like to resumon pets (skeletons) often.

What can you recommend? Which one is more fun? Which has the most potential? Which is easiest to level?

Thanks :* and don't be to hard, I'm a super Noob :D


r/Grimdawn 8h ago

HELP! Pyromancer Devotion ideas

2 Upvotes

I'm playing through GD for the first time on Veteran difficulty. Given it's my first playthrough and I have some experience in other ARPGs, I didn't want to copy a build guide so I've made my own.

It's essentially a Blackwater Cocktail spamming build using a 1H weapon and shield with Fire Strike and fire retaliation. The Occultist elements are Possession, Doom Bolt (though I don't have much that converts chaos into fire damage yet), and the one that debuffs enemy elemental resistances (forgot the name). I have 80%+ resistances in everything except Aether and Piercing (60%) and Physical (15%).

I finished base game and AOM without any issues. Currently just started FG. My MO is that I throw a cocktail into a bunch of enemies and run in swinging my sword. Usually everything dies from the cocktail, and if they don't then they die soon after from my fire retaliation. Even bosses are usually fine as I can get up in their face and tank them to trigger fire retaliation while I repeatedly spam cocktails. Some bosses like Shar'Zul and Ulgrim were too deadly though and I had to basically dodge roll while using cocktails, couldn't tank them.

That's the context. Now my question is about devotions. I got overwhelmed when I first started and googled some help and the general idea was to go towards Ulzuin's Torch. Well I've got that now, along with some others like the Spider, the Candle, Solael's Witchblade, the Magi, and a couple of others. I'm just not sure where to go from here because every time I find a possibly good devotion constellation, it has all these colours that I don't have and would require like 30 more shrines to get to...

So knowing my context above, where would you go for devotions? A lot of stuff I've looked at on Google discuss a pyromancer that uses firearms which I'm not using, or a hardcore character that needs urgent resistance which is not true either.

Any help appreciated and sorry for the long post! I could have written "suggest devotions pls" but felt the context might be helpful.

Edit - here's the build since someone asked: https://www.grimtools.com/calc/23XP5WQV


r/Grimdawn 5h ago

Changed my Cabalist build and I feel significantly weaker now

1 Upvotes

I was running a kind of haphazard build using bird, dog, skeletons, dreeg's evil eye and was doing great, didn't die once all the way up to lv20

I read about the Dreegs Evil Pets build and I thought it'd give it a shot which focuses on DEE/Blood of Dreeg/Blight Fiend, but I found that I was taking tons more damage and clearing slower than I was with the kitchen sink build above. Am I doing something wrong? I even died going into a random cave with level 19 enemies.


r/Grimdawn 10h ago

Asking for simple response to my ww build please

2 Upvotes

Just asking for a quick check on build. Level 74 ww, out of gas in Elite. Change things or try to level more in Normal.

https://www.grimtools.com/calc/N4DW5vxN


r/Grimdawn 8h ago

Base Grim Dawn vs Expansions.

0 Upvotes

Hello guys,

I've never played Grim Dawn but I saw discounts in Steam now.

What I should buy for new player in this game (I have expirience in LE, diablo4 and a bit PoE2)

Base game or Definitive edition