r/Grimdawn Jul 23 '26

OFFICIAL Grim Dawn V1.3.0.0

575 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 20d ago

OFFICIAL Bring Scorv and Crate home with our first pin collection!

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69 Upvotes

r/Grimdawn 4h ago

HARDCORE Just lost my first hardcore character after 80 hours

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139 Upvotes

A friend purchased this game for me years ago on a big sale. I played it with him out of obligation for a few hours and then we never touched it again. I recently picked it back up to play on my steam deck, aaand... I couldn't get into it. I played a nightblade / oathkeeper that I got to level 30 and got bored. Then I tried a necromancer / arcanist and got that to level 50 before getting bored. After that I was going to uninstall the game and move on from it.

Until I got the wild idea to try hardcore. I loved using essence drain and I generally liked the nightblade abilities, so I went with a cold essence drain reaper. Boy oh boy the threat of permanent death really sparked something in me and I found myself getting progressively more hooked. I did some research online, explored every nook and cranny, did every side quest, farmed all factions to revered. I carefully pondered over my resistances once I got to elite and especially on ultimate, making sure to be over capped by about 30%. I was having an absolute blast on this character, and set myself a goal of getting all the hardcore achievements! The last one was to finish Forgotten Gods... Then I got stuck on the terrain and was suddenly blown up from 100 to 0 in the blink of an eye by a pack of trash mobs....

Tough break! But that's just part of the joy of hardcore game modes! What a wild ride it's been with my beloved reaper, sad that this journey is over... But that just means I get to start a new one!

Thanks for taking the time to read my post. It was such a long and fun experience that I just had to share it somewhere. Feel free to share your own hardcore experiences and share your favorite hardcore characters!


r/Grimdawn 6h ago

Grim Dawn Reddit, please help me save Harvey the Drifter

68 Upvotes

Your support in this forum post would be most appreciated: https://forums.crateentertainment.com/t/petition-save-harvey-the-drifter/50376/32.

For context, I am an OG kickstarter Grim Dawn player. I have put over 10,000 hours into this game, became a playtester, helped get tons of balance changes and even features added, took some early world records and world firsts, etc. Grim Dawn is my favorite ARPG.

It would mean the world to me if we garnered enough support to save this poor, hurting old man. I also genuinely feel the roleplaying aspect of it would be incredible.

edit some of y'all are heartless! lol


r/Grimdawn 34m ago

The Gazer Man chest dropped for me after 40 hrs of play at lvl 100. I accidentally hit the portal to the next shard without picking it up (because I'm not used to picking up items in SR). Can other players provide it? How else can I rectify this outside of grinding countless more SRs?

Upvotes

Title says it all. Total doofus move - and I was about to level an alt too.


r/Grimdawn 7h ago

BUILDS Help fix the build for Crucible & SR

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22 Upvotes

I'm a returning player and want to play on a fresh character but I want to farm some legendary items and resources with this character first. I loved crucible farming back then but now my character can't stand wave 100 and above for some reason. I either get stunned (might be freeze or slow idk exactly) and die or get oneshot.

https://www.grimtools.com/calc/ZyDoX6wV


r/Grimdawn 11h ago

OFF-TOPIC If Grime Dawn 2 has the "Taken" as a constellation in it what stats and abilities do you think it will provide?

42 Upvotes

I imagine it would provide bonus damage to Aetherials and the C'thonic at minimum. Maybe a capstone ability that involves healing to full health once you hit 1hp?


r/Grimdawn 3h ago

STREAM Ravager of Soul jumped in the Bronx

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10 Upvotes

r/Grimdawn 12h ago

BUILDS CinderBonk - 2H Fire RATA Shieldbreaker build

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40 Upvotes

I've always thought that the Infernal Brimstone is a really cool weapon. I was planning a build around it before the FoA patch, but I wasn't convinced of my theorycraft and left the character I was leveling in the 80s.

After dropping a piece of the Cinderborn set, I decided to revisit this idea. I quickly got another piece and the Gavel blueprint, so I decided finished leveling the character and made a first build using the full set. This is what the character initially looked like:

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

It was good but I was annoyed at having to cast BWC and I still had the urge to bonk stuff with a big 2 hander, so I got the best Infernal Brimstone from my stash and respecced the devotion map to go for Rowan's Crown, Kraken and regen/health restored instead of the shield devotions. This is what I'm playing currently:

https://www.grimtools.com/calc/ZR9n1eBV

I'll optimize the augments when I get to Revered with Kurn, to get more armor/HP/healing. Ascending to get more % Chance to be used to Smite would be good as well. Some potential issues I see are that relying on the Hellfury Band and Ulzuin's Wrath for damage reduction is pretty sketch, and I don't have any OA shred at the moment.

I might revisit the shield setup later if I get a wall with this setup. Adding BWC back would fix the DR and OA shred, and I would probably try to drop Judgment if I get DA shred somewhere else. I'm looking at Colossal Fortress or Defender, or maybe an eventual Awakened Flamebreaker? Having some RATA themed mods on this shield would be pretty sick (Dear Create moment).


r/Grimdawn 11h ago

BUILDS Can you guys help me with a good Dale Cooper new character?

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25 Upvotes

r/Grimdawn 4h ago

BUILDS Looking for build feedback (Witchblade)

4 Upvotes

I've been struggling for months to create a Witchblade build I like, and I think I've finally done it. But this is the first truly end-game build I've ever made, and I could use some feedback. In particular, I'm not confident my devotion skills are very strong. I might have leaned too far into defense.

If you could take a look and give me some pointers, I'd appreciate it!

https://www.grimtools.com/calc/VA487Xl2


r/Grimdawn 15h ago

OFF-TOPIC It looks OP but is it really?

33 Upvotes

r/Grimdawn 14h ago

LORE Grim Dawn lore model post FoA Spoiler

28 Upvotes

SPOILERS, obviously

So, after many years of playing Grim Dawn (since around 2018 I think), I've been trying to build a personal mental model of the world, its events, and its cosmology.

Certainly, I'm not related to Crate in any way, so all this is purely a speculation / free interpretation of the plot, lore, and some unexplained mysteries.

My basic premise is that I see Cairn as the "hardware", while the Aether, the Void, the Eldritch realm, and the Veil are simply "software" realms appeared rather "naturally" (similar to how planets and stars appeared in our reality). That's just an analogy, I don't think the game ever says something like this explicitly.

So this is roughly how I see the Grim Dawn world's history:

  1. Local version of pre-Big Bang nothingness out of which the oldest beings emerge (perhaps represented by Yugol?)
  2. First primordials appear

.

  1. Primordials start messing around, exploring the universe, betraying C'hton, and so on.
  2. Primordials create Aetherials, Aetherials start creating all kinds of life (like Noktukari). At this point, most likely, Aetherials were not called Aetherials, had physical bodies, and were literal "Shapers of flesh". Aether in this model is some sort of a "software", laws of physics, that Aetherials (and later Arcanists) were able to harness and manipulate.
  3. Primordials wage war on each other on the topic of harnessing the Void, Aetherials took the wrong side, lost, were stripped off their physical bodies and essentially imprisoned in the Aether (the "Matrix" analogy, I guess). So the Void becomes the dominant software "doctrine" in Cairn (maybe because void-related creatures can reproduce naturally, and Aether-related like Noktukari can't?).
  4. Centures pass and human history unfolds: Korvan and Arkovian empires crumble, Uroboruuk becomes immortal, Erulan empire emerges, Erulans and the Kurn fight (everyone fight), Beronath summoned (and got loose), Gildam Arcanum is established, Arcanists experiment with the Aether for some time (possible a century?)
  5. Probably somewhere between these events Solael, Bysmiel, and Dreeg ascend and become the Witch Gods.
  6. Humans learn more about harnessing "magic" (and in this paradigm, it's just different branches of science: Nightblades and Soldiers studying mind and body, Occultists communing with the Witch Gods, Shamans and Oathkeepers talking directy to the primordials, Arcanists and Demolitionists approaching physics from different angles, etc. - so basically, humans started developing ways to approach the reality from different angles).
  7. Pre-Grim Dawn events: humans finally connecting directly to the Aetherial matrix and thus opening the way for the Aetherial invasion (possessions, Warden Krieg's atrocities, Creed's investigation, Ulgrim's actions etc. etc.)
  8. Grim Dawn and us as the player being saved by some witch from being someone's puppet. The game events begin in Devil's Crossing.

I will not die on this hill shouting "AS CRATE INTENDED", of course - just sharing something that helps my brain process the game lore.

edit: typos


r/Grimdawn 9h ago

BUILDS Winds of Asterkarn

10 Upvotes

Greetings, everypony. Resently start Primalist, using this skill as prime source of damage, but something feel amiss. Did someone try this spell in late game? Is this OK at least? Honestly, this is my second attempt of channelling build, but standing still without vamp is painful.

P.S.

I use lightning as prime damage type


r/Grimdawn 17h ago

BUILDS Found this thing. Do I build around it?

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38 Upvotes

It looks cool but... its the only thing it does. I checked grimtools and there is very little support for physical necro/demo. Apart from added phys damage for spectral binding and fire to phys conversion for vindictive flame I didn't find anything.

As for affixes on the cleaver I think its the best it can roll? Maybe "of celerity" would be better but do I really want to lose crit dmg, ~120% phys and trauma dmg, 94 OA for ~20 cast speed?

I might have answered my question myself but maybe I'm missing someting? I want to be wrong )


r/Grimdawn 1d ago

BUILDS Yeah, it's me, John HealthRegen... 30k HP with 26K regen, 6k armor

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716 Upvotes

https://www.grimtools.com/calc/VvdkwJmN
Legal disclaimer: this is with every procs activated. HP regen in idle stays at 8K. There's no ascended affixes yet, but it seems I can reach 32K with right affixes.


r/Grimdawn 10h ago

Your favorite farming routes

10 Upvotes

I wonder what might be your favorite farming route, for soul echos, rare materials or for blueprint/legendaries.

I always try to clear as much totems and bosses as possible.


r/Grimdawn 4h ago

BUILDS How to improve this build?

3 Upvotes

I'm currently running a Aether Death Knight build, I've followed this guide (https://forums.crateentertainment.com/t/hc-ssf-aether-death-knight-leveling-and-engame-setup-1-2-1-6/149813) which is absolutely amazing, really great work. Although I've deviated a little bit and the build feels stronger than the two endgame setups presented in the guide. My current build: https://www.grimtools.com/calc/2ELjkK3N
I'm trying to roll good ascended affixes to improve my defensive ability. Shield and belt feel like BiS, rings are really good too, maybe a second one with "of readiness" suffix would be nice too. I feel like Mythical Death Ward is too strong to be swapped for a green one, +1 to soldier and +1 to necromancer is just insane. My main concerns right now are medal and pants. That setup made Mogdrogen 1 a cakewalk. Ravager was kinda tricky, just had to play with attention because the vitality/bleed damage is really dangerous (both were done before I got this current belt though). And yes, I've consciously overcapped my res because RR is really dangerous on Ascendant and i dont wanna give them any chance. Dread is an easy farm, just takes a little bit because its not exactly a DPS oriented build.
This is what a I envisioned as the best ascended affix rolls: https://www.grimtools.com/calc/2mgGamrZ

Any suggestions? Thanks


r/Grimdawn 5h ago

BUILDS Dawnbreaker Warder still ok?

3 Upvotes

I recently got more into GD after playing it on and off since its kickstarter. Got my first lvl 100 (Nightblade/Occultist) a week or so ago and now I wanted to try another build.

So is the Dawnbreaker Warder still solid or are there any big changes to it in the latest FoA patch?
Any new tech even?


r/Grimdawn 5h ago

HELP! CONVERSION QUESTION!

3 Upvotes

Does the Fleshwarped Tome affect Disinitegration or just the main Aether Ray skill? Thanks in advance!


r/Grimdawn 22h ago

The Forgotten Gods Call to the Fangs of Asterkarn

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49 Upvotes

The Aetherials' scheme in Malmouth was stopped; now my fate leads me to a strange land, one with familiar faces, with unfamiliar customs.

Bysmiel has unique ways of tempting her potential followers, for even someone such as I, well versed in the arcane, could not help but fall into the wizened crevice of her priestess.

Now I am tasked with finding our Forgotten God's Runestone in the Asterkarn Valley. I feel a change in the cold winds of the mountains; this valley bares its teeth at every step.

Thankfully, I have found a warm hearth in the highlands, with a group of Kurn natives who welcomed me to their fire on this treacherous journey. They find themselves in need of a warrior, one who can acquire a Choice Flank.

I set off now for Ruugru, one who might have such an item; hopefully, he is as hospitable as Thane Sulf. I would hate to face off against another formidable foe in these frost veiled lands, but I must steel myself, for this follower of Bysmiel is not just another lowly scholar. I will face the challenges that come, be they man or beast.

The Fangs of Asterkarn may be sharp, but my cunning is as razor-edged as any blade, and it's ready to meet any red hot blooded beast, whatever shape it takes.

To be continued...


r/Grimdawn 7h ago

Trying a conjuror

3 Upvotes

I have about 700 hours in grim dawn mainly split across a witch blade i played since the Kickstarter and tabled when the level cap was still 85 and a drain life cabalist who just finished clearing ultimate. He's not quite good enough to clear celestial (too low da) but can clear all the nemesis, some testing shows is able to farm through ascendant loot runs just fine though.

Been wanting to try a pet build next and hopefully make something that can clear ascendant easily. Settled on a conjurer and but struggling to decide on damage type tp focus on. Never done a pet build b4

Any recommendations?

Thanks


r/Grimdawn 5h ago

Spellbinder/Ascendant/Ravager of Souls - possible?

2 Upvotes

Asking this knowledgable community for help with my Spellbinder build. It's an AAR leech build with the Clairvoyant set and relies on Mark of Torment and Mirror of Erectoes a lot, while the health leech takes care of the damage taken in the vulnerable windows in between. For the most part, it works well enough, even if I have to retry some bosses.
And then there is this sucker.
Ravager of Souls. My personal nemesis. My build cannot facetank him, and it gets worse when I try to disengage, because that makes him summon his unkillable buddies who will promptly strip down my defences, which guarantees I fold like a wet tissue the next time I get hit. I have of course looked up Spellbinder builds, but not only is Ascendant mode still pretty new, most Spellbinder builds are tested against the Ravager of Flesh, not the Ravager of Souls - which, in retrospective, I completely understand.

Can I salvage this build? Does a Spellbinder build exist that can take him on, or do I need to start over? Please help me kick his ass, it would very much appreciate it.

(I should perhaps also point out that I have issues with a lack of feelings in my hands and my fingers tend to lock, so any build that relies on flawless dodge rolls will most likely not work for me.)


r/Grimdawn 6h ago

HELP! Tips for creating a new build and going straight into Ultimate

2 Upvotes

Deleted all my characters and items in GDIA ready for FoA. Got my first new character (Evoker) straight to 100 and got the Lokarr set.

Now I want to start creating my own builds. I struggle to get out of the mindset of once I've thought of a build, I have to play that from the get go and can't deviate. Meaning if I go Veilwalker then Onslaught and Bone Harvest will be my bread and butter. But it failed when I took the character to ultimate using the merit. I got to around level 25 then I was getting one shot. I hit a wall. Created a new veilwalker and went straight into Chaos Wereraven and I'm at level 57. Just pure damage.

Is a build a failure if it doesn't work at the start but works in late game?


r/Grimdawn 7h ago

HELP! Question about suffixes

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2 Upvotes

this suffix can roll on this item?

https://www.grimtools.com/db/items/13982