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Stickied post

It is time to unleash the kraken!

Another major update is upon us and this one is packed with awesome additions! Be on the lookout for 3 new Legendary quality sets, major changes to the Crucible's balance and of course be sure to explore the corners of Ugdenbog in search of the mysterious Kra'Vall, the Ancient of the Waters!

The update is now live on Steam and going up on GOG in the very near future.

For a full list of changes, see below:

v1.0.6.0

[Major New Features]

  • A great beast stirs within the waters of Ugdenbog. Worshiped by the local Slith as a god, it yearns for fleshy sacrifices. Seek out Kra'vall the Ancient of the Waters within central Ugdenbog if you dare and earn new Monster Infrequents exclusive to this powerful foe.
  • The introduction of new factions with the upcoming Forgotten Gods expansion necessitated some minor changes to the save format. As such, characters loaded in v1.0.6.0 are not compatible with earlier versions of the game.
  • Three new Legendary quality sets have been added to the loot pool: Radaggan's Folly, Rimetongue and The Blood Knight. These 4-piece sets open up new ways to build your characters. Good luck on the loot hunt!
  • Item Level Requirements have been removed from the Illusionist. You may now apply illusions on an item regardless of what level the illusion is (ex. make a level 1 character's gear look like a level 94's gear).
  • Nemesis bosses are now marked on the minimap with a skull icon when they are near.

[Crucible]

  • Increased Tributes earned for ending the Crucible at Wave 160 and 170.
  • Adjusted number of non-boss enemies spawned in the 151-170 range.
  • Reduced effectiveness of % Physical Resist Reduction debuffs applied by Ashes of Malmouth enemies.
  • With a few exceptions, reduced the effectiveness of Fumble effects applied by monsters in the Crucible by upwards of 50%.
  • Increased monster penalty to Crowd Control Effects by an additional 15% (to 40%). Previously, monster crowd control effect duration was reduced by 25%. (This is a buff to players)
  • Removed bonus to Crowd Control Resists for monsters that scaled with Wave #.
  • Nemesis boss damage reduced by 4% for base game Nemesis bosses and 7% for Ashes of Malmouth Nemesis Bosses.
  • Increased monster health by ~0-4%, scaling up with Wave #.
  • Increased monster health scaling with number of players by up to 15%. Solo play health values remain unchanged except for the abovementioned health increase.
  • Significantly increased the attack rate and damage of all Beacons.
  • Deathchill Beacon now also reduces enemy Offensive Ability for 5s with its attacks. The potency of this effect increases with upgrades.
  • Inferno Beacon now also reduces enemy % Damage for 5s with its basic attack. Previously only the Fire Storm reduced damage. The potency of this effect increases with upgrades.
  • Stormcaller Beacon's Defensive Ability and Total Resist Reduction effects now last 5s, up from 3s. Increased the potency of the Resist Reduction effect to 25/30/33 from 20/25/30.
  • Stonewall Banner now also increases Defensive Ability by 50 (100 when fully upgraded).
  • Vanguard Banner now also increases Offensive Ability by 50 (100 when fully upgraded). Increased the % All Speed granted by the Frenzy buff to 35%, up from 20%.
  • Improved effectiveness of all Celestial Blessings for pets even if pets are resummoned, with an additional bonus from the initial cast of the blessing if you keep the pets alive.
  • Blessing of Ulo now also boosts resistances against all damage types by 25% (8% to Physical).
  • Empyrion's Guidance now increases Health by 80%, up from 60%
  • Might of Amatok now modifies damage by 33%, up from 30%, and is more effective for pets by applying an additional % damage modifier instead of the % All damage bonus pets received. This will no longer appear in the character sheet, but is much more potent.
  • Ulzuin's Pact now boosts Offensive and Defensive Ability by 30 + 5% and reduces Skill Energy Costs by 25%, up from 20%, but no longer reduces cooldowns.

[Art]

  • All head gear now correctly displays a shadow when equipped.

[Tech]

  • Fixed an issue where non-English translations of the game would not display genderization formatting correctly in the Quest Log.

[Game]

  • The Probability to Hit Formula (PTH) has been adjusted. It is now capped at a minimum of 60%, meaning that excessively high Defensive Ability values can no longer reduce an opponent's chance to hit below 60%. This change applies to both monsters and players, but will have little impact outside of the high-end gameplay in the hardest waves of the Crucible or hunting super bosses.
  • Adjusted Boss Damage Resistance distribution. A disproportionate number of bosses had baseline resistances to Physical and Pierce damage compared to other damage types. Several of those instances have been adjusted in favor of diversifying the damage bosses are resistant to.
  • Fixed an issue that caused certain doors to sometimes become stuck despite being visually open.
  • Fixed an issue where chests would sometimes drop lower level items than intended.

[Itemization]

  • Added Inquisitor and Necromancer skill bonuses to more of the level 50-75 Legendary items with Mythical versions that already support these classes in order to provide additional options while levelling.
  • Reduced cooldown of summon skills granted by items that summon permanent pets to 30s. Damage and Crit damage dealt by non-player scaling pets summoned by items now scales better with level.
  • Non-player scaling pets summoned by items now deal a portion of their attack damage with their special attacks.
  • Magic Prefix - Stalwart: reduced % Defensive Ability to 5% for accessories, 3% for armor (pre-expansion values)
  • Rare Prefix - Assassin: reduced % Defensive Ability to 3%
  • Rare Prefix - Commando: reduced % Defensive Ability to 3%
  • Rare Prefix - Overseer: reduced % Defensive Ability to 3%
  • Rare Prefix - Tactician: reduced % Defensive Ability to 3%
  • Rare Prefix - Vindicator: reduced % Defensive Ability to 3%
  • Rare Suffix - Grove: added 3% Health bonus, removed % Cooldown Reduction
  • Relic - Deathstalker: fixed an issue where switching pet stances would disable the summoned pet's aura.
  • Relic - Menhir's Bastion: replaced % Pierce Resist with 350 Health, increased % Damage Blocked to 38% and redesigned granted skill.
  • Faction - Aetherbolt Pendant: increased Lightning damage modifier for Aether Ray to 15-120
  • Faction - Blazerush: added 100% of Lightning converted to Fire modifier for Upheaval
  • Faction - Hex Launcher: increased Aether damage modifier for Drain Essence to 60
  • Faction - Hexflame: increased Fire damage modifier for Albrecht's Aether Ray to 55
  • Faction - Wendigo Oppressor Seal renamed to Wendigo Conjuring Seal
  • Monster Infrequent - Archon's Warmaul: replaced bonus to Aura of Conviction with +2 to Aura of Censure. Added up to 3 targets modifier for Fire Strike and reduced its % Damage Modifier modifier to 5%.
  • Monster Infrequent - Ascended Diadem: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Monster Infrequent - Bloodsworn Scepter: increased Chaos damage modifier for Sigil of Consumption to 24-90
  • Monster Infrequent - Fleshwarped Tome: increased Aether Damage modifier for Albrecht's Aether Ray to 80
  • Monster Infrequent - Loghorrean's Corruption: fixed an issue where this item would drop with lower level affixes than intended.
  • Monster Infrequent - Rylok Mark: increased Vitality damage modifier for Sigil of Consumption to 60
  • Monster Infrequent - Spectral War Shield: increased chance of striking additional targets modifier for Drain Essence to 15% of 3 targets on the high level versions of this MI
  • Monster Infrequent - Ugdenbog Chillstrife: added Offensive Ability bonus, removed % Cooldown Reduction
  • Monster Infrequent - Ugdenbog Flamestrife: increased Fire damage modifier for Flames of Ignaffar to 66
  • Monster Infrequent - Ugdenbog Stormstrife: added Offensive Ability bonus, removed % Cooldown Reduction

Legendary Items

  • Aegis of the Legion Set: renamed to Stronghold of the Legion
  • Allagast's Masterpiece Set: added 15-80 Lightning damage modifier for Trozan's Sky Shard and increased Offensive Ability to 50
  • Belgothian's Slicer: added 50 Pierce damage and 60 Reduced Defensive Ability for 5s modifiers for Markovian's Advantage, increased % Pierce Ratio to 40%, damage adjusted accordingly
  • Blazeheart: increased Cooldown modifier for Mark of Torment to -3s
  • Dark One's Hood: reduced Vitality damage modifier for Bloody Pox to 50
  • Deathguard Set: added 30% Cold converted to Acid
  • Deathguard Shroud: moved Cold converted to Acid bonus to 4p set bonus
  • Deathmarked Claw: replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends
  • Deathmarked Jacket: reduced flat Cold damage to 6, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Deathmark's Shadow Set: increased % Cold/Pierce Resist Reduction to -18% on granted skill
  • Mythical Deathmarked Claw: added 3% Attack Damage Converted to Health, replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends, added 12% Attack Damage Converted to Health modifier for Whirling Death
  • Mythical Deathmarked Decapitator: increased Pierce Ratio to 33%, damage adjusted accordingly. Added 3% Attack Damage Converted to Health.
  • Mythical Deathmarked Jacket: reduced flat Cold damage to 12, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Diviner's Vision Set: increased Duration modifier for Reap Spirit to 15s
  • Diviner's Mask: added 25 All Resist Reduction for 3s modifier for Reap Spirit
  • Farath's Cube: increased Cold damage modifier for Flames of Ignaffar to 75
  • Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Herald of Blazing Ends: increased Burn Duration to 100%
  • Korba's Fury Set: added 40 Bleed damage / 3s modifier for Savagery and increase % Weapon damage modifier for Ring of Steel to 125%
  • Mageslayer's Armguard: increased Elemental damage modifier for Flames of Ignaffar to 80
  • Mageslayer's Hood: increased Elemental damage modifier for Flames of Ignaffar to 60
  • Mythical Abyssal Mask: increased Vitality damage modifier for Drain Essence to 70
  • Mythical Adversary: increased % Weapon damage modifiers for Canister Bomb and Grenado to 35% and 100%, respectively
  • Mythical Avatar of Mercy: reduced cooldown on skill proc to 50s
  • Mythical Blade of the Black Flame: increased Chaos damage modifiers for Albrecht's Aether Ray and Flames of Ignaffar to 66
  • Mythical Chilling Grip of Hagarrad: added +2 to Grenado and 130 Cold damage and 90 Frostburn damage / 5s modifiers for Grenado
  • Mythical Cindercore: increased Burn damage modifiers for Canister Bomb and Grenado to 200
  • Mythical Consumption of Agrivix: increased Burn damage modifier for Flames of Ignaffar to 130
  • Mythical Crescent Moon: added +1 to Demolitionist Skills, 4% Cooldown Reduction. Added 25% Weapon damage and 100% of Physical dealt as Cold modifiers for Grenado.
  • Mythical Deathbound Amethyst: increased Cold damage modifier for Drain Essence to 76
  • Mythical Deathdealer's Sidearm: increased Physical damage modifier for Reaping Strike to 70
  • Mythical Essence of the Grim Dawn: increased Aether damage modifier for Albrecht's Aether Ray to 75
  • Mythical Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Mythical Gauntlets of Ignaffar: increased Fire damage modifier for Flames of Ignaffar to 130
  • Mythical Grim Fate: increased Fire damage modifier for Sigil of Consumption to 50
  • Mythical Hagarradian Enforcer: added +3 to Shattering Blast
  • Mythical Herald of Blazing Ends: increased Burn Duration to 120%, added 10 Fire damage modifier for Blackwater Cocktail
  • Mythical Iskandra's Texts: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Mythical Mark of Divinity: reduced cooldown on skill proc to 80s
  • Mythical Mark of Ulzuin: increased Burn damage modifier for Albrecht's Aether Ray to 130
  • Mythical Pagar's Betrayal: increased Chaos damage modifier for Flames of Ignaffar to 60
  • Mythical Riftwarped Grasp: increased Vitality damage modifier for Drain Essence to 60
  • Mythical Runed Dagger of Dreeg: base damage changed to Vitality
  • Mythical Skull of Gul'Amash: increased % Crit damage damage modifier for Drain Essence to 14 and increased Vitality damage modifier for Sigil of Consumption to 70
  • Mythical Stormseer Sapphire: increased Lightning damage modifier for Albrecht's Aether Ray to 8-150
  • Mythical Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Mythical Vigar's Hunger: increased % Attack Damage Converted to Health modifier for Drain Essence to 6%
  • Mythical Voidsteel Gauntlets: added 10-150 Chaos damage modifier for Flames of Ignaffar
  • Mythical Warpfire: reduced Burn Duration to 50%
  • Mythical Witching Hour: reduced All Resist Reduction for pets on the granted skill to 28 and the % Chaos damage bonus for pets to 350%
  • Nature's Avenger Set: skill proc now grants 25% Physical Resist instead of % Health and grants 15% Attack Speed, increased Health Regen to 90 and % Health Regen to 200%, added 25% Reflect Resist bonus. Replaced % Crit damage modifier for Zolhan's Technique with a 60% Weapon damage modifier.
  • Avenger's Armor: replaced bonus to Feral Hunger with +2 to Upheaval
  • Avenger's Crusher: replaced Bleed damage with Internal Trauma damage, replaced Bleed damage on Briar Wave with Internal Trauma damage
  • Avenger's Girdle: replaced Bleed damage on the granted passive with Internal Trauma damage
  • Avenger's Pauldrons: replaced Bleed damage with Internal Trauma damage, added 30% Increased Internal Trauma Duration
  • Runed Dagger of Dreeg: base damage changed to Vitality
  • Scepter of Malmouth: increased Vitality damage modifier for Flames of Ignaffar to 82
  • Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Trozan's Skybreach Set: added -0.4s Cooldown and -15% Energy Cost modifiers for Trozan's Sky Shard
  • Ultos' Storm Set: increased Lightning damage to 12-72
  • Ultos' Hood: increased % Physical Resist to 4%
  • Ultos' Stormseeker: added 6% Physical Resist
  • Ultos' Tempest Set: increased Lightning damage to 30-98, increased damage and reduced cooldown on skill proc
  • Mythical Ultos' Hood: increased % Physical Resist to 4%
  • Mythical Ultos' Stormseeker: added 8% Physical Resist and a 100 Lightning damage modifier for Primal Strike
  • Ulzuin's Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 20%, added Burn damage to skill proc
  • Ulzuin's Flamespreader: increased Burn Duration Bonus to 100%, % Crit Damage to 20% and Health to 490
  • Ulzuin's Infernal Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 25%, added Burn damage to skill proc
  • Mythical Ulzuin's Flamespreader: increased Burn Duration Bonus to 130%, % Crit Damage to 22% and Health to 740
  • Uroboruuk's Guise Set: increased Aether damage modifier for Drain Essence to 94
  • Valguur's Focus: added 50 Vitality damage midifier for Sigil of Consumption
  • Warpfire: reduced Burn Duration to 33%
  • Wildheart Vanguard Set: replaced Vitality damage modifier for Grasping Vines with a 40% Weapon damage modifer
  • Witching Hour: reduced All Resist Reduction for pets on the granted skill to 24 and the % Chaos damage bonus for pets to 200%

[Class & Skills]

  • Pet Energy no longer scales with skill rank. Energy based on pet's level increased to compensate.
  • Increased frequency with which non-player scaling pets use their special attacks and reduced their energy costs.

Devotion

  • Excluded Rune of Hagarrad and Rune of Kalastor from being assigned to several Celestial Powers that they cannot trigger due to how they function (ex. Guardian's Gaze cannot circle around an entity that no longer exists)
  • Aeon's Hourglass: reduced Defensive Ability to 45
  • Assassin: increased % Pierce damage to 90%
  • Autumn Boar: added 30% All Retaliation damage and 10 Internal Trauma damage / 5s
  • Bard's Harp: increased % Pierce damage to 90%
  • Huntress: increased % Pierce damage to 50%
  • Light of Empyrion: increased % Health for the player and pets to 10%, increased % Aether/Chaos Resist for the player and pets to 20%
  • Lizard: increased Health to 100 and % Health Regen to 25%
  • Typhos: added 15% Bleed resist for the player and pets, increased % Physical Resist for the player to 4% and for pets to 10%, increased % All Speed for pets to 6%
  • Unknown Soldier: increased % Pierce/Bleed damage to 180%
  • Arcane Currents: increased activation chance to 20%
  • Bysmiel's Command: summoned pet now reduces Offensive Ability with its attacks and gains % Crit damage with rank. Its special attacks now deal a portion of its attack damage.
  • Flame Torrent: reduced % Weapon damage to 26% and reduced Fire damage scaling with rank
  • Howl of Mogdrogen: now also grants Bleed damage for pets and increased chance of applying Defensive Ability Reduction for the player to 100% and increased its value to 156 by max rank
  • Living Shadow: increased % Attack Damage Converted to Health to 25%
  • Time Dilation: increased cooldown by 1s
  • Trample: reduced cooldown to 0.3s and increased activation chance to 33%, reduced Knockdown duration to 0.8-1.5s

Soldier

  • Counter Strike: % Weapon damage now scales with rank, starting at 5% scaling up to 20% by rank 16, 25% by max ultimate rank. Increased Bleed damage scaling with rank.
  • Menhir's Bulwark: increased % All Retaliation damage to 135% by rank 12, 210% by max ultimate rank
  • Oleron's Rage: added % Physical damage bonus matching the % Internal Trauma damage bonus

Demolitionist

  • Canister Bomb: increased Burn damage scaling with rank
  • High Impact: added chance of % Internal Trauma damage that triggers alongside the % Physical damage bonus, reduced Energy cost scaling with rank
  • Shattering Blast: reduced Energy cost scaling with rank
  • Mortar Trap: increased projectile speed by 33%
  • Thermite Mines: increased duration mines last after triggering to 12s (from 8s), added clarification to the tooltip that mines have a finite lifespan once activated.

Occultist

  • Summon Familiar: added % Crit damage bonus scaling with rank and increased Electrocute damage scaling with rank. Basic attack now deals a portion of its Attack damage with each orb.
  • Lightning Strike: added Electrocute damage. Now also deals up to 100% of the pet's attack damage (scaling with rank) in addition to the skill's damage.
  • Summon Hellhound: increased damage dealt by Blazing Death. Blazing Death now scales with the rank of the skill rather than the pet's level. Added % Crit damage bonus scaling with rank.
  • Ember Claw: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage. Now strikes up to 5 targets. % Crit damage bonus removed.
  • Infernal Breath: now also deals up to 72% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.

Nightblade

  • Blade Barrier: cooldown increased to 36s at rank 1, scaling to its previous values of 16s by rank 12. Cooldown now scales smoothly at ultimate ranks to its previous value of 14s by max ultimate rank. Increased Health Regeneration and Pierce Retaliation scaling with rank, particularly at ultimate ranks.
  • Dual Blades: added % Physical Resist bonus, 10% by rank 16, 16% by max ultimate rank
  • Pneumatic Burst: increased base % Heal by 2% and improved % Heal scaling at ultimate ranks to 40% by max ultimate rank and increased % Total Speed scaling at ultimate ranks to 18% by max ultimate rank
  • Whirling Death: increased % Weapon damage to 100% at rank 1, 120% by rank 8, 140% by max ultimate rank. Significantly increased Pierce and Bleed damage scaling with rank, but Bleed damage now lasts for 3s.

Arcanist

  • Albrecht's Aether Ray: increased base damage, reduced base Energy Cost by 5
  • Mirror of Ereoctes: cooldown increased to 38s at rank 1, 20s by rank 12, but now continues to scale into ultimate ranks to its previous value of 18s by max ultimate rank

Shaman

  • Brute Force: added Health bonus, 700 by rank 12, 1800 by max ultimate rank
  • Conjure Primal Spirit: added % Crit damage bonus scaling with rank. Special attacks now deal the pet's full Attack damage.
  • Primal Bond: added flat Bleed damage bonus for the player and pets, added % Internal Trauma bonus matching the % Physical damage bonus and a % Bleed Duration bonus
  • Stormcaller's Pact: added % Cold damage bonus matching the % Frostburn damage bonus
  • Summon Briarthorn: added % Crit damage bonus scaling with rank. Cleaving basic attack now deals the pet's full attack damage.
  • Ground Slam: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage, radius increased by 25% and Internal Trauma damage increased. % Crit damage bonus removed
  • Upheaval: now also strikes the initial target with the area damage, % Weapon damage adjusted accordingly

Inquisitor

  • Ranged Expertise: increased % Pierce/Elemental damage scaling at ultimate ranks to 100%
  • Storm Box of Elgoloth: increased duration to 6s

Necromancer

  • Mark of Torment: increased cooldown to 18s
  • Reap Spirit: Increased Aether and Vitality Decay damage scaling with rank. Wraiths are now appropriately immune to Bleed damage and all forms of Crowd Control, as Empyrion intended. Fixed an issue where the Wraith's nova attack was doing significantly less damage than intended.
  • Summon Blight Fiend: now casts Rotting Fumes faster, increased damage dealt by Virulent Death. Added % Crit damage bonus scaling with rank.
  • Unstable Anomaly: the Transmuted version of the Blight Fiend now summons nearly instantly, increased Energy Cost Reduction to 60% and Duration to 12s.
  • Blight Burst: now also deals up to 45% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.
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20
Stickied postModerator of r/Grimdawn

This is a weekly thread designed for more advanced discussion about the game of Grim Dawn. Questions and answers should be focused on character builds and the theory behind them!

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Just wanted to share :)

Dinged in Bastion of Chaos as I was farming for Shar'Zul's Worldeater.

Here's my build, still needs some gear uppgrades, but it's starting to come together.

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Magnets are all the rage! Sign up for Reddit Gifts ZERO CREDIT magnet exchange and get hooked!

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Good day!

I just have a few questions about building your toon. Would anyone be so kind to help me out? Thanks!



  • 1. When making builds, especially maxing/capping out Resistances, it is capped at 80%, right? So meaning when I want to get to Elite I need to have atleast 105% for each? Then for Ultimate atleast 130% so I'll always end up in 80% , right? Given this data, is maxing out resistances only to be completed with end-game gears? Or maxing them out with different augments and components? I am currently prioritizing Resistances over everything just like some good fellow Redditor told me a few days back.
  • 2. Referring to question number 1, if by the chances it falls off to using end-game gears for maxing out resistances to face Elite/Ultimate, how could I farm these without them to help me with my resistances?
  • 3. Currently I am leveling up my Arcanist to be a fully geared Spellbinder in the near future, thing is- I am ending up running around a lot(kiting), is it a sign of a weak build? Or it is just a common thing for Casters like me? Not like I haven't played any other game like this, but, I'm still new here. I just want to know if I am still going the right path since I have 100 hours now into the game with all just running back and forth from Act 1 to Act 4 with different builds just to try them out.


I will really appreciate any response! Thank you very much!

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how come on the Asterkarn Road with "The Trip South 1,2,3 etc" pieces, they talk about eating eachother and shit and not having food, yet when I walk into every camp they made there is food rations everywhere? IMMERSION PLEASE

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Hello Everyone,

Picked up GD on steam summer sale. Been playing ever since and have a little over 200 hours in.

I made the mistake of trying to follow a build with my first character. I went with jajaja's commando blitz build. Then I realized I needed a piece of gear to actually obtain another blitz skill. Amateur mistake... I know.

Here I am now in ultimate and almost level 90. I am enjoying commando but obviously not living up to the build due to gear.

I do have a couple quick questions though. When people ask about trading on this reddit and the forums, I am assuming it is for main campaign characters. Custom games you can mod and make whatever items you want... If I am understanding correctly.

The last thing is what set would you recommend for a s&b cadence/blitz commando for farming in the main campaign? And where is the best place to farm that set?

Thanks to anyone who replys.. I am really enjoying the game and pretty excited for the expansion. I would upload my build but I am not at home.

Thanks again!

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I'm mostly aware of the way damage conversion and double dipping work but there are a few items that seem to be doing multiple things within the same item that I find confusing. The biggest offender I can see is diviners codex.

Diviners Codex:

Converts 45% vitality to Aether

Adds 70 vitality to devastation

converts 100% fire to vitality to devastation

Why is the same item converting vitality to something else, then adding extra vitality damage and converting the fire to vitality on a specific skill?

I would expect that the 70 vitality would get 45% converted to Aether, but what happens to the fire damage? Would it be all vitality since you can't double dip and turn 45% of that into Aether as well? or does the 45% conversion happen first?

Would that fire to vitality conversion also have to compete with the elemental to aether conversion on the other set pieces? What's the point of it then? seems like contradictory item design.

This is one of a few sets that seem to have odd damage priorities to me. Everything on it is about converting stuff to Aether yet it has vitality damage % boosts and throws a bunch of vitaility damage onto a specific skill.

Another example:

Darkblaze set we have a fire to chaos and a vitality to fire on the same set. Why not just change vitality to Chaos since that is what the set is about? Why have an item converting fire to chaos when we are using fire/chaos (ie the items should all convert vitality to fire/chaos, not the other way around)

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Does anyone know if the pets raised from the devotion raise dead have any % weapon damage attached to them? I was thinking of making a build where I could pass on flat damage stacked on multiple pets but not sure if the flat damage bonuses would transfer to the skeletons.

Also, since the pets from raise dead scale with player bonuses, if I have any damage conversion on my auras would they convert to that type of damage when they are applied to the pets?

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How acceptable is this? It's theory-crafted but thinking about doing something like it. https://www.grimtools.com/calc/p255vLy2

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Before Malmouth I was working on a Primal Strike Warder and really enjoying it, however the character's power level fell off dramatically after the expansion and I shelved the character to play other stuff. Now I want to come back to a melee lightning build and I am looking for the best build to fill the screen with zaps. I want lightning everywhere, around me, on the bad guys, up in yo' house, etc.

Looking on the forums there are a few interesting options:
Storm Warrior Vindicator
Storm 'zerker Trickster
Primal Ultos Conjurer
Shockingly Versatile Conjurer
Storm Strike Slayer Elementalist

Now I don't have time to try out every build so I was hoping to get some help/advice from you all here. Specifically I don't play too much end game so the leveling process is more important to me, which build do you feel is best to get that full screen of lightning while mopping up the battlefield?

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I have one softcore, and 3 hardcore toons that have finished normal/vet/vanilla but I still have the port valbury, the slith lab and the hidden path to do.

However I have noticed a preponderance of dangerous floors in these areas (hidden path not so much, but they are there in the dungeon at the end). As a recent HC convert I really don't like the floor mechanics, but they are in and they don't seem to be compulsory, so I might skip, or come back later.

I play HC very cautiously, all my HC toons have tortoise devotion and if I set off the turtle shell I consider myself as having screwed up something.

I would like to target some technical fix that will let me stand on these floors for a longish period of time, long enough for me to notice the screw up and get out.

There is word about that damage absorption can reduce this floor effect, and I suppose health regen in the build and royal jelly essence can be added to the things to be considered.

Arte there any builds or precautions experienced HC players use to avoid dying to distraction while on these floors ?

Or do you skip the content ?

I don't see myself getting good with these floors without some kind of build or plan.

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New player here, at least new to ultimate mode. I start farming Nemesis, and Rogue Bosses.

I encounter a problem where i get randomly 1 shot at 8k life (i know its low, but i am a solo player, and only self found, so i am weak in this dept) whenever, a random boss/rare/named monster died. It doesn't always happened, but it do happened occasionally.

So, how to i identify which bosses will AOE when death? it seems like random, i m not sure... my resis are all capped at 80%...

feeling clueless atm

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So I started Grimarillion a few days ago and I wonder how an conversion from elemntal damage to lighting damage works in general (Have never seen an item or skill in the normal Grim Dawn that converts elemental damage to a single emelent like lightning dmg).

So for example if I have 100% Elemental Damage converted to Lightning damage, does that mean:

  1. Only the pure elemental damage I got combined from skills is converted to lighning dmg or
  2. will 33,33% of fire and cold dmg converted to lightning dmg, since Elemental damage is splitted up in 33% of fire, cold and lightning?

Greetings, Desaroth

Edit: Link to the Forum-Thread of Grimarillion for more information

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So a small update, incase anyone faces the same problem one day or was really worried about my save game.

I used disc recovery software to get my files from:

C:\Program Files (x86)\Steam\userdata\steamID\219990\remote\save

That's where the cloudsaves are stored. Because my C drive is a cloud (It might be the cloud, I dunno, I should check with Steam ;) ).

After that it doesn't really seem to accept the cloud save in that folder anymore. As in you can place it there and the game will ignore it. It's probably a write in only, but in that case it has me baffled as to why it's there.

You can however put the save game into the local game folder located in mydocuments/etc/mygames/grimdawn.

So thanks anyone for the help!

I do have a different question. I now have a local save. There's no way to get that back up into the cloud is there? Because if I turn cloud saving on I have to restart the game and then I can't see the save anymore.

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5 comments
0

Gladiator Crucible, this worm just shits all over me. It's often easy to not notice her red aura due to enemy density and she's been the end of my Crucible runs 5 out of 6 times. Can I change something in my setup to handle her easier?

https://www.grimtools.com/calc/a2d5b6LV

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2 comments
12

Like in other games, POE, the drop rate are divided by tier, and some unique items are harder to drop or only drop at higher end maps.

Do GD have that? Or the rates are equal across the board?

Reason I've ask is because i have start farming nemesis for afew days and i got quite afew of the same legendary. And when i looked at other builds, which are showcasing their BIS gear, i notice i've gotten 0 pieces of the better/more used legendaries.

12
22 comments
3

Hello, I would like to know if other people agree with my observations or if I'm wrong.

  • The items are always around your characters level.

  • There's a limited pool of not-so-great purple items from which the rng chooses.

  • the items tend do be bad.

If observed that when you create for example 40 2 handed range weapons,you get some weapons multiple times (like 4 separate weapons 4-5 times each).

What do you use the Smith for?

3
6 comments
3

I am currently leveling up my Spellbinder, it turns out that leveling an Arcanist is based upon using OFF and TSS. I know CT is also a good option but it makes you go in melee range, I want to kite that's why I ended up with OFF and TSS.

I do have a few questions! I'll appreciate any help! Thanks!



  • 1. In my gears are these skills that proc during attack(Firebolts, Lightning Bolt, Doom Bolt, x% on attack), do they stack? Like if I have Lightning Bolt in my Weapon and Gloves, both have 10% each, do I get to proc two Bolts every now and then? Or it just become 20%?
  • 2. I am nearing to mastery level 50 now, I know I should atleast put a point on Devastation, but, in terms of being an Aether build, is it better to use Star Pact's buffs especially the CD? Or the other level 50 buff that gives you more damage? I believe Star Pact build is built around the Hourglass Constellation, right?
  • 3. Just an early build question since I am still level 30 and trying to get Honored status with DC and Rovers, is it good to use the Imp's Aetherfire CP for early and just use the potion to reset all devotions later on? If not, then what? Rhowan's Crown than the Imp(in which I'll be dropping some Aether Damage, right? For some elemental?)
  • 4. Just a quick one, I remember reading something somewhere about Chaos, Vitality, and Aether are not considered to be in the Element Family which should only be consisting of Fire, Thunder, and Ice. Is this correct? Meaning getting Elemental Damage +x% are only for Fire, Thunder, and Ice? And Aether should aim for Aether Damage +x% specifically?


I really feel bad asking questions every so often. I'm new here, I am trying to understand every single thing so I can make my own build. Please bear with me.

Could we have sticky thread for daily Q&As? I feel bad asking too much.

Thank you very much! I'll appreciate any responses!

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12 comments
0

What are your pc specs? What kind of settings do you play at? What fps do you get? What is your processors clock speed should be the important for single core game.

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10 comments
2

Hello,

I have an old conjurer, my first character and former pet build, that I converted into a lightning shaman. My original goal was to be a S&B lightning proccer using savagery/storm totem/wind devil. This would be the first character I take to ultimate and I'd probably be using stormheart. The problem I've run in to is that it seems extremely squishy and I shift more towards being a caster by cursing a group, throwing down totems/devils, and then running around until everything is dead. I know I could use a 2h but even back in the D2 days with barbarian I always went the 2h + shield route.

Here is what I'm currently running minus some additional points in a few skills

https://www.grimtools.com/calc/4VxYJ0rZ

Is a conjurer lightning hybrid viable in ultimate/crucible or should I try another class with shaman? Soldier seems nice and could pair well with stormheart but so does arcanist.

If I wanted to go pure caster lightning which would be better, conjurer, arcanist, or elementalist?

Thanks in advance for any advice.

2
2 comments
9

So I was using this guide http://www.grimdawn.com/forums/showthread.php?t=36239

Everything was going good, my friend was playing with me (his toon being a almost 12 levels higher than mine) and I reached level 39, I had 2 peices of the redemption retaliation gear waiting for my 40. I had just hit fort Ikon. I had a quest to go back to fort Haron north of blood grove and kill a member of the order of deaths vigil. My friend had left at this point and I went to the fort alone and the dude murdered me. He kept regening HP and summoning revenants. I feel so bad dying with an unkillable build.

But I am looking forward to playing a Deathknight as I did not have the expansion when I made the warder, and I would have prefered a DK anyways. But I cannot find a good online leveling guide

TLDR - Is there a HC DK leveling build like the warder one linked above? Something Tanky that wont die in HC

9
15 comments
6

Good day!

I am fairly new to this game, just had around 90Hours for the passed few days trying different builds on my own while referencing from different sources given here and GD Forums.

Unfortunately, I am having a few issues in making my own since I still don't understand some of the things I wish I could right away. Would anyone be so kind to answer a few of my questions?



  • 1. I understand there are skills/gears that procs everytime you hit something, or everytime a debuff ticks like when Curse of Frailty ticks it procs most of my skills from my gears. So, does Celestial Power procs when you bind it to a skill? Or it only procs on the skill it is binded with?
  • 2. I may have searched poorly or I have missed it, but, is there a guide that might help me determine what are the best constellations for each Element? Since I am trying to synergize different builds.
  • 3. Are Legendaries different from Mythicals? Furthermore, is it normal that my build is not yet that strong because I am still only sitting at around Lvl50~60(both my Cabalist and Mono-Inquisitor) and not yet in the plane of end-game Legendary/Mythical items? Is it a huge difference?
  • 4. Considering different approaches in this game, is it advisable to tackle Elite difficulty for your toon as soon as you are able to? If not, is it just fine to farm everything and level to 100 in normal?
  • 5. I have the 2 quest items from the last boss from normal and went to Elite to check it out, I still have them, does it mean I can skip the whole first Acts and dive directly to AoM?
  • 6. This may seem a bit based on each others' preference, but, what Element is the best for you and why? Because whenever I check the skill tree, I always end up having a design in which it revolves around Arcanist+INSERT ANOTHER CLASS HERE. The Arcanist's skills really synergize with most of the Elements. I am still excluding gears here since ELEMENTAL CONVERSION is something that I think will be different approach since it includes almost end-game gears to work, right?
  • 7. When I bind my Celestial Power to a Summon, does it proc when I summon it or when the pet attacks? Do pet attacks proc gears/skills/celestial powers?


I apologise if I have more than a few questions. I am still trying to understand the game and the different mechanics. I want to build my own style of approach, I always end up with the builds that have already been tried; thus, it makes me more eager to make something of my own.

I will appreciate any responses/answers from you!

Thank you very much!

6
6 comments
87

Ive been playing for hours now when a friend suddenly PM me, making me notice the time and its just 4hours before my usual wake up time for work. We had a little conversation about the game when I brought up the fact that Grimdawn is so addicting that I’m having another “grim dawn” later for not having enough sleep. Game living up to its name indeed I said. We had a good laugh.

Thank you Crate.

87
12 comments
5

I am kind of new to this game, grind my char trough different regions to farm legendaries and blueprinds. Asd i read different posts and guides i found this information: farm treasure troves for rare mats that you can exchange for legendaries. I know there is a smith that can craft random legendaries, but is it worth it? Because in my understanding it is complete random. Or do i miss a point?

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11 comments
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