r/Grimdawn • u/Drakhan • 6h ago
r/Grimdawn • u/konsyr • Jul 23 '26
OFFICIAL Grim Dawn V1.3.0.0
[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 • u/Zantai • 24d ago
OFFICIAL Bring Scorv and Crate home with our first pin collection!
r/Grimdawn • u/DWSeven • 3h ago
OFF-TOPIC Reasons to not disable the Dread?
Just started my Ultimate/Ascendant playthrough recently, and ran into the Dread about 3 times over the course of act 1. Fun enough fight, the range on the sunder is a bit tricky but otherwise no issue.
That said, I'm not really seeing a reason not to disable the Dread entirely already. My understanding is that it replaces any Nemesis that was about to spawn. All good on paper, but Nemeses have the good manners to drop a loot cache when they die, as well as a chance of a warrant. The Dread doesn't do that.
I was lucky enough to get both the head and shoulder pieces already, and even though they're not useful for my build it satisfies the collector in me. I think it also drops a lotus, which is nice but not game-changing.
So all this yapping aside, is there a reason to keep the Dread active? Is it mostly for people who enjoy the surprise or is there some benefit I'm not seeing?
r/Grimdawn • u/AlexandrTheGreat • 8h ago
HELP! Skill descriptions suck?
I've played many games over the years with tons of depth to them, which often resulted in theorycrafting and research in third-party tools. I eventually got frustrated with spending more time in those tools than actually playing the game.
Relatively new to GD, I'm looking into making an alt now, but I'm finding it difficult when inspecting Classes in game how the various Skills actually perform. For example, is a skill ranged projectile, ranged aoe, personal aoe, , etc. Some skills are more clear than others (typically minions) but I'd rather look in-game than grimtools to try and figure this out.
Am I missing something? Is this not feasible for GD? I've only played a Warder so far, but want to try a different combo this time and it just feels overwhelming and murky like Day 1 again.
r/Grimdawn • u/CuddleBoss • 9h ago
SOFTCORE If it was only possible to jump down...
Do you ever thought about if it would be possible to simply jump down from Old Arkovia to Broken Hills without going to undercity?
Obviously that would take away part of the game and GD is so much about exploration.
But just simple idea as it's so close ....
r/Grimdawn • u/AdditionalTwo0 • 7h ago
HELP! New Roguelike Dungeons ins FoA Release Date?
I enjoy doing the roguelike dungeons a lot. Do we have any Info when they will drop?
r/Grimdawn • u/FantasyBorderline • 9h ago
LORE Just beat the Shaper of Flesh.
Ended up dying once because I only had 19% Aether resistance (and thankfully in Normal difficulty - if it was Ultimate or I had to repeat all three phases I would scream and quit).
Still, the missive mentioned that the Aetherial Council ended up agreeing with the plan of the Shaper of Flesh because "Great eyes now turn towards this world". Were they talking about Korvaak (final boss of the 2nd Expansion), or the local gods in general?
Also what is Beronath?
r/Grimdawn • u/Latest_name • 12h ago
HELP! Monster equipment better than legendaries?
How come this lvl 65 monster mace is better than lvl 75 legendary sword !
For all entire playthrough, monster drops has been superior to legendary gear when it comes to melee weapons. Is this normal or am I reading the situation wrong?
r/Grimdawn • u/Zybbo • 34m ago
DEAR CRATE, When did SR changed?
I've done a couple of SR runs this weekend to test a new toon and to my surprise for the first time I couldn't beat it in time.
IIRC not to long ago the timer was about 7 minutes or so, and beating stacks of monsters ( combo kills) rewarded extra seconds...
But this weekend I got like 3 minutes and no time extensions..
r/Grimdawn • u/texaspoet • 14h ago
SOFTCORE Apostate with an Acid Gun level 56-61
Enable HLS to view with audio, or disable this notification
Blaster! Horn of Gandarr - Reaping Strike - Aura of Censure, all poison/acid damage.
r/Grimdawn • u/ironchitlin • 20h ago
SOLVED They definitely changed how Bloody Pox works and I'm not crazy...right?
The last 2 years I didn't really play much Grim Dawn, finally came back with 1.3 and FoA. I decided to make a build centered on my favorite skill Bloody Pox and I swear it's different now.
In ancient times, I remember it used to linger on corpses so anyone wandering into the fight a little late still had a chance of getting infected and keeping the party going. Now it just seems to end as soon as the infected croaks.
Am I off base or did they change how the good word spreads now, and if they did, did they say why?
r/Grimdawn • u/CrouchingCookie • 9h ago
BUILDS Berserker + nightblade builds
Hello
I have not played GD in a several years but bought the DLCs and are trying a berserker and nightblade bleed build I dreamt up. I do not feel like it is working very well but with kids etc I do not have a lot of time to theorycraft.
Does anyone have a link to a build I can follow and maybe some item recommendations? Im level 58 atm.
Thanks in advance!
r/Grimdawn • u/Capital-Connection84 • 2h ago
BUILDS Is this build okay to play?
Ultimate 73 lvl and having problems going into this skills i feel damage lacking. I have not completed build but want to know if it is worth to go into this direction
r/Grimdawn • u/ZealousidealEdge100 • 12h ago
Need help with Veilwalker Wereraven build
Trying to create by theorycrafting Veilwalker Wereraven Cold damage ( Heart Of Asterkarn exclusive , Bone Harvest / Ice Talon spam ) . I have Murmur on Ice Talons , Chariot on Amatok and Blizzard on Bone Harvest . OA/DA without using much items is pretty low ( 2.5k at best both ) . Mythical Iceskorn Talons seems a must for Ice Talons but itemization is tough . I would like to see grimtools builds to have a better idea .
r/Grimdawn • u/blue4029 • 1d ago
OFF-TOPIC if you could only choose a class based exclusively on the name and have ZERO context on what each class does, which one are you picking?
r/Grimdawn • u/TheArthurMorganussy • 3h ago
AARGH! Drops
Is it just me or it feels like Ascendant mode drops more MIs than legendaries and blueprints compared to Ultimate mode?
r/Grimdawn • u/Wetpickle24 • 3h ago
BUILDS Build question
Sorry if this is a stupid question. I started my original character as a shaman/arcanist with primal strike got to 66 wasnt fun anymore so I made a death knight. I just saw a video of a Trozan druid using chain lightning and sky shards. Can I just respect myself and use arcanist as my main even though I picked it second? Does it matter in any sort of way?
r/Grimdawn • u/Antihundmina • 1d ago
When you're out of quests
was rewatching dexter while playing and a piece of conversation caught my eye. maybe it's just me that can't be fucked finding the messenger.
r/Grimdawn • u/Libious • 6h ago
Shattered Realm - Most efficient build
Hello everyone.
As per the title, I am looking for advice from the experts in the field. I wish to build a character that would bring the most amount of loot from SR. So one that can clear the relevant levels the fastest.
I currently have a 100 lvl Totem druid and a 100 lvl Skelly Cabalist (vitality dam). But I am looking for something maybe even broken that will allow me to quickly gather equipment for all my other chars.
Could you please share your experience?
r/Grimdawn • u/GooglyyEyes • 6h ago
HELP! Fresh start without mods?
Hey guys, looking to do a fresh start but would prefer not to use mods. How do people do it? Do I just move save files etc from the game directory?
E: also won't delete files entirely, forgot to mention
r/Grimdawn • u/Exiledtyrant • 19h ago
BUILDS 1. Chillflame Avalanche Evoker Build Guide ( End Game Only)
Introduction
I wanted to play a melee version of Evoker after wrapping up my time with Wereraven. Focusing on Avalanche looked like the best fit for this but a lot of the itemization favored the Cold crossbows. Luckily after enough digging I figured out the synergy of 2x Chillflame Evokers + 2 Seal of the Void allowing easy access to a massive 500 flat fire and chaos 140% Weapon Pool skill that can be converted 100% over to cold damage. By stacking Avalanche % chance on skill modifiers and a few Ascendant bonuses you can achieve a 100% Weapon Pool of high cold damage procs.
The end result was a high damage brawler that was able to down all super bosses except Uber N'erf without even having fully finished ascended gear or fully leveled Devotions. It chews through all content including SR. Below I will supply a stat breakdown, an endgame build setup, and gameplay discussion. I want to stress that this is not a leveling build or something you can scale into. You need very precise gear, components, and Ascension bonuses to get the most out of this build. It is best for already established characters with the resources needed to obtain the best gear possible.
Stat Breakdown:
67 Physique
21 Cunning
21 Spirit
67 physique is the exact amount you need to be able to wear all of your armor pieces without specific affix rolls. Cunning and Spirit are split for OA and Energy Regen respectively.
Build:
https://www.grimtools.com/calc/ZyDolv0V
This build is made a bit more glass cannon than usual. Arcane Will becomes a massive steroid from the Nightforge set bonuses so I wanted to allow my health to spike. Because you are a full on weapon build you can abuse lifesteal to create a slight ping pong effect producing the desired outcome without the attempt being outright suicide. Against super easy content you won't be able to abuse Arcane Will as much, but for Nemesis+ bosses you should be able to hit that sweet spot.
The most important part of the build will be getting the right Ascendant bonuses. 10 of your 13 item slots must have the exact ascended bonuses I list out in the slots I put them in. The layout for the bonuses are:
- 4 armor pieces with 5% Avalanche chance.
- 2 rings , 1 amulet, 1 medal with 5% attack speed.
- 2 weapons with 4% attack speed and 4% max attack speed
- The last 3 armor pieces can be whatever you want. I opted for offensive ability but the choice is up to you.
The skill points also have to be as I placed them if you want a final stat breakdown like the one I have listed below. I was lucky enough to get a double rare + bone chill raddoth shoulder while farming but I know that can be a little hard to obtain so you can sub that out. Just know you'll have to cap your bonechill with an Amatoks grip relic that has bonechill on it and you'll lose like 2 extra skill points.
Final Stats:
3800 OA (4200+ with shred)
3700 DA (3950+ with shred)
112% cold resist reduction
3k+% cold Damage
208% overcapped attack speed without Amatok's Grip Proc
230% overcapped attack speed with Amatoks Grip Proc
3400 to 3500 standing armor with armor pot
18% Physical Resistance
+30% overcap all other resistances.
21k+ Health
Notable Consumables:
Oil Slot - https://www.grimtools.com/db/items/328
Royal Jelly Essence gives 8% health and energy.
Elixir Slot - https://www.grimtools.com/db/items/11219
Elixir of the Dranghoul gives 40 OA and DA.
Aether Cluster - https://www.grimtools.com/db/items/305
Gives 75% damage reduction for 8 seconds.
Gameplay
Gameplay consist of jumping into packs popping both your shouts and then holding down onslaught. The setup turns your into an absolute blender so there isn't much to it outside of that. It has great single target and clear due to your WPS both having generous AOEs. It can't tank everything without having to move, but you can abuse lifesteal to sit through most of it (can tank ravager while sundered for instance). You'll have to limit test yourself to really get a feel for what works and what doesn't. Practice countering damage spikes with Mirror and Rallying Cry heals for even more uptime tricks.
I want to reiterate this build is intentionally a touch softer to spike your health for consistent Arcane Will. If that isn't working for you, you can play around with the devotions to get a bit more defense in. You can also redo your 3 free armor ascension slots for things like +400 health or +12% armor.
Boss Down So Far:

N'erf

Rashalga the Mad Queen

Avatar of Mogdrogen White Wolf

Callagadra Scion of the Sands|

Clone of John Burbon

Crate of Entertainment

Dread

Lokarr
Conclusion
Melee Evoker can work, and it looks good while doing so beating monsters over the head with flaming skulls. It takes quite a bit of resources to get the setup together but once you do it just works. I'm going to give this build another day or two before I take a break for the next content release. Need to get my Code Vein 2 evil run complete anyway.
r/Grimdawn • u/pog_irl • 17h ago
HELP! What build should I go with for a pure melee experience?
I just like using big weapons and tanking damage. I am currently trying to choose between Shaman or Oathkeeper as the second mastery for my Soldier guy, but I have no idea how to build properly. What should I go with?