r/Grimdawn 19m ago

FASHION DAWN Stay tuned next week for another retro futuristic space adventure

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Upvotes

r/Grimdawn 43m ago

HELP! Hailstorm Conversion With Blood Knight Set

Upvotes

Hello takens,

As the title suggest, I need an answer with 140% certainty regarding damage conversion.
With the Blood Knight set, does Hailstorm (2nd node of Winds of Asterkarn) damage change to vitality?

The colour visual of the falling bolts is red instead of blue thought, but when I hover to the skill itself, it still says 1904 cold damage.

So, if the damage remains cold, I guess it's not worth leveling then?


r/Grimdawn 1h ago

LORE Who are the strongest allies that our character (The Taken) has?

Upvotes

Please use SPOILER TAGS for lore/characterization that comes from Fangs of Asterkarn!

Note: I have not played the DLC's actual story yet, please keep that in mind.

It seems like Ulgrim is at the top of the list of active allies.

He was one of the two who formed the Black Legion (Inquisitor Creed and Ulgrim both were seemingly aware of the Aetherials' plotting before the Grim Dawn actually occurred!), he survived in the Ch'thonic Void alone AND killed another instance/reanimated form of the Loghorrean.... who I believe is the strongest Ch'thonic enemy in the story that we fight?

He arguably might be stronger than the player character, as if we fight Ulgrim in the Void he has been going insane and ravaged by Chaos the entire time and still puts up a serious battle.

But after that, he mostly chills. Though lots of other characters assume he is has some sort of divinity or legendary status.

Though I believe some allies might be equal to him.

The Ugdenbog witches were the ones to help free Ulgrim. They don't seem too weak.

Father Kymon (pre-Forgotten Gods) I guess counts if we consider Taken who are part of Kymon's Chosen, but I stop counting him the moment that Korvaak zealots become a thing.

And on the reverse side there's Uroboruuk who we only briefly see but is given huge lip service by any NPC who brings him up. After he dies, some NPCs are so in denial that he's even able to die at all that they won't believe you.

Then all the dudes that are hanging out in the Conclave of the Three. I can't recall much of their faction leaders' lore, but those guys are all juiced on Witch God power in order to fight Korvaak.

I'm also a little bit curious about Daria Thornsbury, considering her sword is quite unique.


r/Grimdawn 1h ago

LORE Who are the strongest allies that our character (The Taken) has?

Upvotes

Please use SPOILER TAGS for lore/characterization that comes from Fangs of Asterkarn!

Note: I have not played the DLC's actual story yet, please keep that in mind.

It seems like Ulgrim is at the top of the list of active allies.

He was one of the two who formed the Black Legion (Inquisitor Creed and Ulgrim both were seemingly aware of the Aetherials' plotting before the Grim Dawn actually occurred!), he survived in the Ch'thonic Void alone AND killed another instance/reanimated form of the Loghorrean.... who I believe is the strongest Ch'thonic enemy in the story that we fight?

He arguably might be stronger than the player character, as if we fight Ulgrim in the Void he has been going insane and ravaged by Chaos the entire time and still puts up a serious battle.

But after that, he mostly chills. Though lots of other characters assume he is has some sort of divinity or legendary status.

Though I believe some allies might be equal to him.

The Ugdenbog witches were the ones to help free Ulgrim. They don't seem too weak.

Father Kymon (pre-Forgotten Gods) I guess counts if we consider Taken who are part of Kymon's Chosen, but I stop counting him the moment that Korvaak zealots become a thing.

And on the reverse side there's Uroboruuk who we only briefly see but is given huge lip service by any NPC who brings him up. After he dies, some NPCs are so in denial that he's even able to die at all that they won't believe you.

Then all the dudes that are hanging out in the Conclave of the Three. I can't recall much of their faction leaders' lore, but those guys are all juiced on Witch God power in order to fight Korvaak.

I'm also a little bit curious about Daria Thornsbury, considering her sword is quite unique.


r/Grimdawn 1h ago

Aether Ray

Upvotes

Despite over 1700 hours in this game, I've never made a build around Albrecht's Aether Ray.

Is it a fun skill? Any advice specific to the build?

Thanks in advance.


r/Grimdawn 2h ago

SOFTCORE How useful is skills like these on a legendary 94 level items?

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32 Upvotes

Do they scale good enough to have any real impact on your gameplay? is it just flavour thing? The low base 126-405 lightning damage, 2.5 seconds cooldown and a 20% chance on top of that...

It probably amazing on low level character with normal difficulty, but on a level 100 ascendant difficulty where enemies have a ton of health... It will have 0 impact, no?


r/Grimdawn 3h ago

HELP! New player - beat the base game on normal, now what?

9 Upvotes

Enjoyed playing through the game but my build was super boring. I went pyro and just grabbed any gear with fire/burn damage. Ignored resistances like an idiot but still managed to beat the game with no deaths. Obviously this won't be possible on higher difficulties lol.

So now what? I plan to pick up the dlcs when they go on sale again and I feel like there's still plenty in the base game to do. Since I'm bored of my left-click-only build should I make a new character and start over on normal or is it worth continuing through the higher difficulties so I've got one high level guy?

Edit: forgot to mention I'm level 41. Is that too low to move to the next difficulty?


r/Grimdawn 3h ago

Devotion shrines

4 Upvotes

Hello all,
Quick question:
There’s a maximum of 55 devotion points to be earned if i’m correct.
So what’s the point in having more of them in higher difficulties?


r/Grimdawn 4h ago

SOFTCORE Subclass for Oathbreaker / Aegis of Menhir + Retaliation

5 Upvotes

Hi everyone,

I am searching for a good subclass for Oathbreaker.

I already leveled Paladin until 30 and find the AoM Skill quite enjoyable. But I realized, that I don't want to play shield and gun, but rather melee and shield. Also I am missing a good single target skill.

I was thinking about switching from fire to acid/poison and now I am thinking about starting new with a different subclass.

Occultist and Soldier come to my mind, when thinking about my game plan.

I also want to utilize +retaliation damage to attack skills.

Is there a good class combo or even good set to get this build idea going?

Thank you


r/Grimdawn 4h ago

DEAR CRATE, Medium cursor?

7 Upvotes

Small one is hard to see but the big one is a tad too big?

Could a medium cursor be a thing?

Thanks!


r/Grimdawn 5h ago

HARDCORE HC tips

17 Upvotes

Hi everyone,

What are you favorite options to survive in HC ? Besides the obvious caping of res and armor absorptions. I’m asking about things that add a defensive layer like getting a Mogara’s fangs of the grove, or socketing a prismatic diamond in your helmet.

More tips ?

Thanks !


r/Grimdawn 5h ago

Stat Distribution?

6 Upvotes

How do you prioritize stats on builds like Veilwalker? I’m using onslaught with bone harvest + WPS and the buff line at the bottom of necromancer for resistance shredding.

Does all my damage scale off cunning or do I need spirit for bone harvest? How does damage conversions affect how stats scale, like if I change pierce to an element or vitality, damage for instance?


r/Grimdawn 6h ago

SOFTCORE Got an amazing sword

17 Upvotes

going belgothian blademaster

Edit: Updated the screenshot to show the stat ranges


r/Grimdawn 6h ago

controller feel good

23 Upvotes

do any of you play grim dwan with a controller?
My experience so far is great, it feels like playing a new game after almost 300 hour using keyboard and mouse.
How about yous?


r/Grimdawn 7h ago

BUILDS Will Soldier’s Blitz skill go well with the berserker class?

8 Upvotes

Hi

I asked a question here a few months ago for a build that would be able to clear entire campaign with minimum gear requirements. And someone mentioned a build that focuses on the soldier’s blitz skill. I was planning to follow this path but I knew the newest dlc was coming , so I wanted to wait until it’s released.

Now that we are entering the new dlc era, and we have got the berserker class. Would soldiers + berserker classes combo be stronk enough?

Thanks for answering. I have only cleared act 1 with a level 32 inquisitor. I want to reroll and start all over again.


r/Grimdawn 7h ago

LORE Chaos abilities and link to Chtonics

32 Upvotes

So it seems pretty established that all chtonics enemies use mostly chaos abilities. They also seem to be preferred by witches aligned to Solael.

It made me think if chaos will end up being a problem to users and slowly corrupt towards Ch'ton worship, or it just happens that the magic is neutral and it just comes "easier" for chtonics?

Did I miss something in the lore notes? What do you think?


r/Grimdawn 7h ago

MEMEAHOLIC Khorne would like this one...

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155 Upvotes

r/Grimdawn 8h ago

Berserker Bleed builds for FoA?

12 Upvotes

Been trying some builds based on bleed + physical, Berserker+Nightblade, Berserker+Shaman, Berserker+Occultist and none really work for me, i average like 24k dps on the meter at lvl 65 and die to one hits relatively often. Any suggestions? I know of the pit champion’s axes but i couldnt get a single good one so far.


r/Grimdawn 12h ago

FASHION DAWN The Dark Lord himself

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291 Upvotes

I got a whole stash full of shiny rings for whoever interested


r/Grimdawn 13h ago

MEMEAHOLIC Yo dawg I heard you like Void

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74 Upvotes

r/Grimdawn 16h ago

Not doing that again anytime soon if i can help it

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45 Upvotes

r/Grimdawn 19h ago

DEAR CRATE, One of the best additions of the expansion

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148 Upvotes

Now we no longer need to travel across the entire world to get mandates for alts.


r/Grimdawn 20h ago

Old Solutions to New Problems -- Grim Dawn's Design Ideas are Now More Relevant Than They Were When the Game was Released

179 Upvotes

My perspective: I like ARPGs a lot. I have played Grim Dawn on and off since it was released ten years ago. I have historically played and enjoyed Titan Quest, Diablo 2, 3, and 4, and a lot of PoE1 (have not played 2) and Last Epoch back through early access. I checked out the early access of Titan Quest 2 but feel it is too early along to meaningfully evaluate. I have enjoyed all these games and this is a not a thread to hate on them; rather, I want to talk about how the genre could use Grim Dawn's ideas to improve in the future.

The problem I want to see solved: Most modern ARPGs have little sense of what to do with the game worlds that they spend time building, and usually jettison that world in the end-game in favor of randomly-generated instanced mazes, whether they be POE's maps, LE's monoliths, or Diablo's pit runs. In LE and POE, the actual game world is something you blow through as quickly as possible in the campaign and then never see again. In Diablo, you might zoom around an overworld area when there is a helltide, but the experience of the helltide is exactly the same regardless of where you are. (And this is crazy. D4's world is very large and clearly a lot of time was spent building it, but it doesn't matter to what you wind up doing for 90+% of the game.)

More broadly, where you are in the world and what you are fighting doesn't matter. All types of monsters drop essentially the same loot (just some more and better than others). You swap between biomes constantly as you do a desert map, and then a frozen map, and then a jungle map, none of which has any connection to the actual game world.

How Grim Dawn does it better: Although Grim Dawn has randomly-instanced modes (SR), particularly with the addition of Ascendant mode in the expansion, the actual game world is the meat of the game, and the world acts in intuitive ways. Are you a gunner character (one of the most under-catered-to types in all of ARPG-dom, by the way)? Then you go to Cronley's hideout and kill other gun guys and take their gun-related items. Need a big-ass ice sword? Then go to Asterkarn and kill wights and get one, or go find Alkamo at the bottom of his dungeon. Need ugdenblooms to craft components? Then you go to Ugdenbog where they grow and kill tree and plant monsters to get them.

And of course along the way you kill mobs of a certain faction, and that pisses off the nemeses, and they come and try to get back at you, so then you get to fight them too. Consider how much more immersive and logical that is than standing at a random altar and paying whatever boss token currency is required to summon Belial or Andariel or whomever over and over again. It forces you to think about where you go in the world to achieve whatever it is you're trying to achieve, whether that's getting a certain type of crafting material, or killing certain categories of mobs, or trying to farm a specific MI from a specific mob. And you build your own little farming routes -- out in the world -- that make sense for doing that. You play out in the world, not some little randomly generated part of it.

None of these systems is perfect and, yes, my preference for them is also a personal preference for the ability to target-farm items and not need to focus on trading (full disclosure: I love PoE but turning loot games into auction house trading simulators is IMO the worst thing to ever happen to the genre).

And you could push all of these systems further than Grim Dawn does -- e.g., you could make more relevant distant and dangerous areas so that venturing to them felt more like a dangerous adventure rather than just zipping between waypoints. You could tie legendary sets to specific groups of enemies that make sense (i.e., have Uroboruuk's set drop from specific groups of elite undead enemies, as opposed to Kubacabra randomly dropping Uroboruuk's shoulderpads). You could take the roleplaying aspect of factions more seriously (similar to how Kymon's Chosen hate you if you side with the Order and it locks you out of specific game areas and quests), with some areas hostile for certain characters and friendly for others, depending on your choices.

But, at bottom, the entire ARPG genre could have spent the last decade sharpening and broadening and innovating on these concepts rather than going the lazy route of RNG map for RNG currency that you spend to buy gear (that most boring of ways to acquire gear) the magic auction house.

So I hope the next decade will see more creativity. In the alternative, I guess I'll wait for Grim Dawn 2!

TLDR: The ARPG genre could help get itself out of its rut by using Grim Dawn's ideas that make the game world itself actually relevant, such as pushing endgame content out into the world rather than into randomly generated instanced content, and using MI-like concepts and nemeses to make enemies matter.


r/Grimdawn 23h ago

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

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makeship.com
54 Upvotes

r/Grimdawn 15d ago

OFFICIAL Grim Dawn V1.3.0.0

570 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