In case you're like me and don't trust random internet guy giving donation link you can find the link on the main post for Grim Internals on the Grim Dawn forums. Link The OP's link is correct, though.
Going to steal a (long) quote from a now-retired GD player on this topic, as I've found it address the "issue" of Physique pretty well:
> To me attribute points are among the most arbitrary aspects of character building that only exist to fulfill gear requirements and offer minor stat boosts. Even if you were forced to spread your points out more between different attributes, do you think it would really have a meaningful difference? Just for the sake of experimenting I've tried dumping spare attribute points into spirit/cunning in the past and the game still played and felt virtually identical to a character with all spare points in physique. It wasn't quite as optimal on paper, but it's not as if it somehow bricked the character. If attribute points were fairly meaningful I might understand but as it stands they are a minor element of character building and I don't think changing them in a way that injects power creep is a good solution.
Physique isn't really too overpowered, nor Cunning/Spirit too weak. And really, would you really want to pause every level needing to spend a minute to decide where to place your attribute points? I'd personally prefer to get back to hacking and slashing as soon as possible rather than staring at a menu while I dwell on the meaning of life for my character.
Frankly I hope the attribute system is done away with in GD2. It doesn't add much at all and modern ARPGs (PoE/D3) handle your stats in other, less-direct manners (passive tree/automatically).
This is a green item. I have a item colour mod that colours the prefix and suffix names depending on their rarity. So the middle is the item and it's rarity (rare). The yellow prefix and suffix is the rarity of the prefix and suffix. The yellow means the suffix and prefix are uncommon variations. If the suffix was a common one instead of an uncommon one, you'd see a yellow pre-fix, green item rarity and white suffix. If you look at this item without the colour mod, it would just be 100% green.
Here's a link to the colour mod on the Grim Dawn forums:
1: With the crafting system you start building a loot pile on your first run through. lots of useful components and stuff to collect and unlock.
2: legendary items start dropping around level 50, very loot friendly
3: yes but with the faction system allows you to unlock more powerful mobs and monsters as you play through each difficulty.
4: Community is pretty good, lots of talk over at the main forums https://www.grimdawn.com/
and a handy little website for ya https://www.grimtools.com/
It's all going to be manual yeah? Unless you can parse the title somehow to point all the posts to the new one.
Because the old links:
Look nothing like the new ones:
Since the post id isn't going to match up, and you can't GO to the old thread, you would have to a) derive the thread title from the build compendium thread itself, then do a search on the forum.
Not only that, the new forum formatting doesn't use the old BB code markdown, so all the posts are trashed.
What a mess. That really sucks for whoever is doing this. I do not envy you guys.
Here's a mechanics guide
And the official game guide. If you want to know something in particular just ask away
Load your char on grimtools/calc, tell us what you're trying to do and post it here. People will tell you what's wrong with it. But if you easily die I guess your resistances are very low.
BTW, following a end game build without understanding the game mechanics is a bad thing to do IMHO. I suggest reading these guides:
For the basics:
Grim Dawn Item Assistent is the way to go if you don't want to have the ability to cheat.
Here's the link to the forums:
Note that this mod is compatible with all updates so far. Installation informations are also given in the post.
Please note that you can reduce phys damage with shield, phys % resistance, dmg % absorption and dmg absorption.
Grim Dawn defense is really interesting because their is so many layer.
As an aside to themir81's excellent example, it's important to try to maintain a decent armor level in every slot.
When you get hit, the location (armor slot) is randomly selected. So if you have 100 armor on your head and 1000 armor on your chest, you're going to notice that some hits (i.e. on the head) are going to do a lot more damage than others.
The exact chances (from the official page are:
(belts I believe are treated as an armor bonus, you can't get hit there and their armor value is added to all slots)
I would begin by looking through the game guide which was made by the devs and gives you a lot of basic info you may find helpful upon starting.
If the explanations there are not in-depth enough for your liking, one of the users here recently finished a comprehensive guide called GRIM CONSPECTUS which provides a detailed explanation on most aspects of the game. It's made for beginners in particular so it should be a helpful resource for your first playthrough.
edit: just want to clarify that what /u/Farazon94 said is also correct, you don't necessarily need to read up on the game in order to play and understand it. GD is a lot more forgiving and intuitive than PoE and although there are some important things that aren't obvious to new players (like armor absorption or how to plan your devotions for example) you will likely pick up everything you need to thrive naturally as you play the game.
Just wanted to pop in to say that you can make pet builds with other classes besides those 3.
A few of mine for example: https://www.grimdawn.com/forums/member.php?u=53127
This thread suggests that flat damage on default attack skills (i.e. Savagery) stack additively with WPS while %weapon damage stacks multiplicatively.
It contains several different functions which modify/improve the game's UX: loot autopickup and better highlighting; realtime DPS meters for damage dealt and taken, broken down by resistance type; cooldown meters for any effects with a time; an option to teleport to arbitrary locations; monster health bars; etc.
Full info here: https://www.grimdawn.com/forums/showthread.php?t=53629
Look at the build compendiums here: https://www.grimdawn.com/forums/forumdisplay.php?f=17
Find a skill somewhere in there or an archetype that you enjoy and go from there! You can respec everything except which masteries you have so feel free to experiment.
The information is contained in a file called GrimInternals.ini, which can be found in the Grim Dawn game folder.
The information you need to make changes to this file is explained in the Q&A by Darkstalix for Grim Internals.
My favorite atm is a dual wield cold reaper. Shadow strike -> Amarasta's Blade burst -> Bone Harvest -> Ring of Steel.
Geared with some Deathmarked pieces from lvl75+. Theres also an interesting Poison build I wanna try here: https://www.grimdawn.com/forums/showthread.php?t=61191
From the game guide:
> As you travel across Cairn, you will encounter creatures, and humans, that are equipped with weapons and armor. Unlike most games though, when your foe is slain, they will drop their valuable gear for you to collect. Frequently, the items are of poor quality and will disintegrate so as not to clutter the screen, but sometimes you may find yourself facing off against a murderous outlaw carrying a sword that sparks with lightning. That is when you know you are in for a serious fight.
> While the challenge may be greater, so is the reward. When you defeat this insidious lowlife, he will also drop his ill-gained Unique item. What this boils down to is that enemies can carry powerful equipment that can seriously boost their potential while also previewing to you the deadly arsenal soon to be at your disposal.
> This can also really change up how you approach a fight. If a boss spawns with a weapon that burns mana, you might suddenly find yourself low on precious energy. Likewise, an enemy wearing a ring that provides high resistances might boost their survivability against your selection of spells. The possibilities are as limitless as the combinations of loot in Grim Dawn.
To add, any -% RR will stack and can add to negative. %RR and Flat RR doesnt stack, only pick the highest for each of them, but together all 3 will work along side.
There's a mod that shows you affix colors which makes finding an upgrade more easy: https://www.grimdawn.com/forums/showpost.php?p=718407&postcount=142
Not 100% sure if it works after the patch tho.
If having a free hand to use is important, I can recommend a multi-button mouse like this. GD can be played one-handed with this.
Source - Injured my left hand and this allowed me to game on.
Simplest answer: you don't need to bother with it if you download & install the "Windows native" version of GD stash:
Otherwise, you'd have to install a Java Run-Time Enviornment/Virtual Machine to execute programs written in the Java programming language and distributed as bytecode.
I did find this https://pcgamingwiki.com/wiki/Grim_Dawn#Distance_fog which could be helpful, although honestly from that screen shot it looks like a bug. I've never seen anything like that in grim dawn.
Although there are is in in game option specifically for disabling weather, I don't know if you just haven't seen it. I would also try the following, make sure post processing is off, ambient occlusion is off, shaders are set to low, lighting is set to low and that the colorblind modes aren't on.
You can also boost the gamma in game which will help for darker scenes.
I believe this is the one. I could've sworn it had something to do with the POS (mini-space station) code - which was jury rigged by exactly one dev in a variant of C, while the rest of the game is in Python - but i might be wrong.
This thread has one or two dev responses.
Eve tech blogs and battle reports used to be a fun pasttime for me. Not do much anymore.
Most everything you are asking for is covered in the tutorial for autohotkey.
For your first request, look under subheading 'Sending Key Strokes'.
For repeating a key, a simple loop works, but you should probably put in some way to close the loop. In other words, you want a way in the code so perhaps after pressing the key again, it stops pressing the key every 8 seconds.
One thing to be aware of though is when making your script, you might have to launch it as administrator or else it might not be able to do anything in-game. I can't make it myself right now since I'm rather busy with school work, but I can try to help you if you get started.
Absolutely, game's way better than it was few years ago and it's constantly receiving improvements.
PS: if you can't spend too much, buy it on sale. Check this price tracker :https://gg.deals/games/?title=grim+dawn
Yeah I'd guess its upwards of 99% old links. If the link has "https://www.grimdawn.com/forums/showthread" in it its an old one the new adress starts with "https://forums.crateentertainment.com/t/" for threads.
Here you go chief. This is a very similar build to the one I'm dabbling with and it's really simple to use. Hit them with WoP, and then Storm Box any big dudes. Run around with the lightning tether attached to the big bois and everyone will just crumble before you. Max out WoP early on and get the elemental seekers bound to it (from your devotions) and it's sooo powerful
This is one of the best Death Knight build guides out there - I'm sure you could adjust your build to start following the guide. I hope it helps!
And herrrreeeee we go!
Ctrl+F your mastery ("Oathkeeper" and look at the builds for the combinations you're interested in. They show what's possible.
Here's the forum post.
It's a super cool mod, although currently a work in progress, that can make the game feel like it's completely new but with all of the things that still keep Grim Dawn Great.
As a Shaman probably the easiest leveling option open to you is two handed Primal Strike. There's a few good sub-classes for that, but Demolitionist probably has the most flexible options at end-game with Shaman. There's a good starter build guide for it here: https://www.grimdawn.com/forums/showthread.php?t=66518 The guide is from pre-Forgotten Gods I believe, but everything in it is still accurate, you may just need to take a look through the options in the Forgotten Gods vendors to see if there's anything better.
I think you are on the right track. Make sure you don’t stop investing in defensive abilities.
I’d recommend reading through this guide for specific tips https://www.grimdawn.com/forums/showthread.php?t=83690
This build has a devotion order and is relatively tanky. It's a lightning aether ray so finding upgrades pre-bis will be easy.
Ultimate nemesis viable. Chooses Occultist for curse of frailty for resistance pen and a solid heal. For tankier AAR builds, Inquis is probably your best option.
This is the build guide I am following, with a few changes. I'm still working on the venomblade set but its fairly strong already and a lot of fun.
I have a Forcewave Commando which is technically a physical damage caster. I also have a Gutripper Warder Otherwise, no, I love melee in GD and don't really have anything like you asked.
I'm playing pure retaliation warlord and it's extremely strong (SR70 done but I'm pretty sure I can do 75 and also killed Callagadra and did gladiator crucible 170). Here is the build guide I followed. Make sure to look at his updated grim tools with higher offensive ability and not the 100% block one. But I don't know about adding aegis to it, sorry.
Uhhhh I dont use that but using Grim Internals should do that.
I also recommend Grim Dawn Item Assistant for basically an infinite stash so you can be a hoarder like me.
Those are the 3 mods I personally use (including Grimarillion), and yeah, Grim Internals does a LOT of things, from healthbars over yourself / enemies, to DPS calcs / seeing what types of damage are hitting you (lightning/chaos/etc), auto-picking up components, auto-picking up rares if you need some quick iron...
LOT of good options and tweaks there all adjustable.
Here's a link
Sorry, really dont know anything about PeopleAreLazy, but this will at least pick up components if PAL doesnt work in a way you can figure out or get advice from someone else here who knows it.
If you have 5 wps skills at 20% chance, each attack will proc one of them. An attack can only proc one wps skill, not multiple.
If the total of wps skills is above 100%, you still cannot proc more than one skill for an attack. The chances are lowered equally until it reaches 100% again
Use this for reference: https://www.grimdawn.com/forums/showthread.php?t=81945
No double dipping. Flat damage adds up first, then conversions from the skill tree happen and then anything not already converted happens from other source(ie. gear). After conversion comes +% increases.
damage on weapons only applies to the weapon.
Here's the game guide section on damage: https://www.grimdawn.com/guide/gameplay/combat.php
I play a Lightning 2H Vindicator that leans hard on how busted Ugdenbog Sparkthrowers are and shreds lightning resist. About to enter Ultimate and I've died like... twice? Mostly from resistance issues. It's the most fun build I've messed with yet. Here's the build. https://www.grimdawn.com/forums/showthread.php?t=66166
This guy done this as blademaster, facetanking even.
But what you say yeah, Callagadra is a bad boss for caster.
I tryd it once with my Aegis build and it was very painfully to kite here, just one time to throw and then run and wait till the CD is rdy again, took him to 20% and from nowhere he one shottet me.
I use a Stadia controller plus the Orzly mount. It lets you position the phone right over the controller so it's better balanced. The Stadia controller only works wired though so it's a bit more limiting.
If I were buying a controller now I would get the 8bitdo Pro 2 (one it's in stock). The official mount for it is similar to the Orzly mount for the Stadia controller.
That said, for less serious grinding the touchscreen controls do work.
> Crate Entertainment first announced Grim Dawn, a Diablo-like RPG using Titan Quest’s engine, in January 2010. Two years later, they collected over half a million dollars with a successful Kickstarter campaign, and later put the game on Early Access in 2013. Now, after half a dozen years, Grim Dawn is getting released.
> as many mobs as you possibly can
From a technical perspective this is quite interesting. I'm quite new to the game so if someone could answer a few questions:
I tried Burial Cave but the Reanimator and Crystal Clusters both have a maximum summon limit from what I can tell. I also learnt that minions stack.
This is the entire Burial Cave stacked on top of each other: http://imgbox.com/tssAiSmB
The Shaman has lightning fun with 2-handed weapons! What Shaman Combo Class appeals to you?
For building, just listen to the game! The Devs give you everything you need to be successful for what is to come.
EX: You'll soon notice groups of drops for certain classes at level thresholds. But each class is on different "tracks" of gains, usually related to what is to come. At least the first half. It gets more complicated, but you'll have it under control (heh) by then.
Yes, I'm sure about the level cap. From the official description of AoM:
> Level Cap Increased to 100 – Reach for ever greater power with an increased level cap of 100 and an increased Devotion cap of 55!
Only AoM changes the cap; FG keeps it at 100.
True on Nemesis bosses; I usually just think of them as part of campaign runs, but you can target-farm them.
So a lot of this comes down to engine design. If an engine implemented live animation editing, it could be made to work along those lines. As far as I know, Grim Dawn does not have the ability to modify animations on the fly - all it does is use pre-prepared animations and particle effects.
As far as I know, every skill is linked to a specific animation or set of animations. The animation(s) can then only be changed by another skill, and even then only to another specific animation (note: skill modifiers in your skill tree or on items count as skills under the hood). It might be possible to use scripting to add/remove a hidden skill to/from the player when 100% conversion is detected, but that would still require making thousands of animations and would be very clumsy to program.
As to why it's designed this way, you'd have to ask the developers to know for sure, but I'd imagine some combination of in-game performance and developer ease of use. Having to modify animations for all your skills on the fly could be a significant performance hit, and any new system that would do this would have to play nice with the existing systems. Remember, with conversion, your global item-based conversions won't take place on a skill that's already been converted, therefore you'd need the animation change to also know.
In the end, I'm sure the devs could implement it, but it would probably require changing how animations are handled, which probably isn't worth their time right now. Or maybe it could be easier, and I'm somewhat wrong. I've only got access to the dev tools that come with the game install, and while that does give access to all the game's data, only the devs have the actual engine source code which could make all of this way easier than I think.
I've seen a Necromancer build that can get very far as a single build.
(credit and thanks to /u/MayaGD)
The forums are undergoing maintenance now, so maybe check back later.
Apparently the Matchmaker took a dive.
Me and a friend of mine have the same problem you have currently so I would guess the Matchmaker is not yet online again.
Faction gear are the green items, the blueprints/patterns are not Faction gear. Typically, these faction gear items are better than most items of the same color. You would want to aim for Faction gear that gives +3 to your core abilities. Keep in mind that not all abilities are worth to over-level, because some of them scale poorly.
Here's an example of an extremely outdated build:
Majority of the items are Faction greens.
This is not true. According to Zantai here pets have their own health and resistance which does not scale with player stats. They do, however, generally have 88+% resistance to everything, if they aren't outright invulnerable.
There are maps here for lots of different farming materials , check out the Ugdenbloom routes . Pretty sure this is the routes I used , was a while ago now :) https://www.grimdawn.com/forums/showthread.php?t=79036
Yes. That and the refreshing stock means you can harvest a lot of BPs in one sitting. Got this from a thread on the GD forums (still down). I believe it's https://www.grimdawn.com/forums/showthread.php?t=68720, for when it's back up.
You can follow this guide:
But while it will be successful in Normal/Vet, the BM only truly comes alive at Level 94 with access to the build-defining gear.
I switched over to this: https://www.grimdawn.com/forums/showthread.php?t=83561
I enjoy it a lot more. In ultimate it takes some kiting to make it happen (it has been for me at least). Just hit 84 last night so still need to look my build over and adjust components for resistances.
Don't feel bad. You enjoyed doing it your way until you hit a wall. One learns, and in time you'll be able to build your own weird thing and make it work.
Might want to check out this thread.
It goes into detail of this little program here.
Here's an interesting build that uses the Spellbinder chassis with a lot of elemental to aether conversion, using TSS and Devastation as the main damage sources. Take a look: https://www.grimdawn.com/forums/showthread.php?t=72077
In my opinion, lightning and elemental based builds tend to look the flashiest. There are several beginner builds on the forum by Requinix that take you through the leveling process, explaining why they picked what they did using self-found gear. I'm linking two of their examples and then you can scroll to the bottom of the post and see their "other builds" section if neither of these look flashy enough.
If you want play pet build, i don't think Death Knight is good choice, Soldier don't have any skill benefit pets.
You can follow this page, it also have a lot pet build: https://www.grimdawn.com/forums/forumdisplay.php?f=17
Just a quick scan of the build compendiums on the official forums I came across this. Looks like it's a Blademaster build oriented towards newbies.
No impact for me. I also use GD Item Assistant, and that works fine aswell. I still strongly recommend you backup your saves.
How to backup saves:
Don’t know if this helps you out or not but thought I would share it. Also this:
just looked for the deathknight build and fouind this:
i still think it will not be to your satisfaction completely, but what you are searching for is something i don't know if it even exists (not native english speaker)
As a general rule you should be fine using what you find, buy from faction vendors or craft. The gear shown for the build is optimised for endgame content such as high level crucible/shattered realm and superbosses, so as long as you keep the appropriate damage bonuses and your resistances in mind you should be sine for storyline content.
Having said that, I would avoid any builds marked G4 or G5 in the Build compendium. I is also worth noting the the "spoilers" box under "Builds for beginners" contains builds designed for Taken on a budget.
You can take a look at grimtools as others have suggested, but you will need to know a bit about the game before a lot of it makes sense/you can determine what skills you would want to combine. In general, you'll want to pick one or two primary damage skills - one for single target, one for AOE - and then look at complementary support skills. Skills that increase the damage type you're using, or reduce the enemy's resistance to that damage type or help with regen are all good places to start.
You could also look at the build compendiums for Forgotten Gods or Ashes of Malmouth (just because people are still creating them for Ashes of Malmouth). I'm not saying you should follow these exactly, especially since most are incredibly gear dependent, but it at least gives you an idea of the different roles that the mastery combinations can take.
The problem with "describing" a mastery combination is that there can be so many variations. A Druid can easily setup a kite- and nuke-heavy build like Trozan's Sky Shard, or a melee build like Savagery + Primal Strike. A Ritualist could go melee with Vitality or Aether damage, ranged caster, or pet summoner.
>ocus on ST/WD and get RoH later on?
ROH is taken late , late game once i got + skills to extra points, also , credit should be given to Malawiglenn on the forums. He has been of immense help to me and very very patient because I felt i asked him stupid noob questions many times. Please check out his forum builds ( He has excellent budget builds , that require basic green gear)
https://www.grimdawn.com/forums/showthread.php?t=81210 -->This link will give you a basic overview for levelling
Warlock *IS* the glass cannon combo imo. Crowd control, resistances, and move speed are going to be super important to protect yourself, but its best defense is it's strong offense. To protect yourself for when you are going to get hit, Mirror of Ereoctes and Maiven's Sphere of Protection should keep you alive for a couple hits. Curse of Frailty is a great slow and debuff if applicable. Thankfully, now that Spirit and Cunning give some HP, it's more sustainable than it was before. Here's a build compendium for Warlock ideas, https://www.grimdawn.com/forums/showthread.php?p=679741#post679741. Feel free to come back if you have any other questions.
DA, +HP, and health regen on gear and components will help a lot.
The Official Game Guide:
> At the end of the Crucible, you earn an extra chest based on your final score, so maintaining a high multiplier is beneficial to maximizing your loot.
It only affects one chest, just like the timer in SR only affects one chest.
Most folks have pointed out that the the first expansion definitely upped the ante because of the level cap raise and that most builds since then are based completely around this idea. BUT, that said, the forums still has an old archive of all the various Build Compendiums. This one in particular is just the base game from fairly early on. https://www.grimdawn.com/forums/showthread.php?t=48165 (it's stickied on the front page) You could also look for VI, VII, VIII and IX with a search. That should at least help you start steering in the right direction. I do think as a first build though, lots of folk will recommend having Soldier as one of your Masteries because it's one of the easiest to get a feel for the game with.
Your current build as such is so far away from being able to fight ravager. Ur offensive/defensive ability is hugely lacking, along with very low amount of resist reduction. Since the build seems to be focused on lightning u should be getting widow to further up the amount of resist reduction that u have.
In terms of equipment u should probably decide on how ur want to approach your build. U might want to optimize around one of the lightning sets for shaman. For example, if u're going with ultos u could look for builds like these:
Here is a Ritualist build that seems to fit what you are looking for. The main character facetanks everything while the pets bring the damage, requires pretty specific gearing though but you could probably make it work with less than ideal gear.
What you have looks really good. D3js can make it possible to present complex information and this example might be interesting to look at: https://bl.ocks.org/mbostock/4339083
If you click on the endpoints they collapse and expand allowing easy visualization.
If 12 buttons is daunting, do what I did and get a Logitech g602/604 here
I have the 602 (discontinued), but the 604 looks well reviewed.
Are they carried by Amazon or something in your country?
But yeah, I haven't found anything good for the PS4 controllers. Only the mounts that hang the phone off the "top" of the controller and makes it really unbalanced.
There's one for the Xbox One controller but nothing for PS4.
Pad player here. It's been a great experience so far. Navigating the menus is (mostly) stress-free, gameplay is easy-peasy (Be careful with single-target and movement skills though. They can be... finicky)... overall, Crate did some fine work with Grim Dawn's controller implementation.
u/Ok_Entrepreneur_5833 already covered the big stuff, so I won't go into it here, but I will say if you can afford to, get yourself some back paddles/buttons of some kind (either via physical add-on or a new controller altogether) and remap the L3 and R3 buttons to them. It'll make swapping between hotbars significantly easier.
So, wanna know a secret? Crate, is like 13-15 people. Crate Entertainment was originally founded from some of the members of Iron Lore, who made Titan Quest. THQ went under, and Medierra got permission to use the engine. He made a Kickstarter that blew up because of the game's reputation. And Medierra passion project got turned into a full length game. It sold so well in this dried market that they made 2 expansions and an arena DLC.
And it's weird to say this, but from dawn's expansions are EXPANSIONS. Their website even has an image to show how much is crammed into the game. Their patch notes are too big to put on steam and they had to extend the character limit on their forums. And at this point, they finally got the game on Xbox... And it's almost 6 years old. It doesn't feel like it at all though.
The order of events for Conversion is as follows: Base Skill > Skill Modifiers > Conversion on the Skill or Transmuter > Conversion on Equipment and Buffs > Equipment, Auras and Passives
> How does exactly damage absorption work ? ... The absorbed amount depends on armor or resistances ?
I'm not sure about all of this, but Crate's official guide indicates that damage absorption is applied after armor and resistances.
>These are clearly beginners build and play guides.
No, those are clickbait craps.
> post yours so we can learn.
The devs have their own guide for the game: https://www.grimdawn.com/guide/
Welcome! Grim Dawn is pretty much what D3 should have been -- this is of course precluding one's enjoyment of PoE, which also could serve to fill the role that D3 can't. I agree that being able to respec skill points / passives is wonderful. Remember, however, that you cannot respec stat points, so when you open up your inventory and spend those points in Physique / Cunning / Spirit, they are permanent. It's generally accepted as far as i know to pump Physique and leave the other two just high enough to equip gear. I'm still experimenting with a certain build that benefits from a bit more Cunning, but i'm only 400 hours into this masterpiece, so take my words with some grains of salt.
>before they started making Mobile games
When i saw the Immortal announcement video, i cringed so hard. "April Fools Guy" is a fucking hero for saying exactly what i would have said. Fuck Blizzard with a rusty rake.
I mean, i'm still playing D2 and even D1 (Belzebub Mod) but will never go back to D3, blech.
I followed the instructions here for all 3 mods - worked fine, but I was using Ubuntu:
fwiw GD uses DX11, not DX12.
I only played the game a little bit earlier today but I noticed no stability issues on my end. Maybe consider making a comment on the github issue.
I guess for now just use DX9, if it works.
>So you keep your character and gear and game starts from the beginning again?
>Is elite way way harder than veteran?
> Do you lose resists?
Yes. You get -25% of the first row. Which is Fire, Frost, Lightning, Acid/Poison and Pierce.
To quote the official game guide: <em>As you gain levels, you will start to see better equipment, including Legendary Items, which will almost never drop on Normal Difficulty.</em>
Now the proud owner of these two pieces of junk.
What is notable about them is that they were my rewards for hauling the sorry carcass of my first character all the way through AoM Ultimate, no guides, mods, build assistance, etc., culminating in an excruciating 25-minute boss fight. So... woo!
Been a bit hard to fill my screen actually. Needed to turn down the ultimate mode, but then the mobs died to reflected damage lmao: http://imgbox.com/5ydBxBHF
I only need the Crucible. Hopefully I win, so I can give the rest to people who need them.
Already have all the DLC (including the loyalty skins) however I have a guy I know who has been dying to play GD
>Easy, post the biggest, gnarliest, most outrageous screenshot of as many ~~mobs~~ GUNS as you possibly can in all its colorful seizure inducing glory, right here! - or, just be as creative as possible with a screenshot.
Well you have came to the right person http://imgbox.com/VHD2N6Kt
Screenshot I like and want o submit <- This is link
My steam library so you know I really dont own GD <- This is link too
If I dont win I hope I will get enough spare money to one day buy the game with DLCs. I really like it. GL HF Everyone who is partcipating :)
Thanks for the giveaway, I'm really looking forward to playing Crucible. Here is my hc blademaster in action, mobs usually don't last enough for a better pic:
Here's my poison assassin:
And him in action:
That's my first Grim Dawn walkthrough. Would love to have the DLCs and I will give the extra base game copy to a friend to play in co-op.
Awesome, thanks for the giveaway!
And thank you Crate for being so cool to give a second key!
Taking screenshots and trying not to die at the same time proved challenging for my terrible characters! http://imgbox.com/ACaSKTB5
Fair I just had a long read and appears there's always been complaints about MP being too hard and then nowadays too easy.
I couldn't find any specific string but on the game modding guide on the Multiplayer Quest section is a bit about scripts related to hosted multiplayer games. If you give that a read it should give you a basic idea.
Bear in mind if you do make an adjusment related to the health scaling it will be a mod so you'll need GDStash to copy/transfer your chars from Vanilla to modded.
https://www.grimdawn.com/guide/game-settings/modding/ the modding guide is here.
You could also go on the crate entertainment forum and ask for assistance btw! The community manager /u/Zantai is quite active both here and on the forum, but posting on the modding forum can allow others to help out too!
Best of luck and hopefully you can figure it out!
Veteran definitely increases monster power to some degree:
> Veteran mode increases the challenge on Normal difficulty by making monsters stronger and tougher. You will also encounter an increased number of spawns, with a noticeable increase in the spawn rate of champion and hero monsters.
Official game guide:
If you want to go blind read that, for now, and play, you'll learn in progress. Don't worry about allocating points on wrong skills, respeccing here is cheap and easily accessible.
Can you please tell me which exactly is the page for the modding tools you are looking for? Where did you find a link to that page?
You might be able to find the page that was lost in the void in some web archive site or something.
From the site you linked if you go to "Game Guide" and then select "Modding" at the bottom right you get here where you can find 2 links that are working fine.
I think that everything you need for modding will be in that page or in the game installation folder itself.
It's very clear if you zoom in on his model.
Splash screen, in-game.
The official game guide should help, but I don't think it's quite what you're asking for. https://www.grimdawn.com/guide/
For survivability, get your resistances up. I've skimped on some while leveling depending on what's in the area, like having low poison resist when nothing around deals poison damage, but it's still tough without strong defensive buffs.
For damage, try not to go in too many directions with skills or items. Pick a damage type, try to get additional flat damage of that type, and then % damage bonuses. Also look for anything that lowers enemy resistances, including devotions.
Always happy to help! Like /u/whensmahvelFGC mentioned there is a NPC in town that allow you to reallocate both Devotion and Skill points for a pretty modest fee. Attribute points (Physique, Cunning, Spirit) are also possible to reset, but not as easily as with Skill or Devotion points since you need a potion that you can get either from quests or as a rare drop later in the game. But still, if you make a decision you are unhappy with, the possibility to retool your character is there.
As for Hardcore, it depends on your tolerance for frustration haha. As with any ARPG, when new there are certain enemies or situations that will surprise you and that can often lead to a death. If you are OK with that, then go for it.
Another important stat that I neglected to mention was Armor and Armor Absorption. Both are very important for all characters. Exactly how it works and why it matters you can read about here. But as a general rule of thumb you want your Armor Absorption (checkable by hovering over the Armor stat on your character screen) to be at least 90% in my opinion. Usually when I rescue the Blacksmith in Act 1 I craft two Scaled Hides and put them on my gear, it will boost your survivability quite a bit.
If you have any other questions, feel free to ask!
Doing story quests gets you faction rep faster than grinding enemies or doing bounties, so if your goal is to get rep as efficiently as possible, you should just move on to Elite and skip grinding.
The reason you might want to do some grinding now would be if you need something that requires Honored rep to purchase. For instance, if you don't have enough gear to max out your resists with the Elite penalty, you might want to grind Honored in a couple factions so you can buy jewelry augments, which could make the difference.
Remember to buy writs once you hit Honored; they make the grind to Revered much more tolerable.
As for FG, up to you. If you're trying to rush max level as fast as possible, it's probably most efficient to just do the first two quests (unlocks movement runes), then skip the rest of FG and go into elite. But it's also fun to just do all the story content your first time through for the sake of the experience.