Does exactly what the title suggests.
Randomizing Bosses
All boss entries are shuffled, while quest and script related information is preserved to prevent anything from breaking.
Randomizing Enemies
Non-boss enemies, including Heroes, are removed on spawn and replaced with a proxy at their spawn location. This proxy spawns a different random enemy. Enemy rarity is taken into account, as well as the proxy type (e.g., whether it is an ambush).
Randomizing Scale and Shaders / Appearance
Allows you to randomize the scale (height) of enemies within a specified range and apply different pre-selected shaders based on a set chance.
Extra Spawns / Density
Enemies can trigger additional spawns based on a set chance.
Randomizing Items
Randomizes all items either within their rarity or across their entire category. Guaranteed drops become less predictable. For components, this means rare components may become common, and vice versa.
- Example 1: Shuffles all items of each category → For example a common item (a01_hands) will always be replaced by the same legendary item (d015_hands)
- This makes certain uniques very common
- Uniques that replace a common item can roll their affixes
- Example 2: Shuffles all items of each tier/rarity → For example a legendary item (d102_hands) will always be replaced by the same legendary item (d015_hands)
- This makes guaranteed drops less predictable
Randomizing Loot
Adds all unique items to their respective basic loot tables, meaning all uniques can drop anywhere, such as the Totally Normal … items. Additionally, all uniques have a low chance to roll affixes.

Note: The tool is written in Python, and the executable packages the Python interpreter along with all required libraries, which explains its size. Alternatively, you can use the source if you know how to set it up.
Installation guide
- Expansions are required!
- Extract the contents into the Grim Dawn installation directory where the Grim Dawn.exe is located. There should now be a templates folder inside “Grim Dawn/database/”.
- Go to “Grim Dawn/mods/Randomizer/”.
- Start the tool (Randomizer.exe) and customize your mod.
- After the mod files are generated, you will be prompted to open the Asset Manager to build the database.
- Done! Load the mod in-game through Custom Game.
log_bosses.txt and log_items.txt will be generated. The tool automatically reads the previously used seeds from these files.
Tip 1: Running the randomizer tool a second time resets the full mod, regardless of the selected options!
Tip 2: If you encounter any issues related to bosses, you have two options:
- Use the in-game console to spawn in a kill switch: game.give “randomizer/k.dbr”
- Re-randomize the bosses (so the full randomizer) with a new seed.
Tip 3: If you no longer want components to be randomized, simply deselect the option and re-run the randomizer tool using your previous settings (including the same seed). Note that doing this with faction items will re-randomize at least components.
Tip 4: If you have randomized items, keep in mind that re-randomizing them will also change your currently equipped items.
Tip 5: Every randomizer option can be easily removed by running the randomizer tool again, except items, see above.
Merging with other mods (that have a low conflict potential)
- Extract the contents into the Grim Dawn installation directory where the Grim Dawn.exe is located. There should now be a templates folder inside “Grim Dawn/database/”.
- Move the contents of the Randomizer mod folder over to the other mod folder. Do not overwrite.
- Create a backup of the “Grim Dawn/mods/[other mod]/database/[other mod].arz” file.
- Start the tool (Randomizer.exe) and customize your mod. Do not build the database yet (but run the randomizer).
- Run both “Merge with other mod.*” scripts (they have to be where the Randomizer.exe is).
- Copy the created backup .arz file back to where it was.
- Build the database.
Do not randomize huge mods such as Dawn of Masteries or Grimarillion. It won’t work.
New enemies or items won’t be randomized.
I tested assume this works with my Lightweight mod. Great combination by the way, since it speeds up the early game, which might normally be a bit slow with all the randomized enemies.
Scripts for merging with other mods.zip (819 Bytes)
In the old version, you do the randomization process yourself through PowerShell scripts: PowerShell version


