Hello, as a player I always pick the pet-class first regardless of game. With Grim Dawn I wanted more “pets” while I lazy back and enjoy the show. The mod might look simple at first but was actually very hard to put together.
Only works for Grim Dawn Forgotten Gods - v1.1.3.0 (as far that I know)
Install instructions
- To install just go to your Grim Dawn folder and unpack the mod in your “mods” folder i.e. Grim Dawn\mods
- To actually “use the mod” in-game do as follows:
- Start the game > Main Campaign > Custom Game > petpatch (accept)
- Create Character > Start
This is what the mod brings to the table
In a nutshell, the mod boost all classes “Summon Limits” where applicable from 1 summon to 3 (in some cases even more). All summon recharge timers are lowered to 5 seconds. Furthermore, all summons that only lived for X seconds have become “permanent”. In a few cases 1 target summons have been upgraded to summon up to their “Summon Limits” in one casting.
In Pet Patch - v1.3
- Necromancer: Added pet tracking to Summon Blight Fiend
- Necromancer: Removed summon timer from Unstable Anomaly.
- Shaman: Added pet tracking to Wind Devil
In Pet Patch - v1.4
- Occultist - Summon Familiar have now a “Summon Limit” of 6, and will now summon 3 pets per cast.
- Occultist - Summon Hellhound now have a “Summon Limit” of 6, and will now summon 3 pets per cast.
In Pet Patch - v1.5
- Occultist - Summon Familiar now have a “Summon Limit” of 4, and will summon 4 pets per cast.
- Occultist - Summon Hellhound now have a “Summon Limit” of 4, and will summon 4 pets per cast.
- Necromancer: Undead Legion summon reduction timer normalized at final stage to 1.0
- Necromancer: Unstable Anomaly summon reduction timer normalized at final stage to 1.0
In Pet Patch - v1.6
- Demolitionist - Mortar Trap, Lives for 60 seconds, summon limit of 3, 1 second skill recharge
- Demolitionist - Thermite Mine, Lives for 60 seconds
- Occultist - Sigil of Consumption, 60 second duration
- Nightblade - Blade Spirit, 4 Summon Limit, and will now summon 4 pets per cast.
- Shaman - Wendigo Totem, Lives for 60 seconds, summon limit of 3, 1 second skill recharge
- Shaman - Storm Totem, Lives for 60 seconds, 1 second skill recharge
- Inquisitor - Inquisitor Seal, Lives for 60 seconds
- Necromancer - Call of the Grave, 5 second skill recharge, 60 second duration
- Oathkeeper - Resilience - Active for 60 seconds
- Oathkeeper - Ascension - Active for 60 seconds, 5 second skill recharge
In Pet Patch - v1.6.1
- Demolitionist - Mortar Trap, Lives for 60 seconds, summon limit of 6, 1 second skill recharge
- Occultist - Sigil of Consumption, 20 second duration, 1 second skill recharge
- Necromancer - Call of the Grave, 5 second skill recharge, 5 minute duration (the NERF-bat is watching this one very carefully)
In Pet Patch - v1.6.2
- Shaman: Dust Devil will summon 3 pets per cast.
- Necromancer: Raise Skeletons will now spawn more powerful Arcanists and Revenants more common at higher skill levels.
In Pet Patch - v1.6.3
- Necromancer - Call of the Grave, 5 second skill recharge, 24 hour duration
- Necromancer: Raise Skeletons are now using my own spawn table design. At middle skill levels only Arcanists and Revenants will spawn, and near max skill level the Revenants (armored tanks) will predominantly spawn.
In Pet Patch - v1.7
- Soldier - Menhir’s Will - Active for 60 seconds, 1 second skill recharge, activates at 40% HP
- Soldier - Overguard - 24 hour duration, 5 second skill recharge.
- Soldier - Markovian’s Defence - cooldown bonus removed due to changes on Overguard
- Soldier - Counter Strike - Active mana cost removed, Activation chance 50%, Energy reserved removed
- Soldier - Fighting Spirit - Active for 60 seconds, 1 second skill recharge, Activation chance 50%
- Soldier - Oleron’s Rage - Is no longer an Exclusive Skill.
- Soldier - Menhir’s Bulwark - Is no longer an Exclusive Skill.
- Soldier - Field Command, Energy reserved removed
- Demolitionist - Blast Shield, Active for 60 seconds, 1 second skill recharge
- Demolitionist - Vindictive, Active Energy Cost removed, Energy reserved removed, 1 second skill recharge
- Demolitionist - Flame Touched, Active Energy Cost removed, Energy reserved removed
- Demolitionist - Temper, Active Energy Cost removed, Energy reserved removed
- Occultist - Possession, Is no longer an Exclusive Skill.
- Occultist - Bonds of Bysmiel, Active Energy Cost removed, Energy reserved removed
- Occultist - Manipulation, Active Energy Cost removed, Energy reserved removed
- Occultist - Blood of Dreeg, 24 hour duration, 5 second skill recharge
- Occultist - Solael’s Witchfire, Active Energy Cost removed, Energy reserved removed
- Occultist - Second Rite, Active Energy Cost removed, Energy reserved removed
- Nightblade - Veil of Shadows, Energy reserved removed
- Shaman - Stormcaller’s Pact, Is no longer an Exclusive Skill.
- Shaman - Primal Bond, Is no longer an Exclusive Skill.
- Shaman - Mogdrogen’s Pact, Energy reserved removed
- Shaman - Heart of the Wild, Energy reserved removed
- Shaman - Enboldening Presence, Energy reserved removed
- Arcanist - Iskandra’s Elemental Exchange, Energy reserved removed
- Arcanist - Overload, Energy reserved removed
- Arcanist - Elemental Balance, Energy reserved removed
- Arcanist - Maiven’s Sphere of Protection, Active Energy Cost removed, Energy reserved removed, -5% Damage Reduction Removed.
- Arcanist - Conversion, Active Energy Cost removed, Energy reserved removed
- Arcanist - Arcane Will, Active for 60 seconds, 1 second skill recharge
- Arcanist - Mirror of Ereoctes, 24 hour duration, 5 second skill recharge
- Arcanist - Reckless Power, Is no longer an Exclusive Skill.
- Arcanist - Star Pact, Is no longer an Exclusive Skill.
- Inquisitor - Inquisitor Seal, 1 second skill recharge
- Inquisitor - Aura of Conviction, Is no longer an Exclusive Skill. Energy reserved removed
- Inquisitor - Aura of Censure, Is no longer an Exclusive Skill. Energy reserved removed
- Inquisitor - Rune of Hagarrad, 1 second skill recharge
- Inquisitor - Rune of Kalastor, 1 second skill recharge
- Inquisitor - Deadly Aim, Active for 60 seconds, 1 second skill recharge
- Inquisitor - Bursting Round, Activation chance 50%
- Inquisitor - Chilling Rounds, Activation chance 50%
- Inquisitor - Storm Spread, Activation chance 50%, 8 Projectiles
- Necromancer - Reaping Strike, Activation chance 50%
- Necromancer - Necrotic Edge, Activation chance 50%
- Necromancer - Master of Death, Is no longer an Exclusive Skill.
- Necromancer - Harbringer of Souls, Is no longer an Exclusive Skill.
- Necromancer - Spectral Binding, Active Energy Cost removed, Energy reserved removed
- Necromancer - Spectral Wrath, 1 second skill recharge, Active for 60 seconds
- Necromancer: Raise Skeletons will always spawn Arcanists and Revenants, however at middle skill levels only Arcanists and Revenants will spawn 50% each in RNG each summon (we don’t want the normal skeletons/archers at this point)
- Oathkeeper - Smite, Activation chance 50%
- Oathkeeper - Divine Mandate, Is no longer an Exclusive Skill.
- Oathkeeper - Path of the Three, Is no longer an Exclusive Skill.
- Oathkeeper - Ascension, 24 hour duration, 5 second skill recharge
- Oathkeeper - Presence of Virtue, Energy reserved removed
- Oathkeeper - Haven, Energy reserved removed
- Oathkeeper - Rebuke, Energy reserved removed
- Oathkeeper - Resilience, 1 second skill recharge, Activates at 70% HP
In Pet Patch - v1.7.1
- Implemented all talents that where missing in 1.7 version (sorry about that, it was very late at night when I made the release)
Since the game is not balanced against the above mentioned “summon changes” I have compensated by increasing the monster density x6 and boosting the enemy hero spawnrate a bit.
Important: - I understand my vision of “monster density” do not go well with all people. I have now posted 3 alternate editions under Miscellaneous. There you can get a version with zero monster density/hero tweaks, and a version with x3 mob density and finally one with x10 that is meant for MP. These versions will naturally be “updated” less often than the main mod.
Download at: Nexus