Mastery limit updated! Can’t wait, I’m feeling so giddy at the possibilities. 
ok can i do it after the next version then?
15 mastery combos in Grim Dawn
36 mastery combos in Titan Quest: Immortal Throne
105 mastery combos in Grim Quest!
My head :rolleyes:
base 6
+cftx 3
+somerled 1
+asylum 9
=19 masteries that are pretty much ready to use
combinations = 190 combinations if i am doing my math right and if you include solo masteries
Epic item Soul’s Touch has a +1 to Tag not found.
EDIT: Actualy, after the 1.0.0.4 all items with +1 to vanila skills displays the same. Dont know if that is helpfull as an info to report.
The mod uses the “slots” so to speak of the original 6 masteries, which could be why that is occurring. The version I plan to release with all the fixes etc should resolve this as I gave it some compatibility changes for additional masteries. I’m sorry it’s taking so long but I don’t get paid to mod and I work a lot.
Im anticipating it but no need to be sorry, life is a bitch
I hope you release it it as soon as you can.
Thanks for all your work on this, Asylum. I’m fine with the skill gear being broken for now, that’s a lot of itemization work and there’s so many other ways the juxtaposition of the two gamespaces is fun to play with that we have plenty to keep us busy.
The big one I’m waiting for is having all 15 masteries to choose from! I hope the new patch makes this not only possible but reasonably straightforward to implement without too much rejiggering. Good luck!
do you have an ETA on the new version (the one you will allow to merge with dail.)
only reason i cant play this is because vie gotten used to the larger stashes and other featurues of the dail mod and i simply cant go back .
. so the only chance ill get at your beautiful mod is when it gets merged into dail. not rushing , just wondering if there is any eta as of yet on when the mergeable version might be ready.
What he said i want that too
im downloading grimquest and grimmestquest and im curios about both (and about the diffrence)
as i read in the startingpost hunting is broken since there are no spears and bows. Im okay with the swords, same as spear just faster (if onehanded). But to be close to the original the Crossbow would fit much better then the guns.
Can’t tell the game to specify between the two. Doesn’t work that easily.
@ASYLUM101 Will you include the latest changes in your next version? I think yesterday TQ received a new patch.
Yeah, expect more delays, lol
I hate you haha, if you need a tester to speed things up and in general if you havent and you want one, let me know.
Lol, sorry! The wait will be worth it, trust me.
For now here is a link to the TQ beta patch notes
http://titanquestgame.com/pcchangelog/TQ_Beta_Patch1.23_ChangelogFull.txt
and what I think of them and plan to do with them in Grim Quest:
TLDR: More changes are coming, TQ masteries will be tweaked a bit more. 
SPIRIT MASTERY
Death Ward:
- Now also grants 3 seconds of Damage Absorption, increasing with level
In my opinion, this is nowhere enough to make the skill valuable and worth more than a single point. The thing has a 5 minute cooldown! And for what, 300 health heal and a little damage absorb? In GQ I have lowered the cooldown to 30 seconds and bumped up the heal by quite a bit. I added a little damage absorb too since it’s only for 3 seconds, shouldn’t be gamebreaking.
Enslave Spirit:
- Cooldown is shortened by 9 seconds with every level
- Lowered Duration gains per level by 1-2 seconds
|As converted monsters tend to die quickly to their former peers, longer control duration alone was not an attractive upgrade.
|Now the skill’s development focuses on letting you Enslave more often instead.
Interesting change, could work out and be cool.
Dark Covenant
- Added new activation effect
- Augmented aura effect with one corresponding to the icon
Ok, not much to say.
Spirit Ward:
- Adds an extra 1% protection from Undead per level
- Added new activation effect
- Improved aura effect
Well in GQ I added aether corruption dmg as well, so I have actually LOWERED the damage gained/absorbed.
Spirit Ward - Spirit Bane:
- Damage to Undead now scales from +20% to +119%
Same as above. This change was to increase the scaling, from 33 - 75(ult) and make it way better but this seems a little crazy.
Liche King:
- Fixed 60s wait time on Death Nova
- Tweaked general use of skills
- Improved animations and death effect
- Added new Soul Blight explosion effect
I already fixed the wait time, and I’ve been using my own soul blight adaptation effect, not sure if the TQ one is improved I will have to see.
Liche King - Death Nova:
- Adds an extra 1% Life Reduction per level
- Improved Sound
Ok, slight buff. Can be done for GQ with no balance issues I think.
Liche King - Arcane Blast:
- Mana cost reduced by 67%
- Projectiles carry all damage bonuses
|In spite of it being a good skill, people tended to avoid Arcane Blast so the Liche could conserve its mana for Soul Blight.
|This change alleviates this issue while also making up for the lack of bonus damage effects on the primary attack.
Agreed! This is a good change! Carrying damage bonuses is a little meh, it’s not like the liche has a weapon or anything but I guess this is for things like Earth Enchantment or the newly buffed Storm Nimbus.
Life Drain:
- Adds an extra 10 Vitality Damage per level
I may change what I have done to this because what I did was probably overkill. I gave it a scaling cooldown but … it’s probably way too strong since it heals too…
Summon Outsider:
- Reduction to Enemy’s Health on Ether Strike now scales with level, from 30-49%
Eh, just makes the outsider more valuable. I lowered the cooldown to be 1 minute (rather than 6…) so I think I won’t bother.
Vision of Death:
- Changed Damage Reduction from absolute to % based
- Chance to Fumble was expanded to include ranged attacks
- Made Chance to Fumble durations scale along with Damage Reduction duration
Good changes, I will include them.
Circle of Power:
- Now spawns a Spirit Totem with a 6m aura
- Does no more damage to Undead
- 60 second cooldown
- Grants +100% Vitality Damage
- Grants +100% Life Leech
- Reduces Recharge times by 15-60%
- Reduces Energy Cost by 15-60%
- Increases Casting Speed by 15-60%
- Added new effects
- Updated description
|Circle of Power was probably the least used skill in the game, with Spirit Ward / Bane already being better in the same role.
|We took the opportunity to completely redesign that “power” into a buff for spellcasters who stand their ground, especially
|in combination with the Life Drain spell.
Agreed, this skill was worthless. My change was to simply change the damage to target specifically undead to dealing vitality in an aoe and double to undead. However… this change is freaking awesome!!! I will try and get this into GQ, this is going to be the Spirit equivalent of the Battle Standard.
Ternion Attack:
- Now modifies all damage types on the projectiles
Ooof that is a big nerf!
This causes all damage types even those that are not elemental to be reduced by ternion attack. The skill is already extremely punishing at early levels… I might include this change as well but I am going to keep my own changes which make it stronger/easier to manage at early levels but keep its power scaling.
Ternion Attack - Arcane Lore:
- Mana cost increases by 1 per level rather than 0.5
Ok.
EARTH MASTERY
Volcanic Orb:
Increased radius by 0.5m (to 3m)Volcanic Orb - Conflagration:
Increased radius by 1m (to 4m)Volcanic Orb - Fragmentation:
Reduced radii by 1m (to 2m)|Some extra tweaks for both balance and logic, as the fragments should not have a bigger explosion radius than the Orb itself.
Ok, makes senese. This adds quite a bit of power to the orb and makes it feel a little less wimpy and reliant on fragmentation to be a powerhouse Earth spell.
DREAM MASTERY
|Dream is already a well-rounded mastery except that some of its damage numbers are off the charts compared to all others.
|And as with Earth and Warfare, the new Strength scaling benefits the Physical Damage on abilities.
It is a well known fact that Dream outperforms every other class in TQ, with strength scaling it just furthers this. In GD, Cunning should scale those stats and should result in a similar position, so most of these changes will still be relevant.
Premonition:
- Gives 15+16/level OA and DA instead of %
Ok. This is something I had already done with the changes from the other patches from beta TQIT.
Distortion Wave:
- Total slow effect now scales with level from 15%-60%
Slight nerf to early levels, but a buff to later ones. Not a bad change, gives the skill more reason to be invested into.
Distortion Wave - Chaotic Resonance:
- Now adds more direct Physical Damage (same amount as the base skill) instead of giving +%
I think this is an all around buff. With max points in base and maxed CR, you get 165 * 1.56 = 257.4 dmg, with the change, you’ll get 257. Basically the same, but the base is almost 100 more in the new skill because of CR, so all scaling stats will scale way better. (strength/cunning, physical damage, total, etc)
Distortion Wave - Psionic Immolation:
- Electrical Burn Damage reduced by 20%
Was well known to be insanely strong, as were all EBD damage sources.
Psionic Touch - Psionic Burn:
- Now slows enemy movement speed by 9-58% for 4 seconds, increasing with level
|Another buff meant for bow or staff users, but also useful to melee fighters who use the DoT tactically.
This is a weird change and it feels unnessary. I’ll probably add it anyway though.
Phantom Strike - Dream Stealer:
- Physical Damage bonus reduced by 40%
As mentioned above, with strength scaling functioning way too well, some skills had to be brought down. Dream Stealer was already obscenely strong. Nerf warranted.
Distort Reality - Temporal Rift:
- Electrical Burn Damage reduced by 33%
- Petrification duration increases by 0.25 seconds less per level
Yep, EBD is op, nerf was expected. Petrify duration was pretty broken too.
Distortion Field:
- Added % Damage Absorption at half the amount of the absoulte Absorption
This skill was almost as unused as Circle of Power, this change will make it a pretty powerful damage negation option.
Nightmare - Hypnotic Gaze:
- Now also causes 6-50% Reduced Resistances for the duration of the Confusion
Well, single target confusion was ok and all for one point but now there’s a reason to max it! Great idea!
NATURE MASTERY
Plague:
- Now does regular Poison damage rather than Instant Poison
Yep, I’ve already done this. Was a logical change.
Plague - Fatigue:
- Uses Reduced Damage rather than giving a negative Physical Damage bonus
Good move, I think I haven’t done this yet, will have to do it.
Regrowth - Dissemination:
- Slightly adjusted scaling to be congruent with that of Regrowth (at 75%)
Ok… A rank 12 Dissemination is losing ~275 points of healing. It’s not a game breaker.
Sylvan Nymph:
- Default attack Maximum Damage increases by an extra 2 per level
- Default attack %Life Reduction increases by 0.1 per level
More DPS for the nymph. Her damage was always pretty lackluster, all these buffs for her are great.
Sylvan Nymph - Overgrowth:
- Absorption amount now scales from 78 to 873
- Added Mana Costs scaling from 8-53
- Improved effect
- Added individual cast animation
- Further improved casting behavior
Very nice! The scaling is HUGE. The old “max” level was 170, ultimate was 204. The new value is FOUR times higher. That’s awesome! Mana cost is meh, it’s nothing. Cast updates are cool. I have to see what that entails but it’s probably all good. Definitely doing this.
Sylvan Nymph - Nature’s Wrath:
- Elemental Damage increases by an extra 2 per level
|A bit on a one-point wonder with her inherently life-reducing attacks and high rate of fire, there was too little incentive
|to invest into the Nymph herself. - Or into Overgrowth, which now has a much more noticable effect.
I always loved Nature’s Wrath, and I had already buffed this a bit, now will put this change in as well.
Heart of Oak - Tranquility of Water:
- Activation chance increased to 9% per skill level
Ok change. Before it was 8 + ~4 per level (max of 28%) , so now I am guessing it is 8 + 9 per level, bumping that max to 62% at rank 6. I have to check the files but that’s…insane. 62% chance to reduce costs by half???
Regrowth - Accelerated Growth:
- Cooldown reduction now scales from 18% to 80%
- Also reduces base cooldown directly by 0.33 seconds per level
So messy… why is this down here, lol. Anyway, scaling before was 18 - 90, but with the cap for cooldown reduction it could never reach the power level it had prior to the TQ beta patches. So this should give Regrowth the power it once had and put the dedicated pet/party healer back in the game.
Briar Ward:
- Thorns skill now scales through 20 levels instead of 6
FINALLY. Lol. I had already done this and probably made the retal a bit too powerful tbh but I mean really, the skill does little else before you get sanctuary, it SHOULD do some damage.
Briar Ward - Stinging Nettle:
- Poison Retaliation increased by 100%
Yup. Already done that. Needed this change for YEARS.
Briar Ward - Sanctuary:
- Now reduces Energy Costs (as stated in the description) rather than giving +% Energy Regeneration
- Grants 10-32 Life Regeneration rather than giving +% Life Regeneration
|The Briar Ward was not used much outside of zero cooldown builds. Between the fixed life values and these new buffs,
|which pick up Natue’s themes of healing and Energy Cost Reduction, it can now be the thorny sanctuary it should be.
I’ve lowered the cooldown to one minute (down from two), to me the cooldown of this spell has been so extremely long, it’s unfair for players who don’t focus on cooldown reduction or abuse Refresh. Reduced energy costs and flat life regeneration… interesting changes. I suppose it’s not bad, but I will probably put way more regen than what is described here, 32 life regen in GD is nothing. I’ll probably end up putting triple that, on par with Blood of Dreeg.
any plans on adding extra skills for lv. 40, 50 tiers?
Great changes overall!
Plans, yes. I want to.
Ideas, no.
I might take a few references from UL/SV since a few people want me to convert that to GD. Buuut I was not so sure about that so Idk.