Attention: for the most up to date Grimarillion, please see this thread maintained by Asylum
THE REST OF THE INFORMATION IN THIS THREAD HERE IS OLD AND OUT OF DATE.
Update 07.07.18 60b (v60 required)
ungrim 60b (v60 required)
Update 06.07.18 60a
Update 26.05.18 59b
Earlier versions can be found here:
And latest changes to Grim Quest (1.50)
+Radius increased to 20m.
+Duration flattened to 30 seconds.
+Cooldown bumped up to 15 seconds. (these changes keep it similar in power to skills like BoD)
+Fixed an issue where the skill didn’t have +10 ultimate skill cap.
-Regeneration rescaled. Ultimate level was already at 160 regen before I upped the skill cap, I just rescaled the levels.
+Added Bleeding duration reduction.
-Removed Damage Absorb for poison damage, both flat and percent.
Drain Life - Grasping Dead:
-Removed damage modifier.
+Added additional flat damage and resist reduction.
-Reduced % Damage Absorb.
-Removed flat health regeneration.
-Health regeneration modifier reduced.
-Energy cost reduction reduced.
*Added movement speed slow (25-50%)
*Targeting system updated.
Plague - Fatigue:
-Removed %Health reduction.
-Replaced Total Speed with Attack Speed/Cast Speed slow.
-Target damage reduction reduced, duration of reduction reduced to 1 second (will continue to linger while Plague is in effect, but now ends 1 second after plague’s duration runs out rather than 3 seconds later)
Plague - Susceptibility:
-Reduced Physical resist reduction by 10% at ultimate rank, other ranks adjusted.
*Poof no longer scales with player level, instead it scales with summon rank.
Sprites - Fabrical Tear:
*Removed %Weapon Damage. (has no real effect on sprites, it was leftover from when this modifier scaled on player dmg)
*Fixed an issue preventing the nymph from scaling past rank 20.
Sylvan Nymph - Nature’s Wrath:
*Changed to an attack modifier. Now converts the damage dealt from the Nymph’s basic attacks from physical/pierce to 10-35% elemental/acid. Also modifies the damage dealt from acid/elemental sources.
-Reduced the base aoe and pierce chance since this is now an “always active” attack…
-Removed. Skill has been incorporated into the Kodama.
+Moved to Tier 1.
+Now has the Regrowth skill built in. The Kodama will cast it as frequently as possible (with 1 second minimum cooldown), provided it has mana to cast. The cost is 100 energy, the Kodama has 100 energy, and it takes 8 seconds for the Kodama to regen the mana to cast it again.
-Vengeance of the Kodama debuff had it’s health reduction removed and the OA debuff has been changed from a large % reduction to a smaller, flat reduction similar to Veil of Shadows.
*Reworked, now grants the Kodama %Increased energy regeneration so that it may cast regrowth faster. In addition it will trigger an AOE regeneration when the Kodama heals.
-Added a cooldown since it’s now a skill for the Kodama rather than a modifier to Regrowth. The Kodama will recast it every 14 seconds, the duration will be 4 seconds, and the radius will be 4m around the Kodama.
-Reduced shield amount.
Force of Nature:
-Duration reduced to a flat 20 seconds across all levels.
+Cooldown reduced to a flat 40 seconds across all levels.
+Stomp skill damage changed, no longer has %HP reduction, but the base damage of the stomp has been increased to be 130% of the normal attack’s strength. Also added a movement slow effect for 5 seconds
-Armor reduction removed from the normal attack.
-Root debuff skill reworked. Rather than being a constant, unending immobilize effect and OA/DA debuff for the entire duration of Force of Nature, instead now the tree-thing will stomp the ground, sending out roots in every direction. If these roots hit an enemy, it will trigger the root debuff, entrapping enemies for the duration of the debuff (which should be about 3 seconds now) reducing OA/DA by a flat amount (instead of a high % amount) for the duration as well.
*Now activates passively when hit.
-Duration is 3 seconds, has a 7 second cooldown.
+Reduces damage taken for the duration by a flat amount from all sources instead of just fire/pierce/chaos.
-Fire/physical damage resistance modifier removed.
-Retaliation modifier moved to Earth Attunement.
Heat Shield - Earth Attunement:
+Now has 10-85% to all Retaliation damage.
Storm Nimbus - Electrical Conduit:
+Flat Retaliation Damage rescaled, now scales to much higher values.
Arctic Shell - Heart of Frost:
+Flat Retaliation Damage rescaled, now scales to much higher values.
*Now activates passively when hit.
*Duration is as long as the shield stands. When the shield breaks there is a 20 second cooldown.
+Shield absorbs 200-2500 damage from all sources.
-Cold/Lightning resistance modifier removed.
+Now grants 8-125% elemental resistance.
+Max resistance increased by 3-8% to all sources.
*Adjusted devotions to 184.108.40.206 values.
*Fixed an issue with cannibals missing animations for spears.
*Fixed an issue where hero orbs had an extra chance to drop spears/staves
*Loot tables which contain spears/staves have had quite a bit of work done to them, this is all mostly internal but you may or may not have lost some items if you were using any of these. Sorry! Back up your characters if you have any GQ specific items.
*Many new recipes for Pelanis, the Satyr. All of these new recipes are intended to give the player options for +skills on random gear. The gear may be too strong, maybe too weak. It’s really only intended as a placeholder or leveling gear, I haven’t had much time to actually test it’s efficiency but it should be helpful.
Some things to note with these recipes:
*There is quite alot of RNG involved, so bring lots of scrap and iron.
*Certain items will only have certain types of affix ranges. Staves can reach +3 to [mastery] skills, rings, belts, medals, and chest armors can only reach +1. Helmets, amulets, offhands, and implements can reach up to +2.
*Hybrid affixes will provide +1 to [mastery1] and +1 to [mastery2], this is an absurd amount of RNG and is kind of rare, but it should provide players with something to throw money at. Crafting == Gambling These hybrid affixes might be the weakest of the bunch that I’ve added seeing as they only add mastery skill bonuses, but I may consider buffing them, not sure. These hybrid affixes are only available on offhands, medals, chest pieces, and belts.
Eye of the Heavens:
*Fixed an issue with this artifact preventing it from being cast.
*Removed the chance for fumble and instead gave it 33% chance to freeze for 1-2 seconds.
*Autocasts on attack now.
*Added staff/spear weapon qualifiers to all AOM Seal components.[/spoiler]
and also see here for current hotfix:
adoomgod, ASYLUM101, Ceno, Elfe, Gimer, tt300and jiaco have combined their efforts to bring to you Grimarillion, the Union of Cornucopia, Grim Quest, Zenith, Diablo3Grimmest, Autopickup (also known as the “People are Lazy” mod), Reskilland Stashermods. Kathanious probably would try to do more if we let him and thanks go to Matougi for translation work and feedback.
What this means precisely is that we start with Cornucopia, which includes a myriad of modifications of the base (aka vanilla) game. Add in the additional Masteries from Grim Quest (Titan Quest/Soulvizier Masteries) and Zenith (a future, stand-alone complete game modification). Then we also add in the enhanced spawns from Grimmest and the ability to Autopickup components and crafting materials (PeopleAreLazy). Ceno’s Reskill and Reforge mods are also included and there is an optional ‘S’ version with tt300’s Stasher mod. Together, we have a small collection of mods all integrated into a single mod. Each individual mod is 99.99% preserved. All save games made in Grimarillion should remain future compatible. If you want to play Cornucopia + Grimmest, you can play Grimarillion. If you want to play GrimQuest + Grimmest, you can play Grimarillion. If you want to play Zenith + Grimmest, you can play Grimarillion. You do not need all these mods separately. Just download and play Grimarillion, and we will keep this union-mod updated as the individual pieces get released.
(Thanks to Asylum for both the artwork, the dbr-wiring and the gif of mastery selection)
(0.5.5S - With Stasher but READ THE WARNING)
If you have low resolutions, you might not be able to see the entire stash. If you use the stasher mod and place items in the larger UI geometry, and then attempt to use this stash without the stasher mod, you will loose the items. IT IS POSSIBLE TO LOOSE YOUR STUFF IF YOU MESS UP. There will be a period of time after game updates where you might not be able to access your stash as you wait for the mod to update.
First major change is Ceno’s Reskill (vanilla) has been integrated. Hopefully, v056 will have the Reskill mod based on Cornucopia.
Additionally, spears and staffs have had their attribute requirements removed, to correspond to Cornucopia changes for the rest of the items.
I did not however, adjust ZE and GQ legendaries from 50 to 65, at least not for this version.
I also implemented a single Grimmest 2.0 encounter for testing. For anyone curious, go see Ravna. I suspect that this might be well and borked in MP (but I know how to fix that and will for next version).
Previous versions below (just in case, you should normally want the latest version above):
Extract the .7z archive somewhere. This will normally result in the following subfolder structure:
Move or copy the grimarillion folder, without the _version, contained within to the ‘mods’ folder. Go ahead and create this folder first if it does not already exist in the installation directory for Grim Dawn.
For Steam the results should look like:
Steam/steamapps/common/Grim Dawn/mods/grimarillion/database Steam/steamapps/common/Grim Dawn/mods/grimarillion/resources
When in game, and selecting from the Custom maps menu, if you do not see “grimarillion ~ World001.map” then something is not right, no need to play until you see “grimarillion ~ World001.map”.
Hopefully this animated gif can help if you are not sure or have problems:
- Slightly-tested version, less Grim, no -est. Just -y.
We do not expect them because we do this for our own enjoyment. Each modder may or may not have a paypal link on their individual mod’s thread. If you want to donate, feel free to check the above links for each modder.
For those that have donated, THANK YOU. I never knew how good it would feel until it happened.
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