Yea while it’s channeled there should be a beam. It might not show immediately I think I remember the skill being kinda weird, try it on a dummy. If it doesn’t work I’ll have to check it out.
Nope, it’s working. Tried it on a dummy and there is a beam so it’s fine. 
What happened with tagItems? Is this the D3 tag file for the uniques?
Digging up some posts that I forgot to reply to…
I’ll think about it, but I’m not sure that Warfare really is missing much for even a 2h build. If anything I’ll see if I can adjust the wps that exist but I’m not adding more. If the animations are compatible maybe I can do it and adjust the tags, otherwise… sorry.
I’m curious to see how well some of the Warfare transmuters actually work. Those were kind of just things I winged since I had no idea what else to add.
Dunno, Defense mastery already has quite a lot of WPS, adding 2 more would seem to be overkill. As it stands, with 3 shield wps and 1 melee wps (axe or hammer) you can hit 80% chance. On a single mastery, that is a ton of wps. Even nightblade who is supposed to be a dual wield class can only reach 80% excluding the dual wield skill. Inquisitor can only reach 60% excluding the dual wield. Soldier/Shaman/Necro only reach 50% on their own. I’m thinking if you want more weapon proc, you’ll need to take another class with wps.
Maybe add 1 similar 2h-only WPS like Upheaval from Shaman tree as t8-t9? Gonna be amazing addition to Warfare 
That would be highly appreciated. It would be nice to have some more 2h-melee skills in Grim Quest masteries. As it is right now, IMHO, with Rogue, Warfare, Defence and Hunter it is possible to create insane combinations with 1h weapons, but not so much with 2h ones.
Anyway, thank you for your answer!
In v60 some set items of D3 were added to tagitems. So I just added (S) to those set items.
I thought of various other things that I should do, but that was all I did in the end.
that screenshot was a (not intended) bug report, thanks 
Don’t know if already known but:
v60b does not only require v60 but also v59b. [Only ungrim, regular version works fine]
Installing it without v59b results in all additional masteries missing.
However, installing v59b+v60+v60b (ungrim) leaves the game quite grim 
Would it be possible to remove all of the drop changes and just have the increased mob spawns etc? I’m not using any of the added classes
I’m afraid ungrim is no longer ungrim after last update. Multiple mobs, bosses and heroes just like in basic version. It’s fun, of course, but too hard for my PC. Fix it, please.
There’s no way to craft GQ mastery on 2handers atm, right? Also, Satyr had GQ/ZE versions of some vanilla items, but now they’re gone, is this intended?
Hey there guys. The mod is awesome!, however I’d love to see few fixes, if it’s possible 
NECROTIC
- Primordial Transfer affects only one enemy (should 6 meter area). And requires stopping casting anything else and pointing exactly on the enemy. Many times, during hard fight, Primordial Transfer simply doesn’t work.
- I use Obsidian Tremors as a main skill (Necrotic lvl 20) and I get huge life regen. Don’t have a clue where from? Obsidian Tremors restore life for dmg percentage? There’s no information about it in a description of the skill.
- Leech Grenade percentage chance for -100% skill recharge doesn’t seem to work. Hasn’t happen to me once.
SKELETON
- Deathchill Aura is graphically too visible, too big, has too much opacity. When turned on, I cannot see who I fight against.
Thank U!
Necrotic: First and foremost, any bugs/issues you find for necrotic probably won’t be fixed any time soon at all, Ceno told me he has no intentions to work on Zenith until after the next expansion, if ever.
- Ceno says it’s intended.
- Necrotic mastery has life leech.
- Dunno.
“Skeleton” (I assume you mean spirit…)
- lower your graphics I suppose, I have no intentions of redoing the fx, too time consuming for that particular spell.
No, shit happens when you compile multiple mods together.
Dunno, like I said above, shit happens with compilations. Maybe next time I’ll get it right, til then just try different database folders from previous Ungrims until it works. 60b, 60a, 60, or 59b. You might lose out on the new stuff but you can play.
Well, I’ve looked into it a bit, and the conclusion is : No, I cannot make dw-only skills also work with 2h weapons. I can open up the WPS to ALL melee weapons (except spears), but then you’d have weird animation issues with 1h weapons since they do not have the same animations. I mean, maybe it can be done? But to have that dual wield tree opened up to 1h, 2h, or DW seems a bit much. What I do want to do is to rework Wardance into an Upheaval like skill as you guys suggested, maybe that’s all I will do if I have the time to mess with it.
Thank you for answer. Mod works fine with ungrim 60 + 60a + 60b without database’s upgrade.
I want to thank everyone that’s contributed to Grimarillion’s maintenance and development of its components. Like Synergies for TL2, it adds the madness and supplemental features that take Grim Dawn from being a fun time to a wild time. Thank you to everyone that’s made it possible.
Not sure if this is caused by the mod, but I’ve encountered a really irritating bug several times. It happens when you enter any boss area with “gates”. For example, the Womb in the Fleshworks where you have to fight against Krieg. When you kill the area’s boss the game doesn’t seem to aknowledge that and doesn’t open its “gates” which can not be opened by the player once he enters the area. And this forces you to either restart the session or escape via rift (which isn’t possible in Skeleton Key dungeons - yes, this bug also occured in Feral Thicket so I had to restart the game and go through the whole zone again).
Also, killing Krieg in the Fleshworks should allow you to burn the Womb. Howerer, the detonation site does not show up and Krieg also doesn’t drop his note when killed.
Having an issue getting ungrim to work. I am sure many enjoy it but while leveling not being min maxed and stuck in a room with wall to wall mobs and 2 wardens is not enjoyable.
I downloaded ungrim60 and overwrote it with the 60B update. When creating a character no grim checkmarks (veteran renamed) option were checked I am still getting too many npcs.
The class pack, stasher, and loot options are quite nice I appreciate all the effort you have put in.
Maybe that’s a really unpopular opinion, but in comparison with Vanilla, D3 and Grim Quest, Zenith’s masteries seem a bit… Underwhelming right now? Aside from Outrider the rest of them feel unfinished or/and not quitely balanced (that’s just my opinion, I do not state that this is a fact). Are there any plans on improving those masteries or maybe even replacing them with some others?
I know that Ceno said he’s not planning on doing any modding for now, but still.
Stalker from Cataclysm mod, for example. We need aether shooter, aether bullets with aether fragments.
Is there any possibility?