a lot of them are great, but the power gap between the good ones and bad ones is super egregious
THE GOOD
SEAL OF BLADES
10 Piercing Damage
5% of Attack Damage converted to Health
30 Bleeding Damage over 3 Seconds
+50% Pierce Damage
+50% Bleeding Damage
Granted Skills
Whirling Blades (Granted by Item)
At your command, whirling blades spin around you, shredding all foes who come too near. This ability must be toggled to maintain its effect.
5 Meter Target Area
144 Piercing Damage
100 Bleeding Damage per Second
15% Pierce Resistance
Increases Armor by 8%
amazing item, tons of lifesteal without having to convert to vitality, and the aura is super useful with its free armour and resistance, no-brainer on a lot of builds
SEAL OF CORRUPTION
11 Aether Damage
+50% Lightning Damage
+50% Aether Damage
+50% Electrocute Damage
10% Physical Damage converted to Aether Damage
+3% Offensive Ability
Granted Skills
Aether Corruption (Granted by Item)
Corrupting Aether energy rips through your foes, rapidly spreading corruption among your enemies.
115 Energy Cost
5 Second Duration
92-200 Lightning Damage
165 Aether Damage
-25% Attack Speed
-25% Casting Speed
-8% Lightning Resistance
-8% Aether Resistance
this is so astonishingly overtuned, giving 3% OA and 8% resist shred on a component is so far outside the realm of anything else in the game that i really don’t understand it, and it’s not like aether builds need the help. it’s even best in slot for some lightning-related builds who can do more with 3% oa and the resist reduction than they can with the 10% conversion. components like this wouldn’t be so outrageous if every seal had something at least relatively similar in power level, but they really don’t
SEAL OF RESONANCE
10 Elemental Damage
+50% Aether Damage
+50% Elemental Damage
10% Physical Damage converted to Elemental Damage
+160 Health
Granted Skills
Arcane Resonance (Granted by Item)
Your mastery over the arcane shields you from debilitating effects. This ability must be toggled to maintain its effect.
300 Energy Reserved
15% Sleep Resistance
15% Reduced Stun Duration
15% Reduced Freeze Duration
15% Reduced Petrify Duration
15% Reduced Entrapment Duration
Bonus to All Pets
15% Sleep Resistance
15% Reduced Stun Duration
15% Reduced Freeze Duration
15% Reduced Petrify Duration
15% Reduced Entrapment Duration
Required Player Level: 75
Item Level: 75
another amazing one full of oodles of juicy tertiary resists alongside a bit of health and some damage. usable by lots of different builds.
SEAL OF MIGHT
13 Physical Damage
+50% Physical Damage
+50% Internal Trauma Damage
+50% Bleeding Damage
25% Aether Damage converted to Physical Damage
+160 Health
Granted Skills
Presence of Might (Granted by Item)
You shrug off the blows of your opponents with ease. This ability must be toggled to maintain its effect.
300 Energy Reserved
4% Physical Resistance
12% Pierce Resistance
12% Vitality Resistance
12% Bleeding Resistance
Bonus to All Pets
4% Physical Resistance
12% Pierce Resistance
12% Vitality Resistance
12% Bleeding Resistance
another great component buttressing multiple different aspects of your character. the ever-useful phys resist, some other important primary resists, some health, some damage, and some aether to phys which is at least somewhat interesting (though i don’t really understand why 100% conversion for aether to phys, 50% in total isn’t exactly build-enabling)
SEAL OF THE VOID
2-19 Chaos Damage
+50% Fire Damage
+50% Chaos Damage
+50% Burn Damage
10% Physical Damage converted to Chaos Damage
+4% Casting Speed
Granted Skills
Burning Void (Granted by Item)
By enveloping your weapon within the destructive forces of the Void, you can unleash its power upon unsuspecting foes with a calculated blow. When used with a ranged weapon, the projectile will explode upon contact. Can activate with all default weapon attacks.
16% Chance to be Used
3 Meter Radius
150 Degree Attack Arc
3 Target Maximum
130% Weapon Damage
122 Fire Damage
65-142 Chaos Damage
Knockdown target for 1 Second
WPS, especially those granted by items, make for one of the most interesting elements of grim dawn. there’s a noticeable paucity of them in the expansion, but the change to this component was a fantastic step forwards. the juxtaposition of cast speed and a WPS is a bit questionable but i guess attempting to make it palatable to casters as well as attackers is an interesting idea
SEAL OF BLIGHT
9-12 Vitality Damage
+6% Crit Damage
+50% Acid Damage
+50% Vitality Damage
+50% Poison Damage
+50% Vitality Decay
10% Physical Damage converted to Vitality Damage
Granted Skills
Acid Purge (Granted by Item)
Unleash a continuous spray of vile acid from your hand to melt your foes, so long as you maintain focus.
291.7 Energy Cost per Second
0.3 Second Skill Recharge
28% Weapon Damage
100-205 Acid Damage
166 Vitality Damage
950 Poison Damage over 5 Seconds
+25% Crit Damage
super cool item, and seemingly the only one with a skill that’s usable as your main attack. going full vit with blood orb is a great interaction, and while the stats on the component aren’t stellar the skill is cool and unique, which elevates it considerably
SEAL OF THE NIGHT
11 Cold Damage
+50% Pierce Damage
+50% Cold Damage
+50% Frostburn Damage
10% Physical Damage converted to Cold Damage
+3% Offensive Ability
Granted Skills
Chillspikes (Granted by Item)
Hurl conjured spikes of pure ice to pierce your foes.
88 Energy Cost
5 Projectile(s)
55% Chance to pass through Enemies
24% Weapon Damage
116 Piercing Damage
106-184 Cold Damage
525 Frostburn Damage over 3 Seconds
+35% Crit Damage
this one isn’t great but it’s still far enough above the remaining ones that it didn’t feel right to make a middle tier just for it. the 3% oa is great but the granted skill is completely senseless, both because it’s not really workable as a main skill and because the skill its an ersatz version of already uses the same damage types. am i missing something?
THE BAD
SEAL OF SHADOWS
8-13 Acid Damage
+50% Pierce Damage
+50% Acid Damage
+50% Poison Damage
10% Physical Damage converted to Acid Damage
+4% Attack Speed
Granted Skills
Biting Blades (Granted by Item)
Hurl a blade coated in caustic acid that spirals outward away from your position, piercing through all enemies along the way.
94 Energy Cost
0.5 Second Skill Recharge
100% Chance to pass through Enemies
45% Weapon Damage
274 Piercing Damage
334 Acid Damage
+25% Crit Damage
stats are whatever, skill seems really bland and useless though with an awkward cooldown. if it had a higher cooldown with higher damage it could be inserted into rotations in some way, and if it had no cooldown and less damage it could possibly be a main skill, but it seems like it occupies a weird middle ground. not much experience with characters that would use this so maybe i’m wrong.
SEAL OF SKIES
3-18 Lightning Damage
+50% Cold Damage
+50% Lightning Damage
+50% Frostburn Damage
+50% Electrocute Damage
10% Physical Damage converted to Lightning Damage
+4% Casting Speed
Granted Skills
Chain Lightning (Granted by Item)
Lightning crackles at your fingertips and cascades off of your foes to demolish their ranks.
82 Energy Cost
Affects up to 3 targets
190 Cold Damage
104-385 Lightning Damage
+35% Crit Damage
we finally got the chain lightning we’ve been asking for forever, it’s just really undertuned and fundamentally useless. i don’t understand the purpose of it, really. you could have thrown players a bone and drastically reduced the level requirement on these seals to let players level a new way with cool skills, instead it’s just a mediocre ability with no late game functionality (nor even level 75 functionality), attached a component with truly middling stats
SEAL OF DESTRUCTION
8-13 Fire Damage
+6% Crit Damage
+50% Fire Damage
+50% Lightning Damage
+50% Burn Damage
+50% Electrocute Damage
10% Physical Damage converted to Fire Damage
Granted Skills
Stormfire (Granted by Item)
Unleash a blast of electrified flame that shatters upon contact to wreak havoc upon the battlefield.
74 Energy Cost
3 - 4 Fragments
2.5 Meter Radius
152-242 Fire Damage
136-314 Lightning Damage
330 Electrocute Damage over 3 Seconds
+25% Crit Damage
last and literally least, the one that got me so frustrated that i made this thread. i cannot fathom why this component is so incredibly terrible. to start with, the granted skill isn’t usable by any build, which is really disappointing because the visuals for it are fantastic.
the stats on the item are also shockingly bad. for comparison, here’s what enchanted flint gives you with the aura up:
14-16 fire damage
15% chance of 135 burn damage over 3 seconds
+100% fire damage
+100% burn damage
10% of physical damage converted to fire damage
so compared with a level 20 component, seal of destruction gives you 3-6 less flat fire damage, 45 less burn damage per second, and 50% less fire and burn damage, in exchange for some %lightning and electrocute and 6% crit. enchanted flint is straight up better in a lot of cases. at least you get to keep an extra 150 unreserved energy!
also, of all the components to give an on-use skill with resist reduction, this was the one. fire is the most highly resisted damage type in the game, and for some reason shar’zul has 118% resistance to it. fire (like cold) also has 12% less resist shred from devotion than lightning does, while lightning gets the extra 8% from components. giving this component literally any element of what makes the good components good (%oa, resist shred, a WPS) would really help.
as i said, some of the good components are incredible, and the few bad ones are so far behind that it really feels like an oversight.