Act IV - A quick trip
The fourth act started on the tail end of my Karroz session, by dispatching the last of the bloodsworn near the Darkvale Keep exit. Then a rush to the waypoint to consolidate my progress. So far so good. Now time to report back to Somer.
Obviously this victory was not the end of it all. In fact we only discovered the big plan to summon a big baddie, and time is of the essence. I’ve got to grab a waypoint (pardon my diablo, totally meant riftgate) at Fort Ikon and reconnect the two legion forces, before everyone can press on to the Necropolis and have a good old-fashioned showdown with the cult and end this summoning episode for good.
Somer also gave me a quest epic item: Combat Medic’s Mark. I couldn’t have asked for a better medal, quite honestly. My bleeding resistance was lacking, and the on attack proc is very helpful in complimenting my Word of Renewal.
Anyways, such equipped, Cinderella took on the Asterkarn Mountains, with all the cool stuff hiding in the snow. Chillmanes by the dozen, and the usual aetherial posse. Chillmanes send waves at me and zerg-rush, and the Aetherials have a nice Troll Vanguard unit with a chill aura. Other than that it’s business as usual, until I reach the first fort… Then the flesh hulks come. And these ones somehow not only charge, and send stun waves, but take ages to kill. Looking at my damage, I deal about two thirds of the damage I would deal normally.
I think about that deeply while collecting the Trip South notes and reach the next waypoint. I go back to Devil’s Crossing, consult my damage types, and come to a realization that my initial assessment, that Elemental damage would be my main type, with a minor “by-product” aether damage from passive synergies, was wrong. Despite heavy investment into +% elemental damage devotions and items, Aether was still pulling ahead, now that I nearly finished up with Distortion, and completely finished Proliferation. Secondly, Flesh Hulks still resisted a third of my damage, (About half of my aether) and since they had good mobility and enough damage to keep me on the move, Elemental Storm was not a reliable resist reduction option anymore.
Furthermore, a new patch hit, and a monster infrequent drop was added to a new roguelike dungeon, with the innate ability to convert all elemental damage on Panetti to Aether damage. That, combined with the fact that Aether to Lightning and Cold to Fire (or something along those lines) is, for some inexplicable reason, only available on mythical versions of the Invoker set, and the level 94 legendary Farrath’s Cube, all suggest that focusing on aether will be a better path.
Finally, Aether resist reduction is easier to come by. Word of Pain’s last synergy curses enemies with -x Reduced Aether Resistance (that stacks with other sources of RR), Arcane Bomb from the Widow constellation also deals damage on the way, and Aetherfire is easily spammable using a single point each in Storm Box and Lightning Tether.
So I dropped my devotions completely. Cinderella picked up imp, then toad, then widow. Losing the Chariot of the Dead sucked, but that was a price I was willing to pay. I also picked up Wraith for the extra resist, affinity, and damage. Relic-wise I made a Specter relic, but it was not very compelling. I looked up Haunt and it’s good, but first I’d need to get some materials.
Testing on some enemies, things were going well. Flesh Hulks died better, and there was a small overall damage increase too on my character screen. Going aether was obviously the correct choice. Unlike Diablo 2, where it was worth, nay, necessary to have two damage types due to the unbreakability of immunities, here in grim dawn, putting all proverbial eggs in one basket, and then stacking resist reduction to it is the way to go, especially on a character who has %magic damage from high spirits (and thus extra %damage is a proportionally smaller increase than getting resist reduction on the board).
Such reinforced, I pressed into Asterkarn Valley and tried hugging the left wall, hoping to avoid the chillmane boss my Pet Conjurer always had trouble with. Nope, turns out I somehow managed to find him, likely from bad navigation. Oops. Tempt-shoot-tempt, Mirror and shoot as long as I can, and then continue, repeat this dance, and the beast dies. I skip Mogdrogen’s Shrine for now. Same with Tomb of Korvak. I grab the next waypoint, right next to a shrine I can grab, and then comes the realization. I’ve got all the places needed for the hidden path quest, a quest that gives me a skill and an attribute point.
So I bomb the lower crossing side path, kill the locals, grab some rift scourge slicers, play dodgeball with Guardian of Dreeg (think Pusquill the Howler but with floating eye minions he can resummon. Yeah not too damgerous.
Next up is Guardian of Solael in the Broken Hills, between the portal and the Steps of Torment. He has a wave attack where I should not stand unless I have ridiculous resists and health. So, other than me being lazy, nothing dangerous.
Guardian of Bysmiel, in Asterkarn Valley, next to the Asterkarn Road riftgate, was a bit more lively. He could teleport to me, but had a small aftercast delay before he attacked, so keeping distance from him was something I had to learn on the spot. Mind me, anyone can keep running and attack only while protected by Mirror of Eroectes, but skilled mages can make use of the enemy stopping to finish an attack to gain enough distance to retaliate, also dodging said attack.
With this final guardian’s death, I gained my quest reward, but now my inventory was loaded with these stones, (attribute point went to spirit of course, skill point somewhere useful, likely inquisitor mastery, working towards death sentence) so I went to clear out the temple of the three. And since I was there anyways, I grabbed the east marsh devotion shrine and the fang of the great beast next to it. Anasteria valued it much.
So continuing onto Fort Ikon, I had a relatively easy time with the Death’s Vigil people who tried to stop me. The trick to their skeletons was killing the skeletal priests, and then the necromancers, in that general order. Or shooting indiscriminately into their midst when clumped up. They rarely got past corners or doorways, if you catch my drift. 
My momentum kept me going at the fort. Lucius hurt some, but liked staying in my aetherfire. The Plains of Strife were fairly challenging, but taking things a bit slower and safer saw me through. Necropolis was a hot knife through butter up to the inner riftgate. Here the Chthonians brought forth their Vanguard units, Chargers without the Flesh hulk’s stun, but with sweeping area damage strikes and shockwave attacks. But so late in the campaign, charger units, though worthy of respect, are nothing special. So did Cinderella clean up the blood wagons, descend, clear the guardian of the gates, (a poisonous hyperactive bastard who required plenty of footwork) Thalonis (who got stuck in some rubble for a while and I couldn’t hit him with the missiles at around half health, but Karroz was deadlier), and then it was time for a dance with the Loghorrean.
Loghorrean was a monster who didn’t move. You can figure his threat level on your own I think. His hero summons took some attention away, but the regular vanguard I could handle by maneuvering it into the line of fire. 
Old Log is dying already in this picture. Must be all the aetherfire hidden under his tentacled chin. Storm Box and Aetherfire are a ridiculous combination against stationary monsters. Individual fires don’t hurt that much, but when stacked by a high rate of fire skill, like storm box,they become manifold. Similarly, they are all but useless against things that move quickly, like almost every melee boss.
Finally, after all this, I took a rest. It was time to get prepared for Ashes of Malmouth. Cinderella received valuable material donations through the transfer stash, most notably an aether soul and aethersteel bolts, plus aether crystals, which together with Cinderella’s gathered items, were enough to craft her way up to the Haunt relic.
Now, haunt was a huge boost from the previously used Bone Talisman. +1 to arcanist skills was both damage and a defensive upgrade, it made my spaghetti all the stronger. More elemental, more flat aether, more crit% from supercharged. Faster recharge for Mirror, the works. Even stronger was the granted skill: 17% aether resist reduction and 1.5k ish damage per second for piddling energy costs for a decent number of seconds.
I tried out my new toy by descending into the Steps of Torment. Most things died too easily to notice the extra resist reduction I gained. I say most things. The two lock-up rooms included. Alkamos, however was refusing to come out of hiding in his spectral strike. Great. I can’t reliably tempt that attack, and he is immune to being hit, traps, lawyers, or any AoE while in spectral mode. I can’t even break him out with nullify because I can’t aim at him (and because I didn’t bother getting it so far). So it was mirror, stacking up my Damage over Time effects and as many missiles on him as I could, then running away and waiting for mirror to recharge. Rinse and repeat. Safe but boring.
Past this, and a huge sum of rhowari and outcast reputation, (I did the dungeon because just now I got the rover mandate from my Conjurer after doing Log) I decided to put off Bastion of Chaos for now. The extra Kymon’s and Outcast reputation isn’t really needed now, especially since it would be a great boost later for one of the expansion faction’s reputation.
A quick cleansing the shrine of mogdrogen (and some other shrines not really worth mentioning) later, I was ready. But I wouldn’t just stop now. It was time to get the gloomwald rift. Past the crystal, Keeper of Burrwich got in a few cheap shots, sending Cinderella to the floor. Okay, I forgot to use mirror, but still, the guy missed franchises, he would have been a great Touhou enemy!
Look at me flying!
Okay, moving on, the few zombies past him weren’t anything special. Even the ugdenbog wretches and half-wendigos were eating them without problems. Such a shame really. The enemies that founded Grim Dawn’s early success to be treated so badly. Well, no point lamenting, time to go forward. The Wendigos were not much of a problem either. They had fast and charging wendigos, and like Ghouls, they left puddles on the ground. And of course, being undead, they gave Rover reputation, so it was fine.
The random poison plants were more annoying, but nothing a few antivenom salves couldn’t patch up either.
Catching the rover group, and the riftgate, Cinderella proceeded to rest.