Thoughts on Game So Far

The post is meant to be like semi-review of the game from the perspective of world design, lore, and quests. I deliberately excluded classes, items, build diversity etc. because I didn’t want the thread to devolve into x item needs a nerf/buff.

It’s a really long post.

The Return

Until this expansion, I hadn’t touched the game in almost 5 years. I was still posting about playing other games on this forum but had actually stopped playing Grim Dawn.

Anyway, this was my first time experiencing the newly added areas. This should tell you just how out of touch I was. Not being updated on the changes to the game also meant that the Sunder mechanic and the new Dodge skill were completely new to me. I had read about them in patch notes but had no clue what to expect.

Character Progression

I started a fresh character. Didn’t bring over anything from my experienced toons. No materials, items, potions, no mandates. For however long it was possible, I wanted to experience the game how a newbie would experience it.

I picked a Mystic (Berseker + Occultist) with the intention of making a Chaos Werewolf. I am not sure how to describe it but I didn’t really like the feel of the melee combat. It lacked the oomph factor imo. I spec’d out of it and switch to a Poison Wereraven before reaching Homestead.

Again, this is just to set the context that I played with something that can genuinely melt most of the game with ease. I don’t wish to dwell on the builds/classes etc.

Acts 1 & 2

I fully expected to regret my decision to use a fresh toon. But, the moment that Devil’s Crossing
OST hit, I remembered what made me fall in love with this game.

In the last few years, I had picked up a couple of CRPGs. The ones I picked were very grounded adventures. The story slowly builds up into a grand adventure. So, coming back to Grim Dawn I expected to experience a power-fantasy that an ARPG narrative typically delivers. I guess I thought this way because my last memory was killing a literal God.

I had forgotten just how brilliantly the base-game’s narrative was weaved together. Here’s a couple of bullets -

  1. You go to Burial Hill to investigate the increased attacks from the dead. Not to kill Kyzogg. You were a scout who over-performed.
  2. The quests you get in Devil’s Crossing are about making the lives of the survivors a little bit easier. Be it repairing the water pump or helping the resident seamstress improve the prison’s living conditions.
  3. Your first kill mission relates to dealing with Warden Krieg. The main threat to the prison.
  4. Then in Act 2, you’re asked to neutralize another threat to the prison in the form of Darius Cronley.
  5. After killing two big bads, you’d think our next enemy is an even bigger boss. But instead in Act 3, you’re tasked with seeking out another set of survivors who might be able to help with Devil’s Crossing’s food shortages.

In Acts 1 through 3, the post-apocalyptic feeling oozed throughout the world. The pits of burnt corpses, the twisted undead, relatives of Devil’s Crossing NPCs turned into monsters. From Devil’s Crossing to Burrwitch, you traverse through empty settlements filled with its former-living residents. It was honestly brilliant.

But it’s not all bleak. Throughout the madness and chaos, you still encounter survivors whom you can send back to Devil’s Crossing. Sending them back makes the prison feel cozier, several different parts of the prison also get repaired as a consequence.

The lore notes added a lot to building up this atmosphere. The final moments of the survivors, notes from before the Glorious Dawn that showcased how meticulously the Aetherials had planned this whole event, how they had infiltrated the population. We weren’t dealing with mindless demons, these things knew where & how to hit us.

It wasn’t just Aetherials though. As you made your way to Burrwitch, you encountered another threat along the way. Followers of cult that worships a deity wronged eons go, the Bloodsworn. The Bloodsworn seem to be at odds with the Aetherials. But unlike the alien invaders, their ranks are composed of humans indicating that they’re not a new threat, but rather an old one that has been growing in the shadows. With the Grim Dawn, they no longer have any reason to remain hidden. This is proven after you explore one of the newer locations.

Their placement is brilliant as their camp is just outside Burrwitch which indicates that they’re ready to assault the Aetherial stronghold and Devil’s Crossing. This is in-line with the lore note that drops from the brains behind the operation in Burrwitch.

Act 2 is brilliant in its own right. You encounter a faction of Rovers who have taken up arms. Normally, peaceful and nomadic, this faction focuses on taking the fight to Cronley. The Cronley section was never my favorite but I had forgotten that you actually rescue ex-gang members. It also confirms something hinted at with Warden Krieg, that the Aetherials were clearly influenced by their host.

Cronley’s gang never felt like a real threat to me. At least not until I reached Act 3.

It was clear that Acts 1 and 2 were methodically crafted to perfectly convey the post-apocalyptic feeling.

A side note, Hargate’s Isle and the lore around the Slith is brilliant in its own right. Adding such a brilliant & twisted narrative for an in-game creature was interesting.

Act 3 - Reaching Homestead

To combat the prison’s food shortage, you’re tasked with reaching Homestead. You take a roundabout way to reach it by traversing the remains of an ancient civilization. In this section, you realize that the Cairn actually has a deep history.

The world building in the Arkovian section is brilliant. It sets the premise for Necromancers in the world. It establishes that the Akrovians were a very prosperous civilization and that explains why you encounter similar looking ruins throughout the map.

While the Coliseum was rather underwhelming from a lore perspective despite being a brilliant addition, the Corrupted Tomb proved to be an interesting insight into Chthon. Naren Kur’s lore note showcased that Chthonic influence is ancient and has plagued the world since the beginning.

After leaving the remains of Arkovia, you traverse huge sections of wastelands and wilderness in this act. I thought it was brilliant attention to detail to not have a lot of Aetherial or Chthonian enemies here. The Aetherials invaded our world by slowly taking over key settlements. They had no real way to infiltrate the uncivilized sections you encounter in Act 3. In fact, the touches of Aetherial corruption only become a thing as you get closer to Homestead.

It’s undoubtedly a long journey to reach Homestead. But it’s by no means uneventful and it’s also brilliantly structured. You don’t have long swathes of linear section with very few points of interest. In fact, part of the wilderness sections are actually in the opposite direction of Homestead. I’m referring to Pine Barrens, Jagged Waste, Shaded Basin, Tyrnat’s Hold. I’ve always hated these areas so I decided to clear them out before taking the Homestead rift.

Tackling them again, I realized something interesting. 3 lone Black Legion members in the midst of the wilderness is pretty awesome. I don’t know if it’s intentional but it felt like the first sign of hope, that humanity actually has a chance to live through this apocalypse. I had newfound respect for Kadris in this run.

The interesting thing in this section was the new area - Arkovian Docks. This was a brilliant addition for two reasons. One, it added credence to the dominance of the Arkovian Civilization. Second, it added a proper gunslinger boss. Adding Cronley gang members here was a brilliant move. There was no reason for Cronley to not try to attack Homestead, and this bridges that gap. Speaking of bridging gaps, the Twin Falls bridge can finally be repaired.

Act 3 - Homestead

On your way to Homestead, you realize that you’re not the only extraordinary individual in this post-apocalyptic world.

After reaching Homestead, you meet old faces if you weren’t a massive dick to certain people.

The Homestead section is brilliantly structured -

  1. You get to know about an organized resistance effort in the form of The Black Legion.
  2. You get to meet the author of the lore notes you find in the Warden’s prison - Inquisitor Creed.
  3. You learn about who has been feeding these guys.
  4. Despite being in the middle of 3 different threats - Aetherials, Dermapteran, and Chthonians, you don’t feel overwhelmed to tackle everything at once.

While your primary objective is to secure food for Devil’s Crossing, you quickly get burdened with the problems of Homestead.

The Homestead side of quests have theme of survival. Everything you do helps the farmers and in-turn helps the factions dependent on them. The Black Legion quests are about taking the fight to the enemy. This includes retrieving canons, taking back the lumber mill to get the lumber needed to improve Homestead, and killing everything that moves.

The Aetherials might feel like second-class citizens in this act. But, there’s a brilliant narrative tie-in to explain that. While the Aetherials targeted the major settlements in the Erulan empire, the Bloodsworn targeted strategic locations to fulfill one singular purpose. One such settlement was Darkvale. The strategic purpose of this location, to block the way to the north where their real plan is unraveling. While in Act 1, you barely encountered Chthonic fiends, in Act 3 Blood Grove and onward, you fight a mix of fiends and cultists. To prove just how strong the Chthonic presence is, there’s even a rift to the void in the Blood Grove.

The Aetherials aren’t completely gutless here btw. Their focus was corrupting the farms to cripple the humans, and they were successful. They also have a minor presence in the mine near Blood Grove and much larger presence in The Conflagration. It’s clear that their primary target is the Black Legion.

If you’re willing to take a slight detour, you can also access the Aetherial stronghold of Port Valbury in Act 3. A locked dungeon that has a brilliant story to tell. About how Aetherials methodically turned the city’s populace into mindless slaves. In the base game, it’s the best example to showcase just how deeply the Aetherials had planned for this whole ordeal. You do learn something important, one of the brains behind the design of these abominations is named Theodin Marcell.

Similar to Acts 1 and 2, everything in Act 3 felt deliberate and methodical. It tied into the the unique world of Grim Dawn.

Act 3 - Trip North

You’re tasked with opening up the way to the northern settlement of the Black Legion - Fort Ikon.

For this you must traverse the Chthonic-infested areas and kill the local cult leader - Karroz.

Before even facing your first Chthonic enemy, you also get to make a new ally. Pick between a faction of Necromancers (Order of Death’s Vigil) and another faction of religious fanatics (Korvaak’s Chosen). The lore around these factions and their quest represent the first real departure from the post-apocalyptic theme of the game. It’s not a bad by thing by any means. Grim Dawn is set in a world where magic is a thing and these factions add a lot of flavor to the game.

Anyway, after making friends with one of them, you make your way to my favorite section of the game - Darkvale. As I mentioned, the Bloodsworn had taken over the Darkvale and the areas surrounding it for a specific purpose. But, how they went about doing it is just brilliant. The fall of Darkvale is told through lore notes that you find scattered throughout the village. If you angle your camera correctly, the bloody barrels alluded in the notes can also be seen in the distance. Absolutely hauntingly brilliant.

After clearing out the village and making your way to the final section of Darkvale Gate, you expect Karroz to be yet another powerful cult member. But, he turns out to be much more than that. A Chthonic abomination bursts from his body in the second phase of the boss fight. It sets the tone of what’s to come. After killing the creature you unlock the way to Fort Ikon. But, you also find something disturbing, details about the cult’s plan.

Now, if you’ve somehow managed to read through this entire thing so far you’d realize that you haven’t had any Go Kill Diablo missions. So far the main story missions have centered around the theme of dealing with issues that immediately impacted the survivors of the settlements you’ve resided in (Devil’s Crossing, Homestead). Even the Black Legion didn’t ask you to go and kill God.

The end of Act 3 is where things change. By reading the cultist’s plans, you realize that the Bloodsworn plan to revive an ancient Chthonic entity from ages past. Everything that they did before and after the Grim Dawn was in preparation for this moment. So, you’ve got your premise but you’re still not the solo-hero like in Sacred or Diablo II.

Act 4 - Victory against the Void

The beginning of Act 4 continues to be a slog after all these years. The path to Fort Ikon feels like a corridor. The worst NPC in the game is present there. While, The Hidden Path questline does open up a new area and gives us access to an interesting boss in the form of Rashalga, the area continues to be a drag to go through.

Thematically, the area is interesting. Due to being so far away from civilization, the area retains much of its beauty and the majority of the enemies you face are beasts. But, touches of Aetherial corruption have spread here. The Aetherials seem to be marching in the same direction as you and their mark on the land is felt as you approach Fort Ikon. Since the Bloodsworn are also concentrating in the north, you see both factions fighting each other.

After your approach Fort Ikon, you realize that the Aetherial corruption has taken hold of someone within the ranks of the Black Legion. As you’ve secured the way forward from Darkvale, Inquisitor Creed and Ulgrim also join you here.

In Fort Ikon, you also meet Anasteria, who gives you a reason to visit Port Valbury and a bunch of other locked dungeons. It’s a smart way to incentivize exploration. Lore-wise she’s one of the most important NPCs as she turns out to be an Aetherial. She’s on humanity’s side because unlike the Aetherials that you’ve encountered, she possessed a good human. This is a nice touch to the larger lore and adds color to the Aetherial faction. They’re not just intelligent fiends looking to destroy humanity, the vices of humans also played a huge part in the way things turned out.

Act 4 is pretty tight and I really appreciate that. Your primary aim is to strike the Necropolis, the place where the Bloodsworn are in the midst of summoning an otherworldly being to this world. Standing in your way? The now-corrupted Black Legion commander.

Now, like I said, you’re not the hero here. You’ve got the ability to secure rifts and the Creed wants to use it to perform a sneak attack. But, you don’t make the journey to Necropolis alone. Beyond Fort Ikon, you enter a battlefield where The Black Legion is engaging the Aetherials. This is despite both factions sharing a common goal - stopping the Bloodsworn.

Once you secure the Necropolis rift, Ulgrim offers to perform a sneak attack on the Bloodsworn to stop the ritual. You’re supposed to follow him after opening up the way to the Necropolis interior.

The Ghouls beneath the Necropolis showcase just how ancient the structure is and also add to the enemy variety. The lore notes that you find inside the Necropolis on the other hand make it abundantly clear that the structure was built for one purpose, to summon the Chthonic entity that cult now calls to this world.

As you reach the deepest layer of the you realize that the summoning was successful as the entity’s tentacles are tearing through the floors. This bit is a brilliant way to build up to a boss. The Loghorrean isn’t just the boss of Act 4, it’s the boss of the base game and build suits it. The boss fight is equally brilliant, Ulgrim actually deal damage to the boss right until he’s warped away by a Chthonic rift.

The base game ends with the Loghorrean’s defeat as Ulgrim is taken by the void.

Act 5 - The Beginning

Act 5 is where the Ashes of Malmouth expansion begins. It starts with an amazing cut-scene. The premise of the expansion is brilliant. A new Aetherial monstrosity appeared through the rift in Devil’s Crossing and started wrecking havoc. It was stopped through the sacrifices of many NPCs.

It’s a brilliant start to the expansion. You’d think that your next logical step is to look for Ulgrim, but the enemy flipped the script by hijacking one of your rifts and attacking the prison. We also learn about one of the first cities that fell to the Aetherial invasion - Malmouth.

You can explore around Devil’s Crossing after the attack. All that hope that your actions had brought to the survivors got snuffed out by one single attack. It brought back the post-apocalyptic vibe to the story that got snuffed out at the end of Act 4 because of our victory against one of the big players on the board. You also get a new addition to the settlement, a former resident of Malmouth. She hints at what you can expect when you reach the city.

Creed of course isn’t going to let Ulgrim remain in the void. He also gives a pretty sound reason for wanting to rescue him. He tasks you to seek the first allied faction in the expansion, the Coven of Ugdenbog.

Act 5 - Welcome to Jungle

You go past the Burrwitch Estates to access the locations added in this expansion. This part felt weaker than I remember.

While the atmosphere of Gloomwald is undeniable the area feels too short and uneventful. There’s no civilization for Aetherials to corrupt so all you see are cannibals and exotic beasts. Not a lot of quests or detours to be taken here. It’s a really atmospheric corridor. It’s so atmospheric that I didn’t recognize its linearity until my latest play-through. Despite this, it’s still better than what’s to come once you reach the Coven.

The Coven has survived in the jungles of Ugdenbog since before the Grim Dawn. They are witches so I didn’t really expect them to give me the post-apocalyptic themed quests. Their quests make sense thematically but aren’t particularly interesting. Solving The Coven’s problems allows us to get the stuff we need to track down Ulgrim.

Now, Act 5 might feel like busy work and it probably is. But, skipping past Ugdenbog and Barrowholm and seeing the Aetherial corruption covering the entire land was hauntingly beautiful. It cements the narrative reason for why we can’t just walk past the jungles and why we need the help of the Coven to reach Malmouth.

Anyway, Ugdenbog felt like a slot to explore. That being said, the ruined statues scattered throughout the bog were a nice touch. As was the Tomb of Ugdall. Which should tell us just how vast the reaches of the Arkovian empire was.

In the northernmost part of the bog lies Barrowholm, Scorv memes aside, the faction is interesting on many fronts. Whatever impression Creed gives you about the Coven engaging in vile rituals is quickly proven false once they reveal that Carraxus’s heart is meant for healing salves. On the other hand, Barrowholm straight up asks you to make burgers out of people. Narratively Barrowholm adds very little, the Ravager might as well not exist. It’s weakest Celestial. That being said, it’s the faction with the best quests in Act 5.

Act 5 ends with you traversing the void and rescuing Ulgrim. This part will never cease to be awesome. It’s not some grand rescue mission. You find the dude sitting next to the corpse of the Loghorrean. He had bested the fiend despite it having home turf advantage. He probably could’ve escaped the void himself if given enough time.

Act 6 - Entering Malmouth

After escaping the void, you land in Lone Watch which is pretty close to Malmouth. The outskirts of the city, specifically Mourndale are fascinating. It’s the mirror opposite of the Necropolis. The Chthonians are battling the dominant force of the region - the Aetherials. The area doesn’t have a lot of quests but it’s interesting to explore nonetheless.

Malmouth is vast but also very well designed. Amala had mentioned that a resistance is present. Your first course of action is to secure a rift inside city and reach the resistance. The entirety of the city is riddled with much stronger and much more twisted Aetherials. The lore spread across the entirety of Act 6 is Port Valbury on steroids. It’s twisted and beautiful, especially the political conspiracies you get to read about in the notes scattered throughout Crown Hill.

The resistance hideout is inside the sewers. That is peak post-apocalyptic trope. Once you meet the resistance members in the sewers, you’d think that they’ve never known any hope ever. Even the leader of the resistance has no faith despite you arriving with good intentions. The OST which has been nothing short of excellent throughout the game really stands out here. In fact the Malmouth Resistance track is the only one I remember as much as the Devil’s Crossing theme.

Act 6 - Reclaiming Malmouth

Your first course of action here is to instill hope in the resistance. You do that by lowering the bridge to allow the Black Legion and Inquisitor Creed access the city. That shit was hype. But it was somehow about to get better.

See throughout Acts 1-5, we’ve only defended and reinforced settlements. In Act 6, you get to reclaim a lost settlement. Taking the Steelcap District base is easily my favorite mission in the game.

After reclaiming the base you get to rescue members of the resistance, other survivors scattered throughout the city, and the docks!

At the end of Act 6, you deal a crippling blow to the Aetherials by killing the Master of Flesh, Theodin Marcell. The architect behind the abomination you faced in Homestead, one who Van Aldritch wanted in Port Valbury. The build up to the boss fight is brilliant. Nothing you see throughout Act 6 can prepare you for the Fleshworks. The atrocities committed against humanity surround you, the spirits whose flesh was used to build the abominable structure cry in pain. It’s not just the build-up though, even the boss-fight is brilliant. Specifically, phase 3 is really cool looking.

After killing Marcell, you learn through Anasteria that Korinia is also an Aetherial. Act 6 is where Grim Dawn ends, and the ending is a hopeful one because Malmouth’s factories and docks can serve as an important base of operations for the resistance.

Forgotten Gods - Part 1

The Forgotten Gods expansion is either Act 7 or 8. Honestly, it doesn’t matter.
While some side-quests in the expansion occur canonically after the Ashes of Malmouth expansion, the core narrative of this add-on happens in isolation and has no relation to the core narrative of Acts 1-6. That being said, the story of Forgotten Gods has its roots in the base game.

Back in Act 3, you were given the choice to pick between Kymon’s Chosen and the Order of Death’s Vigil. These two factions expanded upon the lore of the world. While the Order had its roots in the Necromancer that brought ruin to the Arkovians, the Kymon’s Chosen introduced us to another major player on the board, another God. This God, Korvaak is revealed to be true power behind the Kymon’s Chosen. This name isn’t referenced a lot in the base game. However, if you’re observant enough, you can spot shrines dedicated to this God spawn in random locations throughout the base game. In this expansion, your job is simple, stop Korvaak from returning to the world. To achieve this goal, you work with the Gods of the Eldritch Realm - Dreeg, Bysmiel, and Solael.

I’ll be honest, I expected to hate playing through Forgotten Gods again. I’ve hated desert areas since forever. Didn’t like anything about Act II of Diablo II, not even Lut Gholein. Bugs, sand, I wasn’t looking forward to this at all. And I wasn’t exactly wrong, the first half through the desert is brutal for someone like me who hates those beetle monsters. But, it wasn’t all bad, the dinosaurs were nice. The second half of the expansion, that’s roughly after the Vanguard of The Three is beautifully designed. No complaints there.

While the post-apocalyptic vibe of Grim Dawn is thrown out of the window, the mystical tone of the expansion doesn’t feel anymore alien than the side-quests you did for the Order or for the Chosen. Since the core narrative is a continuation of an open-ended item from the base game, I felt motivated to pursue the thread.

The expansion is a lot better than I remember. Quest and map design is tight. There’s no major stretches without anything happening. You’ll always have a point of interest, be it a side quest, a unique enemy, or a piece of lore. Quests focus on exploring old ruins, rescuing members of the cult of the three, do the cult’s bidding by slaying some creature, etc. Nothing felt out of place.

The lore is greatly expanded upon in this expansion. While you get your theoretical history lesson about the Korvan people through the lore notes scattered around the lands, you get the practical lesson by exploring the ruins. The ruins paint a picture of how beautiful these lands once used to be and just how far they’ve fallen. The enemy design in the second half tells its own story. While you initially only face normal zealots of the Kymon’s Chosen, you quickly start encountering zealots mutated by Korvaak’s Eldritch powers.

You’re still not some lone wolf. You’ll find members of the cult of The Three fighting alongside you. If you explore enough, you’ll also encounter your Necromancer pals.

Forgotten Gods - Part 2

Before you reach the temple of Korvaak, you can also take a small detour to explore the region’s locked dungeon - Tomb of the Heretic. Arguably one of the most well-written pieces of lore in the game. The tomb introduces an entirely new cosmic entity and it does it splendidly. The tomb also happens to be the location of the side quest of the second-most mysterious NPC in the entire game - Riggs.

As you approach the temple of Korvvak, you encounter what I’d say is the weakest bit of the entire game - Uroboruuk. Now, I was never impressed with how Crate handled the reveal of Uroboruuk. The master Necromancer who has been alive since or before the days of Arkovia is encountered lying at the temple gates, at the brink of defeat by his own son. You defeat his son, whose entire existence only makes complete sense if you paid attention to Dahlia’s side-quests. After that, Uroboruuk sacrifices himself to open the temple doors. Imo, Crate could’ve replaced him with some high-ranking members of the cult of The Three whom you interact with throughout the expansion, who then sacrifice themselves to open the temple doors. Now, Uroboruuk’s appearance wasn’t entirely unexpected. Him being interested in investigating Korvaak’s return was hinted at in the base game. I expected an Ulgrim-style assist from him, not dying in such a pathetic fashion.

You enter the temple of Korvaak and get to witness the price Kymon paid in exchange for the receiving the Primordial’s power. After striking down Kymon, you enter the Eldritch Realm and strike down Korvaak himself. That boss fight is genuinely the best one in the game. While approaching Korvaak, you get to see him hanging by changes. When you enter Throne of the Three, you’ll be confused by who you’re supposed to face since all you see is an emancipated, chained up figure. Once he breaks free from the chains, he slowly starts gaining back his power throughout the 3-phase boss-fight. It was the perfect end to the Korvaak saga.

After you defeat him you learn 3 things, you’re still not that much of a hot-shot. The God you killed was incredibly weakened and that The Three were manipulating you all along. It’s also interesting that Riggs knows about Korvaak being in a weakened state when he fought you.

Overall, the expansion is a fantastic add-on. Despite happening in isolation, it ties up some plot threads from the base game, so it never feels too disconnected from the core plot. The biggest flaw of the expansion is that it has a named area that’s inaccessible - Maw of Apesh. It makes an otherwise great expansion feel incomplete.

Fangs of Asterkarn - Journey to Kurnhold

My motivation for getting back into the game. I got into Fangs of Asterkarn right after I completed Ashes of Malmouth.

The premise to enter the expansion to rescue a couple of Black Legion scouts was quite smart. It’s a simple premise that nudges you in a certain direction without hinting at there being a larger plot.

The Frostveil Highlands is just beautifully designed. The beasts are unique, the region is beautiful, and exploration is rewarded. From a narrative perspective, very smart decision to not have Aetherials in the region. The map design is peak Crate, I took a detour at the beginning and encountered a giant wolf in the Icehowl Cavern. Having an environmental hazard in the form of a never-ending blizzard is also a nice touch. The environment sets the tone that normal people can’t survive here. So, I went in not expecting to encounter a single survivor.

While there’s no way to replicate the Act 1-6 post-apocalyptic feel, I did appreciate how befitting the quests were to the region. They focused on getting food to help the Kurn standing by the fire, or getting bird feathers to treat injured tribesmen. It was fascinating.

We eventually find the scouts being under attack by a beast tainted with Cthonic corruption. We slay the beast, rescue the scouts, and ask the nearby Kurn for details. While initially skeptical, he gives the coordinates to Kurnhold. So far, the expansion has a very straightforward narrative and is genuinely intriguing.

The journey to Kurnhold is no different. The regions are well designed, the new undead enemy variant - Wights have an interesting move-set. I even got to see a couple of burnt houses on my way to the stronghold.

Fangs of Asterkarn - Helping the Kurn

Upon reaching Kurnhold, I get treated like an outsider due to the ancient history between Erulan and the Kurn. So far so good.

Kurnhold might be one of the best designed city hub in an ARPG. It has lore reason for having vendors from all factions in one spot, has the expansion’s end-game mechanic, introduces us to the potion crafting mechanic, and none of this feels crammed. It’s all evenly spaced out.

It’s here you learn of the main enemy faction of this expansion - The Bloodbound. At first, I thought maybe I missed them on my way to the stronghold but then I figured that they’re probably concentrated up ahead. While you get to learn of the main foe, no one is interested in your help and everyone is very cagey. You’re tasked with going and witnessing yourself whatever plagues the lands.

Now, the quests that you get here are among the best in the game. You are expected to solve the quests with little hints to work with. Be it hunting a gryphon, retrieving objects of Kunr heroes, or even something as simple as retrieving a family heirloom; you have to use your brain. I liked this approach a lot. There are simple fetch quests like killing a couple of giants and retrieving the stolen ale or putting a dead NPC’s spirit to rest. Even restoring shrines pushing back the corruption was an excellent touch.

Anyway, as you start exploring the lands outside the Kurnhold, you finally start encountering the Bloodbound. Once you make it to Guardian’s Sorrow, you’re greeted with one of the best boss fights. A Bloodbound unique enemy that phases into a Chaos Werewolf. Very very well designed.

Upon returning you learn the tale of the great beast Beronath. The beast was corrupted during the war with the Erulans. You’re tasked with helping the Kurn kill it. The expansion to the lore is genuinely interesting, I was very intrigued. So, you then decide to march towards the Dread Wastes.

Fangs of Asterkarn - Approaching the Chaos

Beyond Guardian’s Sorrow, we encounter Ulo’s Remorse, a short area that showcases the true extent of the Chthonic corruption that plagues the lands. The idea of Chthonic energies have the same corrupting influence on the lands as Aetherial energies was a smart thing to implement. The rift in there had a the quest to rescue the inventor. I liked it, you didn’t really have a way of knowing whether or not she was a Bloodbound in disguise.

Then, I started exploring Ulo’s Springs, despite its proximity Guardian’s Sorrow, Ulo’s Remorse, and Utak’Kunar the lands look remarkably clean. I am fine with the corruption not covering the entire lands, in fact the design of Ulo’s Springs is nothing short of mesmerizing. But, there’s no gradual progression/regression of corruption, it feels like someone flipped a switch. It’s not a small area either, it’s huge area with a great quest but otherwise little else to do. I’d have preferred if more corrupted beasts roamed the springs and we had some patches of corruption in the middle of it as well.

Kruu’Sul Crags which is also next to Guardian’s Sorrow is equally bad. Why isn’t there even a hint of corruption? I didn’t even notice any protection wards to halt the spread of corruption we witness in Guardian’s Sorrow.

It’s not all bad btw, the exploration using magma spheres is very refreshing. I often opened up areas that I didn’t suspect were explorable.

We then reach Ruins of Utak’Kunar, this area has a similar problem. There’s tons of wights which makes sense from a lore perspective but the Bloodbound are mostly nestled inside Bloodbound Bastion. From Bloodbound Bastion to Dread Wastes, you again have a huge patch of snow. Why? Prospector’s Trail to Homestead showcases how you should do progressive corruption. Why is this section so weak?

Again, I loved the quests in this section. So, it’s not all bad.

Fangs of Asterkarn - Dread Wastes

This area is very well designed. You have Chthonic fiends warping in at random, the wildlife is corrupted, there’s even Chthonic rifts here.

Before entering the area, you take a side quest to search for some kids. The area was so hauntingly beautiful, I expected to find those kids to be skinned alive. Turns out, I was wrong. I got to play savior once again.

This is where the praises end. Beyond the Black Citadel lies Glacier’s Edge. The way to it can be unblocked very easily. Beyond it lie, Pilgrim’s Rest, Aurora Peaks, and Aurora Pinnacle. Why isn’t there even a hint of corruption here? The Bloodbound clearly made their way to the Roof of the World, what did they do? Hop on Nimbus and fly away? The lack of the Bloodbound isn’t the only problem, the areas feel rather empty, there are some very good quests, but otherwise you just sort of pass through them.

Once again, the areas are beautiful. Pilgrim’s Rest in particular is mesmerizing. There’s a couple of really interesting quests in these areas, and some really awesome standalone locations like Scarstone Depths, Glacierbound Cave etc. worth exploring.

Fangs of Asterkarn - Cockblock

Beyond the siloed corruption, the mostly absent Bloodbound, there’s a much bigger issue with the game, the penultimate quest.

The Kurn realize that there’s a chance to cleanse Beronath of its corruption. It felt like a refreshing turn of events that you have an alternative to permanently slaying the beast. You’re tasked with collecting items for the ritual.

Thematically, the quest is brilliant, you get the essence of nature, the essence of the very thing corrupting Beronath, and the essence of an ancient being that clashed against Chthon. Practically, the quest sucks.

  • You’re supposed to get one item from Ugdenbog, this felt fine to me since Ugdenbog is very easy to access.
  • Getting the the Heart of the Void sucked, it’s inside the World Tear in the Dread Wastes. But, it’s inside a 3-level Chthonic rift, gated behind a not-so-easy boss.
  • The final item, the Brazier of the First Flame sucks balls, it’s located at the end of the Forgotten Gods expansion pack. What the actual fuck? I showered that expansion with praises but locking a key FoA item in its final location is really bad quest design. They could’ve left the damn thing inside the Temple of Osyr.

By the time I return to FoA, I had lost what little interest I had in helping the Kurn.

Approaching the Roof of the World, you catch glimpses of the final boss. Which is a very hype way to introduce the final obstacle of the expansion. The Beronath boss fight is interesting. It feels less awesome than Korvaak, but I assume that’s expected. I don’t mean to undersell this, the boss-fight was still pretty awesome, it made the painful fetch quest almost worthwhile.

Fangs of Asterkarn - The Kurn, The Hobo, and The Bird

After beating the boss, the Kurn tell you that they can focus on retaking the Bloodbound Bastion which originally belonged to them. This is a pretty neat quest.

Now, I glossed over a couple of things with the intention of tackling them later on.

  • Before you can retake Bloodbound Bastion, you must help the Kurn rekindle their alliance with the Dranghouls. The expanded lore for the Dranghouls, how they came to settle in Erulan after the wars was interesting. But, this bit felt like it straight out of Sacred or Warcraft III. I won’t call this out as a flaw, it just for me personally this whole thing felt very out of place in Grim Dawn.
  • To add to the high-fantasy trope, you get to befriend a bird. Again, there’s nothing wrong with Noktukari, it just felt very out of place. Forgotten Gods somehow feels less disconnected than post-Kurnhold sections of Fangs of Asterkarn. The faction itself sucks btw, you just do randomly generated quests. You don’t have much of a choice because the faction has some genuinely good items.
  • I mentioned that there’s a lack of Chthonic corruption beyond the Black Citadel. That’s not the only problem. The amount of Bloodbound you encounter goes down as well. I could understand not encountering these guys before reaching Kurnhold. But, even beyond Kurnhold, I barely get to see them. The Bloodsworn had a stronger presence in the base game than these guys, heck I’d say Cronley’s Gang occupied more areas then them. They don’t feel like antagonists at all.
  • Mogdrogen is still a useless fuckstick. Why is he even here? I had developed some respect for him in Ashes of Malmouth. He gave us a quest to stop the spread of corruption in the bog, warned us about Ravager, and added a little to the lore. In FoA, he’s just acting like Macho Man Randy Savage. The boss fight felt underwhelming. Credit where it’s due, the white werewolf is incredibly designed. But, I’ve already seen normal bosses turn into a werewolf, so it didn’t really do much for me. I kind of expected him to turn into a lightning variant of Siff Icehowl. Not a normal transformation, more like Karroz turning into the hentai fiend.

The biggest problem of the expansion, the Kurn. Why am I even helping these guys?

  • I am solving the Kurn’s problem with virtually zero assistance from them. I did the same for Devil’s Crossing, but that felt different. They didn’t ask me to go and kill a Celestial, their asks felt thematically in-line with the post-apocalyptic setting. Not to mention that the denizens of the prison weren’t self-proclaimed warriors so I felt compelled to help them. The Kurn on the other hand are just sitting on their asses, inside their fortress of solitude.
  • I don’t see them engaging with the Bloodbound in open battle, I don’t see them charging at the Roof of the World. Because the Kurn didn’t take it seriously, I didn’t really feel like Beronath was much of a threat.
  • The Kurn are also concentrated inside Kurnhold, we barely get to see other Kurn settlements or ruins of other settlements, but we know for a fact that there are several clans. I can understand the Bloodbound being unable to mount an attack on the Kunrhold, but some isolated settlements would’ve made easy pickings. I don’t mean proper raid missions btw, more like how the Aetherials outside Homestead look like they’re trying to get inside.
  • The Kurn and the Bloodbound are so isolated that neither side seems to be interested in the other. At least not until we get involved. We solo a God in Forgotten Gods and even there we at least had some help from the Cult of the Three.

I don’t mean to downplay the expansion btw. It’s a genuinely good expansion. It just happens to have way more flaws than the rest of the game.

TL;DR

Game good, expansions good.

7 Likes

That was a good read. I agree with much of it, though I am probably even more of an enthusiast for the GD campaign than you are (and you obviously like a lot of it).

On the question of why there are not more signs of Chthonic corruption on the Aurora mountain, I think the plot justification is that the Bloodbound are corrupted Kurn and the places they have tainted are the places where Kurn lived. So the centre of their power is the Black Citadel area, not the peak. The artistic justification is perhaps just that the untainted mountain looks stunning. Btw, glad that you mention Beronath flying past as you climb up - I really like that. I think the theatre of the final boss fight is better than anything previously in Grim Dawn.

On the “cockblock” quest, it seems fine to me that we have to descend into the World Tear, which is, after all, an FoA zone. The excursions into Ugdenbog and the Tomb of Korvaak are, imo, a brave (ie weird) decision. Effectively they mean that though you can start the expansions in any order, in practice you almost always want to do FoA last. OK if you know, but initially people didn’t.

3 Likes

That’s a fair point. I didn’t really think of it from that perspective, that does make the journey to the Ugdenbog seem more tedious than it felt to me.

I’m fine with not having too much ground corruption. But, it felt weird to not encounter many or any Bloodbound for long stretches after clearing the Black Citadel.

In the base game, you encounter the Bloodsworn well into the early stretches of the Asterkarn Valley and inside the Necropolis.

This also ties into another criticism of mine, why are there so few Kurn settlements? Just some random sets of houses (ruined or not, doesn’t matter).

I have been trying to get a good screen shot of that, but no such luck. I came close once, but the image was blurred. Reminds me of all the blurred pictures of Big Foot, Lochness, etc. I guess it can happen, even with today’s technology.

Usually, it’s a mob (mobs) or a bunch of combat text that photo bombs the screen shot. NOOOO!!!

Yeah, I like that as well. Honestly, it would have been better for Beronath to be waiting at the top vs. blowing the horn. THEN… that would really make that fly up there have meaning.

Since you have to blow that dang horn, he should do more than just one fly by. I would gladly wait for another fly by so I can take a really cool pic. But, I shall, one day… get that… dang… elusive shot.

See, it’s the little things (details) that really makes Grim Dawn stand tall amongst other games.

1 Like

Okay, darn it :slightly_smiling_face: Chthon got me thinking.

Start

I started playing Grim Dawn when Covid was a really big deal and just about everything was closed and the stay-at-home order was heavily enforced. Oh crap. I quit WoW many years before the close down. Diablo 2: Resurrected and Diablo 4 wasn’t a thing yet. At the time, I didn’t have any games from GoG or Steam. All I had was Diablo 3 and that ran its course prior to Covid.

So, like many people, I spent most of my time in General Chat or Demon Hunter Chat. It was the only non-general chat that enough people in it to make it worthwhile. So… one day someone typed that it would be nice if Diablo 3 had guns and even argued a few valid points due to the Demon Hunter having a skill and runes that had guns, particularly pistols. The game already has hand crosbows, why not pistols? It also has bows and crossbows, why not rifles and shotguns?

Of course, there is always that one smart azz in the chat. This time the player typed “If you want to play a game like Diablo 3 that has guns, STFU and go play Grim Dawn.” Of course there was more to that, but it’s not that important.

What is? Players talking about Grim Dawn for about a week or so vs Diablo 3 or any other Blizzard game. Okay, I was silent the whole time (BIG SURPRISE), so I thought that I would ask a question about Grim Dawn. Question: Is Grim Dawn more like Left 4 Dead or Diablo 3. So many players said neither, lots of filler with all kinds of colorful language, and one answer that stuck with me till this day.

Grim Dawn is Diablo 2 on steroids and the true successor to Diablo 2. Basically, Grim Dawn is what Diablo 3 could have been if Blizzard gave a :poop: about its layers. Well then… consider me intrigued. I checked out GoG and saw that the game was on sell for around 8.00 USA buckaroonies. OKAY SOLD!!! Well, before 10% tax of course. Oh noes, not less than 9.00 dollars. What ever shall I do?

I started a Demolitionist. Yup. I went rifle/shotgun mode with fire, fire, and more fire damage. I died a bunch of times, but I had a ton of fun playing this game. Oh boy, what a challenge. Diablo 2 on steroids is true.

Act 1

So, before I started playing the game, I was warned that I should play beyond Act 2 because Act 1 - 2 is the worst/most boring part of the game, and it gives the player the bad impression that it’s just a mindless zombie blaster in the skin of a fantasy action/role playing game.

Oh boy was I happy I got that bit of a warning. The beginning made feel like it was nothing more than a zombie blaster game. Oh well, I paid for it, time to get my money’s worth out of it.

I didn’t have to wait till the end of Act 2. I was convinced there was more to this game than killing zombies when I saw Kyzogg the Reanimator. Somehow, I missed Barrog, the Bloodied stomping around Act 1. Just like John Bourbon, I was surprised it was a creature and not the age old “Necromancer” that was raising the dead.

I like the fact that the mobs varied too. I got to kill more than just zombies. There was the occasional cosmic horror creature and of course… beasties. It’s nice to blast spiders and the like back into oblivion. Plus, there are the snake people, The Slith!

The next surprise in Act 1 was getting the blacksmith quest after killing tons of Slith. What? A blacksmith? I get to craft items? Whoa. Awesome! Wait, what? I can craft a relic? WTF is that? Oh, just more coolness. Okay, I am really loving this game.

There is another nice surprise if you find a Strange Key when you are killing a bunch of Bloodsworn (Chthon worshipers) or later on when you are questing in Burrwitch and you opt not to kill the NPC in Devil’s Crossing. During my first playthrough, I got the Strange Key as a reward for not killing the NPC and directions to the Depraved Sanctuary. Can’t get in w/out the key. When I found out that it was level 40s in there, I waited till I was level 40 before I entered. So, I would save this area of Act 1 till I reached Act 3.

The details in the environment, questing above ground and below ground, the mobs, the NPC’s. Holy cow, I haven’t even scratched the surface of this game. Okay, I could tell this was a top shelf game before I got to level 10.

Level 10. I get to choose another class? WHAT? Like Titan Quest? Okay. GAME ON!!! I chose Soldier just because it looked like it would be a good compliment to the Demolitionist. I didn’t have access (or even knew the existence) of GrimTools or even a screenshot of the different class combinations. Heck, I played a bunch of characters to level 10 just to see the name of the class combo (archetype).

Level 10 to the low 20s was the rest of Act 1. I loved the rift ambush. That was great. Funny thing. I didn’t know I had a personal rift until I finished Act 1. OH YEAH!!! Lots of walking to the closest rift to sell goodies, make goodies, buy goodies, turn in quests, and get follow-up quests. No!!! Mounts!!! None. Zip. Nadda. ZERO!!! Boy did my feet hurt. Yeah, those doggies were barking like crazy.

So, how did I find out? By accident of course. Um… why is there a red portal near me? Oh noes. Is this a random thing and a bunch of baddies jump out? Nope. It’s mine. I DUDDITZ!!! I clicked on it and was happy I could literally go places. MIND BLOWN!!! Not just to the closest town either, I can choose. Whaaaat? No cooldown either. WIN!!!

I really like questing and mob blasting in Burrwitch. It reminded me of an idea for a story about a small town called Burnesville (later Burnesburg, then Burnwitch, lastly Burwich). Using the last name Burnes (founder), some info from the Salem Witch trials, and ending it with the disappearance of everyone just like The Roanoke Colony. Of course, throwing in some supernatural and a revenge (innocent burned/witchcraft accusation) that was never enacted due to the vanishment of the inhabitants.

The last part of Act 1, going through the Warden’s prison and lab, was so much fun. Thank goodness I had a range character when I faced the Warden too. Damn he hit like a MACK truck. And he had a little posse to come and flank me. OH YOU BASTERD!!! Damn that was a good fight.

No mention of shrines and devotion points. I didn’t know that was a thing until I decided to look up other shrine locations. Basically, I thought they were loot piñatas with the occasional group of mobs for extra loot and experience points.

Nope. More than that. Constellations baby. A game within a game. Opened so many doors to customize my character. Yeah, I didn’t know about that aspect of Grim Dawn until well into Act 3. CRAZY HUH? That’s the way of the noob.

Act 2

Here I thought that I would be thrown face first into a full-on cosmic horror invasion. Nope. Can’t do that yet, thanks to some big-headed gangster that decided to augment himself and his goons with aether crystals. At first, I was a bit disappointed. But then I thought about it and the more I did, the more it made sense. That would have to happen. That arrogant jerk. Curse you Murphy and your dang stupid Law.

Okay, so these dolts were going to try and take over Devil’s Crossing and succeed where the Warden failed. Nope. Power corruption. Instead of steamrolling the prison, ol’ Cronley decided that he would be just like the Warden, only better. That’s how I saw him in the story. He not only had willing followers, but the power of the Aether. The problem, just like the Warden, he became more focused on aether infusion, and took too long with his original plan.

The good guys saw that opportunity, didn’t waste any time, and just like the Warden, he was dealt with and so were all of his people. WOMP WOMP!!! Good Guys 2 and Bad Guys 0.

Once his lackies, and himself are dealt with, then Devil’s Crossing can go back to rebuilding their civilization after the Grim Dawn. Makes sense, especially since I have cleared out the surrounding areas. That’s why I am directed to Homestead. Nothing more to do for Devil’s Crossing. However, there is still Old Arkovia to deal with.

Starting at the Twin falls rift, I face the undead. There is even a quest to go into a tomblike dungeon and kill zounds of them. These undead are nothing like the ones you first encounter at the beginning of Act 1. These undead have many archers and spellcasters that can hurt really bad and kill you if you are too slow with a potion, heal spell, or damage mitigation. Before (well right next to it) there is a bug cave that opens to a few tunnels and a bug boss, well mini boss. I thought that was cool and definitely different than fighting undead.

There is another quest to go into another tomblike dungeon filled with the same undead (Steps of Torment). However, I usually wait till I am level 40 (Act 3) before I go in there. That boss fight was a real challenge for my first character and I died at least twice. But once I found out that I can stack fire resist, next encounters were a lot easier, especially with other characters.

There is a special area, a coliseum, that is crawling with the undead and a big baddy undead boss. Yeah, I wasn’t prepared for that boss, died at least twice, but it’s a really fun area.

Right before the coliseum, there are 2 humans. The woman is on her knees, and the man has a pistol pointed behind her head. You don’t get any experience points or reputation for helping them. Also, they don’t show up later on as a vendor. First time I helped them, most of the time on other characters I just ignore them, sometimes I kill them for fun.

I don’t know about anyone else, but I consider Pine Barrens part of Act 2. That’s when we learn about the Black Legion. WAIT!!! WHAT? There is an army out there? WTF am I doing killing all these baddies when there is a friggen army of soldiers out there.

Okay, so in helping out these sentries/scouts/whatever for the Black Legion, then I will be sent in the right direction (Homestead) to get that answer (info on the Black Legion and my role in the whole situation). First, I get to kill manticores, then riftbeasts, and some Grobels.

After this, I get to go into Tyrant’s Hold and kill more Grobels and their leader. Now this is the first proper dungeonlike stronghold (not a prison and any other underground structure) to crawl around in, kill some baddies, and get the loots.

Yup. LOOTS, BLOODY LOOTS!!!

I believe in our fate, We don’t need to fake
It’s all we wanna be, Watch me freak

I say we’re growing every day
Getting stronger in every way

I’ll take you to a place
Where we shall find our

LOOOOOOTS BLOODY LOOOOOOOTS!!!

Tell 'em \M/ax! RAWR!!!

Okay, now I am off to Homestead. HEY!!! Wassup Ulgrim. What are you doing here? Feeding the needy and the poor with some of that prison soup that wasn’t all that bad. Wait… what? You’re a badazz muthalubba? Okay. I didn’t see that coming. What can I do to help? Kill more Grobels? Okay. What, there’s more? Kill Atherials and secure a rift gate outside of Homestead? Okay. Once that is done, I went back and sent him and the people he was helping to Homestead via rift.

Act 3

I started Act 3 by talking to Ulgrim and then to all the NPC’s in Homestead for some quests. I pick up all the notes I see. First quest is off to the Conflagration. FINALLY!!! I get to pwn some aliens. Bwahahahahaha. Of course, before I can do that, I need to traverse some ground damage. Yeah. First character. Not careful. You will die. I did. WTF? That’s crazy. Okay, let’s try that again. WOOT! I made it. I killed all the baddies and the boss. YEAH!!! Noob celebration that only a noob can.

Now it’s off to get squishy with some buggies. They are everywhere too. That’s good. They all get the squish. While you are out there giving them a squish, you meet up with a band of rovers. This part is real fun. You end up in a cave and you meet a little girl. I have played enough games to know she was bad news. But… I wanted to see how bad, so I saved/rifted her out of there and realized immediately what the consequence was. OOPS! I killed it. At this point I had to. In Elite and Ultimate, I kill the demon in cave. All other characters, I kill her in the cave. It’s an interesting encounter with the rovers afterwards.

There is a follow-up bug quest for you to kill the big baddy bug boss in the Royal Hive. However, the real fun is the tunnels that lead to other tunnels and eventually you get to face off with Gollus the Deepdweller. Gollus! Gollus! Gollus! Bwahahahahaha. Take the ring.

After more bugs, I faced more bugs until those bugs give way to… more aliens. Yup the Aetherials are back. That’s what I was looking forward to when I started Act 3. After all that is done, I was wondering what was next. More bugs? More undead? More Aetherials? Maybe more humans? New enemies?

Before I can figure that out, I have to talk to 2 NPC’s and decide which one of those 2 factions the Black Legion would help. For my first character, Fire Damage Rifle Commando? That was a no brainer. Kymon’s Chosen. Funny thing? I made my choice after talking to the Death’s Vigil representative and realizing that faction wouldn’t be able to help my character. Plus, they are Necromancers. No thanks.

The next half of Act 3 is a nice change of pace. I am introduced to more of those Bloodsworn cultists. Makes sense in an area called the Blood Grove. Bolvar the Bloodbinder killed me even before I knew of his existence. He killed me again when I was claiming my death marker. Yup. Back-to-back deaths. Son… of… a… okay, I will kill you this time. He almost killed me a third time, but I got him. At this point in the game, I was relying on Mortar Trap and kiting like crazy. So much fun. Difficult. Still… fun.

This is the area that has a red rift that will take you to the Ashen Waste. It’s home to many chthonians that like soothing music, long walks on the beach, and kale smoothies. NOT! This is where you get the first piece, Stone of Mogdrogen, to unlock the questbound shrine in the Asterkarn Area (no not in FoA).

Questing for both the Black Legion and Kymon’s Chosen really propelled me up the levels. That helped so much. I needed the stats and more points in my skills and better gear like crazy.

4 areas (Sorrow’s Bastion, Blood Grove, Village of Darkvale, and the castle stronghold itself) of mobs, quests, and the end of Act 3. Finally understanding the shrines, devotion points, and constellations was just icing on the cake. I was in the game through Act 1 and 2, but Act 3 really got me hooked. I had to see this all the way through.

There is a shrine that is locked behind a quest. I didn’t know. I had to look that up. Maybe at that point, maybe, I was using the forum for information. I don’t remember. Once I found out that I needed Honored rep with the Rovers and how I could farm for it. I did so after I finished Act 3. That was perfect too. The second half of that quest required me to be in Act 4. The final act of the game. At that time to me it was. I wasn’t privy to Ashes of Malmouth or Forgotten Gods.

Act 4

The final act of the core game. I usually start this act in the low 40’s and either finish exactly at 50 or 1-2 level lower. Right before Fort Ikon there are Aetherials and Death’s Vigil (Kymon’s Chosen if you are allied with Death’s Vigil). Once inside the fort, there are a few more Aetherials and another ambush at the rift (portal). Nothing too big, just a short skirmish.

There is a quest from either Death’s Vigil or Kymon’s Chosen that is located right before you venture too far into Fort Ikon. Tomb of the Archon. I do this quest before starting any Black Legion quests. Once in there, you will fight the opposing faction. I got to fight a bunch of necromancers and some undead.

It’s a 2-level dungeon with more of the same from the first level. To me it seemed like there were more of Kymon’s Chosen on the second level. Doesn’t matter really, the trash mobs are easy enough to kill. The final boss, Malkadar, the Champion of Death’s Vigil has the quest item and drops a decent rare sword if you want to make a Necrotic Edge (Necromancer) build and/or Execution (Nightblade). Dual Wield Reaper.

Just outside the fort is the Plains of Strife. There is a mine field filled with war toys, a few Black legion stationed here and there, and more Aetherials. Search around until you find a red rift. That will take you to the Forsaken Wastes. It’s a nice obsidian abyss filled with chthonian baddies and the Spirit of Mogdrogen, the second piece you need to unlock the shrine in the Akerkarn Valley area. It is also the place for the next Kymon’s Chosen quest.

The next (final) quest takes you to the same area (just a bit south really) as the questbound shrine. But… you need to be honored with them first. Luckily for me, I was. Once at the shrine, place the 2 quest items and an ancient heart into the shrine. cthonians will ambush you, but they are all trash mobs and maybe a hero or two. One the shrine is cleansed, get all loots from the ambush, then talk to the avatar of Mogdrogen. Get some cool stuff from him, including a much-needed devotion point.

Now to head a bit south to the Tomb of Korvaak. Many Bloodsworn await you and Harvoul, the Earthshaker at the very end. But… it doesn’t end there. Need to find an unlit torch on the wall, it will open a secret door, and a few mobs here and there will greet you with some experience points and moderate loot. The boss is encountered after you open the sarcophagus. Another surprise attack.

Turn in the quest… and a big fat truth bomb shell is dropped on you. WHAT? I allied with what? good thing The Forgotten Gods xpack will delve deeper into that fat nugget. Now, to finish the rest of the act.

This is when I talk to Anasteria, the Aetherial Witch. The first time around I killed her. I didn’t think anything of it. In elite I didn’t and realized that she is a faction and I could have had good rep with her by the time I meet up with her in elite. I did a lot of her quests and even did some bounties. That was fun. Of course, I was eating away at my Black legion rep, so I stopped. I got to max rep with her just by killing mobs.

Necropolis. This part is a lot of fun. You get to face a ton of aetherials and chthonians. There is a shrine, two of them if you include the Bastion of Chaos. A few quests are nice for the lore, rep, and exp points. When you kill the last boss, you get a free purple item when you turn the quest in. If you are level 50 and can use the item, it’s truly a great feeling.

If you are honored with the Black Legion, there is another quest that takes you deeper into the Deadman’s Gulch. Get to kill more aetherials and you have to be on your toes since there is a lot of eatherial damage on the ground. DON’T STAND IN THE BAD!!!

For me, my first playthrough, Act 4 was the end of the road. I didn’t know about The Crucible or Ashes of Malmouth or Forgotten Gods. So, I made a new character, a Death Knight.

Crucible

Later, while I was playing my second character, a Death Knight, I was told that there was more to Grim Dawn than just the base/core game, there is a DLC. Oh? So, I went to GoG and I found the Crucible. Here I thought it was a location in the game that I had to travel/rift gate to get there. Nope. I had to choose the DLC in the menu screen, then I can participate in the it. So, I dinked around in it with my Commando and got my azz handed to me more times than I care to remember.

So, I set aside that character and worked on my Death Knight. I decided that would be character that would take me through all 3 difficulties of the game. When I did, I went into the Crucible and made all the mobbiess my beeches. It was fun, I steamrolled all 3 difficulties up to level 150. Man, I wish I would have kept that character.

Later, after I got Ashes of Malmouth and Forgotten Gods, I would take my character to the Crucible. That was my test to see what I did right and where I went wrong. I really learned the difference between having a ton of life and low-mid resistances vs. low-mid life and maxed resistances. Of course, having both is ideal.

I really liked the set-up of the Crucible too. Very smashmouth. I didn’t use any of the shrines or whatever they are called to help me along the way. Every 10 levels, you get a bit of a breather. If I remember correctly, you don’t have to start from level 1 every time you play in the Crucible. Tho, I don’t remember if you have to make or earn a key to start at a particular level.

Through the years since Covid, I have visited the Crucible, but I didn’t make it that far. I haven’t been in there since before it was raised to level 170. I guess it’s up to level 200 now? I guess I need to start cherry picking my level 100’s and see which one of them is good enough to make it to the end, or at least which one is the most fun, even if I don’t make it to the end.

Ashes of Malmouth (Before the Sewers)

So, I took a bit of a short break and returned when I was told there was an expack. At first I thought people were talking about the Crucible. Yeah, I got that and beat it. No. there is actually a full on expack. Go to either GoG or Steam. I went to GoG since that is where I got the base game. I forgot how much I got it for, I’d have to check GoG, but that’s not important. Luckily, I didn’t delete my Death Knight, but I still chose the Commando. WOW!!! Ugdenbog was crazy fun.

The first key dungeon was insane. That boss killed me at least 3 times. The time I beat him i was full on relying on my Mortar Trap. But I made it, and that was the absolute most difficult thing about AoM, until I faced Kra’Val, Ancient of the Waters… Oh, what a pain in the butt that boss was. Yeah, I died there… more than once. But persistence breaks resistance, I eventually killed the dang thing.

Two factions in the first half of AoM. Well, 2 if you don’t kill the guy in Barrowholm. First go around, I didn’t, but I did with my Death Knight in Norm. I became friendly in Elite and Revered in Ultimate. I wish I could remember the dungeon there after killing him, but I can’t. I need to do that again in Norm to job my memory.

I actually liked doing the Barroeholm quests. Yeah, I tried to save that lady, but to no avail. When I learned about her inevitable fate, I decided to just kill her in later difficulties and with other characters. What rep I lose from the Coven, I get back when I turn in the Fetish. No biggy. Plus, her scream cracks me up.

I like that you get 2 additional quests when you are honored with Barrowholm. Killing the 3 wendigos was fun, but I liked choosing who would be the Raveger even better. I choose a different one every time too.

The first time questing through the void to Malmouth I saved Ulgrim. On elite I atempted to beat the stubbornness out of him and he pwned me good. So, I ended up saving him after he killed me twice. I might have been able to do it on my Death Knight, but I opted to save him. Matter of fact, every playthrough I choose to save him. It’s easier that way.

Doing Daila’s quests is worth it. Good exp, rep, and at the end you get a tonic of clarity (reset devotion points) and a weapon. The weapon is usually okay in normal and elite, but sometimes it’s a good one in ultimate.

Ashes of Malmouth (Malmouth Resistance)

Muckin’ around in the sewers reminded me of D2 and D3. Good times. It’s fun to battle countless aetherials, especially since the chthonians ended up being the big baddies in the core game. I had fun lowering the bridge and letting in the Black legion. Taking over the Resistance Hideout was a blast too.

Hmmm. Nicoh Erin. I’ll be honest, he kind of pisses me off. It’s so damn random too. Sometimes I can rift him and the kids, other times he attacks and I have no choice but to pwn is face in front of the kinds. So, what gives? Is it just a random flip of the coin? Or is there a way to port all three of them with each playthrough?

I do have to admit the first playthrough was kind of rough, navigating the maze of the broken city, and those damn stairs. STAIRS OF DOOOOOOOOOOM!!! Doom I say. DOOM! Unlocking one more faction before ending the expack was really nice. The goups of mobs made for great mob blasting fun with an aoe skill. Crown Hill and retaking the Black Iron Docks was crazy.

Rictor Clarke. Really? Seriously? Before the potion change to CD, I would have 100’s on me. Dude. Have these. You’re good. Let’s go. Now? My potion is off CD, here chug this. You’re good. Let’s go. But… nooooooooooooooo. he wants to just sit there and die. But hey, he told me where his loot stash is, so everything is okay. Right?

Meeting the Warden again and blowing up the aetherial breeding grounds was a nice treat. I still don’t know what’s up with that aetherial prisoner. Sometimes I free him and most the time I just ignore him. Maybe there will be an easter egg later on, or maybe he will show up in GD2. Who knows?

I know there is a secret area in Ultimate, but I still haven’t done it yet.

Forgotten Gods

I heard about the expack about halfway through Ashes of Malmouth and got it before I completed it. I spoke to the Emissary in Devil’s Crossing, to the green portal to the new land (desert), and completed a very ezpz combat trial. Afterwards I spoke to 3 cultist representatives to see who I would align myself with before starting any quests.

The easiest way to find out which faction I wanted to start with was going to each wares (loot) NPC (quartermaster if you will). Since I was a fire damage Commando, I chose to side with the Cultists of Solael. I gathered all of my quests from the Conclave of the Three and headed out into the burning sands of the Korvaan Plateau.

Good thing I loot all the bodies I find laying on the ground or I wouldn’t have been able to finish Tomb Brothers quest. Looting the brother’s corpse too me by surprise, especially since it wasn’t labeled as such. Hey, stop fiddlin’ with my body. What the heck? A ghost? Oh, cool, he is part of the quest. Nice. Seeing him in the Conclave of the Three after I finish the quest was very rewarding. At least he isn’t stuck haunting a tomb.

So, this truly is a short expack, but it’s one hell of an epic journey. I wish there was more, but I’ll take quality over quantity any day. The second half of this adventure did not disappoint. It gave closure to Daila (save for her mother), found the leader of Death’s Vigil and his role in all of this, and explained just how far down the rabbit hole Kymon’s Chosen went before they realized it was too late. It truly did feel like the end chapter to Grim Dawn. You get to fight an actual god at the end. How cool is that? Definitely can’t wait for Grim Dawn 2.

Riggs’ questline for the Iris was a nice addition. I definitely liked the Sarlacc Pitt and the Fetten helm. Threet secret areas, 3 pieces to bypass the magical barrier, fighting my way to the Lost Oasis, and entering another one-shot dungeon. I also did the Crate secret questline in Ultimate. I didn’t fight the big baddy crate boss, but I did get the poopy gloves and off-hand.

Long Break and Return

I took a break from around February 2022 till September 2025. I originally wanted to come back in 2024 because I was told that FoA would be live by then, but I forgot. When I came back, I was a bit disappointed at first, but then figured it was a good thing FoA wasn’t ready yet. It’s been a while since I last played and I noticed a few things have changed. It gave me plenty of time to test and play many different builds and even different mods. When FoA was ready to play, I was ready for some new content goodness. Werewolf? Need I say more?

Fangs of Asterkarn (Part 1)

Yeah. My first FoA character was a Werewolf. I made a Primalist. Of course, the class combo was originally called the Mystic. It was a lot of fun. So much fun that my second character was a poop throwing Werewolf. Still to this day that’s friggen hilarious. I am working on a Lightning Werewolf and have my sights on an Eye of Reckoning Werewolf. Spin wolfie spin.

Here I thought the beginning would be in Asterkarn Valley. That would have been prefect. However, that’s not the case. The start is in Fort Ikon. I opted to play FoA content with a new character before I played AoM or FG. Now I know that it would be best to do FoA after I finish AoM and FG.

So, I enter into the great frozen unknown and find out what started it all (The Grim Dawn) and why Cairn is in the shape that it is in. I start out killing the usual suspects, aetherials, while I am on my way to find the missing scouts. Before I find them, I have a chance to help out two Kurn, one wounded really bad. While I am off searching for roc feathers, I stumble upon a crazed yeti. Hiding behind a log are the lost scout and a Kurn. I rift away the scouts to safety, get the Kurn’s symbol, and I am off to find a place called Kurnhold. After I find and bring the roc feathers to the wounded, I start my trek to a stronghold that doesn’t like outsiders. All outsiders are called lowlanders.

There is this cursed guy. He his cursed with intense cold. I am guessing it’s because he is a dirtbag, but we shall see. For now, I am seeking a cure. Found a ledger and a box of weapons on my way to Kurnhold. Inside the stronghold I found the traitor selling weapons to the grobles. I wanted to pwn him good, but I guess that’s not allowed. Oh well, i extorted him out of some swag, so that will be good enough… for now.

The cursed guy got frozen. Oops. But at least I was able to save some kegs of brewha for a lady, so that was good. Now, I am off to find a shield for some other Kurn lady. Who knows what I will encounter on my way there. No shortage of quests so far, that’s for sure.

I assisted a Veilwalker and laid to rest three warrior heroes locked in undeath. I rescued a lady from a chaos rift. Turns out she is an inventor, so that was fortuitous. I rescued a bunch of kids from the graps of the bloodbound baddies. I found the shield in the Dread Wastes, but was attacked by undead Bloodbound. I confronted the lady in Kurnhold and gave her a death. I still got a bloodbound totem, so that’s good. I found 4 Kurn relics and now I about to talk to the Skald.

Fangs of Asterkarn (Part 2)

Spoke to the Skald and was directed to her three assistants. I need to collect Essence of Burgol and Ugdenbog (AoM content), Embers of the First Flame (FG content), and Beating Heart of The Void (FoA content). First playthrough I had to start in Ashes until I got the mats. It was easy enough since Ugdenbog is in the beginning of the expack. However, I had to almost complete Forgotten since the embers are in the last part of the expack. Once I got them, I went back to Kurnhold. In Fangs, I was already in the area, so that was good. Kill baddies. In the process, gets some loots too.

Now, I am off to ‘truly’ start the second part of FoA. WOOT!!! I encouter two ‘kids’ at a lodge. Yeah. Not buying it. I did the quests anyways. they weren’t hard, just a bit tedious. I will not do them again. From second character on, I just pass them by. Dang trickster demons. Pilgrim’s Rest starts out with a bang. Get jumped by a bunch of chthonians as you approach the rift gate. After you secure it, you get ambushed by a bunch of undead. But there is a quest close by, so there is more to it that just a short duration combat.

The rest is fairly uneventful besides killing mobs after mobs after mobs. You get to see Beronath fly by in the Aurora Pinnacle. He lets loose a rawr before you see him too. Still can’t get a good print screen. Third character/playthrough and the dang clock was in the way and covered some of his left wing. First time I collected the ‘of the night’ notes for the Dirge of the Night quest. I turn in the quest when I see the bird. before that, I get the remains for another quest that I need to turn in at an altar. There is a cave east of the bird. There is a mini boss in there.

After I turn in the remains and say his name, I rift back up to the top, and I talk to the Skald. I have to fight a herald (mini boss) before I can enter into the arena and blow the horn to summon mr. big baddy himself. Pain in the azz fight the first time around. I died. Second character, I died because I was impatient. I saw he had less than 5% life and I Leeroy Jenkins in for the last bit of dps, and was handed a death.

Third time around… a tad bid easier. I didn’t do too much running in the first phase, but I did some in the second phase. The good thing is, I didn’t die. WOOT!!! Now he is a sleepy boss, I get ma loots, go back to Kurnhold and get post boss kill quest. Off to the Kruu’Sul Crags. Time to get friendly with some Dranghouls. OH NOES!!! A big block of ice bars my way. Well, off to the Dread Wastes to make me a big azz ball of fire. A little back and forth via rift and no more wall.

Okay… now I can go and see to theses… Dranghoulians. The Dranghoul camp is surrounded by beasties and up north their rival clan, The Frost Dranghouls. I killed them all then went into the camp. I did their trial by combat and was victorious. Nothing more until I get higher rep with Kurn and get through elite and ultimate.

Now it’s quest after quest to grind rep for Noktukari. I already have the potions unlocked from my first playthrough and I bought all of the blueprints. But, it’s still good to do his quests for the Ashes of Awakening, experience points, and reputation for other factions.

I messed around with the altar on my first 2 playthroughs, just increased rep and exp gain, but I didn’t use it the third time around.

I haven’t done any of the new content in Ultimate mode. So, I can’t comment on that… yet.

Things I like best about the game
  1. Off-Line Option. OMFG you have no idea just how awesome that is. Not because of anti-social behavior, but because of the friggen internet. It doesn’t matter if I live in the sticks (now) or when I was playing city boy. It doesn’t matter what internet provider I have, or which speed/data/etc, wifi vs. cable, close to a tower or far away. NOPE! What matters is on the other end, the gaming company and their potato powered servers. Horrible. DC’s. Freezes. Slow down/speed up, rubberbanding, sling shotting, boomeranging, etc. All horrible. I have lost most of my HC characters because of that and my patience to play the game. Off-line option is 100% perfect.

  2. Character Versatility. I have always like when games had the option to play 2 or more classes. Yes, your levels will be lower, and you won’t be as powerful (in some cases) vs. a single class character. Old TSR games, Titan Quest, Ashes of Creation (didn’t have the chance to play it), and Grim Dawn. I am sure there are other games out there with the multiclass option, I just do know them… yet.

  3. More Versatility. It’s not just increasing stats, class points, get gear and rinse/repeat till your eyes bleed. Nope. Love those shrines, devotion points (wish there were more), and constellations (also wished there more). It’s basically a game within a game. And if it’s not your thing, don’t like/understand it, don’t want to devote any gaming time to it, then you don’t have to and maybe save for the most end game of activities, it shouldn’t really impact your game play. Of course, that’s all up to the player’s mindset.

  4. Combat Animation. Lighting is a stickler for me. It looks like crap, I am an unhappy camper. This game gets it right. My first character coming back to Grim Dawn was a Druid that used Primal Strike. The animation for that skill is absolutely amazing. Heck, even the lightning animation from items and constellation procs are damn good as well. All the others are great too, especially fire, but I am always drawn to lightning. So much detail to this game.

  5. The Environment. I like to explore every square inch that a game has to offer. I have always been that way. I guess I want to maximize my entertainment and of course get my money’s worth. Cairn isn’t Azeroth, but in some cases it feels like it. The East Marsh comes to mind. Actually, the Hidden Path quest comes to mind as well. Secret Quests are added to this one since are tied into secret areas. All part of exploring… From the start all the way to the end, it just feels like it’s a big friggen world. I kind of got that feeling from D2, but definitely didn’t get it from D3 or D4. Obviously, D1 wasn’t set up that way, so that was never going to happen. Then again, a lot of games aren’t. Being able to interact with the environment is nice too. I am talking about fixing bridges. Maybe there will be more of that in GD2, maybe even… fixing boats. Another cool thing, for me anyways, is hearing my footfall in shallow water. Seeing footprints is also a nice touch to the game.

  6. Wrecking objects. I don’t care if it’s a door, chair, table, crate, etc. IT! IS! FUN! Being in the Necropolis area with all those tombstones and crumbling walls? DORKGASMICAL!!! I am surprised there isn’t an in-game counter (and achievement) for breaking objects, especially crates. The hammer proc from the Anvil constellation is a ton of fun breaking objects too.

  7. Experience Points from Notes. This might not be a biggie for anyone, but it is for me. Obviously, this is a pre level 100 thing. Yeah, there are a few notes here and there that don’t provide much exp, but there are some that do. I have leveled up many times after I turned in one or more quests because I read the nots prior to vendoring or storing my items. In the early levels, any exp is good exp.

  8. The Monsters. I have fun blasting any and every mob out there, especially since I have played a bunch of first-person shooters. Most games have the same old monsters/creatures you see in just about any other game, with a minor tweak here and there. This one has a few here and there, but it seems like Crate really wanted to create (take the first e away, you get crate) something a bit different. It worked. I like all the monsters/creatures/heroes/bosses/etc.

  9. Monster Reputation. I have never experienced anything like that before. What a cool and unique concept. It makes sense too, the more you pound on the bad guys, the more they get pissed at you. If you piss them off too much, then they send out a Nemesis monster.

  10. Loot Filter. Such a nice feature. You know… these white and yellow items are cluttering my screen and I haven’t needed to deal with them in over a dozen levels. Wait… what? I can filter them out. Oh? NICE! Done and Done. Later on in levels, I do the same to greens. I have even done the same to blues on 2 characters. I wish more games had that option.

  11. Mod Friendly. Heck the game even comes with a Mod Tutorial (no, I still haven’t read it yet) How awesome is that? This is coming from someone that generally stays away from mods. Grimarillion was fun, as was Nobel Paladin and Reign of Terror. This ties into the first thing I like the best about this game.

  12. Forum/Other Players. This isn’t in the reviews above, but I wanted to touch up on this being one of the best things for the game. Yeah, a few people here and there go a bit too far, even abrasive, but for the most part it’s been a very positive experience for me. Most importantly, I have learned quiet a lot, so much thanks to all.

  13. Casual Gear. Some gear is just for fun. Maybe you can make something out of it, maybe you can’t. Soiled Trousers, Fewmet Grips, and Fewmets of the questing Beast comes to mind. There is also the Really Great Pants. Too funny. Thanks to FoA there is a legendary set that combines all of the ‘poop’ items into a set. I’ll add hidden items to this as well. Maces that look like shields, The Fetten Mask, etc.

  14. Continue with #4. Secret areas and loots. Can’t find them if you don’t go exploring. Okay, sometimes you find them by accident, especially with aoe damage. But, most of the time, you won’t find anything unless you spend the time to search for it. Secret quests are also about of this, since they go hand in hand.

  15. Craftable Gear. I like the option to craft some of my own gear. The only thing that is gated behind a blacksmith is the Relic, and some crafting materials by combining other materials that you have found. For some sets, you can craft the helmet, so you don’t have to wait till a monster drops it. I will place transmuting gear here as well. In some cases, you can craft a bunch of helms, then transmute the worst ones into other parts of the set. Now, granted you need the materials to do so. So, there is some limitation. Then again, that’s what crafting is all about.

  16. Monster Totems. Those things are great. I really like that there are different ones too. Aetherwarped, Celestial, Eldritch, Savage, Spirit, and Voidtouched. There are tears too, tied into the difficulty that you are in. In the early stages of leveling, they provide a huge experience point boost, many time a level. Killing beaties and the loot pinata is fun too. A very nice addition to the game.

  17. Three expantions. Ashes of Maumouth, Forgoted Gods, and Fangs of Asterkarn. Talk about expanding on an already huge world. Many more places to explore, more quests, more items to find and craft, more factions to gain reputation, more lore. Each one was awesome and didn’t feel like an effortless cash grab.

  18. Crucible. Not an expansion, but still an addition. I have spent many an hour knockin’ ma boots that arena. Most the time I got my azz handed to me, but there were times when I was a supreme steamroller. It’s been a while since I have played Crucible, so there have been some updates to something that is technically not a part of the game. It can only be access from the menu screen. That’s daman cool of y’all in Crate. Heck, who knows, maybe I’ll throw in The Grim Poopflinger see how far he gets throwing poop at monsters.

  19. Multiple difficulties. Yes, many games have done that, even console games, but it’s nice to have that option. I also like that there a few things that can only be accomplished or accessed in Ultimate. Gives a player something to do beside mob/boss farming for drops.

  20. The Altar. At first I thought it would be something like the D3 altar, but it isn’t. That was a sigh of relief. Plus, I really didn’t care too much for the altar in D3, especially since I was already experiencing diminishing returns. Yeah, it became less and less fun. Wit that, came more Grim Dawn. With the altar, I like the fact that it gives something to the monsters too. So, it’s not just some cheap power creep. I haven’t tested it on Ascendant mode yet, but I can only imagine it will be nuckin’ futts.

  21. Transmogs/Loyalist Packs. Okay, nothing new, that’s for sure. However, the option does exist and I like being about to change what my character looks like. For me, it’s weapons and shields. So many games have some fugly looking weapons and shields. Yes, same can be said for armor (looking at you shoulders), but it seems that weapons and shields are the biggest culprits. Grim Dawn has some cool looking weapons and shields too. It really makes dual wielding fun.

  22. Werewolf. What’s not to like about being a werewolf. NOTHING!!! You can even use other skills (not defaults) as a werewolf. Spin to win with Eye of Reckoning. Throw poop with the Soiled Trousers. I am sure there are many more. There are also items that will allow different damage type werewolves. Acid, Aetherial, Choas, Cold, Fire, Lightning, & Vitality. The fur changes color too depending on the damage type.

  23. Fangs of Asterkarn. Holy schlitz was that an expack, especially after Forgotten Gods. Totally worth the wait. I still haven’t unlocked everything either. Much more goodness awaits me in ultimate mode.

  24. Move Reagents to Stash. A much appreciated QoL addition to the game. My inventory gets too clutter, I wisk my mats away, then do auto sort. Yes, I still have room for more loots, I can continue my journey and will put off dropping my riftgate a little while longer. I will also say that 2 dedicated reagents tabs should be added to this as well. Can’t move those reagents without them. Separating the reagents in tiers and by rarity is very efficient. WELL DONE!!!

  25. Auto Pickup of Materials. I should have this higher on the list. It’s a great QoL feature to the game, especially when you are hip deep in monsters. It pairs very well with having a Loot Filter and sending all your mats to your stash when you are afar.

  26. Plenty of Stash Space. Another one that should be higher on the list. Through questing you get extra stash tabs on your character. If you have enough iron bits, you can purchase more stash tabs in your bank. There are also multiple stash tabs for transferring gear from one character to another or using them as additional space, be it temporary or not.

Things I thought were just okay
  1. Shattered Reality. I would put the SR’s in the lowest category if the blue portal was still a random spawn. OMFG did that drive me batty, especially since you couldn’t get the location by pressing ‘m.’ I am sure many people qq’d like crazy about it too. I think I might have been one such player. Anyway, it has been changed to it spawning pretty close by to you. So, I shall upgrade them to this category instead. To this day I have not made it passed SR 10. Not because I can’t, but because I still don’t like it that much, even with the portal next to me. But, I have many characters shelved when they hit level 100, so maybe one day I will cherry pick them and test my luck again. Heck, I still need to do the same with the Crucible.

  2. The Rogue/One Shot Dungeons. I don’t really care for them, but I don’t hate them. I take that back. I do like the one in Bastion of Chaos and I absolutely hate the one in Port Valbury. I guess that balances it out, especially since I think the others are just meh. I don’t know what it is, they just don’t really do it for me. But, if it’s part of a quest or a good spot to farm a particular legendary item, then I will do it. I see them as a necessary evil.

Things I really didn't care for
  1. 55 points. Not really something that I didn’t care for, but something that left me a bit disappointed, especially since I thought the devotions/constellations were a nice addition to the game. Also, it doesn’t last that long. I usually have all my devotion points spent around level 73, sometimes into the mid 80’s.

  2. Continuation of #1. When you have all 55 points spent, the shrines are next to useless. At least prior to level 100, they will add a little experience points, but not much. Sometimes the spew loot, but most the time they don’t. If there is an expensive component that is needed to unlock that shrine, it should drop something good. After a while, they get ignored. Sucks to pass up anything in a really fun game.

  3. Forgotten Gods. It was too short. By the time I was really getting into it, I was confronting Dravis. When I pwned Korvaak, I was left wanting more. WHAT? THAT’S IT? OH COME ON! That was such a fun expansion, there’s gotta be more. Yes, there are the other/special quests. But still, as expacks go, it was kind of dinky. I didn’t expect it to be as much as AoM, but still wasn’t prepared for it to end so fast.

Summary

So far, I really like this game, and I would recommend it to others. 26 things I like, 2 things that were okay, and only 3 things I didn’t like. I have taken a few breaks since I started playing this game during the worst part of Covid. I always came back, even with FoA still being worked on. Now that FoA is a thing, I foresee many more hours of awesomeness, especially as a werewolf. Thank you Crate for a top shelf game.

1 Like

Unbalanced-fest

Is my verdict :slight_smile:

Maybe in 2 years game will be good again