This mod is currently in development. The primary function of the mod is to add additional masteries. The secondary purpose is to modify game mechanics.
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Changelogs
Version 0.17.0
Call the Rats (T1 skill): the place holder icon has been replaced with a screen shot from the Viewer tool. I may do the same thing for the other summons skills.
Darkness (skills): a particle effect (PFX) has been implemented that circles the caster (except Mirror Images, combined it was too obnoxious). The PFX on the enemy that indicates they have a penalty to attack and defense has been made more visible. The version cast by Mirror Images now only colors their mesh black. The debuf was stacking and that wasn’t intended.
Glabrezu: A new mesh is being used that more closely matches the primary features of a Glabrezu and has been scaled accordingly. Glabrezu now have the Reverse Gravity skill.
Glabrezu Hold (pet skill): This now has a chance to proc with the glabrezu’s default attack instead of being its own separate attack that had to be allocated in the pet definition file. It performs a trap now instead of a stun.
Hezrou Hug (pet skill): This now has a chance to proc with the hezrou’s default attack instead of being its own separate attack that had to be allocated in the pet definition file.
Hezrou Stench (pet skill): a new PFX has been implemented. The PFX on the enemy that indicates they have a penalty to attack and defense has been made more visible.
Reverse Gravity (pet skill): This is a trap skill with a DoT.
Stunning Screech (pet skill): replaces Vrock Death Cry. Used by Vrocks upon death. Has a chance to stun all enemies within a radius of the dead Vrock. The previous template didn’t allow for this.
Vrock Death Cry (pet skill): replaced by Stunning Screech.
Vrock Spores (pet skill): a PFX has been implemented and the skill template for this has been changed to what was intended.
Version 0.16.0
Chaos Hammer (T3 skill): The template for this skill has been changed to enable a new PFX. It’s no longer a chain lightning effect but is instead a drop projectile with an area of effect. Everything else is the same.
Dispel Magic (T3 skill): dispels DoT and has a chance to disrupt skills.
Gaseous Form (pet skill): Hezrou now have this skill with 13 levels.
Glabrezu (pet): Movement Parameters now match those of the PC. Character run speed increased to match the size scale factor. A new mesh is being used that more closely matches the primary features of a Glabrezu and has been scaled accordingly. Now have the skills, Chaos Hammer, Confusion, Darkness, Dispel Magic, Glabrezu Hold, Mirror Image, and Power Word Stun. Damage now scales by 87.
Glabrezu Hold (pet skill): attack that includes a stun and fumbles.
Hezrou (pet): Character run speed increased to match the size scale factor. Removed character dodge and deflect chance. It’s already been factored in with the defense ability.
Power Word Stun (T8 skill): 100% chance to stun opponent.
Sickened (proc): removed mind control adjustment value.
Unholy Blight (T4 skill): Changed the PFX colors and skill icon to match the primary damage (cold) theme. Reduced the sickness proc chance to 45%. Changed the skill type from attack projectile area effect to attack projectile. It still has the area of effect but now it has one single particle effect at the center of the AoE instead of everyone that’s effected getting their own mini effect.
Vrock (pet): Character run speed increased to match the size scale factor. Removed character dodge and deflect chance. It’s already been factored in with the defense ability.
Vrock Death Cry (pet skill): reduced stun chance from 100% to 45%.
Vrock Mirror Image (pet skill): lifetime reduced to match skill level equivalent of the player’s version of Mirror Image.
Version 0.15.0
Blasphemy (T7 skill): new skill assigned with multiple proc opportunities assigned to Hezrou.
Version 0.14.0
Chaos Hammer (T4 skill): This skill now has a chance to proc Slow (T3 skill).
Celestial Power (ui tag): Any skill that has a proc will now display as Secondary Effect instead of Celestial Power. This includes devotions.
Sickened (condition/status): new debuf that can be applied by various skills.
Slow (T3 skill): new skill that debufs attack, defense, and speed.
Unholy Blight (T4 skill): Hezrou (pet) now have this skill with 5 levels. Has a chance to proc Sickened (condition/status).
Version 0.13.0
Chaos Hammer (T4 skill): Hezrou now have this skill with 5 levels.
Darkness: A variant with no energy cost was created so that the mirror images that don’t have energy can use it. New graphic implemented on the NPCs affected by this skill.
Hezrou Hug (pet skill): The physical damage is now a DoT.
Hezrou Stench (pet skill): Hezrou now have this skill. It’s an area of effect debuf to attack and resistance.
Version 0.12.0
Ancient Crossbows (pet skill): The minimum damage now scales by a factor of 1 instead of 2. The max damage now scales by a factor of 8 instead of 5.
Armor (pet skill): This has been removed from the Skeletal Knight. The knight is harder to hit now instead.
Blast (pet skill): Increased the cooldown from 3 seconds to 6. This skill now scales by a factor of 6 up to level 100. The previous scale topped out at level 26. The Damage over Time effect now also scales up to level 100 and lasts for 6 seconds.
Charge of the Bone Brigade (pet skill): This skill has been changed to give a bonus to offensive ability and damage at the cost of defense and a 6 second cooldown.
Concussive Blast (pet skill): This skill now scales by a factor of 6 up to level 100. The previous scale topped out at level 26. The Damage over Time effect now also scales up to level 100 and lasts for 6 seconds.
Concussive Blast (player skill): The Trauma DoT now lasts for 6 seconds. Removed the Bleed DoT.
Darkness (T2 skill): This now has a mana cost of 200. The reserve has been dropped from 60 to 20.
Defenses of Daemons (pet skill): The armor granted by this skill now scales by a factor of 10 per pet level up to 100. The new scale is more aggressive in the early game and settles marginally below the previous values.
Defenses of Skeletons (pet skill): The armor granted by this skill now scales by a factor of 5 per pet level up to 100. The previous scale was twice the rate of the original Raise Skeletons equivalent. In comparison to the original values of this skill and the Raise Skeletons equivalent, the new scale is more aggressive in the early game and settles marginally above the Raise Skeletons equivalent at the end game.
Heroism (T3 skill): New skill that buffs offensive ability and resistances. Vrock’s have 12 levels in this skill.
Hezrou (pet): The melee damage has been increased and the damage type is now all physical. Minimum damage now scales by 15 and the max damage now scales by 41.
Mirror Image (T2 skill): Duration changed to 1 minute per level of the skill. Max skill level raised to 20.
Offenses of Undead (pet skill): Raised the level cap on this from 26 to 100.
Toughness (pet skill): Removed. Other changes made this redundant.
Vrock (pet): The melee damage has been increased and the damage type is now all physical. Minimum damage now scales by 28 and the max damage now scales by 65.
Vrock Spores (pet skill): Now does acid damage that scales by 8. The max poison DoT damage now scales by 4 instead of 2.
Version 0.11.0
Bloody Rat Pox (pet skill): This has been changed to Filth Fever.
Dodge Chance (game mechanics): The dodge chance has been removed from the pet controllers. The reflexes of the pets have already been factored into their Defensive Ability.
Filth Fever (pet skill): this skill replaces the rat’s skill, Bloody Rat Pox.
Rat (pet): now does a base of 1-3 physical and 1-3 piercing on top of Filth Fever.
Version 0.10.0
Argos (pet): Received a 25% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Cunning (game mechanics): A new equation has been implemented on the Undead Master pets.
Defense Ability (game mechanics): The modifiers to the Undead Master pets needed to be recalculated based on the new attribute equations. No further changes are expected.
Insect Swarm (pet): Received a 20% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Nalfeshnee (pet): Received a 5% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Physique (game mechanics): A new equation has been implemented on the Undead Master pets.
Rat (pet): Received a 10% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Raven (pet): Received a 10% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Skeletal Arbalists (pet); Received a 25% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Skeletal Knights (pet): Received a 25% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Skeletal Mages (pet): Received a 25% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Skeletal Warriors (pet): Received a 25% attack & spell cast speed modifier. I’m still trying to figure out if it’s actually working.
Spirit (game mechanics): A new equation has been implemented on the Undead Master pets.
Version 0.9.0
Character Life (game mechanics): HP for all current pets from the Undead Master have been set to a new scale. No further changes are expected.
Character Speed (game mechanics): The character run speed, attack speed, and spell cast speed have all been changed to a base of 100%.
Defense Ability (game mechanics): modifiers added to all of the pets from the Undead Master. No further changes are expected.
Version 0.8.0
Defensive Ability (game mechanics): all pets from Undead Master have the same base value as the PC. (charLevel*10)+55
Offensive Ability (game mechanics): all pets from Undead Master have the same base value as the PC. (charLevel*10)+55
probabilityToHitEquation (game mechanics): This is now a straightforward modifier to the base 50% chance to hit. (Offensive Ability/Defensive Ability)*50
Version 0.7.0
Aggressive Stance (game mechanics): Pets configured with the hunter controller (everything from Gate) now have their maximum range increased from 100 to 250.
Animate Skeletal Arbalist (skill): The correct number are now summoned.
Attribute Requirements (equipment): Removed for all classes.
Challenge Adjustments (game mechanics): removed attribute and stat changes from monsters, players, and pets (TBD: increase spawn quantities and tier).
Concussive Blast (skill): The damage output and cooldown are now the same as the player’s version of this spell. It lacks the stun and confusion though.
Cunning (game mechanics): 1 attribute point spent now increases it by 10 instead of 8. You get 10 HP now instead of 8.
Death Knight (skill): I removed the poison resistance penalty (it was supposed to have been for acid but they share the same resistance), the skill dependency is now Gate (it was Skeletal Knights only for the sake of early testing), the tier has changed from 1 to 9 (it was only 1 for the sake of early testing).
Defensive Ability Equation (game mechanics): Reduced the per level increment from 12 to 10, removed the +53 modifier, and changed Physique for Cunning.
Hezrou (unit): This unit now has the special attack, Hezrou Hug. Increased HP scaling from 72 to 173.
Level Requirements (equipment): Removed for all classes.
Map (UI): Pet summoned by Gate now show up on the map so you can track them as they roam off the screen.
Mirror Image – Vrock (skill): I changed this from a boring particle effect to actual clones of the Vrock that don’t do damage. They’re basically illusionary decoys.
Physical Damage Equation (game mechanics): I changed it to use Physique instead of Cunning.
Physical Damage Percentage (game mechanics): I changed it to use Physique instead of Cunning.
Physical Duration Damage Equation (game mechanics): I changed it to use Physique instead of Cunning.
Physique (game mechanics): 1 attribute point spent now increases it by 10 instead of 8.
Player Resistance Caps (game mechanics): increased to 100
Probability To Hit Equation (game mechanics): I changed the modifier from -50 to -90. The base chance to hit is now 50% instead of 90%.
Probability to Hit Minimum (game mechanics): The minimum is now 5% instead of 60%
Probability to Hit Threshold 1 (game mechanics): The minimum is now 5% instead of 70%.
Probability to Hit Threshold 2 (game mechanics): The minimum is now 100% instead of 90%
Probability to Hit Threshold 3 (game mechanics): The minimum is now 110% instead of 105%
Probability to Hit Threshold 6 (game mechanics): The minimum is now 140% instead of 135%
Rats (unit): increased HP scale from 8 to 10. Sounds changed from the default to something squeakier.
Raven Vinculum (unit): created but not introduced to the game world yet.
Skeletal Arbalists (unit): The HP of this pet no longer follow the OEM Necromancer pet line. They now scale by 100 per level. Other HP modifiers still apply.
Skeletal Mages (unit): The HP of this pet no longer follow the OEM Necromancer pet line. They now scale by 50 per level. Other HP modifiers still apply. Damage total adjuster removed.
Skeletal Knights (unit): The HP of this pet no longer follow the OEM Necromancer pet line. They now scale by 123 per level. Other HP modifiers still apply.
Skeletal Warriors (unit): The HP of this pet no longer follow the OEM Necromancer pet line. They now scale by 123 per level. Other HP modifiers still apply.
Spirit (game mechanics): 1 attribute point spent now increases it by 10 instead of 8. You get 10 HP now instead of 8. You get 20 energy now instead of 16.
Vrock (unit): Increased HP scale from 64 to 150.
Version 0.6.0
Concussive Blast (skill): For the player version, I changed the damage to a set scale (it was based on a sum of multiple skills); increased the skillMaxLevel value to 20; changed the secondary effects (stun, confusion, etc.) chance and duration to scale.
Falling Sky (skill): changed the damage to a set scale (it was based on a sum of multiple skills); increased the skillMaxLevel value to 20.
Gate (skill): Each pet has a different set of skills and different levels in skills that they share. Grim Dawn doesn’t display stats for each pet separately under a spawn skill. For this reason, I’ll be hiding the values from records that I’m not actively working with. When complete, I’ll publish them later in an article or something.
Hezrou (unit): set the values under Movement Parameters, Physics, and Character Speed to those of the PC. Now have the skills: Darkness, 15’ Radius; Defenses of Daemons; damage scale set to 28; HP scale set to 72.
Mirror Image (skill): Vrocks (unit) have level 10 in this skill.
Toughness (skill): adjusted the scale.
Vrock (unit): set the values under Movement Parameters, Physics, and Character Speed to those of the PC.
Version 0.5.0
Vrock Death Cry (skill): Vrocks (unit) now have this skill.
Vrock Spores (skill): Vrocks (unit) now have this skill.
Version 0.4.0
Darkness, 15’ Radius (skill): Vrocks (unit) now have this skill.
Skeletal Warriors (unit): characterAttackSpeed increased to 1.5. TBD: Give this unit a dual wielding animation (how?)
Skeletal Warriors (unit): Rat Vinculum (skill) wasn’t triggering – fixed.
Version 0.3.0
Animate Skeletal (all): the black background has been changed to make it easier to tell what your pet situation is. The eye color of the skull icon didn't really help since the icons are so small.
Animate Skeletal (all): attack damage type and values are now set to a custom value that scales with pet level and bonuses.
Version 0.2.1
Animate Skeletal Arbalists (skill): placeholder art has been replaced
Animate Skeletal Knights (skill): placeholder art has been replaced
Animate Skeletal Mages (skill): placeholder art has been replaced
Animate Skeletal Warriors (skill): placeholder art has been replaced
Mastery Selection Window: placeholder art for the OEM masteries has been replaced; new masteries will use as placeholder art, the image of the OEM mastery that it most closely plays like
Version 0.2.0
actorToSpawnForMyBones: effect has been removed from Animate Skeletal (All) - it wasn't working correctly in multiplayer
Concussive Blast (pet version): graphic changed - hopefully less obnoxious to fellow melee players when it detonates in their face
Gate (Undead Master skill): this now summons 1 of 4 possible Daemons
Rat Vinculum (pet skill): all pets summoned by Animate Skeletal (All) now have this skill
Version 0.1.0
Initial dev release.
Current Work in Progress Game Mechanics This isn't the primary focus right now but as some skills or pets are added, sometimes it's necessary to rework some mechanics to accomplish the purpose behind the skill or pet. Most of the back end concepts I needed to decide on have been determined and implemented.
Mastery: Undead Master I'm currently working on the Glabrezu pet's skills. The Nalfeshnee will be next. I anticipate being able to work on the raven vinculum line in a couple of weeks.
In order to apply the desired PFX/animations to some of the skills, it's been necessary to change the skill's template. Doing this effectively creates a new skill. Thus if you had a skill that was changed (you don't) like Chaos Hammer, then you wouldn't have the skill any more. Any points you spent on it would be lost. It's one of the reasons why most of the skill work I'm doing is on pets. I can figure out what the hell I'm doing and can change pet skills without you losing points. Once the design is settled, I can easily turn it into a character skill and add it to the appropriate mastery.
Future Work (some) Planned Game Mechanics
Apply new initial values to all NPCs.
Skill Particle Effects
Apply custom PFX to skills
UI
Update custom skill icons with color theme based on primary function or source of power.
Masteries
Arbalist (crossbowmen) class
Elementalist class that includes elemental pets
Enchantress/Enchanter class that includes charm spells, buffs, and debufs
Sniper class that specializes in 2H guns
Summoner class that includes a variety of pets.
Game Mechanic Changes Completed
Armor Absorption: increased the OEM value from 70% to 100%.
Attribute Requirements for equipment have been removed.
Cunning: how this formula is derived for the pets has been finalized.
Defensive Ability: how this is calculated has been changed and is now DEX/Cunning based.
Level Requirements for equipment have been removed.
Offensive Ability: how this is calculated has been changed and is still DEX/Cunning based.
Physique: how this formula is derived for the pets has been finalized.
Probability to Hit: how this is calculated has been changed and allows for a more dynamic result.
Skill Points: increased the OEM value from 3 to 6 for level 2.
Spirit: how this formula is derived for the pets has been finalized.
Skills Completed But Not Implemented Over the course of creating pets and their associated skills, I've developed skills that either don't work correctly for pets but do work fine for the player or work fine for the pet and would also be good for the player. If the skill doesn't fit the mastery that I'm working on, I'm saving it for a future implementation under an appropriate mastery. So far that includes:
Blasphemy (T7)
Chaos Hammer (T4)
Confusion (T3)
Dispel Magic (T3)
Darkness (T2)
Heroism (T3)
Mass Charm (T8)
Mirror Image (T2)
Power Word Stun (T8)
Reverse Gravity (T7)
Slow (T3)
Unholy Blight (T4)
UI Work Completed Window: Mastery Selection (additional masteries will be added as they are developed). The general format and function is complete though.