This is a reworked version of my Cataclysm mod, which includes 3 new masteries, tons of new items and blueprints, affixes for epic and legendary items, and more.
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Changelogs
Version 0.9.0
4 reworked masteries
Version 0.6.8.7
Changed some skills in Grove Keeper, updated vfx
Tweaked some bonuses on custom augments
Added some blueprints to random loot and Skinner's inventory
Other minor changes
Version 0.6.8.6
Balance tweaks in Grove Keeper and Paragon
Damage, defenses and other stats now have their own colors in tooltips
Version 0.6.8.4
Numerous minor fixes
Version 0.6.8.1
Fixed a crash in Shaded Basin
Version 0.6.8
Balance tweaks
Most skills recieved 30-50% damage boost, passive health/damage scaling for all pets adjusted
Partially fixed stash (wasn't able to add 'move all components' button)
Version 0.6.7
Revised bonuses in almost all classes
Added 2 new bosses with custom loot
Version 0.6.5
Fixed custom devotion skills
Reduced all skill modifiers to 8 ranks
Updated/changed multiple skills in Paragon and Stalker
Version 0.6.0
The first version compatible with Forgotten Gods expansion
Version 0.5.3x
Many skill modifiers have been edited
Minor UI changes
Version 0.5.3
Removed Mysterious Lockers from DC quartermaster
Fixed loot tables of all bosses
Added 20 new legendary belts
List of custom loot added so far:
* Accessories (lvl 20)
Grundleplith the Hoarder (15% chance)
Warden (25% chance)
* Accessories (lvl 30)
Boris Master of the Pit (100% chance)
Darius Cronley (25% chance)
* Waist (lvl 35)
Harrath the Slaughterer (100% chance)
Bloodfeast the Ruthless (80% chance)
Version 0.5.2x
[Maleficar]
* Carrion Crow orbiting radius reduced
[Thaumaturge]
* Tidal Surge % health restored per hit reduced
[Grove Keeper]
* Fixed a transmuter allowing to scale Water Elemental with player damage bonuses
[Paragon]
* Heroic Throw radius reduced
[Items]
* Newly added jewelry drop rates corrected
Version 0.5.2
[Maleficar]
* Maim (ranged) deals damage to all enemies in a 2.5m radius instead of increased projectiles #
* Blades of Woe tier bonuses changed
* Mosquito Swarm some modifier bonuses changed
* Blood Boil some modifier bonuses changed
[Thaumaturge]
* Water Stream increased attack rate to 2 per sec, (R) frostburn damage lasts 2 sec
* Tidal Surge cooldown increased to 1 sec
* Riptide cooldown rediced to 2s, some modifier bonuses changed
* Chain Lightning some modifier bonuses changed
* Jolt % weapon damage increased to 150%, some modifier bonuses changed
* Storm Bolt (Y) fixed, moved to tier 9
* Storm Wisp moved to tier 7
[Grove Keeper]
* Nature's Fury increased attack rate to 3 per sec
* Radiant Spores % Health regen reduced
* Corrosive Blast radius increased to 8m
* Added a transmuter allowing to scale Water Elemental with player damage bonuses
[Paragon]
* Heroic Throw reworked
* Geomancer's poison bonuses changed to fire bonuses
* Shattering Strike bonuses/damage revised
* Petrifying Gaze bonuses/damage revised
* Battle Horn cooldown reduced to 5, radius increased
* Warding Energy now protects against Phys/Pierce/Bleeding
[Items]
* Face Slam damage changed
* Added 20 new accessories to Warden and Cronley loot tables (for levels 20 and 30 accordingly)
Version 0.5.1
General
Added 5 blueprints to Elizabeth Skinner
Grove Keeper
Frostkeeper renamed to Hydrosophist (greetings to Larian Studios)
Increased % healing on all Grove Keeper's abilities, increased the radius to 6 meters on all all skills that previously had 4 meter radius
Hive Queen: Withering Blight (P) now also deals Vitality damage
Armadillo: Mighty Roar radius increased to 8 meters, rank 20 bonus is 12 meters
Armadillo: Entangling Vines now also taunt targets
Radiant Spores: now adds a % health regeneration, rank 5+ grants a bonus to all retaliaton damage
Hidden Reserves: pets bonus to water damage removed
Fluidity: dodge chance reduced
Fluidity: added pet bonuses granting water dmg and dodging
Invigoration: Cleanse rank 15 bonus: radius increased to 8 meters, cooldown increased to 6 sec
Nature's Grasp: added various damage bonuses to all modifiers
Stalker
Beast Master now also reduces damage from Beastkin
Crossfire: % weapon damage reduced
Pin Down: Feral Aggression now also affects the player
Power Shot (G) physical damage replaced with lightning damage
Power Shot (Y) added Fire dmg
Power Shot (R) added +% total dmg
Power Shot (P) added Aether dmg, increased rank 10 bonus to physical dmg
Wound Treatment (Y) added % health regeneration
Arcane Shot (R) % weapon damage replaced with Fire dmg
Arcane Sentry (G) added Lightning dmg
Aether Grenade (P) added Fire dmg, Petrify replaced with Confusion
Pulverize (P) added +% total dmg
Pulverize (R) added Pierce dmg
Thaumaturge
Chain Lightning (R) added Aether damage
Jolt (Y) added Aether damage
Jolt (R) converts physical to lightning
Jolt (P) damage increased, cooldown reduced
Maleficar
Curse of Agony (G) cooldown reduced to 0.5s
Curse of Agony (Y) added Chaos damage
Corpse Pile (P) added Chaos damage
Shadow Infusion rank 10 bonus replaced Aether with Chaos
Shadow Bolt (P) deals additional Fire damage, Fel Flames: Aether dmg replaced with Fire dmg
This is my new mod that I'm working on. It's playable, but in an early stage of development, many classes, skills, items, etc are not added yet..
New classes
Stalker Maleficar Thaumaturge Grove Keeper Paragon Skills and Leveling
The player gains 5 skill points at level 2, 4 skill points at level 3, the rest is the same as vanilla. I tried to organize skills and modifiers differently that in vanilla. When the player picks a custom class, there are 2 passive skills on the bottom left corner of the skills window that will unlock corresponding active/passive skills. Each active skill from your specialization has 4 modifiers that will affect the base skill, empovering it, providing additional effects, or changing it in any other way. All passive and active specialization skills gain additional effects at ranks 10 and 20. There are also 2 active skills that require both key skills to unlock and gain additional effects at each 5th rank. Gameplay changes
Regular mobs, champions, and heroes density dynamically changes from x1 to x2. Their loot tables are unchanged to avoid conflicts when Crate adds new items. Instead, heroes, champions, bosses, and rarely regular mobs, will drop a new item called Mysterious Locker, which in turn drops various items when you use it, such as crafting materials, augments, custom components and blueprints, and items with affixes for newly added classes.
Bosses and heroes drop special reagents that can be used to craft unique items, or can be exchanged at Alex in Devil's Crossing for random powerful items.
Devil's Crossing quartermaster offers multiple components to enhance custom masteries.
Stephen Skinner offers various epic and legendary items after you complete Family Crisis quest.
I'll be adding more info as time permits...
Installation
Extract somewhere and move 'apocalypse' folder to .../Grim Dawn/mods/, launch Grim Dawn, click Custom Game and select apocalypse ~ world001.map, create a new character and have fun. Ashes of Malmouth is required to play this mod. From v0.6 and higher Forgotten Gods is also required to play this mod. Contacts