Cults of the Witch Gods

Don’t enter portals opened by strangers.

If you do you might end up in the Korvan Basin. It’s sandy. Very, very sandy. It’d make for a great holiday destination were it not for the bloodthirsty wildlife, the fanatical cultists, and the statues which come to life desiring nothing more than to see you rendered into viscera. You might also have to join one of three cults when you arrive, each of which represent the desires of one of the three Witch Gods. Which, thankfully, doesn’t require a human sacrifice. So that’s something. You will, however, have to fight for your life against the forces of Ch’thon to prove that you are the one they’ve been looking for.

Which is exactly why I don’t like people looking for me.

Forgotten Gods is the second expansion pack for the exceptionally exquisite Grim Dawn. It follows the events of Ashes of Malmouth, but can be experienced out of sequence as soon as you’ve completed Act 1. The content scales to your character level, though. So it’ll always be level appropriate for your character.

Act 7 is set in the lush, scenic, and sometimes volcanic Korvan Basin. Alongside the extended main campaign content there’s a new Mastery (the Oathkeeper), newly introduced Difficulty Merits and Iron sharing mechanics, expanded (personal and shared) stash space, additional Constellations and skills to unlock, and the endless challenge of the Shattered Realm. You’re now able to skip an entire difficulty level by using the respective Difficulty Merit. For instance, if you have a character in Elite you are able to buy the Elite Difficulty Merit which can be shared with another character via the shared stash. You can also condense Iron into Iron Bars to share wealth in a similar fashion. Which is undoubtedly great news for everyone who has multiple characters that might need a little help.

An old god sleeps in a fragment of a distant reality.

The sole new Mastery in Forgotten Gods is the Oathkeeper which (as always) can be combined with existing Masteries. The Soldier has always offered benefits to those who use shields and boasted greatly bolstered survivability, but the Oathkeeper unlocks the offensive capability of shields. If their shield isn’t hitting someone in the face they aren’t happy. Which could present some interesting possibilities for close quarters combat builds. The new Constellations also offer deeper customisation through the Devotion mechanics. While there are new mobility skills which (I do believe) are applied to medals.

It’s a surprisingly content-dense expansion pack.

Not that the developers have earned a reputation for anything less. They have continually and consistently delivered both paid and free updates of the highest quality, and have supported Grim Dawn since the days of Early Access. I’ve enjoyed seeing every new development as they seem passionate about this project.

While it has been hinted that Forgotten Gods may be the last expansion pack, the developers have done incredible things with Grim Dawn. I’ve always had the greatest expectations for Grim Dawn (and any additional content available after release) and they’ve been exceeded in every possible way. Not only does it feel entirely reminiscent of the ARPGs of yesteryear, but it delivers the kind of character building which is often painfully absent from modern RPGs. The developers have never settled and have always pushed ever-forward with new ideas, new concepts, and new updates. This dedication to delivering a truly one-of-a-kind experience is what has led Grim Dawn to be as enjoyable, engaging, and exhilarating as it has been in all of the years that I’ve been building characters in it. I highly recommend it to anyone who enjoys ARPGs!

Have a nice week, all!

Moggie

One thought on “Cults of the Witch Gods

  1. Pingback: Grim Dawn: Once Taken, Twice Shy (Pt. 1) – Moggie's Proclamations

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