Grim Dawn

Grim Dawn

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Tyme Oct 23, 2016 @ 7:20pm
Ancient Door Area Rant
Alright, I've enjoyed this game quite a lot. But this one point has gotten on my collective tits one too many times.

Ancient Door Areas: To access them you need to use a skeleton key, which minus one quest related spawn in inventory must be crafted using Blood of C'Thon (an rare an insanely useful item).

You can't open rifts in the area, so if you're killed by ANYTHING, that's it, you're kicked out of the area.

Finally, you get one shot at one of these areas per instance of the game, so if you do die after say killing multiple champions and getting lots of loot to drop, you can't even use another skeleton key to recover it and continue on (not to mention losing your grave marker and the exp that went with it).

I swear I am THIS close to simply diving into the source code and either altering the value of ancient doors so they behave as normal doors or the properties of these two dungeons they modify so portals work in there. Anybody else this frustrated?

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Showing 1-11 of 11 comments
SPYcorp Oct 23, 2016 @ 8:01pm 
Those are special challenge areas. If you cant handle them get better prepared before enter them. Nothing wrong here. Also loot is fine, best farmspot for my toon atm.

P.S. Have you ever met the Undead Nemesis in Step of Torment...i did 4 times. 3 didnt end well for me. Thats more frustrating to then the dungeon in general.
Last edited by SPYcorp; Oct 23, 2016 @ 8:56pm
Quiximo Oct 23, 2016 @ 8:01pm 
See Gar. Gar builds resistances. Gar Builds health. Gar dies rarely. Be like Gar.
Iroh Oct 23, 2016 @ 11:49pm 
If, for some reason, you decide to go into one of these areas unprepared just do what I do. Every time something drops a blue or better, make sure to grab it before continuing the fight. I do this EVERY time I run one of these just in case. I rarely die, but when I do I still make out like a bandit in there. More importantly though, SPYcorp is correct, they are speacial challenges, they aren't necessary. Most games have difficult and sometimes frustrating areas to challenge the player. If you aren't well geared/have a good build you're going to have a hard time...that's the point of them
Last edited by Iroh; Oct 23, 2016 @ 11:50pm
powbam Oct 23, 2016 @ 11:58pm 
Originally posted by Tyme:
Finally, you get one shot at one of these areas per instance of the game
I see you found out why they refer to these types of areas as "rogue-likes".
http://www.grimdawn.com/guide/gameplay/exploration.php#q03

Rogue-Like Dungeons
At the pinnacle of challenge dungeons are what we call rogue-like dungeons. For those not familiar, "rogue-like" games were early predecessors to the modern action-RPG and the name is derived from the 1980's game Rogue. Rogue-likes are characterized by random layouts and permanent death that made the experience intense and final victory all the more satisfying. Unless you have started a hardcore character, you will not die permanently in Grim Dawn but we have tried to capture the thrill of rogue-likes in these special challenge dungeons by sealing the door upon entering and disabling riftgates so that there is no escape except by gruesome death or fighting your way triumphantly to the end.

Steps of Torment
The first such dungeon, known as the Steps of Torment, can be accessed in the wilderness of Act II. It is one of the most challenging dungeons in the game, featuring some of the strongest enemies and biggest rewards. The last two floors of this sprawling five-floor underground encompass the rogue-like dungeon. The entry to these floors is barred by a set of ancient doors which cannot be opened by any traditional means. Thankfully, there are those who know the secrets of the Gates of Anguish, and perhaps they will divulge this ancient knowledge with the right motivation.

The Skeleton Key is the only means by which the Gates of Anguish will re-open. But beware: the key is destroyed upon use and the doors will seal promptly behind you. The Steps of Torment will gladly devour the lives of the ill-prepared.

Rogue-like dungeons will test your skills and prove your worth. Death will come swiftly to the unwary traveler. Devious traps and powerful enemies line the halls. In fact, you may not even be able to take the same way through as the last time you entered and the treasures you seek may not appear in the same locations. Adventurers beware!

Bloods aren't really all that rare. Just kill Chthonic heroes/bosses.

Originally posted by Tyme:
I swear I am THIS close to simply diving into the source code

No need for all that. Grim Dawn mod tools are located in the installation folder. Should be a pdf guide in there as well on how to get started learning them.

If you need help there's a section of the forum
http://www.grimdawn.com/forums/forumdisplay.php?f=36
dedicated to modding help and tutorials. Plenty of knowledgeable folks there.
Last edited by powbam; Oct 24, 2016 @ 12:04am
Raviel Oct 24, 2016 @ 12:36am 
those places are good to farm if your character can survive them. you usually get multiple legendaries and blues and probably 2 levels from clearing once.
dieing is extremely easy there often easier to just go to the next difficulty and level there. so if your char isn't super tanky might want just to skip those, i often do.
ZarahNeander Oct 24, 2016 @ 4:06am 
It's not only optional, SoT is also inefficient.

You have to run through broken hills, Sot pre-door is okay with a decent hero density, but then:

-Bummer Nr 1: you need a rare mat., so for every 8 Sot runs you loose one guaranteed legendary (with the luxury of choosing the type).

-Bummer Nr. 2: Sot runs have a high preparation cost (farm blood, evt. convert, and worst case scenario: farm ectoplasm). If you take this into account, your legendarys/hour ratio gets really, really bad.
Elizabello Oct 24, 2016 @ 4:12am 
Originally posted by Lollipop:
It's not only optional, SoT is also inefficient.

You have to run through broken hills, Sot pre-door is okay with a decent hero density, but then:

-Bummer Nr 1: you need a rare mat., so for every 8 Sot runs you loose one guaranteed legendary (with the luxury of choosing the type).

-Bummer Nr. 2: Sot runs have a high preparation cost (farm blood, evt. convert, and worst case scenario: farm ectoplasm). If you take this into account, your legendarys/hour ratio gets really, really bad.

Thats a really valid point.
SPYcorp Oct 24, 2016 @ 5:17am 
@Lollipop

I do the math another way. I enter if i have some key mats to spare.

P.S. What are you pointing at with "Bummer Nr1"?

[edit] Thx, already met him but never noticed this "gambling"-option -.-
Last edited by SPYcorp; Oct 24, 2016 @ 6:03am
ZarahNeander Oct 24, 2016 @ 5:51am 
Originally posted by SPYcorp:
P.S. What are you pointing at with "Bummer Nr1"?

Mr. Ethram Fald (to avoid spoilers, google)
sTing Oct 24, 2016 @ 8:13am 
Farm for the Skeleton Key crafting materials. These are special areas and are SUPPOSED to be a challenge.
kurgen Aug 2, 2020 @ 7:54am 
Originally posted by SPYcorp:
If you cant handle them get better prepared before enter them.

How are you supposed to know whether you're prepared, without entering them?

/necro
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Date Posted: Oct 23, 2016 @ 7:20pm
Posts: 11