Working Monster Totems: Candidate Spots and Patrol Planning
Monster Totems are a Forgotten Gods (FG)-only feature (added in v1.1.6.0; FG itself requires the base game and Ashes of Malmouth), spawning randomly across Cairn, dungeons included. Activating one summons enemy waves; clearing them pays XP and items (blueprints included), with legendaries themed to the totem's type more likely to appear. Ranks run base, Forsaken, Ancient - stronger spawns and better rewards as they climb (Celestial Totems are an exception with no ranks). Because spawn locations change every session, there is no fixed route: the working pattern is knowing the candidate spots via Grim Tools' World Map and folding totem clears into your progression and other farming paths.
- ▸Found a totem? Activate it and clear the waves for XP, items (blueprints included), and a shot at themed legendaries.
- ▸Want to know where they spawn? Spawns are random but candidate spots are fixed - Grim Tools' World Map shows the totem candidates.
- ▸For efficiency, skip dedicated totem laps: fold candidate spots into your leveling, material, and reputation paths and clear them in passing.
- ▸Rolled a totem too hot to handle? Higher ranks (especially Ancient) spawn serious enemies - skipping one on an unfinished build is fine.
How totems work
Activation is on your terms and rewards come after the clear - knowing the rules lets you choose when to engage.
- ▸Monster Totems appear only with FG installed (added in v1.1.6.0; FG requires the base game and Ashes of Malmouth (AoM)) - they spawn in base-game and AoM regions too, but the feature itself requires FG.
- ▸Spawn locations and enemy compositions vary: each session rolls them onto some of the candidate spots, dungeons included.
- ▸Activation summons enemy waves; clearing them pays XP and items (blueprints included), with legendaries themed to the totem's type more likely.
- ▸Three ranks - base, Forsaken, Ancient - with stronger spawns and better rewards as they climb.
- ▸The exception: the later-added Celestial Totems have no rank tiers and always spawn the same powerful Celestial-attribute boss (sometimes several) alongside a fixed set of trash enemies.
- ▸Activation is entirely on your terms: an untouched totem does nothing, so postponing one in a dangerous moment costs nothing.
How to build a 'route'
The spot is rerolled every session and never guaranteed - so memorize the candidate distribution, not a path.
- ▸Spawns are random but the candidate spots are fixed - Grim Tools' World Map displays the totem candidates (see the Grim Tools article).
- ▸The base pattern is clearing in passing: when your leveling, material, reputation, or MI routes cross a candidate spot, activate and clear whatever has spawned.
- ▸For a dedicated sweep, pick an area whose candidates cluster along a natural path, run it end to end, then main menu and a new session to reroll.
- ▸Finds per lap are lottery-bound with no guarantees. Make the stop condition 'checked every candidate on the path' rather than 'found N totems' and the runs never feel wasted.
- ▸Stacking totem checks onto Ugdenbloom runs (AoM belt) or reputation work means even a totem-less lap still pays (see Farming Ugdenbloom).
Rank-by-rank cautions
- ▸Base-rank totems clear comfortably on progressing characters and feed leveling XP nicely.
- ▸Forsaken and Ancient waves grow markedly stronger - Ancient in particular punishes builds without settled resistances and armor.
- ▸Higher ranks pay better, so endgame builds should prioritize touching Ancients.
- ▸On Hardcore, the totem's very nature - an unknown wave spawning at once - is the risk. Check the terrain and exits before activating.
- ▸An untouched totem does nothing, so if one looks dangerous, skip activating it and return once you're ready. Once activated, the fight behaves like any other - there is no special guarantee that leaving resets it or avoids the normal death penalty.
Handling the rewards
- ▸The reward pillars: XP, vendorable gear, blueprints, and the themed-legendary roll - doubling as money and gear farming (see Mid Game Money).
- ▸Blueprint drop? Learn it, and never sell unlearned ones (see Collecting Blueprints for the procedure).
- ▸Themed legendaries cannot be forced - budget them as a pleasant upside, not a target.
- ▸Income and XP per hour ride on spawn luck - no guarantees.
Verification Sources
6- Official Grim Dawn Game Guide: Exploration — Confirms Monster Totems as a Forgotten Gods feature spawning in varying locations (dungeons included) with varying challenges, rewarding you for clearing the spawns.
- Official Grim Dawn Game Guide: Forgotten Gods — Confirms Forgotten Gods requires ownership of the base game and Ashes of Malmouth (the basis for including AoM in requiredDlc).
- Grim Dawn Japanese Wiki: Forgotten Gods Overview — Confirms the activate/clear-waves/reward flow (XP and items including blueprints), the three ranks (base, Forsaken, Ancient), and the exception that Celestial Totems have no rank tiers and always spawn the same Celestial-attribute boss with fixed trash.
- Official Crate Forum: Grim Dawn Version 1.1.6.0 — Confirms Monster Totems were added in v1.1.6.0 and that themed legendaries are more likely from totems.
- Grim Dawn Japanese Wiki: GT_other (Grim Tools) — Confirms Grim Tools' World Map displaying totem candidate spots.
- Official Crate Forum: Grim Dawn v1.2.1.6 + Hotfix — Official patch notes for the verified version.