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GRIM DAWN / PROGRESSION

Your First Character: From Launch Through Act 1

Start your first character on Normal, picking your first mastery at level 2 and the second at level 10. The mastery combination can never be changed, but skill points can be refunded - so experiment freely. Since v1.2.0.0, healing potions are baseline skills rather than items, and the spacebar Evade dash is built in. Progress by clearing main and side quests, restoring Devotion Shrines on sight, upgrading gear from drops, and vendoring the unneeded yellow-or-better leftovers for iron. The death penalty is mild, so trial and error is fine.

Last updated: 2026-07-15
Verified: 1.2.1.6Checked: 2026-07-17Difficulty: Normal (level 1 through roughly the end of Act 1)DLC: Base Game
DO THIS FIRST
  • Difficulty: start on Normal. Veteran is a toggle you can flip anytime from the character selection screen (see Difficulties and Merits).
  • Masteries: pick your first at level 2. The second unlocks at level 10, but staying single-mastery for a while is fine. The combination is permanent; skill points are refundable (see Respec).
  • Controls: health/energy potions are baseline skills with dedicated quickbar buttons - no items needed. The spacebar Evade is a dash with brief invulnerability.
  • Progression: clear main and side quests in order, restore shrines on sight, and never skip point/bag reward quests (see Early XP).
  • Died? You only lose the XP in the bottom gauge, recoverable by clicking your grave marker. If you hit a wall, review gear and resistances (see Early Game Money and Resistances).
01 / START-AND-MASTERY

Starting Settings and Mastery Choice

  • Start on Normal. Veteran is a toggle - tougher enemies for more loot and XP - switchable anytime later, so don't agonize at character creation.
  • Level 2 unlocks your first mastery; level 10 unlocks the second, completing your dual-class.
  • The two-mastery combination is permanent once chosen. Skill point allocation, however, can be refunded at the Spirit Guide - skill mistakes are recoverable (see Respec).
  • Unsure about the second mastery? Continuing single-mastery past level 10 is fine. If you want direction, pick a build you'd enjoy from our build list first.
  • Attribute points: when in doubt, all Physique (see Attribute Points).
02 / CONTROLS-V12

Modern Controls (v1.2 and Later)

v1.2.0.0 overhauled the new-player experience - where older guides disagree, this is the current behavior.

  • Health and Energy Potions were removed as items - the character now has potion skills baseline, with dedicated quickbar buttons. No inventory stocking needed.
  • The Evade skill was added, bound to spacebar by default: an instant directional dash with brief invulnerability (iframes) - your basic tool for dodging boss attacks.
  • If you carried over old keybinds, you may need to set or reset them to use Evade.
  • Auto-pickup radius is adjustable in the options - recommended on, for painless material/consumable collection.
03 / ACT1-FLOW

The Shape of Act 1

  • Devil's Crossing is your hub - quest progress gradually unlocks its merchants, blacksmith, and Spirit Guide.
  • Main quests plus side quests keep your level and gear on pace - no dedicated grinding needed (see Early XP).
  • Act 1 includes the blacksmith choice quest (Angrim or Duncan). The difference is only the crafting bonus lean, so choose lightly (see Blacksmiths).
  • Restore Devotion Shrines on sight to bank devotion points (see Devotion Basics).
  • Act 1 closes with the boss Warden Krieg. After the kill, with FG installed, the Emissary appears in hubs and opens the door to FG content - though a first character should prioritize the campaign.
04 / SURVIVAL-BASICS

The Survivability Baseline

  • Early deaths come from durability gaps more than damage gaps - make resist components in armor a habit (see Components and Augments, and Resistances).
  • Health and Defensive Ability (DA) come from Physique - pair attribute points with gear upgrades for baseline toughness.
  • Potions are cooldown-based now, so use them early and often. Build the habit of Evading big attacks.
  • Death only costs the gauge XP, recoverable at your grave marker. The penalty is mild - when something feels too hard, stepping back to re-gear is genuinely faster.
SOURCES

Verification Sources

6
  1. Grim Dawn Japanese Wiki: MasteriesConfirms the first mastery unlocking at level 2 and the second at level 10.
  2. Official Crate Forum: Grim Dawn v1.2.0.0/1/2/3 HotfixesConfirms potions removed as items and made baseline skills (with dedicated quickbar buttons), the Evade skill (spacebar default, dash with iframes, existing players may need keybind resets), and the adjustable auto-pickup radius.
  3. Grim Dawn Japanese Wiki: PlayerConfirms death costing only the gauge XP, recoverable via the grave marker.
  4. Official Grim Dawn Game Guide: Game DifficultiesConfirms Veteran as Normal's anytime-toggle hard mode.
  5. Grim Dawn Japanese Wiki: Forgotten Gods OverviewConfirms the FG intro NPC appearing in hubs after the Act 1 boss, opening the FG content.
  6. Official Crate Forum: Grim Dawn v1.2.1.6 + HotfixOfficial patch notes for the verified version.
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