GRIM DAWN / PROGRESSION
From Ultimate Into Endgame
Enter Ultimate only after gearing for its -50% primary / -25% secondary resistance penalties. Progress main and side quests toward level 94 (the central requirement of the top Mythical band, with exceptions like 84), then run the Shattered Realm (SR, requires FG) from 94 to farm gear and XP together on the way to 100. Monster Totems, rogue-like dungeons, and Nemesis hunting from 20,000 infamy pad the income en route. A character who jumped straight to Ultimate with a Merit merges into this same flow. Past 100, FoA owners get one more step: Ascendant Mode.
Last updated: 2026-08-01
Verified: 1.3.0.5Checked: 2026-08-05Difficulty: Ultimate (roughly level 70 through 100; FoA's Ascendant Mode is covered as the post-100 option)DLC: Base GameDLC: Ashes of MalmouthDLC: Forgotten GodsDLC: Fangs of Asterkarn
DO THIS FIRST
- ▸Before entering: fill the -50% primary / -25% secondary penalties with gear, components, and augments (see Resistances).
- ▸Progress: main and side quests on Ultimate toward 94. Point-reward quests cleared here also grant uncollected lower-difficulty copies.
- ▸From 94: run SR for gear and XP together. The first run starts at shard 1; claiming rewards at the designated shard unlocks the Waystone blueprint.
- ▸En route: clear Monster Totems as found, take rogue-like dungeons for one-lap payouts, and unlock Nemesis hunting at 20,000 infamy.
- ▸Jumped to Ultimate with a Merit? v1.2.0.0 eased levels 1-50, but the resistance prep is identical - and the rest of this article applies unchanged.
- ▸Reached 100? FoA owners can toggle Ascendant Mode - but it scales well above baseline Ultimate, so gear up before entering.
01 / ENTERING-ULTIMATE
Preparing to Enter Ultimate
- ▸Ultimate applies -50% to primary and -25% to secondary resistances. Check your key resistances on the character sheet before moving, filling gaps with resist components and augments.
- ▸A character who jumped ahead with a Savior's Merit already has the lower difficulties' points, riftgates, and bags. v1.2.0.0 eased levels 1-50, but the -50% penalty applies from the start - resistance prep is mandatory.
- ▸Climbing normally from Elite? Sorting faction reputation (Honored/Revered) and augments in the Elite band first makes the jump smoother (see The Elite Transition Checklist).
02 / TO-94-AND-100
To 94, Then 100
- ▸Clear Ultimate's main and side quests toward 94. Point-reward quests cleared here also grant the skipped lower-difficulty copies.
- ▸Level 94 is the central requirement of the top Mythical band (with exceptions such as 84) - gear options open up massively here.
- ▸The XP from 94 to 100 accumulates naturally while farming gear; 100 itself needs no rushing (details in XP to 100).
- ▸Collect Ultimate's shrines too, closing in on the devotion cap.
03 / ENDGAME-ONRAMP
The On-ramp Into Endgame
- ▸SR (requires FG) is the main arena from 94. The first run starts at shard 1; progressing to the designated shard and claiming rewards earns the Waystone blueprint, after which you start directly at unlocked depths.
- ▸Monster Totems (FG) are cleared as encountered during progression and farming - no dedicated route needed.
- ▸Rogue-like dungeons pay dense one-lap rewards for a single Skeleton Key - a major gear-upgrade avenue in the Ultimate band.
- ▸Nemesis hunting unlocks at 20,000 infamy, anchoring targeted farming with guaranteed unique MIs and high legendary rates.
- ▸With FoA, SR gains new regions and boss arenas - and v1.3.0.0 retuned both shard progress and the timer, so don't pick a depth on pre-v1.2 instincts (see The Ongoing Loop below).
- ▸For the six-track comparison (purpose, DLC, entry), see Endgame at a Glance.
04 / THE-LOOP
The Ongoing Loop and Your Next Character
- ▸The farming axis: run an SR depth you clear reliably within the timer, fast - treat ceiling-pushing as separate from gearing (see Endgame Money).
- ▸But v1.3.0.0 moved what "reliably within the timer" means. The timer now runs shorter at higher shards; the penalty from deaths is lower, but the kill-streak bonus is smaller and a streak needs 25 kills, up from 15. Coming back after a break, drop a shard and re-measure.
- ▸How shard progress is earned changed too. Progress from a Nemesis soul is down 25%, Hero souls give 33% more, Common and Champion souls 50% more, and Champions drop souls 18% more often. Crate framed it as a fix for Nemesis hunting having become too dominant and favoring single-target burst - builds that clear volume now bank progress faster.
- ▸SR shrines no longer consume crafting materials and activate the moment you interact (v1.3.0.0), so there is nothing to hoard for them.
- ▸Once you hit 100, FoA owners have a further step: Ascendant Mode. A level 100 character on Ultimate can toggle it from the main menu at any time - a separate game mode that overhauls the campaign world itself. The official guide notes difficulty rises significantly above baseline Ultimate scaling and that freshly-100 characters may want gear first, so hitting 100 is not a cue to switch immediately (see Endgame at a Glance and the DLC guide).
- ▸The two big expenses are full augment refits (Revered tier) and craft-rolling - budget the latter before you start.
- ▸Rolling an alt? Pre-staging a Savior's Merit, a Mandate, and Lokarr's Spoils makes the start dramatically faster (see Mid XP and Faction Reputation Farming).
- ▸Vendor the loot, keep materials and unlearned blueprints - the rule never changes.
SOURCES
Verification Sources
10- Grim Dawn Japanese Wiki: GameMode, Difficulty — Confirms Ultimate's resistance penalties (-50% primary / -25% secondary).
- Official Crate Forum: Grim Dawn v1.2.0.0/1/2/3 Hotfixes — Confirms the point-quest catch-up and the eased levels 1-50 for Merit users.
- Grim Dawn Japanese Wiki: Legendary Weapons — Confirms the Mythical band centering on level 94 (with 84 exceptions).
- Grim Dawn Japanese Wiki: Shattered Realm — Confirms the first-run SR flow (from shard 1), Waystone blueprint unlocks, and reward mechanics.
- Grim Dawn Japanese Wiki: Glossary (Nemesis) — Confirms Nemesis unlocking at 20,000 infamy with guaranteed MIs and high legendary rates.
- Official Grim Dawn Game Guide: Exploration — Confirms Monster Totems as an FG feature activated as found.
- Official Crate Forum: Grim Dawn v1.3.0.0 + Hotfixes — Confirms the three Shattered Realm entries verbatim: the soul-progress redistribution (Nemesis -25%, Hero +33%, Common/Champion +50%, Champion soul drops +18%) and its stated intent; the timer rebalance (shorter at higher shards, lower death penalty, smaller kill-streak bonus, streak minimum 15 to 25); and shrines no longer consuming crafting materials while activating instantly. The full patch was read through: these three SR entries are the only changes affecting this article's Ultimate-to-endgame path (the +32% boss health and similar belong to other articles).
- Official Crate Forum: Grim Dawn v1.3.0.4 + v1.3.0.5 — Official patch notes for the verified version (v1.3.0.5 is the latest as of 2026-08-05). Confirmed to contain no further changes to the path this article describes.
- Official Grim Dawn Game Guide: Ascendant Mode — Confirms Ascendant Mode's entry condition ("Characters playing on Ultimate difficulty that have reached level 100 can toggle Ascendant Mode at any time from the main menu") and Crate's own caution that difficulty rises significantly above baseline Ultimate scaling, so freshly-100 characters may want to gather gear first. It is a separate game mode rather than a difficulty, since the official Game Difficulties page still lists only Normal, Elite, and Ultimate.
- Official Product Page: Grim Dawn - Fangs of Asterkarn — The FoA feature list confirms "The Shattered Realm Grows - new regions and boss arenas". The individual additions are not itemized publicly.
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