All Quests
GRIM DAWN / QUEST / PERMANENT CHOICE

A Tale of Two Blacksmiths

Choose ONE blacksmith: Angrim or Duncan. The choice is permanent for that character on that difficulty.

Last updated: 2026-07-09
Permanent ChoiceEasy to Get Lost
Act
Act 1
NPC
Angrim / Duncan
Area
Burrwitch Outskirts / Devil's Crossing
Level
8-15
DLC
Base Game
Missable
No
WHY PLAYERS GET STUCK

This looks like a small early side quest, but you cannot simply switch later. The blacksmith you choose changes crafting bonuses, so it matters for build preferences.

WALKTHROUGH
  1. 1
    Follow the smith clues north of the Burrwitch Outskirts Rift
    • Start from Devil's Crossing's request for a blacksmith.
    • Use the Burrwitch Outskirts Rift as your anchor, then check the houses and roads to the north for Angrim/Duncan clues.
  2. 2
    Choose Angrim or Duncan
    • Angrim: easier pick if you want physical/armor/defensive crafting bonuses.
    • Duncan: easier pick if you prefer caster/elemental-leaning bonuses.
    • The other smith becomes unavailable for that character and difficulty.
  3. 3
    Bring the chosen smith to Devil's Crossing
    • After confirming the dialogue choice, that smith becomes available in Devil's Crossing.
    • They become your early crafting, component, and relic NPC.
STILL LOST?

If unsure: melee/physical/shield characters usually lean Angrim, caster/elemental characters lean Duncan. You can choose differently on another character or difficulty.

Check the Blacksmith systems page for the crafting bonus differences.