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
- 1Follow 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.
- 2Choose 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.
- 3Bring 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.