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Reverse lookup: components and augments that patch a resistance hole

A lookup table you read backwards, starting from the resistance you are short on. The four entries that fit any 'all armor' slot are Molten Skin (20% fire), Dense Fur (20% cold), Rigid Shell (20% lightning) and Antivenom Salve (20% poison/acid) - for those four damage types specifically, they work in any armor slot from level 15. Pierce, bleeding, vitality, aether and chaos have narrower slot restrictions, so pick from the tables below by slot. Augments differ by faction, so let the resistance you need decide which faction to rank up. Each item can carry one component and one augment at the same time.

Last updated: 2026-07-27
Verified: 1.3.0.2Checked: 2026-07-31Difficulty: All difficulties (the need spikes from Elite onward)DLC: Base Game
DO THIS FIRST
  • Pick one resistance sitting below 80% on the character sheet (if several are short, prioritise the damage type of the area you are heading into).
  • Look that resistance up in the tables below and choose a component that fits a slot you still have free.
  • If components alone are not enough, check which faction sells an augment for that resistance and stack one on top (one component plus one augment per item).
  • Entries granting Elemental resistance raise fire, cold and lightning at once - prefer them when several elemental types are short together.
  • Before socketing, check the component's required level and eligible slots (your character level must exceed the requirement).
01 / HOW-TO-READ

How to read these tables

Getting the ground rules straight first saves you table lookups later.

  • One component and one augment can sit on the same item at once, so your ceiling for patching resistances is roughly 'number of slots x 2'.
  • Both components and augments are restricted to specific slots. 'All armor' means head, shoulders, arms, chest, waist, legs and boots - it does not include rings, amulets or medals.
  • Components carry a required level that your character level must exceed. The Lv column below is that requirement.
  • Elemental resistance raises fire, cold and lightning together. If only one type is badly short, a single-type entry is more efficient; if all three are short, one Elemental entry does the job in a single slot.
  • Removal happens at the inventor. For components it is a trade-off - keep the item or keep the component, and whichever you do not keep is destroyed. Augments are always destroyed either way.
  • A diamond mark denotes items added with Ashes of Malmouth; a star denotes items added with Forgotten Gods.
02 / COMPONENTS-BY-RESISTANCE

Components by resistance

The four all-armor entries (Molten Skin, Dense Fur, Rigid Shell, Antivenom Salve) are all level 15 and all grant 20% - they carry the early game.

  • Fire: Molten Skin (Lv15, all armor, 20% fire; +24 armor, 15% reduced burn duration).
  • Cold: Dense Fur (Lv15, all armor, 20% cold; +90 health, +24 armor) / Frozen Heart (Lv1, ring, 10% cold; 21% reduced freeze and petrify duration).
  • Lightning: Rigid Shell (Lv15, all armor, 20% lightning; +10 physique, +24 armor).
  • Poison/Acid: Antivenom Salve (Lv15, all armor, 20%; +10 health regen/s, +24 armor) / Runestone (Lv24, head, 12% poison-acid plus 12% aether plus 12% elemental) / Ugdenbog Leather (AoM, Lv75, all armor, 20% poison-acid plus 20% bleeding).
  • Pierce: Silk Swatch (Lv15, shoulders/chest/legs, 18% pierce plus 18% bleeding) / Resilient Plating (Lv15, shield/off-hand/shoulders/chest, 15%) / Spellscorched Plating (AoM, Lv75, all armor, 20% pierce plus 15% elemental) / Titan Plating (AoM, Lv75, chest/head, 24%).
  • Bleeding: Silk Swatch (18%, alongside pierce) / Wardstone (Lv7, amulet/medal, 18% bleeding plus 18% elemental) / Imbued Silver (Lv15, weapon/shield/off-hand, 15%) / Unholy Inscription (Lv15, arms, 15% bleeding plus 10% vitality) / Bloodied Crystal (AoM, Lv75, ring/amulet/medal, 15%).
  • Vitality: Sanctified Bone (Lv24, head/chest, 18% vitality plus 12% chaos) / Soul Shard (Lv20, ring/amulet/medal, 20% vitality plus 25% life-leech resistance) / Corpse Dust (Lv7, ring/amulet/medal, 10%) / Sacred Plating (AoM, Lv75, shoulders/chest/head, 14% vitality plus 18% aether) / Seal of Ancestry (AoM, Lv75, amulet, 20%).
  • Aether: Aether Soul (Lv24, amulet/medal, 16%) / Runestone (12%) / Sacred Plating (18%) / Tainted Heart (AoM, Lv75, amulet/medal, 12% aether plus 12% vitality).
  • Chaos: Black Tallow (Lv24, amulet/medal, 16%) / Sanctified Bone (12%) / Consecrated Wrappings (Lv20, arms, 8%) / Living Armor (AoM, Lv75, shoulders/chest/head, 8% chaos plus 10% elemental).
  • Elemental (fire, cold and lightning at once): Wardstone (Lv7, amulet/medal, 18%) / Radiant Gem (Lv24, shield/off-hand, 15%) / Hallowed Ground (Lv32, chest, 12%) / Runestone (12%) / Spellscorched Plating (15%) / Living Armor (10%).
03 / AUGMENTS-BY-RESISTANCE

Armor augments by resistance and faction

Each faction covers different resistances. Some entries give one large single-type value, others split a moderate amount across two types - pick by whether you have one hole or two. Since they gate behind reputation rank, let the resistance you need pick the faction you grind.

  • Fire: Kymon's Blessing (Kymon's Chosen, 18%) is the largest single-type. Two-type options are Outcast's Elemental Scales (The Outcast, 12% fire plus 12% cold), Solarstorm Powder (Homestead, 12% fire plus 12% lightning) and Flameweave Powder (Homestead, 12% fire plus 9% pierce).
  • Cold: Wraithtouch Powder (Order of Death's Vigil, 18%) is the largest single-type. Two-type options are Outcast's Elemental Scales (12% cold plus 12% fire), Outcast's Skyguard Powder (12% cold plus 12% lightning) and Nightshade Powder (Rovers, 12% cold plus 9% pierce).
  • Lightning: Kymon's Conduit (Kymon's Chosen, 18%) is the largest single-type. Two-type options are Solarstorm Powder (12% lightning plus 12% fire), Outcast's Skyguard Powder (12% lightning plus 12% cold) and Spellward Powder (Order of Death's Vigil, 12% lightning plus 9% aether).
  • Poison/Acid: Venomguard Powder (Rovers, 18%) is the largest single-type. Two-type options are Kingsguard Powder (The Black Legion, 12% plus 9% pierce), Mogdrogen's Touch (Devil's Crossing, 12% plus 9% vitality), Bysmiel's Veiltouch (FG, Cult of Bysmiel, 12% plus 10% aether) and Dreeg's Fiendblood (FG, Cult of Dreeg, 12% plus 10% chaos).
  • Pierce: Bysmiel's Desert Barb (FG, Cult of Bysmiel, 15%) is the largest single-type, followed by Bladeward Powder (Devil's Crossing, 12%). Two-type options are Coven Black Ash (AoM, Coven of Ugdenbog, 10% plus 10% chaos), Malmouth Soulguard Powder (AoM, Malmouth Resistance, 10% plus 10% aether) and Solael's Soulbinding (FG, Cult of Solael, 10% plus 10% vitality). A further group pairs 9% pierce with 12% of another type: Flameweave Powder (9% pierce plus 12% fire), Nightshade Powder (9% pierce plus 12% cold) and Kingsguard Powder (9% pierce plus 12% poison-acid).
  • Bleeding: Wendigo Bloodscent Powder (AoM, Barrowholm, 15%) is the largest. Others are Coven Bloodied Ash (AoM, Coven of Ugdenbog, 10% plus 8% increased health regeneration) and Malmouth Woundsear Powder (AoM, Malmouth Resistance, 10% plus 10% vitality).
  • Vitality: Wendigo Soulscent Powder (AoM, Barrowholm, 15%) is the largest, followed by Spiritguard Powder (Order of Death's Vigil, 12%). Two-type options are Mogdrogen's Touch (9% plus 12% poison-acid), Demonbane Powder (Kymon's Chosen, 9% plus 9% chaos), Malmouth Woundsear Powder (10% plus 10% bleeding) and Solael's Soulbinding (10% plus 10% pierce). If you want a non-resistance rider instead, Malmouth Fortifying Powder (AoM, Malmouth Resistance) gives 10% vitality plus 8% increased health regeneration.
  • Aether: Dreeg's Veilward (FG, Cult of Dreeg, 15%) is the largest, followed by Outcast's Warding Powder (The Outcast, 12%). Two-type options are Spellward Powder (9% plus 12% lightning), Mankind's Vigil (The Black Legion, 9% plus 9% chaos), Malmouth Soulguard Powder (10% plus 10% pierce) and Bysmiel's Veiltouch (10% plus 12% poison-acid).
  • Chaos: Solael's Voidward (FG, Cult of Solael, 15%) is the largest. Two-type options are Demonbane Powder (9% plus 9% vitality), Mankind's Vigil (9% plus 9% aether), Coven Black Ash (10% plus 10% pierce) and Dreeg's Fiendblood (10% plus 12% poison-acid).
  • Elemental: only one armor augment carries elemental resistance - Coven Warding Powder (AoM, Coven of Ugdenbog, 9%). Several components do cover elemental, so when fire, cold and lightning are all short together you have more options on the component side than the augment side.
  • Besides armor augments there are weapon and accessory augments, whose resistance pairings differ from the armor list. This section covers armor augments because they apply to the most slots and are the easiest way to patch holes. The list above covers every row of the Japanese wiki's armor-augment-by-resistance table.
  • Every faction unlocks component blueprint purchases at rank 2 (Respected). Augments themselves generally require higher reputation ranks, so armor augments tend to arrive in a batch once you have pushed a faction's reputation up.
04 / CC-RESISTANCES

Crowd control and special resistances

You can be capped on elemental resistances and still melt while locked in place. Late on, these matter about as much as the elemental ones.

  • Freeze and petrify: Frozen Heart (Lv1, ring, 21% reduced freeze and petrify duration). Its level 1 requirement makes it available almost immediately.
  • Stun: Leathery Hide (Lv24, head, 25% reduced stun duration) / Runebound Topaz (AoM, Lv75, ring/amulet/medal, 10%).
  • Slow: Mark of the Traveler (Lv20, boots, 15% slow resistance plus 8% movement speed) / Blazing Ruby (AoM, Lv75, amulet/medal, 15%).
  • Trap: Chains of Oleron (Lv27, chest, 24% reduced trap duration).
  • Skill disruption: Arcane Spark (Lv35, amulet/medal, 30% skill disruption resistance) - it stops casters from having their casts interrupted.
  • Burn duration: Molten Skin (15% reduced burn duration, alongside its fire resistance).
  • Energy leech: Soul Shard (Lv20, 25% energy leech resistance).
  • Life leech: Purified Salt (Lv20, weapon/shield/off-hand, 25% life leech resistance).
05 / PITFALLS

Swapping pitfalls, and what these tables do not cover

What to know before you socket, and where this article's coverage ends.

  • Applying an augment makes that item soulbound and no longer transferable through the shared stash. The medal augments added in Forgotten Gods are the exception - they do not soulbind and can go in the shared stash.
  • Augments can be overwritten in place, but if you strip one at the inventor the augment itself is destroyed whichever option you choose ('keep item' or 'remove augment'). Treat them as consumable; you cannot recover and reuse one.
  • Removing a component is a choice between keeping the item and keeping the component - the other is destroyed. Do not sink expensive components you want back into stopgap leveling gear.
  • Putting the same component in separate slots (dual-wielded weapons, for instance) creates separate granted buff skills, and effects such as added resistance stack.
  • **Version limits of this article**: the component and augment lists were checked against the Japanese wiki's tables, which are labelled as current at V1.2.1.3 and V1.2.1.0 respectively. Fangs of Asterkarn (v1.3.0.0, 2026-07-23) adjusted components and augments in the official patch notes (Ballistic Plating's defensive ability became a percentage; Irrah's Venomtongue traded its pet bonuses for 50% bleed damage and 15% elemental resistance; Rotgut Venom traded energy regeneration and pet attack speed for 12 acid damage and 50% bleed damage) and added new augments (Irrah's Dominion, Bloodrot Powder). **Augments from the factions FoA introduced (Kurn, Noktukari) are not reflected in the tables above**, so check the in-game faction shops directly for anything added in v1.3 or later.
  • Likewise, the resistance penalty of Ascendant Mode - the new difficulty added in FoA - had no officially stated figure we could confirm at the time of writing. The difficulty penalties covered in the resistances article run only through Elite and Ultimate, and do not yet account for Ascendant Mode.
SOURCES

Verification Sources

3
  1. Grim Dawn Japanese Wiki: Items/ComponentsThe page states it is current as of V1.2.1.3. Used for the component tables (common/magic/rare) - names, required levels, eligible slots and resistance values - plus the socket/removal trade-off, blueprints unlocking at rank 2 (Respected), and effects stacking when the same component sits in separate slots.
  2. Grim Dawn Japanese Wiki: Items/AugmentsThe page states it is current as of V1.2.1.0. Used for the armor-augment-by-resistance comparison table (names, selling faction, values), plus augments dropping only from reputation vendors and quest rewards, the soulbound rule and its FG medal-augment exception, and augments always being destroyed on removal.
  3. Official Crate Forum: Grim Dawn Version V1.3.0.0 + HotfixesOfficial patch notes for the verified version; the latest at the time of writing is V1.3.0.2 Hotfix 2. Confirms the component and augment changes (Ballistic Plating, Irrah's Venomtongue, Rotgut Venom), the new augments (Irrah's Dominion, Bloodrot Powder), and the existence of Ascendant Mode. The notes state no resistance-penalty figure for Ascendant Mode, which is why the article asserts none.
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