
Fangs of Asterkarn is our largest addition to the apocalyptic fantasy world of Grim Dawn, introducing players to the mighty Kurn tribes of Asterkarn as they contend with Ch'thonic corruption. Customize your potions, awaken the true power of Epic items, and enable the challenging new Ascendant mode.
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About
Trek across the glorious snowy peaks of Asterkarn, delve into frozen caverns, and explore ancient forest valleys and breathtaking hot springs as you seek to purge the corruption tainting this idyllic landscape. Parley with the Kurn tribes and aid them in rekindling old alliances as you contend with the darker side of their bloody history. Uncover hundreds of new items and create wondrous potions customized to your needs.
Fangs of Asterkarn requires the Forgotten Gods and Ashes of Malmouth DLCs to play.

Conquer the Ascendant Game Mode – turn the campaign world into a challenge worthy of ascendant demigods, with every dungeon and boss encounter sure to test your limits. Ascend your equipment to attain incredible new power.
A Transformative 10th Mastery – become a frenzied force of destruction upon the battlefield capable of shapeshifting into vicious beastlike forms. The new Berserker mastery brings the total number of mastery combinations to an astounding 45!
A New Chapter of Cairn Unfolds – journey West into the rugged wilderness of Asterkarn and contend with the mighty Kurn. Discover the dark legacy that continues to haunt these nomadic people and again drives them East, towards renewed conflict.
New Environments – discover a vast new region that expands the total game world by a staggering 32%, over 80% the size of the base game. Trek across the glorious snowy peaks of Asterkarn, delve into frozen caverns, and explore ancient forest valleys and breathtaking hot springs as you seek to purge the corruption tainting this idyllic landscape.
Potion Customization – alter your potions to suit your playstyle. Turn them into powerful tonics that restore your character’s vitality, or have them provide powerful unique buffs and effects.
Affix Transmutation – reroll your rare and magic items to perfect your equipment.
Crucible Expanded – delve deeper into the Crucible’s challenges with thirty additional waves (requires the Crucible DLC).
The Shattered Realm Grows – discover new regions and boss arenas being slowly consumed within the Shattered Realm’s unstable infinity.
Discover Hundreds of New Items – a veritable vault of treasures awaits you with hundreds of new Monster Infrequents, Epic items, and unique Legendary items!
Awaken Items – unleash the true potential of many Epic items to turn them into powerful implements worthy of Legends! Ascend items to unlock their full potency.
Three Factions – parlay with the Kurn tribes and aid them in rekindling old alliances as you contend with the darker side of their bloody history. Learn ancient secrets from an unusual new ally.
Tackle New Foes – test your mettle against new super bosses and additional Nemesis bosses for old factions. Five new hero monster archetypes populate the entirety of Cairn alongside to deliver new twists to old content.
Two New Rogue-Like Dungeons – two new roguelike dungeons will be introduced with free content updates for the Fangs of Asterkarn expansion.
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Reviews
[h1]Introduction[/h1] [h3]Spoiler-Free Review[/h3] Fangs of Asterkarn (FoA) introduces a new region in Cairn’s far north. After getting to Fort Ikon, a new quest allows access to the DLC content, plunging you into the snowy mountains of the Asterkarn range. What started as a search and rescue quest soon turns into an endeavor to free the Kurn lands from the corruption brought by the Grim Dawn, having you face frenzied cultists, mutated beasts and corrupted gods. [quote]To see all my reviews, check out and consider following my Curator, [url=https://store.steampowered.com/curator/39323490]Tamaster's Review Archive[/url].[/quote] [h1]DLC Content Analysis[/h1] [b]Ascendant Difficulty[/b] Once you reach Level 100 on a character, Ascendant difficulty becomes available. Unlike other cases, this one will not reset any of your quest progress, but simply scales everything while retaining your progress from Ultimate. This new mode is significantly more difficult, with a whopping +1370% to enemy HP (plus multiplayer scaling when applicable), +75% to all enemy damage, and +500% to loot quality. Resistance lowering remains the same as in Ultimate (-50%). However, the changes don’t stop here: Ascendant mode also changes other mechanics, while also adding exclusive ones. Any time you open a loot container, there’s a roughly 50% chance to trigger a large ambush, spawning several Elite tier minibosses and dozens of normal mobs instantly at that location. These foes are usually stronger than the average ones found in the world, often having particularly annoying affixes such as Reflective, Healer and so forth. While they do give reputation for one of the new factions, on the other hand they never drop any loot; this is, ultimately, one of the most annoying additions. The cooldown on Nemesis foes has been removed, meaning you will, without exaggeration, fight one of them every 5-10 minutes of gameplay, if you have a Warrant active. I lost count of how many times I had to deal with Cubacabra or Benn Jhar. Sure, they drop relatively valuable Nemesis Chests, but it does get tedious to constantly be spammed by them, especially while you’re going through Challenge Dungeons, areas without portals, or Hardcore Mode. And then there’s The Dread. A superboss that randomly spawns and starts hunting you, boasting stats, skills and resistances on par with other secret Superbosses. This can happen at any time, including Challenge Dungeons, or while you’re already fighting another Boss, a Nemesis, and so forth. The good news is that, since a recent update, there’s a way to disable it, but at the cost of finding less Ascended Caches around the world. These are the last major novelty: boosted treasure troves that don’t require Dynamite to be opened, and usually drop rare materials or highly sought after set items. They’re mostly found in Domains and Dungeons. Ultimately, I don’t think Ascendant is worth the trouble. It drops somewhat better loot, but the annoying new mechanics and enemy scaling make it more of a hassle than anything else. If you’re an achievement hunter, or feel like your build is just too good for Ultimate, then go ahead and give it a shot. [b]Potion Modding[/b] Cauldrons will become available in most faction headquarters once you progress enough through the DLC, enabling you to add unique modifiers to both of your potions. With three bottle types and a substantial amount of modifiers, you can drastically alter any potion’s effect to suit your build’s playstyle. Things such as converting half of your current HP into an absorption shield, temporary high lifesteal, or improved Iron gain are only a few of the various mods you’ll acquire from reputation and specific quests. I found this addition a solid one, even though there are clearly a few potion mods that far surpass all others in terms of usefulness; a lot of them are gimmicks that you’ll never use, while others are legitimately great. [b]Item Awakening[/b] Certain items will drop with a purple icon near their name. That means they can be Awakened, meaning they’ll turn from blue to purple rarity, boosting their bonuses and adding new ones. This enables you to get Legendary tier gear that normally doesn’t drop as such, such as a purple Tremor mace, to name one. This feature is okay on paper, but in practice you’ll use it only for very specific items that finalize your build, since you can and will already drop plenty of equally good Purple-tier gear normally without ascending any. I feel that, with the existing amount of total equipment we already have, this isn’t something that adds more depth to buildcrafting or allows access to unique loot. If there was a way to Awaken items past purple, to a new, higher rarity accessible only this way, then that would have been a game changer. Alas. [b]Ascension Altar[/b] This special altar, found in one of the DLC factions’ bases, allows you to sacrifice rare materials to get passive bonuses (and maluses) for the duration of that session. The more items sacrificed, the more potent the effects, but also the stronger your enemies will become. Buffs such as massive reputation gain from enemy kills, enhanced XP gain, or higher chances to drop gear based on a specific damage type are great, however the massive bonuses given to enemy forces mean you’ll either have to go on lower difficulties, or have an already almost-perfect build to use these features consistently to grind money or gear. It’s a good addition for those that need to grind set items, materials or specific stuff for future playthroughs or collections, but it’s not something you’ll feasibly use on Ascendant, and by the time you can, you’ll already have maxed out everything in terms of reputation, level, and so forth, so what’s the point? It’s a hit or miss, that is very situational, not to mention, expensive in terms of materials and clear time padding. [b]Extended Inventor Features[/b] Inventors, after a certain point, will be able to reroll existing items within their ranges, allowing you to sacrifice specific materials to reroll anything as many times as you want, but for an increasing cost at each retry. This means you don’t have to find a new item anymore to get that perfect roll you want so much: you simply have to try your luck at the Inventor until you succeed. The grind for materials and Iron Bits might be rough if you do this often, but it’s still less painful than finding the same item again, especially with Triple Rares or low chance drops. This one is a very good addition, perhaps the best in the whole DLC. [b]New Hidden Superboss[/b] Asterkarn has a new Superboss in addition to The Dread. Getting to it involves undertaking the longest, most convoluted, most grindy quest ever made in this game. No other one even comes close. All of it for a unique set of debatable usefulness. There’s no achievement for this: hunters can take a sigh of relief. [h1]Is it Worth Buying? How long does it last?[/h1] Honestly no, it’s not worth it. The story is moderately interesting, there’s a lot of filler quests, painful faction mechanics, and a lot of annoyances. The few new good features do not counterbalance the massive pain in the butt Ascendant difficulty exclusive mechanics deliver. On a final note, Crate decided once again not to raise the Level Cap or Devotion Cap, which would be a welcome change from many players. Because they didn’t want to. They had one job, and did anything but that. Unless we want to talk about ‘balance’ in a genre whose whole point is to break the balance by crafting builds as OP as humanly possible. It takes around 15-20 hours to clear FoA, more if you are adamant on finding the new Superboss. DISCLAIMER: Before some fanboy yells “skill issue”, "low playtime" or similar, you can check my achievements to see I cleared every dungeon and boss on Ascendant on my profile or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3797552862]here[/url].
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Languages: English*, French, German, Spanish - Spain, Czech, Japanese, Russian, Simplified Chinese, Portuguese - Brazil, Italian, Korean, Vietnamese +1 more
Hours played at review time, across 565 reviews with recorded playtime.
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TL;DR - Avoid, keep your save clean without this DLC, go enjoy malmouth and forgotten gods. With over 400hrs in grim dawn, including both dlc (malmouth & forgotten gods), I am massively disappointed by this half-baked, 10 steps backward update/dlc. In short: - Dodge and one shot mechanics (WTF, I've one of the tankiest build in the game and got 1 shotted by a random 104 star monster, because I didn't dodge and mind read his attack) - Large, empty map - factions are horrible (another "blood bound" summoning chtonics, 1 boring fetch-and-grind quest with no mobs kill and korn) - Quest and story feels empty, senseless. - There's a dog-chasing-his-tail kind of secret "quest chain" that is just as dumb and senseless as this dlc (I've done the one in forgotten gods which was half-senseful, but at least you could follow what's going on. Now you gotta fetch 250 woods and collect daggers around the world and find mushroom circle ? WTF ?) - The altar goes against pretty much all game designs (that design being ogout / login to reset the map to also reset faction tables, mobs and bosses to allow farming. Altar gets reset - and you lose all the rare mats - upon logging out. Essentially forcing you to farm the mats you 'wasted' again in the current session) In comparison to both previous dlc: - Malmouth had an objective and a nice story (you've just finished the game, you get attacked, malmouth needs help) - Forgotten gods had an imessary bringing you to a new outerly world with new mobs and feels (plus lots of hidden content)
Despite costing more than the previous two dlc's Fangs of Asterkarn doesn't stack up. One of the big selling points of the dlc was the size of the map and well it is definitely big content wise it is about the same as the previous two dlc's. So rather than there actually being more content it really just feels like more walking. Also having to stop your progress of the dlc in order to go through areas outside of the dlc in order to progress was not something I enjoyed. I definitely would have preferred to just be able to progress straight through the dlc. The potion crafting is powerful and worthwhile but I will say that it is a mechanic I find fundamentally uninteresting personally. Overall this dlc kind of just felt unnecessary honestly. After Forgotten Gods the game felt complete and I feel like it would have been better to end off on a high note. Instead Grim Dawn is ending with what I feel to be an overpriced and mid dlc.
3 years of delays for this KEKW
Too big for no reason. Often it's like they used a giant paintbrush to paint a plain teeming with rhinos and birds, or mobs identical to those in the base game but with an ice skin. It's the same for the bosses, too often just basic mobs made bigger and with an ice skin. Quests are boring and It's nowhere near as long as advertised. Landscape diversity is also low, the only place i found really nice to explore was Kurnhold. I also didn't find the new class and its transformations very interesting. Well, for 20 euros, I think it left me yawning a bit too much. I was hoping for more new features and originality. I found the new systems and recent quality of life additions useful nonetheless.
Yeh it have big maps ... - That feel empty - Alot of gamechaning content (ascensions, difficult shrine, the stupid new pot buffs) are locked behind it so its not optional anymore - It is long but not engaging - The last part i just rushed threw 4 portals with zero build up and then killed an endboss. Finish... Every other dlc had a build up to the endboss here it feels so random. Go there, go there, farm mats in the other expac and in ugdenbog. Grind a ♥♥♥♥♥♥♥ of repu for pot buffs. Go to endboss. U cant even close compare it to Malmouth Expansion for example - The new difficulty plays like this : no treat for 17 minutes, allways full health, got onehit, repeat. - The performance of the new city is awful and overall this city is too big. Alone running to stash is a ♥♥♥♥♥♥ long walk. - Berserker class is superior 2nd class for melee and makes all other classcombination builds i had look trivial against it. - Most new stuff is copy pasta from poe and i dislike poe - GD was a game of build diveristy allowing to play all kind of stupid builds to play in ultimate if properly done. Now it feels there is a "meta" and rest can ♥♥♥♥ off. I have lags with an 4070 RTX with 64gb ram and amd ryzen 9 pro 4ghz unboosted.... 2560x1440 high settings, not even ultimate settings lol. i alrdy disliked the last expansion but at least could play it for like 150-200 hours to have fun with the new items. In this expansion, after 28 hours im done with the game completely and uninstalled.
Trash. Ruins one of my favorite games that I've played for a decade. Elite enemies in the first zone of the new (empty and boring content) do more damage per hit than Morgoneth in the Tomb of the Heretic on veteran difficulty. And once you start, you can't disable the DLC or you won't be able to play any of the characters that started FoA. My main character facerolled Ultimate on all of the other content but gets annihilated in FoA? Also, they blanket increased the difficulty of the whole game. Dodge is now required. The story/lore is boring. The characters are boring. The zones are giant and empty. The balance is way off. It seems like a large percentage of the advertised new content is hidden behind secrets. I don't care enough to look for it. I would ask for a refund, but I'll lose my best characters. Do yourself a favor and avoid this wet fart of a DLC.
There`s people who will give any thing this company does a good review because there a small team and not AAA. This is by far the worst expansion for the game. Whatever the team did in the years we didn`t play with the patches to make the game harder is not fun at all. No one wants to get 2 shotted on normal more and have the boss get all his health back. This makes me question a lot, what will GD2 be like?
I've sat a bit on this DLC to see what my thoughts really are instead of being immediately reactionary. I've come to the conclusion that FoA is DLC that I try to avoid when I play the game. It's not a place I look forward to going, unlike AoM and FG. Many of the flagship features, such as the new item upgrade system, I've basically never really touched because of how grindy it is to engage with and there's no guarantee you'll get anything useful out of it after the grind as it's all random upgrades. There's a new altar system you can use to activate modifiers to make enemies stronger for some boni, but the ingredient cost to use it is very expensive, it only lasts for the single session (so if you exit the game you need to pay up again) and, again, the difficulty hike is just not worth the reward. The new areas are very big and feel devoid of anything interesting. They feel like a slog to go through so I just.. don't. The best new feature I engage with is the new potion system. It's cool, but it wasn't worth the price of the DLC for me. Overall this is a big stinker DLC for me. The difficulty was way overtuned for this patch and has been addressed by Crate, but I still think the game was in a better and more fun place when there was only AoM and FG and without the pre-FoA patch. The game ended on a high point, but with so many poor features and changes, FoA brought down the quality a lot for me.
I have to agree with the other reviewers, definitely the weakest Grim Dawn expansion. The new areas, while they look beautiful, are all kind of the same and populated with basically the same 5-6 types of monsters in the end. Increasing the difficulty really gate keeps players that don't have hours to grind gear and the ascendant altar makes no sense: you spend rare resources to improve drop rates in roguelikes but if you die in one, you have to relogin and your buff disappears. It feels like they targetted all of this towards hardcore players leaving everyone behind. It breaks my heart to leave a negative review as Grim Dawn is one of my favorite games but this is a signal to the developers that they need to do better after 2 years of hyping it up.
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