AutoCast Mod
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.7% endorsement rate — high engagement, a strong quality signal
- ✅ Updated 14 days after the latest game patch — actively maintained
- 🏆 #31 of 103 Gameplay mods in this game by downloads
📋 About This Mod
Tired of recasting buffs like Blood of Dreeg or Word of Renewal every 12 seconds? Annoyed you might forget to actively cast Blade Barrier just before you die, rather than having it be automatically cast? Then this Autocast Mod is for you! I
Grim Dawn AutocastMod List of Mod Changes
I wanted to play mostly “vanilla” Grim Dawn, but thought there were four (4) areas the game could be improved:
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[]Being a lazy player, I got tired of manually activating many skills that could easily have been auto-cast, “energy reserved”, or toggled as “buff” skills or “On Hit” activation skills;
[
]There are no default weapon attack replacement skills for some of the masteries like Arcanist or Occultist making them rely on other masteries’ default weapon attack skills, and not letting them take advantage of the many Weapon Pool Skill (WPS) procs, for example, relegating them to being mostly supporting Masteries rather than mainline classes;[]Also some masteries with a default weapon attack replacement skill are often charged skills (e.g. Soldier, Shaman, Oathkeeper), so are just annoying to calculate consistent damage depending on charge level status or (in the case of Cadence) made you miss out on WPS procs for its 3rd charged attack, defeating the purpose of WPS synergies;
[]I wanted the convenience of a larger stash and other minor life-style tweaks.
- (OPTIONAL) and I also wanted the option to increase the number of monsters and champions (like M4ssBoss3s or XMAX mods in Titan Quest)
Given this wish-list, I decided to mod as many of the class mastery skills that made sense to change while keeping the game as standard “vanilla” as possible. Here is the list of changes I made:
1. Mastery Skills changed from active skills to automatic or toggled “Energy Reserve” skills, and also added Default Weapon Replacement Skills for a couple of select Masteries.
a. Soldier (playerclass01)
i. War Cry – changed from Skill_AttackRadius to Skill_OnHitAttackRadius like Vindictive Flame or Counterstrike; reduced cooldown time from 7. 5 to 5 seconds to make up for the fact that it is only automatically activated “OnHit” vs. proactively activated by the player.
ii. Overguard – changed from Skill_BuffSelfDuration to Skill_BuffSelfToggled like Menhir’s Bulwark (stancedefensive.dbr) or Sphere of Protection. Also replaced damage absorption with scaled down damage absorption percent similar levels to Menhir’s Bulwark.
iii. Menhir’s Will (willtolive1.dbr) – changed from Skill_PassiveOnLifeBuffSelf to Skill_PassiveOnHitBuffSelf like Fighting Spirit. Reduced X% Health Restored to (X/3)% Health Restored with (cooldown time /3) as well, and dispensed with the shield or 2-Handed melee weapon requirements.
iv. Cadence – I created two versions of this skill. For the default version, I just removed the charge levels, so every hit is a Cadence hit (also got rid of the annoying camera shake effect). In exchange, since the Cadence proc itself is a Weapon Pool Skill (WPS), its useless to put points in any other WPS passives like Markovian’s Advantage, Zolhan’s Technique, Belgothian Shears, or Bursting Rounds, etc…, since only one WPS can proc at any given time. In exchange for this weakness, I kept the large damage procs for Cadence unchanged. For the second Cadence version I created, I changed Skill_WeaponPool_ChargedFinale to Skill_WeaponPool_ChargedScaling like Savagery; I also reduced weapons damage to (100+100+CadenceDmg)%/3 and (physical damage/3) of the default listed values as it is now activating on EVERY hit rather than each 3rd hit. This change also lets you proc other Weapon Pool Skills (WPS) like Zolhan’s Technique on every hit, whereas previously Cadence excluded all other WPS on the charged 3rd hit (proc-ing the Cadence WPS proc instead). Your damage per hit will now be more consistent, and every hit now benefits from all flat and %damage modifiers as well as any WPS procs. You can choose the version you want, the default version (cadence.dbr) or the new one (cadencenew.dbr) by just changing the name of the one you want to use to cadence.dbr and re-compiling (Build F7) it in AssetManager. If you are fine with the default version where every hit is a cadence WPS proc, you don’t need to re-compile it in AssetManager.
b. Demolitionist (playerclass02)
i. Blast Shield (passive1.dbr) – changed from Skill_PassiveOnLifeBuffSelf to Skill_PassiveOnHitBuffSelf like Fighting Spirit. Adjusted to make it level-dependent cooldown and active duration times.
ii. Vindictive Flame (vindictiveflame1.dbr) – this is a Skill_OnHitAttackRadius skill that I just enhanced by increasing its TotalSpeed buff.
c. Occultist (playerclass03)
i. Dreeg’s Evil Eye (evileye1.dbr) – changed Skill_AttackProjectile to Skill_WeaponPool_BasicAttack like Fire Strike. This is a default Weapon Attack replacer, so can now proc all WP Skills. Also added level-dependent Weapon% damage similar to Fire Strike. Requires a ranged weapon.
📊 Mod Details
- Game
- Grimdawn Mods
- Author
- Nytimz
- Version
- 2.0
- Downloads
- 2,584
- Endorsements
- 43
- Category
- Gameplay
- Created
- 2/3/2026
- Updated
- 8/8/2026
🔧 How to Install Grim Dawn Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Grim Dawn →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Grim Dawn commands, item IDs, and more.
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