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GRIM DAWN / QUEST / PERMANENT CHOICE

Tale of Two Blacksmiths

An Act 1 side quest from Duncan in Burrwitch Outskirts. Choose Duncan or his master Angrim as the blacksmith for Devil's Crossing, unlocking crafting when the quest is completed.

Last updated: 2026-07-12
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

The quest starts at the refugee camp near the Burrwitch Outskirts Rift, not in Devil's Crossing. Your choice cannot be changed on the same character and difficulty, and each smith has different crafting bonuses and exclusive low-level recipes.

WALKTHROUGH
  1. 1
    Accept the quest from Duncan
    • Speak to Duncan, the young blacksmith at the refugee camp beside the Burrwitch Outskirts Rift.
    • When invited to Devil's Crossing, he asks you to recover the forging hammer Malleum Menhir from his master, Angrim.
  2. 2
    Find Angrim east of the rift
    • Travel east from Duncan's camp and find Angrim in a secluded part of Burrwitch Outskirts; the quest log describes him as having headed northeast.
    • In dialogue, decide whether to recruit Angrim or demand Malleum Menhir for Duncan.
  3. 3
    Side with Duncan or Angrim
    • Duncan route: persuade Angrim to surrender the hammer, or fight and kill him to recover it. Both lead to the same quest reward; deliver the hammer to Duncan's camp.
    • Angrim route: invite Angrim to Devil's Crossing. A rift opens and he relocates to the settlement.
    • As a rule of thumb, Angrim favors melee/ranged weapons and armor, while Duncan favors casters. Killing Angrim is optional because persuasion also completes Duncan's route.
  4. 4
    Report in Devil's Crossing
    • Once the chosen smith reaches the prison in Devil's Crossing, speak to him again to complete the quest.
    • Normal rewards 800 XP for Duncan or 350 XP for Angrim; both routes reward 22,000 XP on Elite and 55,000 XP on Ultimate.
    • Completion unlocks the blacksmith for crafting equipment, components, relics, and more.
STILL LOST?

If Duncan is missing, return to the refugee camp beside the Burrwitch Outskirts Rift. Angrim is in a secluded area east of the camp. If undecided, favor Angrim for weapons/armor and Duncan for casters. You may recruit the other smith on another difficulty and switch difficulties to use both.

The quest itself is not missable, but the smith choice cannot be reversed on the same character and difficulty. If Angrim is persuaded on Duncan's route, he later appears as a conversation NPC at Fort Ikon. The hammer is written as Malleum Menhir to match the quest text and Japanese Wiki entry.
Official Grim Dawn Wiki: Tale of Two BlacksmithsGrim Dawn 日本語Wiki: Tale of Two Blacksmiths 二人の鍛冶屋の物語