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Mua-Ta Hunter

The Mua-Ta Hunter is a **Tier 3** Mua-Ta enemy that can be encountered in the Withering Woods. They spawn alongside formations of Mua-Ta Priestesses and Mua-Ta Matriarchs, and are no longer encountered after **Dungeon Level 33**.

**Combat Proficiency**

Mua-Ta Hunters are very dangerous, though not in the same vein as the matriarch or priestess. While they cannot debuff your armor or heal, they can decrease your evasion and boost their own critical chance with **Mark Target**. This is particularly deadly given they can raise their critical rate to **30%**, and smack you for up to 14 damage or more if they land a critical hit.

  **Damage:** 6-7
  **Critical:** 16%

**Ability**
Aether Drop

The **Aether Drop** is an Accessory that can be found/purchased in Grim Quest. It increases your spell damage by 1 when equipped.

**Stats**

  Base Cost
 35

**Acquisition**
The Aether Drop can be bought in Various Assortments, the Merchant Caravan and Curio Shop dungeon shops, dropped as loot from enemies, or as a dungeon event reward.
Guardsman's Halberd

The **Guardsman's Halberd** is a weapon that gives the user +3 DMG and +6% EVA. it is the better variation of the Halberd.

**Stats**

  Base Cost
 75

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan and Weaponsmith's Arsenal event, dropped as loot from enemies, or as dungeon event reward.
Burning Death

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The **Burning Death** is a **Tier 5** Undead enemy that can be encountered in the Sunken Grotto once the player has reached **Floor 33**.

**Combat Proficiency**

Burning Deaths are **Epic** variants of the Hedge Wizard, with significantly increased stats and a much stronger **Flame**.

It has a very strong kit available to it, with 6 points in spell resistance on top of a **Flame** potent enough to deliver upwards of **15** damage, without any buff whatsoever. This enemy is best taken out through physical means if possible, as otherwise you will need to bypass its dense resistance.

  **Damage:** 9-13
  **Critical:** 13%

**Ability**
Corpse Explosion

Corpse Explosion is an **Occult** Spell that inflicts high damage and poison onto all enemies. However, a corpse must be present on the battlefield to use this spell, and the spell is activated by targeting a living enemy. Corpse Explosion's poison stacks with itself and other poison sources.

**Uses & Strategies**

Corpse Explosion is a popular spell for many players because of its versatility, especially since it deals the highest direct damage out of any poison spell, exceeding Contagion by 3 damage at the highest level. However, it is not the most powerful ability in terms of poison strength, which lingers just behind the aforementioned spell and Seed of Oblivion.

Because this spell requires a dead enemy to be cast, having a reliable method of eliminating a target quickly will make the most of it, whether it be Dark Pact or a powerful physical weapon. If you are carrying Corpse Explosion, it may be wise to avoid any other area-of-effect spells as their use is diminished with less opponents on the field.

Unlike other poison spells, Corpse Explosion's damage per turn stacks with itself infinitely. While ideally most enemies would be dead after the cooldown expires, it can have a nice use of stacking massive amounts of poison on bosses since corpses are not consumed with this spell.

**Strengths**

* Can deliver damage and poison to two enemies at once.
* Unlike most poison spells and effects, this one can stack with itself.

**Weaknesses**

* Requires a dead enemy in order to cast it.
* Deals the lowest amount of poison damage in an individual cast compared to every other poison spell/skill.

**Upgrade Tree**
Lawman's Rifle

The **Lawman's Rifle** is a ranged Weapon that can be obtained from **Character Level 23**. It is the strongest gun that the player can naturally obtain and is second strongest overall, short of Roland's Revolver. It is the enhanced version of the Repeating Rifle.

**Stats**

  Base Cost
 75

**Acquisition**
The Lawman's Rifle can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.
Berserker's Axe

The **Berserker's Axe** is a weapon that gives the user +3 DMG and +2 DMG against Orcs.

This weapon is the better variation of the Battle Axe.

**Stats**

  Base Cost
 50

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan and Weaponsmith's Arsenal event, dropped as loot from enemies, or as dungeon event reward.
Grim Reaper

The Grim Reaper is a **Tier 4** Undead Miniboss that can be encountered in The Tear.

Hungry for life essence, the reaper brings an ability that robs a portion of your health, leading to a quick death - you must find a way to keep yourself alive and kicking, not just for this boss but for whatever else gets thrown at you. It can't get worse, can it?

**Combat Proficiency**
The Grim Reaper is one of the most dangerous foes in the game, as its **Harvest** will cleave a portion of your life and add it to its own health pool, prolonging it as you get sapped away. Do not try to rely on Absorb Pain to get back your health, as the ability will completely ignore it.

There is no way to resist the damage this ability can deal, so preventing Grim Reaper from using it even once is highly encouraged to avoid taking massive damage. Crippling Volley, Confusion and Seed of Oblivion are always great choices against this miniboss.

  **Damage:** 11-16
  **Critical:** 20%

**Ability**

**Tips**
* Because the Grim Reaper heals for the damage his **Harvest** inflicts, it is actually harder for it to restore itself as your health gets lower. That being said, you will still need to be wary for its standard attacks which could easily end your life at low health.

* Seed of Oblivion is a no-brainer. The less it can use **Harvest**, the better.

* It would be wise to dispatch the Revenant first, as should it **Pulverize** you, you'll only be taking more damage from the Reaper's standard attacks, let alone inflicting less physical damage as a result.
Deathcap

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The **Deathcap** is a **Tier 5** dark **Miniboss** that can be encountered in the Imperial Mausoleum.

The Deathcap is regarded by most players to be the hardest mini-boss encounter in the entire game.

**Combat Proficiency**

The Deathcap is currently the only miniboss that appears as a trio. Three deathcaps all with the same ability appear in the encounter to oppose you. This factor alone is why this miniboss is so difficult to survive, let alone defeat. The entire encounter adds up to **375 Total HP**, if you don't take scaling into account.

Each Deathcap has access to the **Mad Spores** ability, which damages the player, can reduce their sanity, and worst of all: Heals the user as well as their allies. With all three using the ability frequently, it can become extremely difficult to overcome them.

Stuns, and in particular the Seed of Oblivion are extremely helpful here in order to keep their ability use in check.

  **Damage:** 19-23
  **Critical:** 17%

**Ability**
Bandit

Bandits are **Tier 1** Human Enemies that can be encountered in the Sunken Grotto while the player is below **Character Level 11**. They are among the first enemies a new player will face.

**Combat Proficiency**

Bandits share similar damage output to the Grave Robber, although lower in health. What sets them apart from their peers is the **Mark Target** ability, which cuts your evasion down and increases the critical strike chance of the bandit, allowing them to inflict double damage far more regularly than the average opponent. This presents a dilemma when choosing your targets, as the priority changes drastically when the ability is in play. Typically though, it is better to take them out before they can even cast it.

* Grim
* Nightmare

  **Damage:** 2-4
  **Critical:** 13%

**Ability**
Antikythera Mechanism

The **Antikythera Mechanism** is a **Tier 1** Accessory that can be obtained from **Character Level 1+** and beyond.

This accessory increases the selling price of any item in your inventory, much like the Merchant background. This gives this accessory a very powerful use to the player, especially when combined with said background, allowing the user to make extra money by selling, and potentially even turn a profit through buying and re-selling!

**Stats**

  Base Cost
 75

**Acquisition**

It can be bought in Various Assortments, A Merchant Caravan, The Curio Shop, dropped as loot from enemies, or as dungeon event reward.
Absorb Pain

Absorb Pain is a Spell from the **Dark** magic school that converts incoming damage into healing, much like the Potion of Masochism. Unlike the potion, however, the healing received is halved with a flat bonus for each attack.

**Uses & Strategies**
Absorb Pain is an extremely valuable spell to have, for reasons very similar to the potion that provides a similar effect. When you cast it, you become virtually immune to all damage and essentially grants you a turn of free healing, as well as decreasing your cooldowns. It can save your life, profit off a major ability use and just give a bit more healing so you can leave a fight with full health. However, its effects diminish as your evasion naturally increases with levelling and upgrades, which may make Regrowth or Soul Steal turn a net health profit.

There are also enemy abilities that bypass the effects of both Absorb Pain and the Potion of Masochism, including:

* Psyche Manifestation abilities **Self-Delusion** and **Self-Indulgence**, which makes using the spell against them extremely risky
* **Harvest** and **Sap Life**, which both remove percentages of your current health

It should also be noted that Sanity is not recovered, meaning that even if you gain extra healing on an enemy critical, it will still push you towards insanity. This can be somewhat mitigated as Absorb Pain can trigger Meditation.

**Upgrade Tree**
Liquid Fire

Liquid Fire is a consumable that increases the player's critical chance by 10%. It is the processed form of the Swarma Leaf.

Liquid Fire's effects last for the entire dungeon run when consumed outside of battle. While its effects cannot stack with itself and can only be used once, consuming the raw Swarma Leaf will provide an additional 5% critical chance for a total of 15%.

**Stats**

 15

**Acquisition**
Liquid Fire can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

It is also craftable in the Boiling Cauldron with a warma Leaf and Catalyst.

**Crafting Recipes**
Gold Necklace

The **Gold Necklace** is a valuable that can be used to create the Philosopher's Stone, or be turned in for bounties.

**Stats**

  Buy-Back

**Acquisition**
The Gold Necklace can be dropped by Enemies or be given as a random reward from dungeon events. In particular, it is one of the items you can obtain when you wish for riches in the Retired Djinn dungeon event.

**Crafting**
Black Widow

The Black Widow is a **Tier 5** beast enemy that can be encountered in the Burning Caldera.

**Combat Proficiency**

Black Widows are an end-game variant of the Parasitic Leech, and their potency shows with how strong their **Soul Steal** is, being the second-strongest source from a regular enemy in the game. Additionally, the Black Widow notably has a 20% critical rate, causing this enemy to deliver a nasty blow more often than usual.

Like with other Soul Steal monsters, having high **Spell Resistance** will significantly reduce how much they can heal. Additionally, using Seed of Oblivion will outright prevent them from healing at all.

  **Damage:** 10-14
  **Critical:** 20%

**Ability**
Aconyte Toxin

Aconyte Toxin is a consumable and the processed form of the Aconita, granting a stronger increase in attack power of two points compared to one. It can also be combined with Gunpowder to create Acid Bombs.

When consumed outside of battle, its effects last for the whole dungeon run. Although it cannot be consumed under its effect, consuming raw Aconita adds an additional point of damage.

**Stats**

 15

**Acquisition**
Aconite Toxin can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

It is also craftable in the Boiling Cauldron with an Aconita and Catalyst.

**Crafting Recipes**
Calming Mantra

**Desktop-Exclusive**
This page or section contains content exclusive to the Steam version of Grim Quest.

**Stub**
This page is a stub. You can help by expanding it.

**Missing Data**
This page contains missing information that needs to be added. You can help by adding in details.

Calming Mantra is a skill from the **Mercenary Tricks** regime, available only on the Steam version of Grim Quest. It restores sanity and has a chance to remove all cooldowns from spells and skills.

It and other Mercenary Tricks can be used regardless of whether you are carrying a melee or ranged weapon.

**Upgrade Tree**
Giant Spider

The Giant Spider is a **Tier 5** beast enemy that can be encountered in the Burning Caldera.

**Combat Proficiency**

Giant Spiders are almost identical to the Dragonling, having less consistent damage output but higher critical chance. They have no ability, but balanced stats overall. Fighting them is virtually the same, since more threatening enemies will deprioritise them.

  **Damage:** 8-13
  **Critical:** 17%
Entranced Miner

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The **Entranced Miner** is a Tier 5 human enemy encountered in the Haunted Quarry. Though they seem frail and weak from all the endless mining, their desire for riches keep their hearts beating and the battle ongoing.

**Combat Proficiency**

Entranced Miners are far from the most dangerous opponent, but they are definitely persistent and difficult to beat down. While initially they are even less threatening than a Skeleton Miner, once they start using **All That Glitters** they can quickly become rather tanky as the ability heals and increases both of their resistances.

Killing them quickly with a burst of high damage is a surefire way to remove them from the fight.

  **Damage:** 15-18
  **Critical:** 15%

**Ability**

**Trivia**
* The ability name **All That Glitters** is based on the phrase "All that glitters is not gold", meaning that not everything that looks precious turns out to be so.
Ego Manifestation

**Major Spoiler**
This page contains spoilers for imporant parts of the main story or the lore of Grim Quest. Read at your own risk.

The Ego Manifestation is the **Second Boss** of The Tear, and may be fought at **Dungeon Level 30** once the player reaches **Character Level 24**. It is the **Final Boss** of the **Main Quest**.

This manifestation is the culmination of all of your sins, your regrets, your sorrows and your darkest secrets. It is your ultimate confrontation, and your victory will dispel the lingering Psyche Manifestations that have plagued every aspect of your mind thus far.

**Combat Proficiency**

As the final encounter draws near, you will need your strongest efforts and your sharpest wits to survive your greatest opponent: yourself. Ego is the only enemy whose health varies with your own maximum. This is on top of the highest defenses and damage of the main quest, all in an effort to consume you with its tendrils of despair.

In a world gone mad, knowledge is the shortest path to insanity. As you face it, Ego will use its special ability, **Know Thyself** to drain you of your mental faculties, as well as your critical and evasion. This ability is repeatable, which will end up sending you into the depths of insanity very soon. There is no bunkering down to bypass it either - it is one of the few damage sources that bypasses Absorb Pain and the Potion of Masochism.

This battle is accompanied by seperated fragments of your darkest thoughts - a Terror Manifestation for speeding up the road to insanity and a Despair Manifestation to undo all the progress you make. These must be removed quickly, as a prolonged fight quickly decreases the likelihood of you coming out on top.

You must resist Ego's temptations with stuns, such as from Crippling Volley or a lucky hit on Confusion. Once that is done, push through with your weapon, be it a sword, spell or gun.

  **Damage:** 14-18
  **Critical:** 20%

**Ability**

1. ↑ *Exact health is the max HP of the player upon entering boss floor + 100.*
Beastman Elite

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The Beastman Elite is a **Tier 5** beast enemy that can be encountered in the Withering Woods once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

Beastmen Elite are the **Epic** variants of the Beastman, with superior stats across the board, in addition to a stronger **War Cry**.

Care should be taken to not allow this elite to buff himself. Once under the boon of a War Cry, the Beastman Elite could potentially hit you for 15 damage and 30 on a crit.

  **Damage:** 8-12
  **Critical:** 14%

**Ability**
Eclipse Rite

Eclipse Rite is an **Occult** Spell that inflicts low damage to all enemies and decreases their armor.

**Uses & Strategies**

Eclipse Rite is more or less Sunburst but focused on physical damage instead of magical. Thanks to its flat reduction in enemy armor, it effectively adds extra damage to every attack you deliver. Despite the low damage it inflicts on its own, it still provides a punch of magic damage that can help weaken foes with heavy armor a little more. This extra damage can be exploited with Cleave, which can easily kill if it crits.

This spell is less useful on Gunslingers, who already benefit from innate armor penetration thanks to their guns and lack any form of non-spell area damage. They may want to seek a different spell, such as Abyssal Gaze or Aspect of the Beast for more damage.

**Strengths**

* Reduces enemy armor by a flat amount, increasing physical damage.
* Applies the armor reduction to every enemy, which can be very useful when combined with Cleave.

**Weaknesses**

* Deals low magical damage compared to other spells.
* Armor reduction is only useful if you rely on physical damage.
* The reduction in armor scales poorly into the late game.

**Upgrade Tree**
Dark Bomb

The Dark Bomb is a bomb that stuns all enemies for two turns. Unlike other bombs, it is not purchasable at any store.

**Stats**

 37

**Acquisition**

Dark Bombs can be dropped by Enemies, be given as a reward from dungeon events or crafted with a Black Pearl and Gunpowder.

**Tip**

Dark Bombs are among the most powerful items in the game. While it does require you to spend one turn to throw it, it provides two turns of guaranteed stun, which cannot be resisted by Bosses. This makes it extremely powerful in any major fight, but the rarity of finding and the difficulty of creating one of these bombs means they should only be used in boss fights or when near death on a permadeath run.

With Advanced Combat enabled and the Alchemist Background, Dark Bombs only become stronger. With two actions per turn, you not only get to apply two turns of stun, but also perform an attack immediately afterward. The incredible synergy of this cannot be understated, as this bomb allows you to set up massive combos using your abilities with total impunity. The rarity of the bomb, however, is unchanged and should still only be saved for boss fights.

**Crafting**
Bone Club

The **Bone Club** is a weapon that makes your character deal +1 damage.

The Heavy Bone Club is an enhanced version of this weapon, providing more damage.

**Stats**

  Base Cost
 25

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan and Weaponsmith's Arsenal event, dropped as loot from enemies, or as dungeon event reward.
Fallen Acolyte

The Fallen Acolyte is a **Tier 3** Undead enemy that can be encountered in the Sunken Grotto from **Character Level 11**, or **Dungeon Level 25** if the character level requirement is not met. A Fallen Acolyte accompanies the Baron of Bones during its boss fight.

Fallen Acolytes are no longer encountered once the player reaches **Dungeon Level 33**, unless as part of the Baron of Bones' fight.

**Combat Proficiency**
Fallen Acolytes are quite a great deal more dangerous than other spellcasters like the Hedge Wizard or Skeleton Adept, primarily for their ability: **Dark Surge**. Not only does it deal more damage than **Flame** or **Spark**, but it also reduces your evasion. It is recommended to remove them from the battlefield if you have a high amount of evasion, since the evasion debuff stacks fully.

  **Damage:** 5-7
  **Critical:** 15%

**Ability**
Cultist

Cultists are **Tier 3** Human Enemies that can be encountered in the Sunken Grotto from **Character Level 11**.

Cultists are no longer encountered once the player reaches **Dungeon Level 33**.

**Combat Proficiency**
Cultists are very similar to the Zombie in their stats, but are superior overall. Like the Zombie, the Cultist lacks any ability.

  **Damage:** 5-7
  **Critical:** 15%
Fear Manifestation

The **Fear Manifestation** is a Psyche Manifestation that can appear while under **Character Level 12**. It is among the first types of manifestation that the player will encounter.

**Combat Proficiency**

Fear may be one of the weakest Psyche Manifestations, but you should not underestimate them. While their damage output is incredibly weak, they have the **Self-Delusion** ability which allows them to potentially drain some of your sanity. Dispatching them quickly would be advised to protect your sanity.

  **Damage:** 2-3
  **Critical:** 13%

**Ability**
Sage's Wisdom

Sage's Wisdom is a consumbale item that increases the character's spell power by 2 when used. It is the processed version of Aether Dust.

When consumed outside of battle, its effects remain until the end of the dungeon run. While multiple Sage's Wisdoms cannot be consumed, a further attack bonus can be obtained by using raw Aether Dust for a total spell power increase of 3 points.

**Stats**

 15

**Acquisition**
Sage's Wisdom can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

It is also craftable in the Boiling Cauldron with Aether Dust and a Catalyst.

**Crafting**
Grapes

Grapes are a food item that recover 15 HP and 7 Supplies when consumed. It is the second-weakest food item, but is also rather easy to obtain.

Like other food items, Grapes receive healing bonuses from both the Physician and Gourmet backgrounds.

**Stats**

  w/Physician
  w/Gourmet

**Acquisition**

Grapes can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

**Tip**
Grapes are a step above Mouldy Bread in terms of its applications. While its health and supply gain is still fairly low, this food item is much more cost-efficient compared to its predecessor, and will better serve you by purchasing it in bulk.
Hatchet

The **Hatchet** is a melee Weapon that can be obtained at any point in the game. It increases the player's damage by 1 and inflicts an additional 1 point of damage when attacking a Mua-Ta.

The Woodsman's Hatchet is an enhanced version of this weapon, providing more overall damage and greater effectiveness against the Mua-Ta.

**Stats**

  Base Cost
 25

**Acquisition**
The Hatchet can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.

**Tips**
Because the Mua-Ta are one of the most prominent threats in the Sunken Grotto during the early game, the Hatchet is one of the best weapons to carry during that part of the game. Though it won't help you nearly as much against the Prince of Thieves, it will ease the process of cutting down the masked foes that get in your way.
Mountain Troll

The Mountain Troll is a **Tier 3** beast enemy that can be encountered in the Glacial Pass once the player reaches **Character Level 11**. Mountain Trolls are no longer encountered once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

Trolls in general are infamous for their durable hide that gives them incredible resistance to physical attacks. Mountain Trolls are even tankier than the Troll Brood, and come with the ability to infect you with **Rabies**, reducing your evasion and critical chance.

  **Damage:** 5-7
  **Critical:** 14%

**Ability**

**Passive Ability**
Imperial Mausoleum

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The Imperial Mausoleum is one of the eight dungeons that can be visited. Like with the Burning Caldera and the Blasted Wastes, the Imperial Mausoleum can only be accessed after the final main quest, **Explore Beyond the Tear**, is complete. It is where the quest **Treasure of the Dead** takes place, which is one of the quests needed to access the Haunted Quarry.

Like the Burning Caldera and Blasted Wastes, the Imperial Mausoleum only has a single boss at floor 24 and two minibosses instead of three. However, this dungeon is a significant difficulty spike compared to the caldera, and requires caution in order to survive. It is recommended to complete this dungeon once the Burning Caldera is complete.
**Native Monsters**

The Imperial Mausoleum is notorious for its numerous and extremely lethal specimens of vicious horrors and terrors eager to undo your miserable existence. While some are not as overwhelmingly deadly, most of these foes will pose some of the greatest challenges you will ever experience, with abilities that are made to drive you to wits' end.

The Undead swarm the mausoleum in droves, containing numerous skeletal beings and even phantasmic apparitions that drain you physically and mentally. One of the most powerful undead, the Death Priest, makes its home here, ready to drain your lifeforce before you can even fight back.

These undead are backed by a lone human, the Necromancer, who will make sure that all the enemies here never rest until you are forcibly removed.

The Mua-Ta are also here, this time from the southern tribes, who are far more powerful than those in the Withering Woods. They come to battle with ferocious Tamed Raptors, ready to maul your flesh open for a meal.

Finally, supreme creatures of The Dark - vampires - pose the greatest danger in this mausoleum. Backed by the grotesque, pulsating heart on the upper levels, this scourge can only be stopped by your intervention.

**The dreaded Heart Simulacrum awaits you on Floor 24!**
Enemies

**Minibosses**
The Imperial Mausoleum is home to two extremely devastating minibosses who would be worthy of the title "boss" in their own right. Of all minibosses, these are likely the most powerful and threatening of any other.

**Giant Raptor**
**Deathcap**
Character

The **Grim Mercenary** is who you play as in Grim Quest - A mercenary living in Ashborne fuelled to tackle the corrupted outside world for gold.

Character Creation
When starting a new game, you must create a new character to play with. This includes setting your Game Difficulty, followed by setting up your character Background and choosing a Pet Companion. Your selected choices in both areas will impact the overall experience, making your journey more harrowing, or more relaxing and casual. The decision, in the end, will be up to you.

Character Stats
Your character has 8 stats that affect it in various ways, and each serve different purposes. There is a 9th stat only found on the PC port of the game.

Levelling up
"*Knowing yourself is the beginning of all wisdom*"

EXP can be earned through combat, turning in Bounties, exiting a Dungeon, or using Arcane Scrolls.

See also: Detailed Character Stats
Lost Raider

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The **Lost Raider** is a Tier 5 human enemy encountered in the Haunted Quarry.

**Combat Proficiency**

Lost Raiders can severely dent your armor with **Handcannon**, an incredibly destructive ability. Combined with solid health, critical chance and bulk, these thieves mean nothing but trouble. Since there is no way to immediately gain armor apart from using Aspect of the Beast, your first priority should be to eliminate Lost Raiders, preferably with a very clean Aimed shot. Even if the Vile Highwayman is present, the evasion drop matters less as long as the Lost Raider does not open fire.

  **Damage:** 14-17
  **Critical:** 25%

**Ability**
Humans

**Humans** are one of seven distinct enemy factions in *Grim Quest*. They are among the fleeting species trying to survive after the Tear wreaked havoc on the world. Most have long since resorted to less-than-honorable means to survive, becoming mercenaries or thieves. However, some nomadic humans have been able to comfortably make it out in the harsh wilds.

**In-Game**

Humans are fairly widespread throughout Grim Quest, encountered across four of the eight dungeons. Most of them are in the main quest dungeons, specifically in the Sunken Grotto, Glacial Pass and especially The Tear. However, they do not have a significant presenence in the epic dungeons except for the Imperial Mausoleum and Haunted Quarry, where they make up some of the most dangerous enemies.

Humans are rather mundane of an adversary initially, only well versed in simple abilities like **Mark Target** and **Defend**. In many cases, humans simply do not have any abilities; as can be seen with foes like the Cultist and Grave Robber.

As the tiers rise, humans begin to develop more sophisticated abilities, tapping into powerful self-buffs like **Dark Blessing** or magical attacks such as **Dark Surge**. In epic content, humans are rare but become extremely powerful threats, such as the Necromancer with its horrific **Dark Ritual**, as well as the countless misfits in the quarry.

It is worth noting that this race has only one boss fight and one mini-boss encounter throughout the entire game, which is the second-lowest (shared with Psyche Manifestations) after the Mua-Ta.

Tier 1 enemies

Tier 2 enemies

Tier 3 enemies

Tier 4 enemies

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

Tier 5 enemies
Arcane Coat

The **Arcane Coat** increases **HP** and gives the user +1 **Spell DMG**.

The High Arcanist's Coat is an enhanced version of this armor, providing more health and Spell damage.

**Stats**

  Base Cost
 30

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan, dropped as loot from enemies, or as dungeon event reward.
Beastman Raider

The Beastman Raider is a **Tier 4** beast enemy that can be encountered in the Withering Woods starting from **Character Level 17**, or **Dungeon Level 25**. They will no longer be encountered after **Dungeon Level 33**.

**Combat Proficiency**

Beastmen Raiders pose a similar threat as the standard Beastman, but unlike the former, this foe uses **Mark Target** to buff its own critical rate and debuff your evasion, trading some flat damage fromthe ability for greater chances at critically striking you. As a result, you should probably kill them first.

  **Damage:** 7-9
  **Critical:** 17%

**Ability**
Father Dagon & Mother Hydra

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

Father Dagon & Mother Hydra are the **Epic Bosses** of the Glacial Pass, and may be fought at **Dungeon Level 45** once the player reaches **Character Level 28**.

Unlike all other bosses, the fight involves the player defeating two bosses at once, although each one individually is weaker than other epic bosses. They are expected to be the second epic boss you face, after defeating The All-Seeing.

**Combat Proficiency**

Because there are two entirely different bosses at once in one fight, the usual strategies for bosses may have to be changed up. Each one of the bosses complements the other, which will make it tricky to get any progres.

Father Dagon inflicts heavy damage and a powerful debuff through his ability, **Grotesque Vision**. This can become problematic for you if it starts to trigger low-Sanity penalties, so you will want to have a way of maintaining it such as Meditation.

Mother Hydra is the source of Father Dagon's healing, with her **Putrid Embrace** ability being prioritised on him. However, if Father Dagon is not damaged, Mother Hydra will self-cast the ability and drastically overheal, increasing her maximum health.

A single Corrupted Growth sits between the two, and will assist them in battle until you destroy it. Fortunately, Mother Hydra tends to ignore this growth with her ability.

As there are two bosses, area damage abilities such as Cleave and Twisting Vines will inflict more damage overall than single-target attacks. It also means that debuffs essentially have twice the effect, meaning that Corpse Explosion's poison will kill both bosses faster than usual.

  **Damage:** 13-16
  **Critical:** 18%

  **Damage:** 12-15
  **Critical:** 17%

**Ability (Father Dagon)**

**Ability (Mother Hydra)**
Knockout Punch

**Desktop-Exclusive**
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Knockout Punch is a skill from the **Mercenary Tricks** regime, available only on the Steam version of Grim Quest. It adds additional damage to your main single-target attack and has a high chance to stun for 1 turn. It and other Mercenary Tricks can be used regardless of whether you are carrying a melee or ranged weapon.

**Upgrade Tree**
Ancient Troll

The Ancient Troll is the **Second Boss** of the Glacial Pass, and may be fought at **Dungeon Level 30** once the player reaches **Character Level 15**. It is the leader of the trolls in the pass, and one of the six bosses that must be defeated to enter The Tear.

Intended to be the fifth boss the player fights, the Ancient Troll is a veritable wall of muscle and armor. As the wear and tear of time itself struggles to fell this great beast, so too will you struggle to end its reign.

**Combat Proficiency**

As with all trolls, the Ancient Troll's greatest asset is its obscene physical armor and the debilitating **Rabies**. However, the Ancient Troll's foul, festering brew of toxins have upgraded it into the stronger **Rotten Bite**, which removes even more of your critical and evasion than normal. Thankfully, if you have already been bitten by one of the Mountain Trolls, the Ancient Troll cannot use its own ability on you.

All the enemies in the fight are highly vulnerable to spells, especially as the Mountain Troll minions have no spell resistance. This means that even with no spellpower, damage-dealing spells such as Dark Pact and Corpse Explosion are very powerful. Mages will find the battle extremely easy on account of Soul Steal providing sufficient regeneration. For physical characters, Eclipse Rite and Abyssal Gaze are necessary to get past the troll's thick hide.

  **Damage:** 12-15
  **Critical:** 16%

**Ability**

**Passive Ability**
Lizardman Tracker

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

**Lizardman Trackers** are Tier 5 Beasts located throughout the Blasted Wastes.

**Combat proficiency**
While their mark target ability has nothing on the brutal effects of the Sand Viper, a decrease in evasion alongside an increase in critical change can allow trackers to inflict more damage than what is acceptable. They should be at thirdmost priority for death, after the Lizardman Sage and Sand Viper.

  **Damage:** 12-14
  **Critical:** 18%

**Ability**
Heavy Bone Club

The **Heavy Bone Club** is a weapon that gives the user +3 DMG.

This weapon is the better variation of the Bone Club.

**Stats**

  Base Cost
 50

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan and Weaponsmith's Arsenal event, dropped as loot from enemies, or as dungeon event reward.
Equipment

Equipment refers to items in Grim Quest that the player can affix to their character, providing a benefit to them in a variety of forms. Equipment is divided between Weapons, Armor, and Accessories, and each of them offer different benefits to the player.

**Equipment Varieties**
WeaponsArmorAccessoriesSigils
Soma

The Soma is the standard Sanity restoration consumable, restoring **2 SANITY** when consumed. Like other sanity-restoring consumables, the Soma receives bonuses from the Rum Flask accessory.

**Stats**

  w/Rum Flask
 12

**Acquisition**

Somas can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

It is also craftable in the Boiling Cauldron using a Bohemica and Swarma Leaf.

**Tip**
Soma sets the standard for Sanity Restoring items, being both fairly cheap and also effective. Always having one on you when going into a dungeon is advised to counteract any potential major sanity loss. Stocking them to create Soma Tinctures is another good use for them as well.
**Crafting**
Aspect of the Beast

Aspect of the Beast is a Spell from the **Shamanic** magic school that increases the player's damage, maximum health, armor and spell resistance at the cost of taking away 2 points of Sanity. This spell cannot reduce your sanity below 1 point.

**Uses & Strategies**
Aspect of the Beast is the strongest buff for a physical build, bar none. Naturally, this spell comboes very strongly with Arcane Binding and Slow Time to make you a one man army. However, the instant sanity reduction is a nasty drawback that can quickly leave you insane after several uses.

Combining this with Meditation is a must to help offset the sanity reduction. Nature's Embrace is also a recommended spell to take, as it may also refund some Sanity after casting.

Note that upgrading this spell increases its positive effects, but the sanity deduction is static and remains 2 for all levels. A non-spell upgrade to take is the Fire Beacons from the Ashborne city council, to help with sanity refunds. A passive skill in reclaiming sanity is the Drifter skill, which helps you get some back if you have supplies.

**Upgrade Tree**

**Trivia**
* Aspect of the Beast has the longest cooldown out of all spells. The Shamanic school contains the only two spells with a cooldown longer than 5 turns, with the other spell being Nature's Embrace.
* Aspect of the Beast also appears in Grim Tides with similar effects. However it reduces the morale (equivalent to sanity) of the player by 1 instead of two and prevents the use of other spells once active.
Immolation

Immolation is an **Elemental** Spell that inflicts damage to a single enemy, increasing based on the number of buffs and debuffs applied on it.

**Uses & Strategies**

Immolation is one of the most powerful spells in the game, bar none. While its initial base damage is rather low, what makes Immolation stand out is its bonus damage inflicted on enemies. For example, using Confusion applies both a long stun and the confusion debuff, causing the Immolation bonus to apply twice.

At first this bonus is not very high and is difficult to make the most of, since you won't have access to as many debuff spells as in the-late game. As you unlock more spells and level Immolation's damage, it quickly turns into one of; if not the most powerful spells in the game. At Level 7, Immolation will outdamage a Level 7 Dark Pact if there are at least 3 effects on an enemy target when it is cast.

It is important to remember that poison itself is not a status condition, as it does not add a square icon to affected enemies. This means that Venomous Strike and Corpse Explosion cannot proc the Immolation bonus, as well as Seed of Oblivion and Contagion only adding one extra addition of damage.

**Strengths**

* Immolation has the capacity to deal the highest damage out of any spell in the game, once enough effects are in play.
* Extremely effective against bosses and minibosses.

**Weaknesses**

* Delivers low single-target damage when its extra damage effects are not in play.
* Requires a lot of turns to set up enough debuffs, turns which could be better used in killing off targets. Its slow nature means that it is *only* effective against bosses and minibosses.

**Upgrade Tree**
Inquisitor's Maul

The **Inquisitor's Maul** is a weapon that immensely increases physical damage against Undead.

It is an enhanced version of Maul.

**Stats**

  Base Cost
 50

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan and Weaponsmith's Arsenal event, dropped as loot from enemies, or as dungeon event reward.
Arcane Essence

The **Arcane Essence** is a Tier 5 dark spawn that can be found in the Burning Caldera.

**Combat Proficiency**

One look at the Arcane Essence's stats raises concern - it is entirely new, with ridiculously high armor and spell resistance in exchange for minimal health. This makes it about as resilient as some of the tougher enemies in the dungeon, especially against low-damage area of effect abilities. You must kill it quickly, however, as its most powerful attack is its ability, **Burnout**, which will also kill the essence.

Defusing the essence can be tricky, as an area spell or Cleave gets soaked up by all the armor. Thankfully, there are several abilities that can immediately ignore these resistances, especially Pierce Armor. Poison will also knock it out quickly as the damage per turn is unaffected by any resistance - the Seed of Oblivion in particular safely stops the bomb and makes the Arcane Essence fizzle out. Guns are also excellent, as they naturally carry lots of armor penetration with both the weapon and Overcharge.

If you feel particularly lucky, casting Absorb Pain and having essences explode allows for a convenient fight and free healing.

  **Damage:** 7-10
  **Critical:** 13%

**Ability**
Grim Quest Wiki

Welcome to the Grim Quest Wiki,
the premier source for all things *Grim Quest* that anyone can edit!
592 articles since July 2020.

A dark world of epic adventure!

***Grim Quest*** is a classic turn-based RPG / dungeon crawler by Goran K. Set in a dark fantasy world with elements of Lovecraftian horror and Freudian psychology, it puts a lot of emphasis on atmosphere and immersion with dark visuals, music, and lots of written text. Explore dungeons, unlock skills and spells, craft equipment, and slay enemies. Do you have what it takes to survive?

SpellsSkillsEquipmentEnemiesAshborneCharacterDungeonsEventsItems

We're constantly working to improve the wiki and bring articles up to date. Feel free to fix incorrect information via the "EDIT" button or add new pages via the "ADD A PAGE" button!

* **To Do List**
* Contact a Sage
Diamond Golem

**Epic Content**
This page contains content only available after completing the Main Quest, and thus contains spoilers. Read at your own risk.

The **Diamond Golem** is a Tier 5 Dark Spawn that can be encountered in the Haunted Quarry. It is the animated form of the Diamond brought to life by the malice around the quarry, and one of five gem golems.

Of the Gem Golems, Diamond is the most powerful in its base stats and especially in its ability. That said, a buffed Ruby Golem can still surpass it in resilience and attack damage.

**Combat Proficiency**

Diamond Golems are among the deadliest enemies in the Haunted Quarry. Possessing some of the highest stats of any other mob, they also come packing one of the most powerful abilities in the entire game: **Diamond Edge**, a devastating attack that can be repeatedly used to drop both your armor and spell resistance **EVER CAST**. Needless to say, destroying a Diamond Golem ASAP is highly recommended unless you like seeing your health bar go dry.

  **Damage:** 17-20
  **Critical:** 20%

**Ability**
Council Chambers

The Council Chambers are a facility in Ashborne that provides long-term benefits to the player in the form of development projects, in exchange for large quantities of gold. Unlike other facilities, its upgrades can only be purchased once the Orc Chieftain is defeated.

Each upgrade has three different levels, which cost 1000, 1500 and 2000 gold respectively. In addition, level 2 and 3 upgrades require player levels 30 and 45 respectively.

**Population & Agriculture**
Supplies heal for +1 HP
Supplies heal for +1 HP
  Food Preservation
 Increase maximum supplies
  Fire Beacons
 Chance to restore SANITY after victory in combat
  Beer Brewing
 Reduce drinks price at the tavern | Drinks price reduced by -4 gold
Drinks restore +1 SANITY
Drinks restore +1 SANITY
 If the old imperials did anything right, they knew how to make quality beer, or such is the consensus on the streets of Ashborne - we could use some of the old texts to try and recreate the technique ourselves.

**Commerce & Industry**
+4 available shop items
+4 available shop items
  Bank of Ashborne
 Increase gold when resting in the city\*
  Foundry
 Raises the cap of Blacksmith upgrades
  Bounty Hunters Guild
 Increase gold reward and more bounties at the tavern | +33% more gold from bounties
+1 bounties at tavern
+2 bounties at tavern
 Bounty hunters play a large part in keeping the Ashborne and its surroundings safe from monsters and other threats - we should promote this profession by forming a guild to regulate their activities.

*\* Only leaving the dungeon from the exit will trigger this effect. No gold gain from leaving at entrance or by teleport.*

**Defences & Warfare**
  Expanded Barracks
 Increase manpower capacity and reduce boost cost
-50% manpower boost cost
-50% manpower boost cost
  Guard Patrols
 Reduce enemy encounter and ambush chance
-4% ambush chance
-6% ambush chance
  Wall Cannons
 Chance to deal double damage in sieges and reduce morale boost cost
-50% morale boost cost
-50% morale boost cost
 Merchant ships from the far north come equipped with the latest marvel of scientific progress - gargantuan gunpowder monstrosities they call cannons - if we buy some of them, we could deploy them on the city walls.

**Magic & Science**
  Advanced Training Regime
 Allows the upgrade of skills to Level 6\*\*
  Post-Graduate Program
 Increase spell and skill slots
  Advanced Alchemy
 Adds chance to create two items when crafting | 15% chance to create two items when crafting
 Some advanced alchemical texts have been found in one of the old imperial ruins beyond the Glacial Mountains - the findings could be applied to our own alchemical method, given some time and resources.

*\*Spell level 7 requires player level 30.*

*\*\*Skill level 6 requires player level 40.*
Gargoyle

Gargoyles are **Tier 5** dark spawn that can be encountered in the Burning Caldera.

**Combat Proficiency**

Gargoyles are end-game variants of the Rat King, and as with any Rend Flesh monster the greatest danger they pose to you is to your Sanity. Unlike most other Rend Flesh monsters, however, the Gargoyle is rather durable, only having 5 less HP than the Golem and maintaining 5 points in both resistances.

Stunning the Gargoyle is an easy way to avoid taking a hit to your sanity, especially with Confusion.

  **Damage:** 9-13
  **Critical:** 18%

**Ability**