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Smoke Bomb

The Smoke Bomb is a bomb item that reduces the damage of all enemies by two points, similar to Vortex without the base damage. Unlike Vortex, however, the Smoke Bomb's effects stack fully with itself and is not reduced against bosses.

Like other bomb items, the Smoke Bomb is only usable in-battle.

**Stats**

 25

**Acquisition**
Smoke Bombs 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 Invisibility Potion and Gunpowder.

**Tip**

Smoke Bombs are similar to the Vortex Spell, but offer only the weak effect of reducing attack damage by 2 point, and not dealing any damage. Generally, it's better to just use the spell than use the bomb and your turn.

With Advanced Combat enabled and the Alchemist Background, Smoke Bombs can be readily tossed without disrupting your combat flow and can be readily stacked to reduce the power of your opponents gradually, which is quite useful in boss fights that can take a while on this mode. A stunned foe can readily be inflicted with two of these bombs, negating its damage output.

**Crafting**

**Trivia**
* Smoke Bombs previously reduced one points of damage instead of three.
Nature's Embrace

Nature's Embrace is a Spell from the **Shamanic** magic school that regenerates a small amount of health per turn for five turns, as well as having a chance to restore Sanity by 1 on use. If it is cast again while the effect is already active, no additional health regeneration is gained.

**Uses & Strategies**
Nature's Embrace functions similarly to Troll Blood and Troll Blood Serum, giving the player flat health regeneration. This regeneration is not very potent until the higher levels, but it can still offset incoming damage to an extent.

When the spell is cast, it has a chance to restore some of your Sanity, making it useful for keeping that stat in check. This is especially important against enemies who drain sanity as their primary gimmick, and pairing it with Meditation essentially guarantees at least one point of sanity restored. Users of Aspect of the Beast are highly recommended to take this spell to save money on sanity restoration.

**Upgrade Tree**
Revenant

The Revenant is a **Tier 5** Undead enemy that can be encountered in The Tear after **Character Level 23** or **Dungeon Level 25**.

**Combat Proficiency**
The Revenant is among the most powerful enemies in the main questline, and it shows with just how powerful this undead horror is. With significant armor and high damage output, coupled with a large pool of health, the Revenant is a solid opponent that can be difficult to surmount. Fortunately, its spell resistance is only moderate and can be exploited easily.

With the **Pulverize** skill, the Revenant can dish you a one-time blast of magical damage in addition to debuffing your armor and attack damage.

  **Damage:** 9-11
  **Critical:** 15%

**Ability**
Mutagen

The Mutagen is a crafting ingredient for advanced alchemical processes in the Boiling Cauldron. It can be used to create special potions such as the Potion of Masochism, create special consumables such as the Arcane Almanac, upgrade gemstones, and, most importantly, brew Mutagen Potions.

**Stats**

  Base Cost

**Acquisition**
Mutagens 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.

**Crafting**
Training Grounds

The **Training Grounds** is one of Ashborne's locations. Here, you can influence three different mercenary groups that defent Ashborne during seiges. Using gold, you can boost the manpower and morale of the groups, so that Ashborne is secure in the face of enemy events.
The execution dungeon event can boost the manpower of all mercenaries if you convince the guards to spare the convict, while a city event can cause desertion and reduce manpower.

## Sieges

Sieges have a chance to occur whenever you use the a **Dungeon Exit,** and not from any other sources (i.e retreat or teleportation). Sieges occur before you return to Ashborne in this instance, and will demand your attention until their completion.

Sieges operate similarly to a dungeon battle but with some major differences. Firstly, you decide which of the three mercenary groups battles for that round. Each have enemy types that they are strongest against, and others they are weakest against. This strength and weakness affects their overall efficiency, and the faction that is facing what it is most powerful against will be dealing more damage. In the event you fight an enemy that is your weakness, the inverse will occur. A foe that is neither strong against you nor weak against you will be fought at normal standards.

The morale of each mercenary group affects its combat efficiency, acting as its "damage", while the manpower dictates its "health".

Should one of your factions be vanquished, you must select another to fight with. If all three are defeated, you will have to pay a gold fee. If you are on **Permadeath**, Ashborne will be destroyed, thus ending the game and deleting the save file.
Webspinner

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

**Combat Proficiency**

Webspinners bear some similarities to **Mark Target** monsters, but are slightly different. Its ability **Web** does not buff the Webspinner's critical chance, but does reduce your evasion as well as dealing significant damage.

Compared to other evasion reducing skills, this is hardly that dangerous to you. Nevertheless, a reduction in evasion is detrimental, and ideally should not be experienced at all. Slow Time can help regain the evasion back, which fully negates the Webspinner's effect.

  **Damage:** 8-12
  **Critical:** 16%

**Ability**
Musket

The **Musket** is a weapon that gives the user +1 DMG and +2 ARM piercing.

The Soldier's Musket is an enhanced version of this weapon, providing more damage and armor piercing.

**Stats**

  Base Cost
 30

**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.
Troll Brood

The Troll Brood is a **Tier 3** beast enemy that can be encountered in the Glacial Pass once the player reaches **Character Level 11**. Troll Broods 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. While the Brood are weaker than the regular Mountain Troll, these enemies should not be taken lightly as their high armor and passive health regeneration can make them extremely difficult to dispatch with physical attacks.

Fortunately, they have no spell resistance whatsoever. As such, you should engage them with magic whenever possible to exploit this.

  **Damage:** 4-6
  **Critical:** 13%

**Passive Ability**
Orc Chieftain

The Orc Chieftain is the **First Boss** of the Glacial Pass, and may be fought starting from **Dungeon Level 15** once the player reaches **Character Level 9**. Defeating him is required to access the Withering Woods and the Council Chambers, as well as fulfilling one of the six boss requirements to open The Tear.

Compared to the previous boss, the Prince of Thieves, the Orc Chieftain is a substantial difficult spike. He is capable of delivering devastating hits, which often causes the end of many players.

**Combat Proficiency**

The Orc Chieftain already stands out as a boss, with more health, armor and spell resistance than the Prince of Thieves. His subordinates are powerful as well, but pale in comparison to the sheer might of the chief. For now, the boss is tricky but manageable - this all changes once **Chieftain's Fury** is active. This ability raises his maximum damage to an incredible **16**, as well as make every fourth hit deal critical damage that can easily drop you to half health or worse. The only relief you get is that his physical armor will drop by one point after the ability.

This fight's difficulty ultimately depends on when **Chieftain's Fury** activates, as you will be extremely strapped for health after activation. Casting Seed of Oblivion will delay its activation by reducing the chance, although the length of the battle means that it will inevitably occur. While the chieftain is not enraged yet, you can take care of the two minions. After it activates, cast stunning spells such as Glacial Spear and Confusion. These are useful for buying time and getting free damage. Abyssal Gaze will also slow down his damage output and increase yours through armor reduction, which also stacks with the side-effect of his abilty.

You may also need consumables to get through this fight. Healing Potions and Smoke Bombs are extremely useful for increasing your survivability, and can get some free damage over time if you have a poison source.

  **Damage:** 8-13
  **Critical:** 15%

**Ability**
Nomad Priest

The Nomad Priest is a **Tier 3** human enemy that can be encountered in the Glacial Pass once the player reaches **Character Level 11**. They are encountered along with other nomads, and will stop spawning from **Dungeon Level 33** onwards.

**Combat Proficiency**

While not very durable, Nomadic Priests can be particularly annoying due to their strong heal, coupled with high magic resist and solid damage output. Dispatching them with physical attacks is easy enough, but engaging with spells is unadvised unless you can overwhelm their resistance somehow.

  **Damage:** 5-9
  **Critical:** 13%

**Ability**
Parrying Blade

The **Parrying Blade** is a melee Weapon that increases the player's damage by 1 and evasion by 3%. It is obtainable from the start of the game.

The Fencer's Blade is an enhanced version of this weapon, providing more damage and evasion chance.

**Stats**

  Base Cost
 25

**Acquisition**
The Parrying Blade 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.
The Dark

**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 Dark** is one of seven distinct enemy factions in *Grim Quest*. Formed as a result of the Tearing, they consist of horrors made flesh and nightmares given life. The Dark are creatures both summoned from the shadow and mutated from the living, terrors beyond comprehension and thirsty for blood.

**In-Game**

The Dark are as widespread as the beasts, occupying seven out of the eight dungeons with a minor presence in the Sunken Grotto. Their frequency increases as you go south, with them being most populated within The Tear and the Imperial Mausoleum.

The vile spawn of the Dark are already dangerous enough even in their weakest states, with access to deadly abilities like **Mind Assault**, **Frost**, and **Soul Steal** that threaten both body and mind.As the tiers rise, the Dark grows more sophisticated and far more deadly, tapping into ancient strengths like **Dark Blessing**, **Inferno**, and **Domination**.

The Dark has the most enemies and boss fights out of any enemy classification.

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.
The White King

The White King is a **Tier 2** beast **Miniboss** that can be encountered in the Glacial Pass.

Though it comes alone, The White King needs no subjects to rule over, for it will single-handedly shred you into delicious pulled meat.

**Combat Proficiency**

The White King is arguably the simplest of the Glacial Pass minibosses: no minions, no buffing ability, just you and the bear in a duel for pure survival. However, your prospects turn south extremely fast once you realize that it has higher health than the Orc Chieftain and greater base damage than the Possessed Orc. Its **Chilling Roar** ability gets used frequently and is more or less a guaranteed sanity drop, which means you will be seeing the dreaded insanity debuffs very soon.

Thanfkully, The White King is extremely vulnerable to spells. Any variety of damaging magic can be used to great effect, although a supporting one such as Absorb Pain is also useful to stay alive. For physical characters, using Abyssal Gaze is necessary to increase your damage output, as well as Confusion to chip away at the miniboss should it decide to use its ability

  **Damage:** 10-13
  **Critical:** 17%

**Ability**
Shambling Mound

The Shambling Mound is a **Tier 3** Dark Spawn **Miniboss** that can be encountered in the Withering Woods.

Despite being the weakest miniboss of the three in the Witherng Woods, the Shambling Mound is one of the most nefarious opponents for characters relying heavily on physical damage.

**Combat Proficiency**

The Shambling Mound can be a scary miniboss to fight if you rely on physical attacks, as this miniboss comes with a nasty **Entangle** ability, allowing it to cut down your attack power by 3. Unless you already have a staggering amount of attack power, this can make it very difficult to kill.

Fortunately, this miniboss poses a significantly reduced threat to mages despite its high spell resistance, given that its debuff will not reduce magic damage.

  **Damage:** 11-14
  **Critical:** 15%

**Ability**
Vodyanoi

Vodyanoi are **Tier 3** beast enemies that can be encountered in the Withering Woods while the player is below **Character Level 17**.

**Combat Proficiency**

The Vodyanoi are essentially a more dangerous type of Cultist, with similar damage output but more health and armor.

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

Soul Steal is a **Dark** Spell that damages a single target and recovers health equal to the damage inflicted.

**Uses and Strategies**
Sustaining your health is one of the greatest challenges throughout the early-game, as without a good gold income obtaining Healing Potions is difficult. Early on, **Soul Steal** outpaces Reaper's Scythe for healing and doesn't require a wasted turn to use, synergising well with Gnosis and having good damage on top. It saves money, keeps your enemies dead and keeps you alive.

As you start specialising into one damage type, Soul Steal becomes the prominent sustaining method for mages. Naturally, using Soul Rend and Sunburst with Soul Steal will increase the amount of health you receive as well as increasing the damage you deal.

It is important to note that spells cannot damage for more than the target's current health. Using Soul Steal on an enemy with very low health will yield little reward.

**Upgrade Tree**
Soulstealer's Edge

**Soulstealer's Edge** is a melee Weapon that can be obtained from **Character Level 23**. It passively grants a similar effect to Reaper's Scythe, where enemies killed by a physical attack heal the player by a small amount. This amount stacks additively with the spell's healing.

**Stats**

  Base Cost
 75

**Acquisition**
Soulstealer's Edge 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.
Vodyanoi Mage

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

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

**Combat Proficiency**

The Vodyanoi Mage is the **Epic** variant of the Vodyanoi Adept, with overall better stats in addition to a far stronger **Enchant Armor**.

Because they have the ability to buff the armor of any enemy, killing these ones first should be your main priority if you rely heavily on physical damage. Otherwise, you can prioritize other enemies.

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

**Ability**
Skeleton Miner

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

The **Skeleton Miner** is a Tier 5 Undead enemy that can be encountered in the Haunted Quarry. These decaying skeletons are the remains of Entranced Miners in their lust to unearth the gems of the caves.

**Combat Proficiency**
Skeleton Miners are one of the most fragile enemies in the Haunted Quarry, but that distinction does not mean you should disregard them as a threat. They possess one of the highest innate critical rates in the game, at **30%** critical chance. That's almost every 1 in 3 strikes that are critical! Fortunately, their low durability and lack of ability compared to every other mob in the dungeon means that it isn't hard to dispatch them. But if they do get a chance to hit you, though, it WILL hurt.

  **Damage:** 15-20
  **Critical:** 30%
Sacrificial Dagger

The Sacrificial Dagger is a weapon that gives the user +4 DMG and +2 DMG against Humans.

**Stats**

  Base Cost
 75

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

**Tips**
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.
Necromancer

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

The **Necromancer** is a Tier 5 human enemy encountered in the Imperial Mausoleum. They are far stronger forms of the Skeleton Priest and, true to their name, can revive their fallen allies with **Dark Ritual**.

Be Alert! Necromancers rarely appear on their own, often accompanied by Undead Hordes, Skull Sentries, and the dreaded Death Priest.

**Combat Proficiency**

The strategy to taking down Necromancers is similar to that of taking down the Skeleton Priest: prioritise, disable and destroy. Gunslinger builds can cleanly execute one within a few turns, but against multiple, a melee build may excel by Cleave killing off multiple in one turn. Seed of Oblivion can also permanently shut down a Necromancer without any fear of chained revivals.

Prioritise the leftmost enemy if you cannot engage a Necromancer, as enemies attack in an order from left to right and a revived ally to the right can attack on turn it is brought back.

If a player has Reaper's Scythe, revived allies can be farmed for additional health, turning the Necromancer's most dangerous ability against it for your own benefit.

  **Damage:** 11-15
  **Critical:** 13%

**Ability**
Void Beast

The Void Beast is a **Tier 3** Beast enemy that can be encountered in the Sunken Grotto starting from **Character Level 11**.

Void Beasts are no longer encountered once the player reaches **Dungeon Level 33** of the Dungeon.

**Combat Proficiency**

Void Beasts are easily one of the most dangerous monsters that the Grotto has to throw at you. With a staggeringly high Spell Resistance and the mighty **Pulverize** ability, it can rip apart your armor, sword and most of your health. To make matters even worse, these beasts are often paired up with the even deadlier Shambler, giving it a similarly wretched reputation.

  **Damage:** 6-9
  **Critical:** 13%

**Ability**
Vodyanoi Prime

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

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

**Combat Proficiency**

The Vodyanoi Prime is the **Epic** variant of the Vodyanoi Alpha, with superior stats across the board, in addition to a stronger **Rend Flesh**.

Your strategy to engage them should be no different from facing any other Rend Flesh monster.

  **Damage:** 10-13
  **Critical:** 16%

**Ability**
Nameless Hunger

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

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

The **Nameless Hunger** is the true final boss of Grim Quest, available to fight on Dungeon Level 31 of the Haunted Quarry, after defeating the False Stone-Heart. Leeching off the dormant Stone-Heart god for so long has made it powerful, and now it must be stopped at all costs...

**Combat Proficiency**
If you thought the false idol was bad enough, you will have absolutely no chance against the hunger. Its sheer power is to the point of recruiting **other bosses** as allies, as well as inflicting the most crippling debuff across all bosses, strengthening itself in the process. There is a reason why it was nerfed.

  **Damage:** 37-45
  **Critical:** 15%

**Ability**

**Passive Ability**

**Trivia**
* Nameless Hunger is the only boss that:
	+ Has a maximum health value that is not a multiple of five.
	+ Can have a critical chance that exceeds 25%, obtained after using Siphon Energy.
	+ Uses other bosses as minions.
* Nameless Hunger's icon vaguely resembles the Stone-Heart, in the large hollow space with eyes surrounded by tentacles.
* Nameless Hunger was nerfed before the official release of the Haunted Quarry, notably having far more health.
* Nameless Hunger and the False-Stone Heart previously suffered from the boss ID bug, which failed to categorise these enemies as bosses for spells with reduced effects and the Holy Hand Grenade.
* Originaly, the Nameless Hunger was supposed to be called the False Stone-Heart and the current False Stone-Heart as just Stone-Heart. After defeating Stone-Heart, the player would have been teleported to a new floor where they face against the False Stone-Heart.

**Journal Entries**
*As of now, the Haunted Quarry has no associated epic quest and thus these entries cannot be found in the journal.*

**Upon entering boss floor**

**Journal entry upon leaving dungeon after victory**

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

**Special Loot**

The Manifestation Device only drops from this boss on the PC version. On Android, you must obtain it through an In-App Purchase.
Zombie

Zombies are **Tier 2** Undead enemies that can be encountered in the Sunken Grotto from **Character Level 5**, or **Dungeon Level 25** if the character level requirement has not been met.

Zombies are no longer encountered once the player reaches **Floor 33** of the Dungeon.

**Combat Proficiency**
The Zombie is a walking meatshield, possessing some of the highest HP in the second tier but lacking any form of ability or any kind of armor. Their high health allows them to tank several hits from weapons or spells, which in turn allows them significantly greater longevity than other foes.

* Grim
* Nightmare

  **Damage:** 3-4
  **Critical:** 13%
Savage Strength

Savage Strength is a skill from the **Physical Traits** regime that passively increases the player's physical damage. This applies both to melee and ranged weapons.

Uses & Strategy
Savage Strength is a skill that should always be taken on characters that build around their attack damage, rather than magic. There is no reason not to take it if you are not a pure mage. Generally, it should be taken as soon as you pick up your activated skills, particularly Flurry and Pierce Armor or Aimed Shot and Crippling Volley, for melee or gunslinger characters respectively.

Upgrade Tree
Saber

The **Saber** is a melee Weapon that increases the player's damage by 2. It is obtainable from **Character Level 12**.

The Captain's Saber is an enhanced version of this weapon, providing more damage overall and a bonus against Mua-Ta.

**Stats**

  Base Cost
 35

**Acquisition**
The Saber 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.
Skeleton Adept

The Skeleton Adept is a **Tier 2** Undead Enemy that can be encountered in the Sunken Grotto from **Character Level 5**, or **Dungeon Level 25** if the character level requirement is not met. Adepts are no longer encountered once the player reaches **Floor 33** of the Dungeon.

**Combat Proficiency**
The Adept is a complete upgrade over the Hedge Wizard, with higher health, more attack damage and access to the stronger **Spark** ability, which can deliver greater magical damage and tends to be used much more frequently.

* Grim
* Nightmare

  **Damage:** 3-5
  **Critical:** 13%

**Ability**
Staff of Teleportation

The Staff of Teleportation is a unique consumable that is usable from the hotbar when exploring a dungeon. Using it returns the player back to Ashborne in a similar fashion to the **Arcane Portal** dungeon event, moving Ashborne by one day but not receiving dungeon clear rewards or advancing any floors.

**Stats**

 50

**Acquisition**
The Staff of Teleportation can be dropped by Enemies or be given as a random reward from dungeon events. In addition, it is craftable in the Boiling Cauldron with a Soul Stone and Sapphire.

**Crafting**
Battle Hammer

The **Battle Hammer** is a melee Weapon that can be obtained from **Character Level 12**. It increases the player's damage by 2 and inflicts an additional 1 point of damage when attacking an Undead.

The Paladin's Hammer is an enhanced version of this weapon, providing more overall damage and greater effectiveness against undead.

**Stats**

  Base Cost
 35

**Acquisition**
The Battle Hammer 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**
As this weapon can be obtained around the time that a character faces the Baron of Bones, it makes a strong asset to purchase in the players arsenal. Those with the **Cleric** background will benefit exceptionally well from this weapon.
Shadow Prowler

The Shadow Prowler is a **Tier 2** dark spawn that can be encountered in the Glacial Pass while the player is below **Character Level 17**. After reaching the character level or **Dungeon Level 25**, they are no longer encountered.

**Combat Proficiency**

Shadow Prowlers mark one of the two first specimens of the Dark that the player will encounter, alongside the Floater. This vicious monster is among the most threatening foes at this tier, for its base stats are well-rounded with solid armor, spell resistance, health, and damage. What is even worse is that they possess the **Mind Assault** ability, which drops your evasion and has a good chance to drain a point of sanity as well.

It is best to use your strongest spell or skill on it first in order to quickly remove the most dangerous threat on the battlefield.

  **Damage:** 4-6
  **Critical:** 16%

**Ability**
Soul Rend

Soul Rend is an **Arcane** Spell that inflicts low damage onto a single target, but reduces its spell resistance by a very high amount. Although not stated in its description, the spell resistance decrease is halved (rounded down) for bosses and minibosses.

**Uses & Strategies**

Soul Rend is always handy as a mage to deal with any bosses, minibosses or even bulky enemies that have tons of spell resistance. It makes your damaging spells such as Dark Pact cause even more destruction than before, as well as amplify the health gain from Soul Steal. Combined with what is effectively a flat damage increase from Gnosis and most enemies will either be dead or on its last legs of life after Soul Rend and another damaging spell. Best of all, it also grants a debuff icon to fuel a super-powered Immolation, which will outright delete most of the health from a boss or miniboss. That being said, the spell is more or less restricted to mages only, as physical characters have little need for damaging spells later on.

**Strengths**

* SEVERELY debuffs spell resistance on your target.
* Deals a decent amount of magic damage on top of the debuff.
* At Level 7, this spell can cut down enemy resistance by 11 points, a massive debuff.

**Weaknesses**

* This spell ONLY benefits mages or characters using spells for combat.
* The damage it deals is only fairly average, and not likely to kill on its own.

**Upgrade Tree**
Confusion

Confusion is a Spell from the **Dark** magic school that stuns a target for two turns and inflicts a backfire effect that deals damage when they use their ability. Against bosses and minibosses, Confusion has a high chance to only inflict one turn of stun instead.

**Uses & Strategies**
Confusion is one of the greatest spells in the game, simply because of its capacity to stun a monster for two turns. This alone gives the spell a major asset in overall gameplay, as it can prevent death, stop the activation of dangerous buffing abilities and prevent enemy healing. Stunning lone enemies also makes it synergize with Regrowth as it lets the spell heal without you taking damage. The backfire effect is rather weak as most abilities are single-use, although it and the stun do grant bonus damage for Immolation.

**Upgrade Tree**

**Trivia**
* Confusion is similar to the Disintegrate Essence spell in Grim Tides, as both spells primarily inflict two turns of stun. However, Disintegrate Essence has a small chance to erase its target from existence instead of applying the confusion debuff.
Mutated Rat

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

The Mutated Rat is a **Tier 5** beast enemy that can be encountered in the Sunken Grotto starting from **Dungeon Level 33**.

**Combat Proficiency**

The Mutated Rat is the **Epic** variant of the Rat, with significantly increased stats.

Like its normal counterpart, the Mutated Rat has no ability and is uninteresting as a whole.

  **Damage:** 7-11
  **Critical:** 18%
Steel Ore

Steel Ore is a crafting material used to create Steel Ingots, which can then be used at the Blacksmith to increase the player's base stats.

**Stats**

  Base Cost

**Acquisition**
Steel Ore 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.

In the Triumphs of Old dungeon event, Steel Ore can be obtained if you try to take the metals and succeed.

**Crafting**
Tentacled Flesh

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

The **Tentacled Flesh** is a Tier 5 Dark Spawn that can be found throughout the Blasted Wastes.

**Combat Proficiency**
The Tentacled Flesh is the Blasted Wastes equivalent of the Soul Drinker and the same strategies apply, such as disabling the ability, stunning, and investing into Innate Resistance. Be careful, however, when they show up alongside the Orc Conjurer, as their healing combined with the soul steal can turn battles into prolonged suffering.

  **Damage:** 12-14
  **Critical:** 13%

**Ability**
Venomous Strike

Venomous Strike is a skill from the **Combat Techniques** regime that grants a chance to poison enemies hit by the player's physical attacks, including from activated skills and from ranged weapons. The poison inflicted can stack fully with itself and other poison sources.

Uses and Strategy
Venomous Strike has the second strongest damage over time in the game, lagging just behind a maxed-out Seed of Oblivion. Its chance of activating is low and remains at 25% for all levels, but skills such as Flurry and Cleave can help with this, ensuring that you squeeze out the extra damage.

Venomous Strike is also one of the few poison sources that stacks with itself, making it a great option against bosses.

Upgrade Tree
Sage Amarok

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

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

Sage Amarok is a **Great Sage**, and is the **second optional boss** of The Tear. He may be fought at **Floor 60** of the dungeon, regardless of character level.

An eccentric sage turned a feral human-animal-hybrid menace, Amarok delivers only the most unrelenting damage against his unfortunate targets.

**Combat Proficiency**

Sage Amarok is quite different from Sage Angelus, being built for attack power rather than defense. With his unique ability **Animal Fury**, he can massively boost the damage and critical chance of himself or his minions. With his buffed minions being a Beastman Brute that can shred your armor and a Vodyanoi Prime to drive you insane, you do not want them to receive the staggering **+25% CRIT** under the buff.

Delaying Amarok from buffing himself is also important, as his maximum damage will jump up by 5 points once he has used it, and can enable him to crit you for up to **80** damage. Stunning him and using the Seed of Oblivion is key to avoid taking massive damage. Additionally, debuffing his attack power through the use of Abyssal Gaze, Vortex and Slow Time can lessen the threat he poses, especially since none of the enemies can reduce your evasion.

  **Damage:** 31-35
  **Critical:** 20%

**Ability**

**Special Loot**

The **Claws of Amarok** is currently the strongest melee weapon in Grim Quest. Like Sage Angelus and the Winged Scepter, Amarok does not respawn on floor 60 once killed and as a result, the Claws can only be obtained once.

**Trivia**
* Sage Amarok is based off ThunderIsTaken, a prominent editor of the Grim Quest wiki.

**Sage Commentary**
Mua-Ta Whitemask

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

The **Mua-Ta Whitemask** is a Tier 5 Mua-Ta Enemy found in the Imperial Mausoleum. A member of the mighy southern Mua-Ta tribes, the Whitemask serves as an epic variant of the common Mua-Ta Warrior.

**Combat Proficiency**

Much like the common northern warrior, the Whitemask carries the **Warcry** ability, although it increases their damage by a far greater amount. This is especially dangerous if the Mua-Ta Matron is also present and uses **Weaken Armor**. That being said, it arguably has the weakest ability out of the other southern Mua-Ta and thus should be targeted last.

  **Damage:** 11-13
  **Critical:** 16%

**Ability**
Stone-Heart

The Stone-Heart is a special item that is automatically consumed when the player loses all of their health in-battle. It will revive the player with all of their maximum health if it is in their inventory.

**Stats**

 85

**Acquisition**
The Stone-Heart can be dropped by Enemies or be given as a random reward from dungeon events.

**Trivia**
* The Stone-Heart god is integral to the Stone-Heart Cult, mentioned in scattered lore and prominent in the Haunted Quarry.
* The Stone Heart Golem's description states that it uses an embedded Stone-Heart item to revive in combat. However, since it revives at only half health, the validity of the statement is questionable.
Thrall

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

The **Thrall** is a Tier 5 Undead found in the Imperial Mausoleum. They rarely appear alone, often accompanying the Lamia and/or Nosferatu.

**Combat Proficiency**

Thrall are standard rabies-inducing foes that prowl the Imperial Mausoleum. If encountered alone or in groups of one another, they are not *too* dangerous, given their relatively low HP and arm/res. They truly become hazardous when paired alongside their vampiric masters: the Lamia and Nosferatu.

Because the strength of their debuff is quite significant, being forced to choose between this fragile foe or the more powerful vampires could lead to you suffering a lethal **Domination** chain, or give a Nosferatu a chance to activate its **Dark Blessing**. This can make a fight far more dangerous, but ignoring the Thrall can be debilitating as well due to the significant reducion in EVA/CRIT. Generally though, a Thrall can be reliably ignored as long as a Lamia is not in the fight.

  **Damage:** 11-13
  **Critical:** 15%

**Ability**
Shrike

The Shrike is a **Tier 4** Beast enemy that can be encountered in The Tear.

**Combat Proficiency**

Shrikes are quite nefarious, boasting a large amount of health in addition to the devastating **Wailing** ability. Though similar in nature to **Rend Flesh**, Wailing is particularly infamous as its sanity drain frequency is much higher than the aforementioned ability. Stunning the Shrike will help to mitigate potential sanity loss.

  **Damage:** 7-10
  **Critical:** 17%

**Ability**
Shadow Troll

The Shadow Troll is a **Tier 4** Beast enemy that can be encountered in The Tear.

**Combat Proficiency**
Shadow Trolls are extremely difficult to kill, between their tainted regeneration, incredible armor, and even a decent amount of spell resistance. They are literal walls of muscle and near-unbreakable skin. It is highly recommended to carry Abyssal Gaze to lower their sheer armor. Alternatively, using Soul Rend will cull their magical resistance to maximize that weakness.

  **Damage:** 7-9
  **Critical:** 15%

**Ability**

**Passive Ability**
Troll Metallurgist

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

The **Troll Metallurgist** is a Tier 5 beast enemy that can be encountered in the Haunted Quarry. A member of the far more intellectually superior Western Trolls, Troll Metallurgists are not as powerful as the other trolls but make up for this by being able to enhance the armor of themselves or their peers.

**Combat Proficiency**
The Troll Metallurgist is an incredibly resilient opponent, boasting the highest armor value of the Western Trolls, but possessing the lowest raw attack damage. What this enemy does provide, however, is a supportive boost through **Molten Armor**. Similarly to **Enchant Armor**, it sharply raises the armor of whoever it is cast on, although it will also significantly decrease the critical chance as well. This can make enemies unable to land crits at all when paired with Slow Time.

  **Damage:** 13-17
  **Critical:** 15%

**Ability**

**Passive Ability**
Retribution

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Retribution is a skill from the **Mercenary Tricks** regime, available only on the Steam version of Grim Quest. It causes the player to take a special defensive stance, increasing armor and spell resistance as well as granting a weak damage reflection for one turn. The damage reflection does not stack with Ice Shell.

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

**Upgrade Tree**

**Trivia**
* Retribution has the longest cooldown out of all skills.
Skeleton Priest

The Skeleton Priest is a **Tier 4** Undead enemy that can be encountered in The Tear. It is one of the most powerful supporting enemies of the undead, as it is one of the few that can revive their dead allies.

**Combat Proficiency**

The priest's **Dark Ritual** is one of the most infamous abilities. Its danger comes from resurrecting dead allies, especially if they resurrect ones to the right since they can attack on the same turn. Other than that, it will simply inflict a decent amount of spell damage if there are no corpses to revive.

Should the Priest be alone, it is no more dangerous than a Skeleton Mage. Wwhen with other enemies, you will have to prioritize killing the Priest and not allowing it to resurrect any of its fallen allies. The easiest method to prevent this is with Seed of Oblivion, which will outright disable **Dark Ritual**.

Otherwise, you can utilize stuns from Confusion, Glacial Spear and Twisting Vines to temporarily disable the priest, giving you time to dispatch it.

  **Damage:** 8-10
  **Critical:** 14%

**Ability**
Ruby Golem

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

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

Its unique behaviour of harnessing the sun's rays can make it extremely powerful if it gets the chance to activate its buff - even going beyond the strength of the Diamond Golem.

**Combat Proficiency**
Despite appearing as if its head was flattened by a brick, the Ruby Golem is no laughing matter. **Solar Bulwark** is likely to be used if unchecked and its massive buff in damage can deal long-lasting wounds. By now, guns and Overcharge are necessary to circumvent its armor, as Abyssal Gaze setups may not do enough to kill it quickly. Soul Rend also reduces its spell resistance down to only four points under the bulwark, making it a priority to cast for mages. Lastly, using Seed of Oblivion more or less completely neuters the golem from being relevant, letting you reprioritize to dangerous Stone Heart Cultists.

  **Damage:** 15-18
  **Critical:** 16%

**Ability**
Obscene Growth

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

The **Obscene Growth** is a Tier 5 Dark Spawn that can be found throughout the Blasted Wastes.

**Combat Proficiency**
While the Obscene Growth appears to be a generic stat wall without an ability, it does pack a substantial critical rate of **24%**. After you use Slow Time, however, its critical chance is decreased and it becomes an extremely beefy Rat. This is not to mention that the increased evasion means that the Obscene Growth cannot even land a hit, let alone a crit, in the first place.

  **Damage:** 11-15
  **Critical:** 24%
Orc Shaman

The Orc Shaman is a **Tier 3** Orc enemy that can be encountered in the Glacial Pass once the player reaches **Character Level 11** or in the Withering Woods at any point, until **Dungeon Level 33**. If the player does reach the dungeon level, the Orc Berserker will no longer spawn in that dungeon but can still spawn in the other if its Dungeon Level is not high enough.

**Combat Proficiency**

Orc Shamans are similar in nature to the Vodyanoi Adept, as a buff-providing supporting enemy with higher spell resistance. However, unlike its more defensive counterpart, the Orc Shaman provides an offensive buff through **Bloodlust**, amplifying the attack damage of its target. This tends to be used on the Shaman, but sometimes it can be placed on a foe you wouldn't want having it - particularly an Orc Berserker.

Stunning them will keep them from using this ability, hopefully long enough for you to dispatch them.

  **Damage:** 6-9
  **Critical:** 13%

**Ability**
Bottled Madness

The Bottled Madness is the strongest sanity-restoring item in the game, as well as a potential bounty request. It restores **4 SANITY** upon consumption.

Like other sanity-restoring items, the Bottled Madness gains bonuses from the Rum Flask accessory.

**Stats**

  w/Rum Flask
 37

**Acquisition**
Bottled Madness can be dropped by Enemies and be given as a reward from dungeon events. It is the only sanity-restoring consumable not found in Various Assortments or any dungeon event shop.

It is also craftable in the Boiling Cauldron using a Potion of Tranquility and Dark Emperor

**Crafting**
Rat

The **Rat** is a **Tier 1** Beast Enemy that can be encountered in the Sunken Grotto. It is one of the first enemies a new player will inevitably encounter.

Rats vanish from the dungeon at **Character Level 5** or **Floor 25**.

**Combat Proficiency**
As the weakest monster in Grim Quest, the Rat is a mere nuisance at best. Although groups of them can pose a threat to fresh characters, they primarily serve to distract you from dealing with the far more dangerous Dire Rat that often accompanies them.

* Grim
* Nightmare

  **Damage:** 1-3
  **Critical:** 13
Oak Staff

The **Oak Staff** is a Weapon that gives the player one point of melee damage and spell power. It is obtainable from the beginning of the game.

The Wizard's Staff is an enhanced version of this weapon, providing more melee damage and even more spell power.

**Stats**

  Base Cost
 25

**Acquisition**
The Oak Staff 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.
Omnium Crystal

The Omnium Crystal is a Blacksmith raw material that can be used to increase your character's stats, as well as granting one permanent point of critical chance or evasion, depending on whether the weapon or armor is upgraded.

**Stats**

 50

**Acquitsition**
Omnium Crystals can be dropped by Enemies and be given as a reward from other dungeon events. They are also craftable in the Boiling Cauldron using two Omnium Shards.

**Crafting**

**Trivia**
* The Omni Sword description states that it is made out of Omnium Crystal. Despite this, it cannot be crafted. This also applies with the Omnium Chain Mail, which is made out of Omnium material but cannot be crafted with the crystal or its shards.
* The Omnium Golem is based off this item.
Nomad Guardian

The Nomad Guardian is a **Tier 2** human enemy that can be encountered in the Glacial Pass. They appear alongside other nomads and are no longer encountered once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

Nomad Guardians, statistically, are practically identical to the Rogue Knight. What separates these two lies in the **Defend** ability, as the Nomad Guardian can raise its Armor higher than the knight can, up to a very impressive 5 points as opposed to the knight's 4. Spells should make short work of these hardy foes, even if you have no ways of increasing spellpower.

  **Damage:** 3-5
  **Critical:** 13%

**Ability**
Orc Berserker

The Orc Berserker is a **Tier 3** Orc enemy that can be encountered in the Glacial Pass once the player reaches **Character Level 11** or in the Withering Woods at any point, until **Dungeon Level 33**. If the player does reach the dungeon level, the Orc Berserker will no longer spawn in that dungeon but can still spawn in the other if its Dungeon Level is not high enough.

**Combat Proficiency**

Orc Berserkers are extremely dangerous foes. While initially they are a solid all-round fighter, not unlike an Orc Veteran, once they have entered a **Battle Frenzy**, their damage will ramp up significantly, enabling them to sometimes strike you for up to 10 damage per turn!

Dispatching them with physical attacks will be easiest during this time however, so approach them with caution and plan your attacks accordingly.

  **Damage:** 6-7
  **Critical:** 15%

**Ability**