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War Scythe

The **War Scythe** is a Tier 2 **hacking-type** weapon in Grim Tides. It is a direct upgrade from the Battle Axe.

  Base Cost
 60

**Acquisition**
War Scythes can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
## **Zealot's War Scythe**

The **Zealot's War Scythe** is the enhanced version of the War Scythe, identical in performance but with a **+2 DMG bonus** against the Arcane. It is acquired through the same methods as the War Scythe.

 65

1. ↑ 1.0 1.1 Crippled enemies have -33% DMG and -25% critical chance
Word of Power

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This page is missing **spell stats past level 1**.

**Word of Power** is an order spell that inflicts damage to all enemies when cast, with a high chance of muting each enemy for 1 turn. The chance to mute is reduced for bosses and minibosses.

**Uses and Strategies**
Word of Power is a hard-hitting area damage spell whose raw power is on par with Creeping Cold. However, its secondary effect of muting for one turn outclasses the critical reduction of its competitor.

Unlike Creeping Cold, whose secondary effect is purely defensive, Word of Power's muting can be a key attacking asset by preventing heals, letting you finish the job without the risk of having all of your damage undone. That being said, enemies will use their normal attacks when muted and make you take more damage, demanding Arcane Armor, Death Bloom or a very high evasion for safe usage.

At level five, Word of Power is practically guaranteed to mute every single enemy, which makes it excellent against enemies that debuff you. At that point, however, a one-turn mute may not be enough for some enemies, especially on basic combat. Selecting the Arcane Anathema perk increases the duration to two turns, which makes it the best way of disabling abilities. The spell also synergises with the Inquisitor perk for melee builds, as you can combo it with your area damage skill (e.g Cleave).

**Upgrade Tree**

*The following table shows stats at a Spell Power of zero.*
Creeping Cold

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This page is missing **spell stats past level 1**.

**Creeping Cold** is an elemental spell that inflicts area damage to all enemies, as well as reducing their critical chance. Consecutive casts do not further decrease critical chance.

**Uses and Strategies**
Creeping Cold and Word of Power both have similar damage with damage-reducing effects - one prevents critical hits, while the other prevents ability use. However, critical damage can be avoided entirely with good evasion, while ability damage can only be mitigated without mutes through Nimble Grace. Thus, Word of Power is generally preferable to this spell, given the diversity of abilities that can be muted.

**Upgrade Tree**

*The following table shows stats at a Spell Power of zero.*

**Trivia**
* Creeping Cold shares one of the effects of Slow Time from Grim Quest, as both spells reduce enemy critical. However, Slow Time is a buff spell that increases evasion.
Wounding Slashes

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

**Wounding slashes** is a passive slashing skill that increases the chance to wound an enemy and inflicts bonus damage when attacking wounded targets. Wounded targets have armor reduced by 2 and have their ability use chance reduced by 25%.

**Uses and Strategies**
**Upgrade Tree**
Oaken Tea

The **Oaken Tea** is a consumable that increases your armor and spell resistance by 1 when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat, which is EXTREMELY useful in the early game where enemy attack power is fairly low, your health is low, and enemy spells are somewhat common with not that many sources of spell resistance to come across.

**Stats**

  Base Cost
 15

**Acquisition**
Oaken Tea can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.
**Tip**
Armor and Spell Resistance are extremely powerful early on, where enemies only deal upwards of 3-5 damage and other enemies such as Aether Bugs and Fey Watchers are somewhat common. As a result, Oaken Tea are an extremely good investment at this stage of the game. Later on, where agility and endurance becomes more valuable than Armor due to enemies dealing much higher damage and you gain abilities such as Nimble Grace, which allow you evade ability DMG, this item and its ingredient counterpart lose most of their luster.
**Crafting**
Magic Lantern

The **Magic Lantern** is an offhand weapon that serves no function and is marked as **?** for its stats.

  Base Cost
 50

**Acquisition**
The Magic Lantern can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
**Secret Use**
**Major Spoiler**This page contains unmarked spoilers about important events. Proceed at your own risk.
Stone Eater

The **Stone Eater** is a **Tier 2** Ogroid enemy that can be encountered in the  Hollow Reef.

**Combat Proficiency**
Stone Eaters are interesting enemies that are bound to be one of your first fights in the Hollow Reef. These little buggers are not the most powerful among the other inhabitants at their tier, but they come equipped with a solid ability: **Munchies**, which allows them to restore some of their own health and buff their armor. This can make killing them troublesome for physical charactersor.

Overwhelming the Stone Eater with raw damage early before it can use its buff is highly advised. Strong attacks such as Culling or Pommel Strike are recommended to brute force the Stone Eater, with Thunder Strike and Dragon's Breath for magical damage and a potential stun or armor reduction.

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

Effect on Self
* **Restores 5 HP**
Martial Spear

The **Martial Spear** is a Tier 2 **stabbing-type** weapon in Grim Tides. It is a direct upgrade from the Short Spear.

  Base Cost
 60

**Acquisition**
Martial Spears can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
## **Nimble Martial Spear**

The **Nimble Martial Spear** is the enhanced version of the Martial Spear, identical in performance but with a **+1 AGL** Bonus. It is acquired through the same methods as the Martial Spear.

  Base Cost
 65
Orc Warlock

The **Orc Warlock** is an **Epic** ogroid enemy that can be encountered in the Shadow Hills. It is the epic version of the Storm Elemental.

**Combat Proficiency**

Although serving a similar purpose in combat as the Crimson Bow, to deliver magical damage at range. Orc Warlocks trade some damage in exchange for being hardy in battle. Their higher HP enabling them to tank more blows than their human counterpart, which can keep them in the fray longer than a player would want them to be.

  **Damage:** 8-11
  **Critical:** 15%

Effect on Player
* **Inflicts magical damage**
Moonstone Plate Armor

The **Moonstone Plate Armor** is a piece of Armor for the chest, providing additional maximum health and additional armor without reducing evasion, unlike other plate armor such as the Iron Plate Armor.

  Base Cost
 75

**Acquisition**
Moonstone Plate Armor can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Sage Robes

The **Sage Robes** is a piece of Armor for the chest, a direct upgrade from the Adept Robes, providing more additional maximum health and more additional S.PWR.

  Base Cost
 65

**Acquisition**
Sage Robes can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Rogue Arcanist

The **Rogue Arcanist** is a Tier 3 Human enemy that can be encountered in the Hollow Reef.

**Combat Proficiency**
One of the stronger pirates, Rogue Arcanists have the potential to inflict heavy magical damage using their **Arcane Blast**, as well as applying **Aether Shield** to increase spell resistance and bother spell users. However, their armor split is heavily imbalanced, and pirate lineups have no way of increasing armor, meaning that you should hope to get a critical hit on them before they cast too many blasts at you.

  **Damage:** 5-6
  **Critical:** 13%

 Can only be cast once
Masterwork Flail

The **Masterwork Flail** is a Tier 3 **crushing-type** weapon in Grim Tides. It is a direct upgrade from the Morningstar.

  Base Cost
 80

**Acquisition**
Masterwork Flails can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
## **Nimble Masterwork Flail**

The **Nimble Masterwork Flail** is the enhanced version of the Masterwork Flail, identical in performance but with a bonus **+1 AGI**. It is acquired through the same methods as the Masterwork Flail.

  Base Cost
 85

1. ↑ 1.0 1.1 Stunned enemies skip their action
Theurgy

**Theurgy** is a passive arcane skill that adds a chance to inflict critical damage with spells.

**Uses and Strategies**

Spell critical is key to any mage succeeding in Grim Quest: Origins, which is why Theurgy is an incredible skill late-game. By stacking spell critical with other items such as a Sapphire enchantment, you can inflict consistent crits on key spells such as Steal Essence. In addition, a spell crit can easily obliterate a group of enemies when casting Dragon's Breath or Word of Power, as the critical damage applies to *all* targets.

However, if you are just starting, Gnosis has a higher chance to activate and potentially greater effect since you won't have enough spellpower to make crits hit hard. Removing two points of spell resistance and armor can reduce most early-game enemies into defenseless sitting ducks, placing Theurgy as a skill you should obtain after Gnosis.

**Upgrade Tree**

**Trivia**
* Theurgy also appears in Grim Quest with the same function.
Primeval Wolf

**Epic Content**This page contains content only available after completing the main quest, and thus contains unmarked spoilers. Proceed at your own risk.

**Missing Data**
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This page is missing **combat proficiency, dread howl description, nightmare difficulty stats**.

The **Primeval Wolf** is a Beast Miniboss found in the Shadow Hills. The epic version of the Elder Bear mixed with the Mua-Ta Headhunter, resulting in a harrowing encounter.

**Combat Proficiency**

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

Effect on Player
* **Deals magical damage**
 **Dread Howl**File:Dread howl.png | *???*
Effect on Player
* **Deals magical damage**
* **40% chance to reduce Morale by 2**
* **Summons a Shadow Wolf to an empty slot**
Shortsword

The **Shortsword** is the weakest **slashing-type** weapon in Grim Tides, available immediately from the start of the game.

  Base Cost
 30

**Acquisition**
Shortswords can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events. In particular, it along with the Club, War Hatchet and Dagger are available on day one and day two of the game in the Smuggler's Den.
## **Squire's Shortsword**

The **Squire's Shortsword** is the enhanced version of the Shortsword, identical in performance but with a **+1 DMG bonus** against Ogroids. It is acquired through the same methods as the Shortsword.

 35

1. ↑ 1.0 1.1 Wounded enemies have -2 ARM and have their ability use chance reduced by 25%
Occultist

The **Occultist** is an **Elite** **Arena Exclusive** Human enemy.

**Combat Proficiency**

Possibly the most dangerous of the elite humans. Occultists may be frail, but their affinity for toxins are anything but! Capable of dishing out their poisonous bolts quickly, ignoring them is a bad idea made difficult by their nefarious peers.

  **Damage:** 5-8
  **Critical:** 14%

Effect on Player
* **Inflicts magical damage**
Mothersworth

The **Mothersworth** is a consumable that increases your poison resistance by 33% when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat.

**Stats**

  Base Cost
 7

**Acquisition**
Mothersworths can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.

**Crafting**
Spirit Shield

**Spirit Shield** is an order spell that instantly restores 1 point of Morale and increases Fear Resistance.

Consecutive casts do not increase fear resistance and only restores morale.

**Uses and Strategies**
Fear resistance is a stat that is not as useful for most players; morale loss can be prevented by killing the enemies faster. However, against some enemies with Fear Aura and spam morale draining abilities, especially late-game, casting Spirit Shield becomes useful if you have no other morale-gaining options.

More importantly, Spirit Shield immediately restores one point of morale, making it a must-have if you are carrying anything that drains it, such as Aspect of the Beast and the Necronomicon.

**Upgrade Tree**

**Trivia**
* Spirit Shield is the only guaranteed way to restore morale in battle without using items.
Master Alchemist Garment

The **Master Alchemist Garment** is a piece of Armor for the chest, a direct upgrade from the Alchemist Garment, providing more Poison Resistance as well as reducing item CD in combat by 1.

  Base Cost
 45

**Acquisition**
Master Alchemist Garments can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Thousand Words

The **Thousand Words** is an off-hand item with a unique property of increasing all damage you inflict to the Undead by 3. Additionally, it increases your Fear Resistance by 15%.

  Base Cost
 100

**Tip**
The Thousand Words is a very powerful accessory to bring into dungeons with a dense undead presence, such as Emerald Wild, Sunless Oasis, and especially the Forbidden City. Furthermore, combining this off-hand with the Flaming Blade or Hand of Oberyth can enable you to inflict positively massive damage against the living dead.

**Acquisition**
The Red Talon Standard can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Orb of Vitality

The **Orb of Vitality** is an accessory that's a direct upgrade of the Amulet of Regeneration, increasing HP by **10** and restoring **2 HP** per turn in combat when equipped.

  Base Cost
 150

**Acquisition**
Orbs of Vitality can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Sunstone Earrings

The **Sunstone Earrings** are an accessory that increases S.PWR by **3** and S.RES by **1** when equipped.

  Base Cost
 150

**Acquisition**
Sunstone Earrings can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
**Trivia**
* Despite supposedly being made out of Sunstone, it cannot be crafted.
Sabre

The **Sabre** is a Tier 1 **slashing-type** weapon in Grim Tides, an alternative choice to the Longsword that inflicts less damage per hit, but is far more likely to **Wound** the target.

  Base Cost
 40

**Acquisition**
Sabre's can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
## **Dazzling Sabre**

The **Dazzling Sabre** is the enhanced version of the Sabre, identical in performance but with a **+1 CHA** bonus. It is acquired through the same methods as the Sabre.

  Base Cost
 45

1. ↑ 1.0 1.1 Wounded enemies have -2 ARM and have their ability use chance reduced by 25%
Mua-Ta Warrior

The **Mua-Ta Warrior** is a **Tier 2** Mua-Ta enemy encountered in the  Hollow Reef.

**Combat Proficiency**

Mua-Ta Warriors are powerful, balanced fighters with a focus on tanking physical attacks and dishing out intense damage output. With their buff ability: **Call of the Wild**, they can amplify both their attack damage and their armor to make them nearly unstoppable against your weapon attacks and skills.

The heavily armored nature of the Mua-Ta Warrior means that magic is the most effective method of dispatching them. Insect Swarm can also completely nullify their initial armor value, making them no more durable than a Skreever. That being said, beware the allies they come alongside. Mua-Ta Acolytes can debuff your attack damage to make these warriors even more rediculously tanky, while Tamed Raptors can dish out heavy damage and reduce your morale with their ability.

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

Effect on Self
* **+1 DMG**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Warrior's in-game portrait was drawn by Mislav Nimai Smetana.
* The Mua-Ta Gladiator is the Arena-exclusive version of this enemy, with a recoloured portrait and similar abilities.
* The Mua-Ta warrior also appears in Grim Quest as an enemy in the Sunken Grotto.
Manifestation Device

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File:Manifestation device hd.pngFile:Manifestation device legacy.png

The **Manifestation Device** is an Item that allows the player to obtain any item and equipment in the game, as well as reset dungeon progress and quest completion. It is only obtainable through an in-app purchase of $34.99 USD, although once purchased it is available on all save files through the restore purchases button.

**Stats**

  Price
 ???
Sapphire

The **Sapphire** is a material used in the Black Anvil for weapon enchanting (**+10% spell CRIT DMG**) or chestplate enchanting (**+1 S.RES**) once Lv. 5 is reached. It also can be used for selling or bounties or making Flawless Sapphires

**Stats**

 50

**Acquisition**
Sapphires can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.

**Crafting**
The Crone

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This page is missing **ability stats**.

**The Crone** is a Beast Miniboss found in the Sunless Oasis.

**Combat Proficiency**

  **Damage:** 12-16
  **Critical:** 17%

Effect on player
* **Inflicts magical damage**
* **75% chance to reduce morale by 1**
 Unaffected by mutes
Ring of Charisma

The **Ring of Charisma** is an accessory item that increases CHA by **2** when equipped. It's a direct upgrade from the Ring of Minor Charisma.

  Base Cost
 80

**Acquisition**
Rings of Charisma can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Orc Pit Fighter

The **Orc Pit Fighter** is an **Elite** **Arena Exclusive** Ogroid enemy.

**Combat Proficiency**

Orc Pit Fighters are weaker than the Orc Sellsword by a margin, but don't let that distinction fool you! They are fully capable of putting out even greater damage than their more resilient peers. Once they have activated their **Frenzy**, their damage output rises to match the Sellsword with even greater critical rates. This makes the Orc Pit Fighter one of the more dangerous enemies in the Arena, but fortunately they suffer from low armor as a result of their ability, making it very easy to cut them down with a well placed Culling or Flurry.

  **Damage:** 6-8
  **Critical:** 16%

Effect on Self
* **+2 DMG**
* **+6% Critical Chance**
Moonstone Boots

The **Moonstone Boots** is a piece of Armor for the feet, a variant of the Padded Boots, increasing spell resistance by **1** as well.

  Base Cost
 40

 **Acquisition** Moonstone Boots can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a reward from Dungeon Events.
Ring of Agility

The **Ring of Agility** is an accessory item that increases AGI by **2** when equipped. It's a direct upgrade from the Ring of Minor Agility.

  Base Cost
 80

**Acquisition**
Rings of Agility can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Ring of Greater Perception

The **Ring of Greater Perception** is an accessory item that increases PER by **3** when equipped. It's a direct upgrade from the Ring of Perception.

  Base Cost
 150

**Acquisition**
Rings of Greater Perception can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Mage's Earrings

The **Mage's Earrings** is an accessory item that increases S.PWR by **1** and HP by **6** when equipped. It's a direct upgrade from the Witch's Cauldron.

  Base Cost
 80

**Acquisition**
Mage's Earrings can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Drinking Horn

The **Drinking Horn** is an accessory item that increases the Morale restored by morale-restoring items such as the Imperial Brandy and Blood Moss Wine and at the Salty Rat tavern by **1** when equipped.

  Base Cost
 80

**Acquisition**
Drinking Horns can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Ring of Wonders

The **Ring of Wonders** is an accessory that increases every attribute by **1**, but also reduces S.RES by **1** when equipped.

  Base Cost
 160

**Acquisition**
Rings of Wonders can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Ring of Greater Intellect

The **Ring of Greater Intellect** is an accessory item that increases INT by **3** when equipped. It's a direct upgrade from the Ring of Intellect.

  Base Cost
 150

**Acquisition**
Rings of Greater Intellect can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Ring of Greater Charisma

The **Ring of Greater Charisma** is an accessory item that increases CHA by **3** when equipped. It's a direct upgrade from the Ring of Charisma.

  Base Cost
 150

**Acquisition**
Rings of Greater Charisma can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Pirate Lord

**Stub**
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The **Pirate Lord** is the optional boss of the Hollow Reef, and can be fought from **Floor 30** once the player reaches **Character Level 15**.
Defeating him is not required to finish the **Main Quest**, but will offer a substantial gold and experience award as well as finishing the Side Quest Scourge of the Seas.

**Combat Proficiency**

The Pirate Lord is a boss that combines the strongest attributes of two other pirates into one powerful boss: his primary ability **Coup de Grace** allows him to reduce your evasion like Cutthroat along with a critical chance increase, while also having the **Ferocity** passive like the Pirate, making him deadlier as the fight progresses.

The greatest threat this boss poses is the rapid critical hits he can dish out once Ferocity takes effect for too long. Keeping his damage in check is key to avoiding a swift demise. Death Bloom can provide some flat reduction to his damage output, but a **Cripple** from a hacking weapon is the most effective for its percentage-based decrease. Axes are the most effective against the Pirate Lord as a result, though others can succeed if they are careful.

High evasion and heavy defenses can withstand the raw damage he inflicts. Arcane Armor can give you some much needed health and armor to resist incoming damage, while Temporal Shift can offset the evasion reduction of **Coup de Grace**.

You should prioritize the Corsair first, as you don't want the Pirate Lord receiving a damage buff in the fight.

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

Effect on Self
* **+5% Critical Chance**

Effect on Player
* **Inflicts magical damage**
Passive Effect

**Trivia**
* The Pirate Lord's in-game portrait is drawn by Mislav Nimai Smetana, the artist behind the portraits for the Mua-Ta, the backgrounds for Farhaven's facilities and town map, as well as the dragonkin and the sages of the Sun Court.

**On-Defeat Journal Entry**
Shadow Dragon

**Epic Content**This page contains content only available after completing the main quest, and thus contains unmarked spoilers. Proceed at your own risk.

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This page is missing **nightmare difficulty stats**.

The **Shadow Dragon** is a Beast Miniboss found in the Shadow Hills. A rather unique miniboss, it is easily one of the most frustrating to fight without the adequate strategy.

**Combat Proficiency**
The Shadow Dragon's power comes from **Eclipse**, which makes it untargetable by direct attacks and heals a large portion of its health. While it would be fine on a normal enemy, on a lone miniboss it is rather insidious, as it becomes fully immune to area-of-effect damaging spells. The most a mage can do is to capitalise on when the Shadow Dragon is not concealed by casting Disintegrate Essence, giving two much-needed free turns to deal as much damage as possible. Stacking poisons is unadvisable as **Eclipse** will out-heal it.

A melee player has far better chances against the Shadow Dragon as it is always vulnerable to the default horizontal swipe attack, meaning that at least some damage can be done while it is concealed. To prevent the use of **Eclipse** it is wise to activate Entropic Field and Insect Swarm, which buy you turns to attack. It is worth noting that the Shadow Dragon also carries **Darkfire**, which can push low-health, high-damage builds into severe danger, all the more valuing stuns.

  **Damage:** 14-16
  **Critical:** 17%

Effect on Player
* **Inflicts magical damage**
* **-3 ARM**
 **Eclipse** | *Melds with the surrounding shadows in order to heal itself*
Effect on Self
* **Becomes HIDDEN for 1 turn**

**Trivias**
* The Shadow Dragon and Mua-Ta Hermit are the only two minibosses that can conceal themselves. Both are also solo minibosses and are incredibly unpopular with players.
* The Shadow Dragon also appears in Grim Quest as the second boss of the Withering Woods. It is unable to conceal itself and does not inflict any debuffs in Grim Quest, but is accompanied by two minions.
Templar Boots

The **Templar Boots** is a piece of Armor for the feet, a variant of the Reinforced Boots, with the added effect of increasing spell resistance by **1**.

  Base Cost
 40

 **Acquisition** Templar Boots can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a reward from Dungeon Events.
Sonic Bat

The **Sonic Bat** is a **Tier 2** Beast enemy found in the Hollow Reef.

**Combat Proficiency**
Up until this point, your armor value has mostly gone untouched by your opponents. The most recent offender to your physical defense being the Fey Avatar, but as a boss enemy that is to be expected.

**This is a normal foe, however.**

Sonic Bats come with the **Sonic Wave** ability, which allows them to deal magical damage on top of dealing you a reduction to your armor value. This causes all further attacks of the physical variety to deal more damage to you, which means nothing good for your longevity or survival. Fortunately, there are many ways to circumvent this.

Applying a **Mute** or a **Stun** is the easiest way of keeping the Sonic Bat from applying its debuff. Disintegrate Essence is the simplest way of applying a stun, while Insect Swarm and Pommel Strike offer strong muting potential for magic-oriented and physical-oriented characters respectively.

Alternatively, simply cast Arcane Armor to nullify the armor reduction!

  **Damage:** 4-5
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**
Skreever

The **Skreever** is a **Tier 2** Beast enemy that can be encountered in the Hollow Reef.

**Combat Proficiency**

Skreevers are just as ugly and over-sized as their stats, which are as a whole: Unthreatening and Uninteresting. Completely inferior to the far more nefarious Tamed Raptor, these pathetic creatures are easily dispatched with a single powerful ability, usually Culling or Flurry. Or Thunder Strike and Chaos Ball. You should only dispatch these pests once other, more threatening beasts are taken care of.

  **Damage:** 3-5
  **Critical:** 15%
Seeker's Candle

The **Seeker's Candle** is an accessory item that increases the chance of dungeon events generating by **2%** when equipped.

  Base Cost
 60

**Tip**
The Seeker Candle's effect activates when you first enter a dungeon floor, but does nothing after that point. If you wish to reap its benefits while still using an accessory that directly benefits your build, be sure to equip this when you intend to enter the next floor, but exchange it for your more intended accessory after the fact. This way you can get more events without potentially hampering your build.
**Acquisition**
Seeker's Candles can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Visored Helmet

The **Visored Helmet** is a piece of Armor for the head, a direct upgrade from the Leather Cap, providing more additional enemy CRIT reduction.

  Base Cost
 30

**Acquisition**
Visored Helmets can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Purse of Plenty

The **Purse of Plenty** is an accessory item that gives the player **10** gold when exiting or retreating a dungeon when equipped.

  Base Cost
 60

**Acquisition**
Purses of Plenty can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Orc Veteran

The **Orc Veteran** is an **Epic** ogroid enemy that can be encountered in the Shadow Hills. It is the epic version of the Dragonkin Warrior, and an enhanced version of the Orc Grunt.

**Combat Proficiency**

The most powerful of the orcish legion. Veterans take everything that makes the Grunt fearsome and turns it up to 11, packing superior stats across the board on top of having a second active ability: **Hold the Line**, allowing a veteran to rally its allies and buff their armor, making these enemies infamous against physical characters.

  **Damage:** 9-12
  **Critical:** 17%

Effect on Self
* **+2 Minimum DMG / +3 Maximum DMG**

Effect on Player
Effect on All Enemies
Topaz

The **Topaz** is a material used in the Black Anvil for weapon enchanting (**+1 ARM piercing**) or chestplate enchanting (**+3% EVA**) once Lv. 5 is reached. It also can be used for selling or bounties or making Flawless Topazes

**Stats**

 50

**Acquisition**
Topazes can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.

**Crafting**
Trollskin Boots

The **Trollskin Boots** is a piece of Armor for the feet, allowing the player to regenerate **1 HP** per turn with it equipped.

  Base Cost
 30

 **Acquisition** Trollskin Boots can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a reward from Dungeon Events.
Orc Wanderer

The **Orc Wanderer** is an **Elite** **Arena Exclusive** Ogroid enemy.

**Combat Proficiency**

Orc Wanderers are the supporting healers of the orcish lineup, capable of restoring health on top of buffing armor and resistance to themselves and their peers. They should be a top priority to dispatch for this reason, and can be easily dispatched with physical attacks thanks to their low armor value.

  **Damage:** 6-7
  **Critical:** 13%

Effect on Self/Ally
* **Restores 8-11 HP**
* **+2 ARM**
Sunstone

The **Sunstone** is a material used for making Sunstone Ingots, which can then be spent on weapon and armor upgrades in the Black Anvil.

**Stats**

 50

**Acquisition**
Sunstones can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.
Sunstones can also be obtained at random from using the Digging Tools ship upgrade.

**Crafting**
The Salty Rat

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

**The Salty Rat** is one of the services provided by Farhaven. It is a tavern where residents and fellow explorers like your character rest, drink and schedule events.

## Services

 **Stash** | Stash away any items you want to save for when they are needed. Starts at 50 items and can be expanded by 10 slots for 500 gold, up to a maximum of 100.

## Bounties

The **bounty** system allows you to earn a bonus source of gold for retrieving valuable items and slaying enemies.

When going to The Salty Rat, the *Bounties* tab contains all available new bounties to accept for the day. Whenever your slay a certain enemy, bounties requesting said enemy are slowly filled up until complete, where the gold can then be cashed in from the journal at any time (If two bounties have the same enemy, one is filled first before the other). If an item requested in a bounty is obtained, claiming the gold in the journal removes the item from your inventory.

Under the Night Syndicate background, more bounties are available every day.
Toxic Crawler

The **Toxic Crawler** is a **Tier 2** Beast enemy found in the Hollow Reef.

**Combat Proficiency**
Toxic Crawlers bear some similarities to the Goblin Marauder, in that they like its predecessor; can deal you poison with **Toxic Fumes**. Unlike the former, however, Toxic Crawlers have 3 points in spell resistance making magic quite a bit trickier to use against them. Characters invested into physical attacks will find them remarkably easier to dispatch.

As with any enemy that can deal poison, consuming an Antidote when necessary is quite helpful.

  **Damage:** 3-6
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**
Mua-Ta Ironmask

The **Mua-Ta Ironmask** is a **Tier 4** Mua-Ta enemy that can be encountered in the Sunless Oasis.

**Combat Proficiency**

The first introduction to the new Mua-Ta in the Sunless Oasis, this cruel variant of the Mua-Ta Warrior is nothing to scoff at. Their **Bloodlust** ability raises their damage to insane levels, especially when backed by Mua-Ta Totemists. Unlike the common warrior, however, the Ironmask opens up a physical weakness once they use their ability. Directly after they use it, you should strike with Culling, Phantom Blade or Flurry and exploit its weakened armor.

  **Damage:** 8-10
  **Critical:** 15%

Effect on Self
* **+2 Minimum DMG/+3 Maximum DMG**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Ironmask's in-game portrait was drawn by Mislav Nimai Smetana.
Ritual Censer

The **Ritual Censer** is an off-hand item that increases S.PWR by **1** and EVA by **3%** when equipped. It's a variant of the Adept's Handbook.

  Base Cost
 50

**Acquisition**
Ritual Censers can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Bohemica

The **Bohemica** is a consumable that increases your retreat chance by 15% when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat.

**Stats**

  Base Cost
 7

**Acquisition**
Bohemicas can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.

**Crafting**
Merchant Charter

The **Merchant Charter** is an accessory item that increases the selling price of items by **10%** when equipped. Note that it does not reduce the buying price of items too.

  Base Cost
 60

**Acquisition**
Merchant Charters can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Syndicate Thug

The **Syndicate Thug** is an **Arena Exclusive** Human enemy that can be fought while the player is below **Character Level 15**.

A Syndicate Thug accompanies Blind Prophet during his Arena Boss Fight.

**Combat Proficiency**

Syndicate Thugs are one of the earlier humans you can fight while in The Arena. Filling in the Combat/Debilitator role, these enemies come equipped with a strong combat ability: **Deep Cut**, which also tacks on a detrimental evasion debuff. This can make it impossible to dodge incoming attacks while you are at lower levels, as the debuff is bound to cull your evasion down to 0. Fortunately, the Thug has only 1/1 in defensive stats, making any approach to taking him on viable.

Because of the debuff applied by Deep Cut, disabling the Syndicate Thug is the best method of keeping that reduction off of you. Insect Swarm and Pommel Strike can hit him with a mute to disable his ability, while stuns like Disintegrate Essence and Stunning Blow can briefly knock him out of action entirely. Both of these methods are completely viable to keep the debuff off your back.

Alternatively, you can cast Temporal Shift to nullify the debuff entirely, allowing you to fight with your base evasion at hand.

* Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**
Roc Male

The **Roc Male** is a **Tier 3** Beast enemy encountered in the Emerald Wild.

**Combat Proficiency**
Despite having similar stats to the Giant Tarantula, the Roc Male is alot more dangerous as it possesses **Razor Claws**, an infamously debilitating attack that reduces your armor value by 2, making future strikes by the Rocs hit that much harder. This, paired alongside the morale drain caused by the Females, and these birds quickly become among the most dangerous beasts in the Emerald Wild.

  **Damage:** 6-9
  **Critical:** 15%

Effects on Player
* **Inflicts magical damage**
 Armor Debuff can only be applied once
Mua-Ta Matriarch

The **Mua-Ta Matriarch** is a **Tier 3** Mua-Ta enemy encountered in both the Hollow Reef and Emerald Wild.

**Combat Proficiency**
The mightiest of the Mua-Ta are the Matriarchs, possessing the greatest stats of all others in the tribes and the most powerful of abilities. This is coupled with a dubious pair of abilities: **Rage of the Storm**, which deals high magical damage. And **Natural Attunement**, which amplifies the damage of the aforementioned magical attack each time the Matriarch performs any sort of action. This leads to a dilemma where the Matriarch will only get more powerful with each passing turn, dealing more and more damage until she is overwhelming your entire capacity to defend and flaying off huge chunks of your health with each blow.

Dispatching her takes strategic approach and a strong kit of abilities. With her immense 3/4 defense in physical/magical resistance she can be tough to take down without some debuffs. Insect Swarm and Aetherial Rain can take her resistances down quite a notch and leave her vulnerable to the full might of your attacks, where it is then recommended to hit her hard with a powerful attack such as Culling or Thunder Strike.

She is somewhat easier to deal with in the Hollow Reef, where her allies are limited to Acolytes, Warriors, and Raptors. But in the Emerald Wild, she has a broader range of support to keep her in action with Hunters, Priestesses, Jungle Raptors, and her melee-oriented counterpart: The Elite. She is the backbone of the Mua-Ta's combat lineup, and the highest priority target out of them all.

  **Damage:** 7-9
  **Critical:** 14%

Effect on Player
 **Natural Attunement****(Passive)** | *Increases ability damage after each turn.*
Effect on Self

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Matriarch's in-game portrait was drawn by Mislav Nimai Smetana.
* The Mua-Ta Matriarch is the only non-Elemental enemy that appears in multiple dungeons.
* The Mua-Ta Matriarch also appears in Grim Quest and appears in two dungeons, the Sunken Grotto and Withering Woods.
* The Mua-Ta Matriarch is the current logo of the Grim Quest: Origins app and appears on the logo of the Grim Quest: Origins wiki.
Ancient Mua-Ta Armor

The **Ancient Mua-Ta Armor** is a piece of Armor for the chest that's a direct upgrade of the Imperial Scout Armor. When equipped, it increases ARM by **1**, EVA by **4%** and maximum HP by **12**.

  Base Cost
 90

**Acquisition**
The Ancient Mua-Ta Armor can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Pirate

The **Pirate** is a **Tier 2** Human enemy that can be encountered in the Hollow Reef.

**Combat Proficiency**

While it has no active ability, the common Pirate is no easy foe. Not only do they have high health and damage, their **Ferocity** is no laughing matter - it only takes a few turns before the critical hits severely hamper you. Since this ability is passive and immutable, you should find a way to prevent them from attacking or severely set back their critical. Naturally, Creeping Cold and hacking weapons are great at preventing them from killing you, especially with Crippling Strikes.

  **Damage:** 3-6
  **Critical:** 13%

Passive Effect
Senior Explorer's Outfit

The **Senior Explorer's Outfit** is a piece of Armor for the chest, a direct upgrade of the Explorer's Outfit, providing more maximum HP and more Fear Resistance.

  Base Cost
 70

**Acquisition**
Senior Explorer's Outfits can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Skeletal Beast

**Epic Content**This page contains content only available after completing the main quest, and thus contains unmarked spoilers. Proceed at your own risk.

**Missing Data**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **combat proficiency, nightmare difficulty stats**.

The **Skeletal Beast** is a Undead Miniboss found in the Shadow Hills. A deadly miniboss that combines the Armored Beast and the Banshee to infamous effect.

**Combat Proficiency**

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

Effects on Player
* **Inflicts magical damage**
* **50% chance to reduce Morale by 1**
* **Inflicts 3 Poison**
* **-18% CRIT**
 **Fear Aura (passive)** | *Chance to reduce MORALE by 1 each turn*
Passive Effect
Sandcarp

**Sandcarp** is a food item in the game, restoring **20 HP** and **10 supplies** when consumed. Although more costlier than Mouldy Bread and Grapes, it is around the same price range of the Gyngko Leaves and offers sizable benefits for the price.

**Stats**

  Base Cost
 12

**Acquisition**
Sandcarp can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.
Orc Shaman

The **Orc Shaman** is an **Epic** ogroid enemy that can be encountered in the Shadow Hills. It is the epic version of the Spirit of the Glade.

**Combat Proficiency**

Orc Shamans bear many similarities to the Spirit of the Glade, but unlike its progenitor these are normal enemies who share the same, mighty ability: **Empower**. Which allows them to heal allies and buff their defenses. Fortunately, unlike the miniboss this ability is only able to be cast once per target. Nevertheless, as a defensive spellcaster they should be prioritized before they buff a powerful ally like a Skirmisher.

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

Effect on Self/Ally
* **Restores 11-14 HP**
Moonstone

The **Moonstone** is a material used for making Moonstone Ingots, which can then be spent on weapon and armor upgrades in the Black Anvil.

**Stats**

 20

**Acquisition**
Moonstones can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events. They can also be obtained at random from the Digging Tools ship upgrade.

**Crafting**
Troll Blood

**Troll Blood** is a consumable item that regenerates a small amount of health per turn. It is also an ingredient for the Troll Soup and Oberyth's Boon.

**Stats**

  Base Cost
 10

**Acquisition**
Troll Blood can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.
Troll Blood can also be obtained at random from the Alchemy Table ship upgrade at any level.

**Tip**
Troll blood is rather weak as a healing item, as it only has half of the net restoration you could get from a Healing Potion. The fact that it takes 5 turns to receive all the healing further relegates it to a crafting item for the more powerful but still weak soup version or the Oberyth's Boon, the most powerful single healing item in the game.
**Crafting**
Mua-Ta Elite

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

The **Mua-Ta Elite** is a Mua-Ta enemy encountered in the Emerald Wild from Floor 13.

**Combat Proficiency**
As one of the few Mua-Ta able to surpass the Mua-Ta Matriarch in power, elites don't just have their status for show. Being physically more durable and harder-hitting than their allies, their usage of the signature **Dream-Trance** ability grants them a second phase that should be encountered as sparsely as possible. Your most powerful damaging spell, likely Aether Bolt, should strike them first since they only have a meagre 2 points of spell resistance.

  **Damage:** 7-8
  **Critical:** 15%

Effect on Self
* **Restores 5 HP**
* **+2 DMG**
 Can only cast once

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Elite' in-game portrait was drawn by Mislav Nimai Smetana.
* The Mua-Ta Elite also appears in the original Grim Quest as an enemy in the Sunken Grotto.
The Protector

**The Protector** is an off-hand item that increases your ARM by 1, and your maximum Health by 15. Its unique attributes are the lack of an EVA reduction, and the ability to **Completely Block** physical damage at a 15% chance.

  Base Cost
 100

**Trivia**
Combining this Off-Hand with a Veteran Knight Bodyguard can provide you with a 27% total potential chance to block physical DMG.

**Acquisition**
The Red Talon Standard can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Ogroids

**Ogroids** are one of the seven enemy types in Grim Tides. They represent one of the intelligent inhabitants of the Southern Archipelago. From the meddling goblins to the infamous orcs, Ogroids are somewhat uncommon, but can be quite dangerous when you do meet them.

**In-Game**

Ogroids are quite rare to see, but when they do they really make their presence known. Initially only able to be found in the Mystic Grove and Hollow Reef, you can also encounter them in Shadow Hills and eventually, the Forbidden City. You can also often find them in The Arena.
Mug of Inspiration

The **Mug of Inspiration** is an off-hand item that has a chance to restore Morale by **1** after combat when equipped. It's the morale-restoring counterpart of the Goblet of Life.

  Base Cost
 60

**Acquisition**
Mugs of Inspiration can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a random reward from Dungeon Events.
Raptor Claw

The **Raptor Claw** is a consumable that increases your STR by 2 when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat.

**Stats**

  Base Cost
 17

**Acquisition**
Raptor Claws can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.

**Crafting**
Tainted Fire Elemental

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

The **Tainted Fire Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil while in the Emerald Wild or Sunless Oasis.
It is one of the elementals that can be encountered randomly throughout the main quest.

**Combat Proficiency**

  **Damage:** 3-5
  **Critical:** 15%

Effect on player
* **Inflicts magical damage**
* **-2 ARM**
* **-10% EVA**