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Troll Smith

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

The **Troll Smith** is a Tier 5 beast enemy that can be encountered in the Haunted Quarry. A member of the far more intellectually superior Western Trolls, the Troll Smith is a powerhouse with some of the highest HP in the game, as well as a devastating **Pulverize** attack.

**Combat Proficiency**
Troll Smiths are mighty opponents to face in battle. While they cannot achieve the potential damage output of a Troll Warrior, they possess a far sturdier frame than their younger peers, and as a result have a staggering **85 HP**. This coupled with a very durable 10 points in armor means a Smith can endure most physical punishment you throw at it. Perhaps more frightening than that is their access to **Pulverize**, which deals a VERY heavy burst of damage and significantly debuffs your attack damage on top of your armor, far more than previous sources of the same ability.

While normally it is fine to endure the debuff, it may be wise to use Seed of Oblivion against them to keep that from hitting you.

  **Damage:** 17-19
  **Critical:** 15%

**Ability**

**Passive Ability**
Rogue Knight

The Rogue Knight is a **Tier 2** Human Enemy that can be encountered in the Sunken Grotto starting from **Character Level 5**, or from **Dungeon Level 25** if the character level requirement has not been met. They are no longer encountered once the player reaches **Floor 33** of the dungeon.

A Rogue Knight accompanies the Prince of Thieves during his boss fight.

**Combat Proficiency**
The Rogue Knight is one of the most infamous opponents in the grotto at Tier 2, particularly for their high armor stat which, along with a large health pool, makes it one of the toughest enemies to kill by means of attack damage alone. Add on the **Defend** ability to go with it, and these foes can be almost impossible to defeat without alternative methods.

Fortunately, they have no resistance to magic, giving spellcasters an edge against an otherwise tanky foe.

* Grim
* Nightmare

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

**Ability**
Stiletto

The **Stiletto** is a melee Weapon that gives the user +2 DMG and +4% CRIT.

The Assassin's Stiletto is an enhanced version of this weapon, providing more damage and CRIT chance.

**Stats**

  Base Cost
 35

**Acquisition**
The Stiletto 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.

**Trivia**
* In real life, a Stiletto does not have two projecting side prongs like what the icon shows. The icon instead depicts a Sai.
Withering Woods

"Mist-covered swamplands south of the mountains obscure the way to the imperial capital and the Tear within."

The Withering Woods is one of the eight dungeons that can be visited, and is accessible once the Orc Chieftain is defeated. It is the third dungeon that the player can access, and serves as the final step between you and The Tear.

## Character Level 9-16

**Mua-Ta Territory**
The Withering Woods is a significant jump in challenge from the Glacial Pass, re-introducing the Mua-Ta in addition to a substantial Beast presence. From **Character Level 9-16** you will be oppressed by the wood's meekest denizens, as well as some foes also encountered in the pass. Despite these foes being considered "meek", they are likely to be stronger than anything you have faced up to this point.

**The Mua-Ta Chosen awaits you on Floor 15!**
Tier 3 Monsters (Character Level 9-16)

## Character Level 17+

**The Jungle**
Once you achieve **Character Level 17**, the Vodyanoi will have all but vanished from the dungeon, no longer seeking to oppose you. Instead, you will find new oppression from the hardy Beastmen, in addition to encountering a new orcish enemy, as well as a tougher dark spawn. Although no new Mua-Ta varieties can be found here, you will continue to encounter previous types periodically.

**The Shadow Dragon awaits you on Floor 30!**
Tier 4 Monsters (Character Level 17+)

## Dungeon Floor 33+

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

**Automaton Complex**
Upon reaching **Floor 33**, you will no longer meet any of the prior inhabitants of the dungeon. Instead, you will be faced with a far more artificial foe. The **Constructs**, with their immense spell resistance, make this one of the roughest segments for Mages. Beastmen and the Vodyanoi make a return, far more hardened than in the past and including a new beastman to fight you. Mua-Ta and Orcs can no longer be encountered by this point.

**Construct Prime awaits you on Floor 45!**
Tier 5 Monsters (Floor 33+)

## Minibosses

The Withering Woods is home to three unique minibosses that can appear while exploring. These opponents are stronger than those of the Pass, and are capable of killing an unprepared player even if they are capable of handling the dungeon fairly well.

The Beast
Shambling Mound
Evil Treant
Psyche Manifestations

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

**Psyche Manifestations** are one of seven distinct enemy factions in *Grim Quest*. Utterly alien in origin and entirely unique in their behavior, Psyche Manifestations are spawns of the human mind, emotions and thoughts given shape and hostility.

**In-Game**

Psyche Manifestations can be encountered in four of the eight dungeons, and can attack you at any time. They can appear when you venture onto a tile, and will stalk you physically and mentally throughout the game. Once you complete the final main quest in The Tear, Psyche Manifestations no longer appear, with one exception for a Miniboss battle.

Out of any classification, the Psyche Manifestation is the one with the most fixed variety. All manifestations have access to one of three abilities: **Self-Delusion**, **Self-Denial**, and **Self-Indulgence**, which are capable of draining sanity, causing magical damage, and healing manifestations. These remain consistent; but grow in power with the rising tiers of manifestations.

Only two exceptions to this exist: **Cosmic Horror**, and **Know Thyself**, wielded by the Miniboss and Boss respectively of this classification.

Tier 1 enemies

Tier 2 enemies

Tier 3 enemies

Tier 4 enemies

Tier 5 enemies
Regrowth

Regrowth is an **Occult** Spell that heals the player by a flat amount of health.

**Uses & Strategies**

Non-item healing can be difficult to come buy, so Regrowth has value as a healing spell that saves money and can save your skin. That being said, the actual effectiveness of the spell varies depending on progression. In the early game, Regrowth can return a health profit as the enemies are not strong, especially if there are just two or one enemies in a battle. However, Absorb Pain is also guaranteed to return a profit even if the enemies land a crit, while Soul Steal can also inflict damage and increase healing with your spellpower.

Mid-game, Regrowth's effects synergise with increases in evasion and the use of stuns, which help to achieve a net health profit. Meditation can also trigger, which further amplifies the healing received. However, the evasion may still be low enough for Absorb Pain to successfully heal, while access to Soul Rend amplifies the healing from Soul Steal. Aspect of the Beast also offers healing that scales with your maximum health, although the heavy Sanity tax makes it very fringe.

Depending on whether evasion is a priority, Regrowth can either be a highly valuable source of healing or fail to catch up with the enemy strength in epic content. With high evasion, Regrowth tends to result in a greater health profit than Absorb Pain, especially when coupled with stunning options such as Crippling Volley and Twisting Vines. However, Absorb Pain scaling off taken damage can overtake the healing from Regrowth, especially when enemies can reduce or even outright nullify evasion.

**Strengths**

* Regrowth restores a large portion of health instantly, with virtually no cost.
* If combined with stuns, it is possible to leave fights with more health than you entered them in.
* Regrowth can save alot of money on healing consumables if used strategically.

**Weaknesses**

* Regrowth offers no other benefit aside from healing.
* Because monsters gradually deal more damage as you get further into the game, this spell's effectiveness gradually begins to fizzle out.
* This spell often requires alot of preparation and specific builds to reap the most benefits.

**Upgrade Tree**

**Trivia**
* The Grim Tides spell Healing Light behaves similarly to regrowth in that they primarily restore health. However, Healing Light's healing increases wtih spellpower and also provides one point of spell resistance when cast.
Vodyanoi Adept

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

**Combat Proficiency**

Vodyanoi Adepts are remarkably similar to the Orc Shaman, albeit their buff ability is defensive rather than offensive, amplifying their targets' armor instead of damage. Engaging these enemies with magic is ill-advised unless you have access to Soul Rend or another method of reducing their significant magic resistance.

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

**Ability**
Shambler

The Shambler is a **Tier 3** Beast enemy that can be encountered in the Sunken Grotto from **Character Level 11**, or **Dungeon Level 25** if the character level requirement is not met.

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

**Combat Proficiency**

The Shambler is regarded by many to be the most dangerous monster in the Sunken Grotto (Main Quest), boasting the highest health and with only a slight weakness in its magical resistance over its physical defense. With access to the **Rend Flesh** ability, the Shambler is worthy of your fear.

Out of any other enemy in the Grotto, the Shambler should have your attention the most.

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

**Ability**
Undead

**Undead** are one of seven distinct enemy factions in *Grim Quest.* They are the result of the Dark's malignant influence on the corpses of the fallen, both new and old, raised to haunt and slaughter the living.

**In-Game**

The Undead have a strong presence in Grim Quest, found in four of the eight dungeons. They linger where death is frequent, particularly the Sunken Grotto, The Tear, the Imperial Mausoleum, and the .

Initially the undead are incredibly barebones, with access only into a few varied abilities such as **Defend**, **Spark**, and **Battle Frenzy**. With rising tiers and stronger dungeons, the undead grow more vicious, tapping into **Dark Surge** and **Pulverize**.

By the end-game, the Undead become perhaps the most deadly enemies in the game by far: vile, twisted terrors in mastery of dark magics like **Wailing**, **Rabies**, and the infamous **Sap Life**.

Tier 1 enemies

Tier 2 enemies

Tier 3 enemies

Tier 4 enemies

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

**Weapons** are equippable items that provide damage increases to the player.

They can be broadly categorised into two kinds: Melee and Ranged. **Melee** weapons involve directly slashing at enemies, which can have versatile uses such as cleaving through multiple foes without using any spells. The Cleave, Flurry, and Pierce Armor skills are only usable with melee weapons.

Certain weapons belong in the melee category but do not provide additional physical damage, instead improving the effectiveness of offensive spells. These can be colloquially classified as **Magic** weapons, although they enable the same activated skills.

**Ranged** weapons take the form of gunpowder firearms, shooting at enemies from a distance. All of them primarily provide extra damage and physical armor penetration, but cannot horizontally swipe to damage multiple enemies.The skills Overcharge, Aimed Shot, and Crippling Volley are only applicable and usable when the character is holding a ranged weapon in their weapon slot.

Most weapons have additional benefits that grant the player offensive bonuses. Commonly, this is in the form of a flat DMG increase, although other benefits include:

* Increased CRIT, like with the Scoped Musket
* Increased EVA, like with the Halberd
* Increased DMG against enemy types, such as with the Maul

Magic weapons can also have a chance to decrease a spell's cooldown, such as with the Bone Wand.
Troll Blood Serum

Troll Blood Serum is a consumable item that regerates a moderate amount of health per turn, like the continuous healing of Nature's Embrace. It is the concentrated and more effective form of Troll Blood and is also an important ingredient for the coveted Mutagen Potion.

If Troll Blood Serum or its raw form is consumed outside of battle, its effects will only activate upon entering the next enemy encounter and does not function when exploring tiles. As with all healing consumables, Troll Blood Serum receives bonuses from the Physician Background and the Enchanted Frog.

**Stats**

  w/Physician
 30

**Acquisition**

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

**Tip**

Troll Blood Serum can be rather powerful early-game, as most enemies do not deal over 10 points of damage, allowing for five turns of resisted damage. That being said, instantaneous healing is always superior to health over time, so serums should be saved for creating Mutagen Potions after progressing to The Tear.

**Crafting**
The Outsider

The Outsider is a **Tier 5** Psyche Manifestation Miniboss that can be encountered in The Tear.

A strange being and unique miniboss, The Outsider brings with it a menagerie of arcane mysteries, particularly around a strange item that it may drop upon defeat...

**Combat Proficiency**
The Outsider poses an immense danger to you, both physically and mentally. Not only is this miniboss as powerful as the Shadow Dragon, but it has a far more terrifying ability that can deliver significant damage and drain away your sanity rapidly. Although not necessary to defeat it, utilizing stuns and the Seed of Oblivion to mitigate how many times it can use its ability is key.

Because its armor and spell resistance are equal, there is no single build that will excel against this miniboss. But this also means you can use any means necessary to dispatch it.

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

**Ability**

**Special Loot**

The Planar Seal is used in a secret event. However, it is not a guaranteed drop upon victory and may be replaced with something from the regular rewards pool.

**Tips**
* The Outsider is alot like The Final Boss, so you may find that the approach to defeating this enemy is very similar. Keeping your sanity up is important here, as repeated castings of **Cosmic Horror** will quickly drain your sanity.

* Destroying the Despair Manifestation first will prevent the Outsider from receiving any healing.

* Because the Outsider has a perfect 5/5 in armor and spell resistance, you can utilize either of the debuffing spells Abyssal Gaze or Soul Rend to weaken it, to your combat preference. If engaging with physical damage, you will want to maximize the punch of Flurry, while magic users may want to build up to a devastating Immolation attack.
Outdoorsman

Outdoorsman is a skill from the **Gunslinger Tendencies** regime. When tapping on the dungeon avatar, the player restores a large percentage of their health and one point of Sanity. It is only usable once per dungeon run and has no influence in battle.

**Uses and Strategy**
This skill is one of the best for those who struggle to stay alive. By simply tapping your avatar, you will regain health and sanity, increasing your longevity for the dungeon floor. Needless to say, it is highly recommended to take this if you are not very experienced in the game, as it can also allow you to easily recover when retreating.

**Upgrade Tree**
Ruby

The **Ruby** is a valuable gemstone that can be sold, turned in for bounties or be used as a material for making the Elixir of Life.

**Stats**

  Buy-Back

**Acquisition**
The Ruby can be dropped by Enemies or be given as a random reward from dungeon events. In particular, it is one of the items you can obtain when you choose to salvage in the Traveler from Afar event.

**Crafting Recipes**

**Trivia**
* The Ruby Golem is based off this enemy. Corresponding to Ruby's description of embodying the sun, the golem's ability is named **Solar Bulwark**.
* Rubies are also found in Grim Tides, where they can enchant equipment to grant critical chance or health regeneration, depending on whether a weapon or chestplate is used.
Paladin's Hammer

The **Paladin's Hammer** is a weapon that gives the user +4 DMG and +2 DMG against Undead.

This is the better variation of the Battle Hammer.

**Stats**

  Base Cost
 75

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

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

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

The Sapphire Golem is the mage of the five, capable of delivering an immense level of damage with its special ability. Fortunately, the attack is highly unpredictable in how much damage it can actually do.

**Combat Proficiency**
Sapphire Golems are nothing to scoff at. Although their stats are not as impressive as the Ruby Golem or Diamond Golem, it makes up for it with access to **Polarize**, an attack that can deal a very high amount of magic damage in addition to reducing your critical chance per use.

Characters that rely heavily on physical attacks, which you most likely will be by this point, should aim to dispatch this golem as soon as possible. Once Polarize is cast, the reduced critical can make it difficult to attack other golems and will prolong your suffering.

  **Damage:** 13-16
  **Critical:** 20%

**Ability**
Sand Viper

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

The **Sand Viper** is a Tier 5 epic beast found in the Blasted Wastes.

**Combat proficiency**
Easily one of the Wastes' worst nightmares, the **Paralytic Poison** ability turns your evasion stat into **nothing**. There's no chance of you evading physical attacks now, and it will make the critical damage from Lizardman Trackers hurt even worse. Because of this, it is imperative that this snake is incapacitated immediately - there is no reason for you to ever receive the debuff.

If you cannot avoid the ability, at least be absolutely sure you delay Slow Time until after the debuff hits you. You do not want the evasion bonus to be cancelled out.

  **Damage:** 12-15
  **Critical:** 20%

**Ability**

**Sage Commentary**
Undying

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

The Undying is a **Tier 5** Undead enemy that can be encountered in the Sunken Grotto starting from **Dungeon Levl 33**.

**Combat Proficiency**

The Undying is the **Epic** variant of the Zombie, with significantly increased stats.

Not only does the Undying have the second-highest health pool of any normal enemy in the Sunken Grotto, but it also has 6 points in armor, making this enemy incredibly resilient to physical damage. For this reason, dispatching them with magic or Abyssal Gaze is the simplest method of taking them out after the more dangerous Skeleton Reavers are gone.

  **Damage:** 8-11
  **Critical:** 15%
Potion of Tranquility

The Potion of Tranquility is a consumable that decreases the chance of the player losing sanity when receiving a criticial hit by 20%. It is the processed form of Calming Herbs and can be combined with a Dark Emperor to create Bottled Madness.

When used outside of combat, its effects last for the entire dungeon run. While its effects do not stack with itself, consuming raw herbs adds a further 10% to sanity preservation.

**Stats**

 25

**Acquisition**
Potions of Tranquility 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.

They are also craftable in the Boiling Cauldron using Calming Herbs and a Catalyst.

**Crafting Recipes**
The Mountain King

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

**The Mountain King** is the first boss of the Haunted Quarry, available to be fought on Dungeon Level 15. As the one great leader of the western trolls, he guards the entrance into the depths of the quarry. Whether his true motive is to defend his riches, or to protect the world from the true horrors below, can only be found once he's deposed...

**Combat Proficiency**
Like the Demon Lord, the Mountain King primarily relies on summoning his army of minions to fight, those being Troll Warriors and Troll Smiths. However, the king is a generous ruler that prefers not to attack as often, instead constantly using its ability **Protect the King** to summon reinforcements or heal them. This healing will also heal the king himself, meaning that you must find a way to out-damage his regeneration. Because of the ability, there is no singling out the boss since the minions will never stop until the king is dead - making him a boss that stands out from the rest both in difficulty and uniqueness.

  **Damage:** 33-36
  **Critical:** 18%

**Ability**

**Passive Ability**

**Tips**
* The starting Troll Shaman cannot be called back by **Protect the King**. Cycle it out immediately before it provides its **Bloodlust** buff to the king.
* Poison from Corpse Explosion and Venomous Strike can stack with themselves, which is good for surpassing the king's healing. Corpse explosion is tricky to utilise, however, as you must kill both minions at once or stun the king as otherwise a new troll takes the place of a corpse.
* There are no ways of directly reducing the player's evasion in this fight, which makes Seed of Oblivion and Slow Time extremely helpful for avoiding all damage from the king.
* Mages are advised to pack Aether Solution in this fight, as spells will quickly run out.
* Reaper's Scythe over time will make you virtually invincible due to the constant flow of armor from freshly slain minions.

**Trivia**
* The Mountain King is the only Epic Boss that does not belong to The Dark.
	+ It is also the only enemy that can summon more than one kind of enemy, whereas the Demon Lord can only summon one type.
* Originally, the Mountain King was intended to never attack and passively drain sanity while also granting armor buffs to minions, effectively becoming a raw battle of attrition. This was changed during development as it was deemed to be extremely difficult.
	+ This is confirmed in conversations on the Monomyth Games Discord Server by one of the community members in charge of designing the quarry, razayn.
* The text upon entering the boss floor is titled **In the Hall of the Mountain King**, a reference to the musical composition of the same name by Edvard Grieg in 1875.

**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 on next floor after victory**
Sage Angelus

**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 Angelus is a **Great Sage**, and the first **Optional Bosse** of The Tear. He may be found and fought at **Floor 50** of the dungeon, regardless of character level.

As one of the Fallen, Sage Angelus is the first of the Great Sages who can be found deep in the abyss of the Tear. He stands before you first, in an attempt to keep you from facing his far more vicious brothers. An act of mercy, perhaps, for he is possibly the only one of his peers who still retains any semblance of sanity.

Combat Proficiency
As the first of the great sages in the Tear, Sage Angelus is extremely powerful, far surpassing even the Demon Lord. That fact alone makes him dangerous to face, but the real danger come from his ability, **Guardian Angel**. This will increase his armor and spell resistance by 5 and heal a solid portion of health should he decide to cast it on himself. However, on one of his minions, it raises armor and resistance by **10** instead, making their removal a tedious and risky endeavour.

Thankfully, the ability is not cast on all enemies simultaneously. A combo such as Sunburst followed by  will take out one of the minions and leave the buffed one alive - make sure that it is the Lich who remains as the Revenant will cause serious damage if it uses **Pulverize**. A gunslinger that maxes out both Savage Strength and Overcharge will have an easier time, as the armor penetration makes buffed minions easy to clear instantly with a regular attack or Aimed Shot. Pierce Armor will also completely circumvent the buff, which is likely to instantly kill a minion on a crit.

Once Sage Angelus is isolated, you should use every form of armor or spell resistance reduction you have, as well as cast Slow Time to reduce your incoming damage - his attack is one of the highest in the game. Aether Solutions may also be required if your stunning combo spells such as Twisting Vines runs out of uses.

  **Damage:** 30-33
  **Critical:** 18%

Ability

Special loot

Sage Angelus drops the Winged Scepter, which is currently the strongest magic weapon in Grim Quest. Unlike with the Summoner's Staff, Crown of Emperors or Roland's Revolver, Sage Angelus cannot be re-encountered once killed, even if you remain on floor 50, which means this weapon can only be obtained **once**.

Sage Angelus
* Sage Angelus is based on Angelus Mortis, a prominent editor of the Grim Quest wiki who later became the co-manager of the development behind the Haunted Quarry.

Sage Commentary
Pierce Armor

Pierce Armor is a skill from the **Combat Techniques** regime that makes the default attack deal increased damage and ignore enemy armor when long-pressing on an enemy.

Uses and Strategy
Pierce Armor can be a very important skill for characters that follow a physical build, as this is the only skill that completely ignores an enemy's armor stat and inflicts its full damage against them. This can be a crucial skill to possess in the late-to-end game, where enemies possess armor stats easily exceeding 6 or above.

However, if you have invested heavily into Eclipse Rite and Abyssal Gaze, the use of this skill is outshadowed by the others since armor reduction can inflict bonus damage when armor goes below zero, while armor pierce does not.

Upgrade Tree
Stone-Heart Collar

The Stone-Heart Collar is an accessory that increases the player's health.

**Stats**

  Base Cost
 30

**Acquisition**
The Stone-Heart Collar be bought in Various Assortments and the Curio Shop dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.

**Trivia**
* The Stone-Heart Collar is depicted in the icons for the Stone Heart Cultist and Stone Heart Priest.
Stone Heart Golem

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

The **Stone Heart Golem** is a Tier 5 Dark Spawn that can be encountered in the Haunted Quarry once the player reaches **Dungeon Level 16**. Now turning the power of the precious Stone-Heart against you, the golem is the only enemy capable of **reviving itself**.

**Combat Proficiency**

Stone Heart Golems are literal walls of defense, with 15 points in both defensive stats along with a surprisingly chunky 60 HP. This golem is thus extremely difficult to punch through, but its natural bulk is far from its most terrifying feature. Unique to this enemy alone, **Reanimation** allows the golem to revive itself at 50% of its max HP once upon being killed, giving it a few extra turns to smack you before you take it down again.

Because of this, the Golem's actual effective health is 90 without scaling, which is an incredible amount to have to fight through. Since this cannot be disabled by Seed of Oblivion, you must account for this when engaging them, or you will get a nasty surprise when Aimed Shot doesn't kill instantly.

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

**Passive Ability**
Rat King

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

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

**Combat Proficiency**

The Rat King is the **Epic** variant of the Dire Rat, with significantly increased stats and a much stronger **Rend Flesh**.

Your approach to killing these vicious beasts should be no different than killing Dire Rats, and they can only appear with Mutated Rats as allies.

  **Damage:** 8-13
  **Critical:** 18%

**Ability**
Vodyanoi Alpha

Vodyani Alphas 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 Alpha is built very similarly to the nefarious Shambler, albeit trading a little bit of **Rend Flesh'**s power for extra attack damage. Nevertheless, the danger these enemies pose to you is virtually identical to the Shambler, and they should be treated with a similar approach.

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

**Ability**
Stone Heart Cultist

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

The **Stone Heart Cultist** is a Tier 5 human enemy encountered in the Haunted Quarry. One of the two Stone Heart Cult members that you could run into, the Cultists are the embodiment of their god: immovable walls of stone.

**Combat Proficiency**
Even before they've put their buff into play, Stone-Heart Cultists are rather tanky, with solid defenses across the board in addition to a very generous pool of health. Once **Stone Bulwark** has been activated however, their defense rises significantly, and their health is amplified to make them even MORE tanky. Punching through these cultists can be quite a challenge, but they don't deal as much damage as other denizens of the Quarry.

  **Damage:** 15-18
  **Critical:** 20%

**Ability**
Sapphire

The Sapphire is a valuable gemstone that can be sold, offered to bounty requests or used as a material for the Staff of Teleportation.

**Stats**

  Buy-Back

**Acquisition**
The Sapphire can be dropped by Enemies or be given as a random reward from dungeon events. In particular, it is one of the items you can obtain when you choose to salvage in the Traveler from Afar event.

**Crafting**

**Trivia**
* Sapphires are also found in Grim Tides, where they can enchant equipment to grant spell critical damage or spell resistance, depending on whether a weapon or chestplate is used.
* The Sapphire Golem is based off this enemy. Corresponding to Sapphire's description of wisdom and the spell-related effects in Grim Tides, the golem's ability can inflict massive magical damage.
Troll Shaman

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

The **Troll Shaman** is a Tier 5 beast enemy that can be encountered in the Haunted Quarry. A member of the far more intellectually superior Western Trolls, the Troll Shaman is a very dangerous supporting enemy that can turn his allies into brutal engines of destruction with **Bloodlust**.

A Troll Shaman accompanies The Mountain King during his boss fight.

**Combat Proficiency**
Troll Shamans are easily among the most dangerous of the Western Trolls by far. Although their stats are not as high as the other trolls, their access to **Bloodlust** allows them to provide a damage buff identical to the Troll Warrior's **War Cry** to itself or ANY OTHER TROLL. This can also be stacked on top of a warrior's war cry, resulting in a relentless, self-regenerating killing machine bound to ruin your day. Kill Shamans IMMEDIATELY, before they spread chaos on the battlefield.

  **Damage:** 15-17
  **Critical:** 18%

**Ability**

**Passive Ability**
Young Smilodon

The Young Smilodon is a **Tier 2** beast enemy 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**

The Young Smilodon is almost identical in performance to the Dire Rat, albeit without the signature ability to make them a direct upgrade. Nevertheless, these predators should be treated with caution for their attack power.

  **Damage:** 3-5
  **Critical:** 13%
Mua-Ta Witch

The **Mua-Ta Witch** is a **Tier 1** Mua-Ta Enemy that can be encountered in the Sunken Grotto They are among the first enemies a new player will encounter.

Mua-Ta Witches are no longer encountered once the player reaches **Character Level 11** or **Floor 25**.

**Combat Proficiency**
Witches are statistically identical to the Mua-Ta Servant, with one important difference; they possess one point in spell resistance, which absorbs a flat amount of your magical damage when casting spells. Their special ability is **Sunder Weapon**, which reduces your attack damage by a flat amount and actively hinders your ability to fight if you rely on physical attacks.

* Grim
* Nightmare

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

**Ability**
Vortex

Vortex is an **Occult** Spell that inflicts low damage onto all enemies but also reduces their damage output. The attack decrease is halved against bosses and minibosses. Recasting Vortex on the same enemy reduced damage by 1 regardless of the spell's level.

**Uses & Strategies**

The flat reduction in damage is functionally equivalent to granting points of Armor. This is most effective in the early game where most of the damage from an enemy is negated if it even drops by one point. It should be cast early to reap the most defensive benefit.

Unfortunately, the spell's usefulness becomes far weaker as you get further into the game, when enemies have enough damage to still harm you even after it is cast. In that case, Vortex's low damage cannot make it viable over Fireball and your damage reduction should be focused on maximising evasion instead.

**Strengths**

* Vortex reduces enemy attack damage, which allows you to take less damage overall.
* When combined with sources of Armor, it is possible to reduce some enemy damage numbers to the absolute minimum.
* Vortex can help you save money on healing consumables early on.

**Weaknesses**

* Vortex quickly loses effectiveness as enemy attack damage gets higher.
* Vortex deals very little damage for an AoE spell, and is unlikely to kill enemies or even leave them greatly injured.
* Vortex is virtually useless against bosses, as it has only 50% effectiveness against them.

**Upgrade Tree**
Revolver

The **Revolver** is a weapon that gives the user +2 DMG and +2 ARM Piercing.

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

**Stats**

  Base Cost
 35

**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.
Nomad Warrior

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

**Combat Proficiency**

The Nomad Warrior is a complete upgrade over the Grave Robber, with higher health, 1 point in armor, and more damage. Like the Grave Robber, the Nomad Warrior lacks any form of ability and can be easily taken down with any spell.

  **Damage:** 3-6
  **Critical:** 15%
Seed of Oblivion

Seed of Oblivion is a Spell from the **Shamanic** magic school that inflicts a large amount of poison on a single target and disables its ability. Its poison cannot stack with itself, but can with other poison sources. Against bosses and minibosses, the chance to use an ability is halved instead of completely removed.

**Uses & Strategies**
Seed of Oblivion serves both a very powerful damage and utility application. The damage over time of this spell exceeds any other once at max level, and its capacity to disable the enemy ability gives it an immense use to any build. Even with its reduced effect on bosses, making them use their ability less is always helpful, as well as potentially delaying their permanent buff.

Certain abilities are buffs that are applied once and never applied again, and Seed of Oblivion cannot make the buff disappear. Cast this spell on enemies that buff themselves before it's too late.

As with any poison, damage over time applies before any enemy attacks. If an enemy is going to die from the poison alone and you need to heal, do not use Absorb Pain and either use Regrowth or slay it yourself and let Reaper's Scythe sustain you.

**Upgrade Tree**
Unstable Flesh

The **Unstable Flesh** is a dark spawn that can be found in the Blasted Wastes. A vile accumulation of corrupted life, it is not only encountered naturally but can also be summoned by the **Demonic Rift** ability, from both the Orc Conjurer and the Demon Lord.

## Combat Effectiveness

Similarly to the Arcane Essence, Unstable Flesh are notorious for exploding their sticky hull onto you using **Flesh Explosion**. However, their stat distribution is more normal than the Essence, meaning that it cannot just be one-shotted using Pierce Armor or rapidly deteriorated with poisons. Instead, you must defend yourself as much as possible with stuns to buy time, or the Seed of Oblivion to defuse the bomb. It is also necessary to remove any Orc Conjurers in the battle as soon as possible, as a constant stream of Unstable Flesh coupled with the healing effect from **Demonic Rift** is very difficult to deal with.

Innate Resistance and wearing the Crown of Emperors can decrease the explosion's damage by a decent amount. If you feel lucky, you can Absorb Pain against the Flesh Explosion, although you will still receive sanity loss from sucking up explosive flesh into your orifices, you sick freak.

  **Damage:** 10-13
  **Critical:** 13%
Planar Seal

The Planar Seal is an item that has an unknown purpose, similar to the Insect Fossil. However, unlike the fossil, the seal cannot be turned in for bounties.

**Stats**

  Buy-Back

**Acquisition**
The Planar Seal can only be obtained from The Outsider, and is not a guaranteed drop.

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

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

The Skeleton Reaver is a **Tier 5** Undead enemy that can be encountered in the Sunken Grotto starting from **Dungeon Level 33**.

**Combat Proficiency**

The Skeleton Reaver is the **Epic** version of the Ghoul, with significantly increased stats, along with a much more potent **Battle Frenzy**.

While their attack power is no higher than a Rat King at first, once they have entered a Battle Frenzy, they become capable of dealing over **15** damage per hit. These should be the enemies you stun as much as possible, especially if you have no physical armor.

  **Damage:** 8-13
  **Critical:** 16%

**Ability**
Summoner's Staff

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

The Summoner's Staff is a spell-focused melee Weapon that grants 3 melee and spell damage, as well as 2 points of melee damage against The Dark. It is the unique drop of Sage Asmodius.

**Stats**

  Buy-Back
 100

**Acquisition**
The Summoner's Staff can only be dropped as special loot from Sage Asmodius. If you have defeated him but did not use the dungeon exit (from entrance, Staff of Teleportation, etc), the boss can respawn and drop its loot again.
Orcs

**Orcs** are one of seven distinct enemy factions in *Grim Quest.* They are the other sentient race that can compete with humanity, the previous intelligent populace, decimated through war and even worse so by the Tearing. Now they viciously assault humans on sight, while trying to defend themselves from the dark.

**In-Game**

Orcs are not as common as other races, only encountered in three of eight dungeons. They are most prominently located in the Blasted Wastes, but also frequent the Glacial Pass and Withering Woods.

The Orcs are quite formidible, though initially they are very limited in ability - primarily serving as straight warriors in battle, only having access to the **Hex** spell and the **Warcry** skill. As the tiers rise, however, orcs begin to show their strength with access to **Battle Frenzy**, **Bloodlust**, and **Fireball**, with the greatest orcs being those succumbed to the ancient demonic power of the Vrothu-Mol, tapping into **Hellfire**, **Demonic Rage**, and **Demonic Rift**.

It is worth noting that the orcs only have a single boss and mini-boss encounter throughout the entire game. This is shared with Humans and Psyche Manifestations.

Tier 2 enemies

Tier 3 enemies

Tier 4 enemies

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

Tier 5 enemies
Overcharge

Overcharge is a skill from the **Gunslinger Tendencies** regime that passively increases the armor penetration of guns.

**Uses & Strategy**
Overcharge is very similar to Savage Strength as both skills increase the damage that you inflict on each attack. However, armor penetration does not grant any more damage than the armor of the target, while increasing raw damage does. Because of this, Overcharge should be taken later to further increase your damage once Savage Strength is levelled up.

**Upgrade Tree**
The Tear

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

"Somewhere in the ruins of the old capital, covered in a never-ending night, the Tear stands out like a gaping wound in the fabric of reality that leaks nightmares into the waking world"

The Tear is one of the eight dungeons that can be visited, and is the fourth dungeon that the player can access.

As the final dungeon in the main questline, the Tear heralds the Late Game, and is a significant jump in difficulty from the previous three dungeons. Before entering, however, all six main story bosses in the Sunken Grotto, Glacial Pass and Withering Woods must be defeated.

## Character Level 18-22

**Imperial Ruins**
From **Character Level 18-22** The Tear throws most of what it has right at you from the get-go, ranging from corrupted Beasts to stalwart Undead. The Dark is in no short supply, and in fact makes up some of the strongest monsters here.

**The Darkness Incarnate awaits you on Floor 15!**
Tier 4 Monsters (Character Level 18-22)

## Character Level 23+

**Depths of the Tear**
 Once you reach **Floor 25**, or achieve **Character Level 23**, The Tear will deliver one final surge of its greatest spawn to hinder your progress, being that of a single mighty Dark Spawn, and two of the Apex undead lingering within the black abyss.

**A Terrible Evil awaits you on Floor 30!**
Tier 5 Monsters (Character Level 23+)

***~~Í̸̦ẗ̸͔̠́̉͂͋'̸̰̉̔͠s̴͉̯̿͒̐͝͝ ̷̗͎̭̄a̷̺̭̠͚͎͛l̸͈̬͖͗̈́̐͘͠w̶̛͎̺̺̏ą̷̘̈́̏͋y̶̡̮͚͉̟͐͠s̶̤̋͌͌̚ ̶̧̰̖̲̭̾ḇ̸̽̉è̵͈͍e̷͉̠̻̋̆͘͠ņ̵͖͇̒͊̄̐̏ ̵̳͇̝̄ỳ̶̬̓̃ǒ̴͉̮u̸̫͓͈̲̟̽̍͛͘͝~~***

## Minibosses

Deep within The Tear exists three of the most terrifying Minibosses you have seen yet, each fully capable of ending your run at the drop of a hat if you are not careful.

## The Great Sages - Echoes of the Past

Extremely deep into the black emptiness of The Tear exists three relics of a long forgotten age. Three of the mighty Sages who once heralded the Heaven's Gate, and now serve as the last remaining echo of a fallen time. They are like no other in terms of their power, and only the most powerful individuals can hope to even challenge them.
Shame Manifestation

The **Envy Manifestation** is a **Tier 2** Psyche Manifestation that can appear while between **Character Levels 12 and 23**.

**Combat Proficiency**

Shame is the tier 3 version of Doubt, with the same 3 armor as Sorrow. Unlike sorrow, Shame has Self-Denial, enabling it to heal itself or its allies. As a result, this should be a top priority kill.

  **Damage:** 4-7
  **Critical:** 15%

**Ability**
Prince of Thieves

The Prince of Thieves is the **First Boss** of the Sunken Grotto and may be fought at **Floor 15** once the player reaches **Character Level 6**. Defeating the Prince of Thieves is required to access the Glacial Pass and the Altar of Oblivion, as well as counting towards the six bosses needed to open The Tear.

As the first major boss of the game, the Prince of Thieves is the first major test of the player's skills and luck. Claiming his head will take preparation, brilliant execution and a bit of luck going your way.

**Combat Proficiency**

The Prince of Thieves is a very dangerous opponent, boasting the highest stats of any enemy up to this point; he is single-handedly capable of killing you if you are not careful. It is highly recommended to dispatch the Assassin first, as should he use **Mark Target**, you will end up suffering a detrimental evasion debuff.

The Prince himself has access to **Mark for Death**, which allows him to deliver a one-time blast of magic damage, cut down your evasion similarly to the Assassin, and most dreadfully; raise his own critical chance to 25%. Once he has used this skill, it becomes very likely that he will land a devastating critical hit. It is recommended to bring Confusion or another source of stuns to make the boss fight much easier.

  **Damage:** 6-11
  **Critical:** 14%

**Ability**
Spiked Club

The **Spiked Club** is a melee Weapon that can be obtained from the start of the game. It increases the player's damage by 1 and inflicts 1 point of extra damage when attacking Humans.

The Savage's Club is an enhanced version of this weapon, providing more overall damage and a greater bonus against humans.

**Stats**

  Base Cost
 25

**Acquisition**
The Spiked Club 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.