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The Black Anvil

**The Black Anvil** is one of Farhaven's facilities. As a blacksmith, its main purpose is to enhance the player's weapons and armor, through stat upgrades and enchantments with gems.

## **Upgrading**

The first function of The Black Anvil is to upgrade the player character. Using either Iron Ingots, Moonstone Ingots or Sunstone Ingots, the character's base weapon and armor can be upgraded - This is **not tied to any specific equipment** and is instead considered an upgrade of base stats.

Each type of ingot has different effects, but all of them advance the weapon and armor level by one, meaning that a limited number of each stat buff can be used. It is thus up to you to determine which ingots should be used and which stats should be forsaken, depending on your character's playstyle. The current level limit is raised by one for every three character levels.

Upgrading weapons and armor also requires a gold fee, which increases by 25 gold per level. This can be reduced by 25% with the Armorer Apprentice perk.

### **Upgrade Information**

 **Moonstone Ingot** | +2% CRIT
 **Sunstone Ingot** | +1 S.PWR

Level 1 Costs
 Grim
 Hardcore/Nightmare

## **Enchantment**

The second function of The Black Anvil is enchanting weapons and armor using special gems. These enchantments give secondary effects, **but are tied to individual weapons and equipment**, indicated by *(E)* being next to an enchanted item's name. This means that newly-acquired equipment must be enchanted seperately and existing enchanted items cannot be re-enchanted.

Only gems that are normal or flawless can be used, with chipped gems unusable. Enchanting equipment with normal gems is allowed from character level 5 and costs 200 gold, while flawless gems can only be used from character level 15 and costs 400 gold to enchant.
Mutagen Vial

The **Mutagen Vial** is a unique item that permanently increases the player's maximum health by one point when consumed outside of battle, including when in Farhaven.

When consumed in battle, the effects wear off at the end.

**Stats**

  Base Cost
 40

**Acquisition**
Mutagen Vials 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**
Undead Cleric

The **Undead Cleric** is an Undead enemy encountered in the Emerald Wild after Floor 13.

**Combat Proficiency**
Remember the Cursed Diver, and how it can stun-lock you using **Curse of the Deep?**

**The Cleric is like that, but for a common enemy.**

You must make sure the cleric is killed as fast as possible. With high-damage skills like Culling this is easy, but for mages or those without a reliable insta-killer you must cast either Word of Power or Disintegrate Essence before your key spells and skills are disabled. Otherwise, run.

  **Damage:** 7-9
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**
* **Disables spells and skills for 1 turn**
* **67% chance to reduce Morale by 1**
Phoenix Feather

The **Phoenix Feather** is a consumable item that revives the player back to 50% of their max health if they die, destroying the feather in the process. It does not activate if you lose all Morale and retreat, much like the Stone-Heart Fragment.
**Stats**

  Base Cost
 60

**Acquisition**
Phoenix Feathers 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.
Syndicate Assassin

The **Syndicate Assassin** is an **Elite** **Arena Exclusive** Human enemy.

A Syndicate Assassin accompanies Whirrun of Bligh during his Arena Boss Fight.

**Combat Proficiency**

Syndicate Assassins may lack the firepower of a Sharpshooter, but don't let that make you think they are a pushover! With the **Mark Target** ability, they can reduce your evasion and boost their own critical, leading to an incoming onslaught of damage. They can be one of the more difficult opponents in the arena because they cannot be overlooked as easily as other enemies.

  **Damage:** 6-8
  **Critical:** 17%

Effect on self
* **+13% CRIT**

Effect on player
* **Inflicts magical damage**
 Can only be cast once
Skeleton Key

The **Skeleton Key** is an accessory item that allows to unlock any locked dungeon exit that would normally require finding a key when equipped.

  Base Cost
 60

**Acquisition**
Skeleton Keys 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 Buckler

The **Sunstone Buckler** is an off-hand item that increases S.RES by **2** when equipped.

  Base Cost
 60

**Acquisition**
Sunstone Bucklers 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 having similar names, the Sunstone Buckler is not a direct upgrade of the Buckler.
Metaphysics

**Metaphysics** is a passive arcane skill that adds a chance to reduce a spell's cooldown by 2 when casting.

**Uses and Strategies**

Metaphysics is very useful for a mage that wants continuous damage, fast. A change to reduce cooldown can let you quickly cast multiple high-damage spells over a short period of time, which is especially evident when using Dragon's Breath or other multi-hit abilities. It along with Theurgy are two of the first skills a mage should obtain if they wish to succeed.

In the late-game, Metaphysics should be the first spell to reach Level 5 if you rely excessively on cooldown skipping. If you have the **Wandering Sage** crewmate on your ship and the File:Wep heartwoodbranchHeartwood Branch, Metaphysics covers when the instant skips fail so that at least your spell can be cast quicker.

**Upgrade Tree**

**Trivia**
* Metaphysics also appears in Grim Quest with the exact same function.
Tainted Earth Elemental

The **Tainted Earth 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**

Tainted Earth Elementals are the only elemental lacking an ability. That being said, don't think it makes them easy to deal with. They might lack the ability to buff defenses for their team, but they have a staggeringly high armor value that only grows as they strengthen. Mages should have no trouble dispatching this elemental with a potent Thunder Strike, but physical characters will need to circumvent its immense armor, by either applying **Wounds**, using Insect Swarm, or utilizing Arcane Binding to ignore it entirely.

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

The **Monstrous** is a Tier 3 Beast enemy that can be encountered in the Hollow Reef.

**Combat Proficiency**

Monstrous Snails are absolutely nightmarish for those using melee weapons, as it has a whopping four points of armor, a health pool equal to that of the Tamed Raptor and very potent regeneration. Thus, unless you are left with no other choice, do not attack a Monstrous Snail not under the effects of Insect Swarm or wounding, and instead unload a chain of offensive spells like Dragon's Breath to make sure they stay dead.

  **Damage:** 5-6
  **Critical:** 14%
Ruby

The **Ruby** is a material used in the Black Anvil for weapon enchanting (**+3% CRIT**) or chestplate enchanting (**+1 HP per turn**) once Lv. 5 is reached. It also can be used for selling or bounties or making Flawless Rubies

**Stats**

 50

**Acquisition**
Rubies 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**
Mua-Ta Hunter

The **Mua-Ta Hunter** is a **Tier 3** Mua-Ta enemy encountered in the Emerald Wild.

**Combat Proficiency**
Hunters in assistance with Matriarchs and Priestesses are dangerous offensive enemies, capable of delivering frequent critical hits and fatal poison using **Mark of the Hunt**. While Matriarchs require lots of time to become extremely dangerous, Hunters are dangerous right off the bat but easier to deal with in health and defenses. This means your high-damage skill or spell should be reserved for them once priestesses are gone.

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

Effect on PLAYER
* **Inflits magical damage**
* **Applies 2 poison**

Effect on Self
 Stacks 1 Poison

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Hunter' in-game portrait was drawn by Mislav Nimai Smetana. It is a recolour of the Mua-Ta Warrior.
* The Mua-Ta Hunter also appears in Grim Quest in the Withering Woods.
Pit Fighter Armor

The **Pit Fighter Armor** is a piece of Armor for the chest, providing both additional maximum health as well as **+1** to base damage.

  Base Cost
 45

**Acquisition**
Pit Fighter 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.
Rogue Hood

The **Rogue Hood** is a piece of Armor for the head, a direct upgrade from the Leather Hood, providing even more EVA than its predecessor.

  Base Cost
 40

**Acquisition**
Rogue Hoods 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.
Oberyth's Boon

**Oberyth's Boon** is a consumable item in Grim Tides that heals **100 HP**. It is an upgraded version of the Healing Potion and the strongest healing item in terms of base HP restoration.
Oberyth's Boon receives bonuses from the Adept's Mortar and Pestle and Alchemist's Mortar and Pestle.

**Stats**

  Base Cost
 50

**Acquisition**
Oberyth's Boons 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.
**Crafting**
Stone Effigy

The **Stone Effigy** is an **Epic** construct enemy that can be encountered in the Shadow Hills.

**Combat Proficiency**

Being extremely powerful constructs, the Stone Effigies need not possess any ability to be a menace. With 8 points in armor and spell resistance, coupled with a bulky 40 base HP; the Stone Effigy is capable of taking immense damage before going down. This is made more harrowing when paired with their masters, the Fey Sorcerors, who are capable of healing them and buffing their resistance to spells even higher.

Luckily, they lack the regeneration of previous effigies, which makes them highly vulnerable to poisonous attacks such as Death Bloom.

  **Damage:** 9-11
  **Critical:** 16%
Mace

The **Mace** is a Tier 1 **crushing-type** weapon in Grim Tides. It is a direct upgrade from the Club.

  Base Cost
 40

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

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

 45

1. ↑ 1.0 1.1 Stunned enemies skip their action
War Hatchet

The **War Hatchet** is the weakest **hacking-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, Shortsword and Dagger are available on day one and day two of the game in the Smuggler's Den.
## **Hunter's Hatchet**

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

 35

1. ↑ 1.0 1.1 Crippled enemies have -33% DMG and -25% critical chance
Shimmering Orb

The **Shimmering Orb** is an accessory item that increases INT and CHA by **1** when equipped. It's the counterpart to the Orb of Wilderness.

  Base Cost
 80

**Acquisition**
Shimmering Orbs 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.
Mua-Ta Headhunter

The **Mua-Ta Headhunter** is a **Tier 5** Mua-Ta enemy that can be encountered in the Sunless Oasis.

**Combat Proficiency**

The strongest normal Mua-Ta enemy in the Main Quest, Headhunters have the highest overall stats and the very dangerous **Killing Blow**. This ability lets it inflict unavoidable critical damage by avoiding physical evasion, which can very quickly drop your health to nothing. Since anti-critical player abilities like Creeping Cold do not affect the ability, you must attempt to mute them instead with Word of Power to preserve your life.

  **Damage:** 9-11
  **Critical:** 17%

Effect on Player
* **Deals magical damage**
* **50% chance to inflict 1.7x DMG**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Headhunter's in-game portrait was drawn by Mislav Nimai Smetana.
Oberyth's Gift

**Oberyth's Gift** is a Tier 3 consumable item that grants the player with a random amount of gold when used.

It is also used to unlock the Arcane Realm of Order after completing The Lost Science.

**Stats**

  Base Cost
 5

**Acquisition**
Oberyth's Gifts 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.
Oberyth's Gifts can also be obtained at random when using the Digging Tools ship upgrade.
Mua-Ta Acolyte

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

**Combat Proficiency**
As one of the first Mua-Ta enemies you will encounter, the Acolyte proves to be a troublesome foe. Its signature ability, **Pull of the Tide**, can severely hamper your physical damage, while three points of spell resistance protects against magic damage. Combined with the heavy damage output of Tamed Raptors and the Mua-Ta Warrior, and you will have a rather brutal fight ahead of you.

Like with any debuff enemy, you should make sure that they do not cast their ability at all costs. This can be done with mutes Insect Swarm against one acolyte to leave them more exposed against physical attacks, or with Word of Power and additional magic damage. Alternatively, applying Amanita Extract and waiting for poison damage or using Death Bloom allows you to play defensively or with spells and lets you forget about the damage decrease.

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

Effect on Player
* **Inflicts magical damage**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Acolyte's in-game portrait was drawn by Mislav Nimai Smetana.
* The File:Mua-Ta captive.pngMua-Ta Captive is the arena-exclusive version of the Acolyte, with a recoloured portrait and similar abilities.
Shield of Reflection

The **Shield of Reflection** is an off-hand item that deals back **1** damage to any attacking enemies on the enemy's turn.

  Base Cost
 30

**Acquisition**
Shields of Reflection 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.
Noxious Ooze

The **Noxious Ooze** is an Undead Miniboss found in the Sunless Oasis.

**Combat Proficiency**
At first, the ooze doesn't seem like a threatening encounter - 60 health is less than the Cursed Diver and the damage is comparable, without the diver's crippling ability.

That is, until it starts multiplying.

When multiplying, a new Ooze is created at maximum health, meaning that if you leave even one copy alive it may restart the entire battle. Magic users have it easy here, as they have good access to multi-target spells such as Death Bloom and Aetherial Rain. If you are a physical character, your best option is your swipe skill, only inflicting middling damage and running a high risk of failing to catch a copy.

A way to cheese the Ooze is to carry as many stun and mute abilities in your loadout as possible: Disintegrate Essence, Stunning Blow, Pommel Strike, Insect Swarm and more. At the start of the battle, the Ooze cannot multiply if its abilities are blocked or stunned, allowing you to inflict large amounts of damage, hopefully edging out the kill.

During the battle, you must also be careful not to take too much poison damage - with three copies the chance of you being hit with **Foul Toxin** continuously is extremely high. If you have an Antidote on you, now would be a good time to use it.

  **Damage:** 8-12
  **Critical:** 15%

Effect on player
* **Inflicts magical damage**
Oberyth's Embrace

The **Oberyth's Embrace** is a piece of Armor for the chest. When equipped, it increases ARM by **2**, S.RES by **2**, and END by **1**, but lowers EVA by 5%.

  Base Cost
 90

**Acquisition**
Oberyth's Embraces 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.
Undead Zealot

The **Undead Zealot** is a **tier 4** Undead enemy encountered in the Sunless Oasis.

**Combat Proficiency**
A terrifying mix of the Undead Cleric and Undead Inquisitor, the zealot can both disable your spells and skills and blast you with **Judgement**, dropping your spell resistance. Luckily, they are barely more durable than a Death Hound and crumble easily to melee attacks, especially as the Undead Paladin cannot buff its physical armor. If you are a mage, cast your strongest single-target spell on zealots first, otherwise you may get stun-locked and be left running for your life.

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

Effect on Player
* **Inflicts magical damage**
* **Disables spells and skills for 1 turn**
 **Judgement(9-12 DMG)** | *A burst of corrupted divine energy that deals damage and reduces spell resistance*
Effect on Player
* **Inflicts magical damage**
 Debuff does not stack
Ring of Strength

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

  Base Cost
 80

**Acquisition**
Rings of Strength 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 Hide

The **Raptor Hide** is a piece of Armor for the chest. When equipped, it increases ARM by **1**, maximum HP by 15, and poison res. by 30%.

  Base Cost
 90

**Acquisition**
The Raptor Hide 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.
Steal Essence

**Missing Data**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **spell stats past level 1**.

**Steal Essence** is a chaos spell that inflicts spell damage on a single target and restores health based on the damage dealt, as well as increasing spellpower by 1 point.

**Uses and Strategies**
As one of the rare ways that a player can maintain their health without items, steal essence is a very strong spell. It naturally complements with anti-resistance abilities like Gnosis and Aetherial Rain by increasing damage and subsequent healing. In addition, it has one of the greatest effects out of other damaging spells if a crit is rolled from Theurgy, often restoring more health than Healing Light when wielding arcane weapons.

Steal Essence should not be used to finish off low-health enemies due to how spell damage works. Unlike physical damage, the spell damage inflicted on an enemy cannot exceed their current health, meaning that killing a low-health enemy will restory very little even if it would have done a lot more.

**Upgrade Tree**

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

**Trivia**
* Steal Essence, despite adding a buff on the player, is not considered a self-cast spell and thus cannot trigger Meditation.
* Steal Essence borrows the health steal mechanic from the Soul Steal spell in Grim Quest.
Thug

The **Thug** is a **Tier 1** Human enemy encountered in the Mystic Grove.
It is one of the first enemies a new player will inevitably encounter.

**Combat Proficiency**

Thugs are meaty opponents, figuratively and literally. Their health is quite high at 14 and they possess an above average attack damage, making them fairly dangerous and somewhat difficult to dispatch. Fortunately, they possess no defensive stats which allows you to dispatch them with any method you wish. There are however some ways to maximize efficiency against them.

Raw damage attacks, such as Culling with Axes, or the Thunder Strike spell are quick ways to deal significant damage to his hefty HP pool. Alas, it is unlikely that you will kill the thug in one hit, which is its greatest strength: One more hit before you kill it. Stuns are an easy way to keep the Thugs damage output in check, Disintegrate Essence being one of the best ways to dispatch a Thug.

* Grim
* Nightmare

  **Damage:** 3-4
  **Critical:** 13%
Tears of Eurybis

The **Tears of Eurybis** is a consumable item that cures the player of poison similar to the Antidote, with the added effect of increasing poison resistance by 100%.

It is also used to unlock the Arcane Realm of Water after completing The Lost Science.

**Stats**

  Base Cost
 37

**Acquisition**
Tears of Eurybis 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.
Thunder Strike

**Missing Data**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **stats past level 1**.

**Thunder strike** is an elemental spell that damages a target and has a high chance to stun for one turn.

**Uses and Strategies**
Thunder Strike is a secondary source of stuns and is mostly useful for its rather high damage, surpassing Aether Bolt to make up for its cooldown. If you want to severely maim a target immediately and urgently need time, such as against a debuffer, then firing a bolt both has a chance to kill it and prevents it from doing anything dangerous - potentially better than Disintegrate Essence since you may not kill it with just other attacks if it is only stunned.

**Upgrade Tree**

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

**Trivia**
* Thunder Strike is a single-target version of the Glacial Spear spell from Grim Quest; both spells stun their target but Glacial Spear also lightly damages adjacent enemies.
Obsidian Gauntlets

The **Obsidian Gauntlets** is a piece of Armor for the hands, a direct upgrade of the Mercenary Gauntlets that increases damage by 1 while also increasing health by 6.

  Base Cost
 40

 **Acquisition** Obsidian Gauntlets 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.
Pirate Hat

The **Pirate Hat** is a piece of Armor for the head, a direct upgrade from the Pirate Bandana providing even more CRIT than its predecessor.

  Base Cost
 40

**Acquisition**
Pirate Hats 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.
Mua-Ta Totemist

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

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

**Combat Proficiency**

The Totemist is the Mua-Ta Priestess of the Ironmasks, and an even more annoying one for that. Not only is their healing capable of restoring health across all enemies, they can also use **Poisonous Herbs** for a very powerful infusion of toxins. Naturally, these enemies should be the first to go, although you must carry Aetherial Rain if you want to get past its six points of spell resistance.

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

Effect on Self and Allies
 **Poisonous Herbs(7-9 DMG)** | *An attack that inflicts persistent poison damage on the target*
Effect on player
* **Inflicts magical damage**
 Poison stacks by 1

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

**Minibosses** are special enemies that are far stronger than regular enemies around them, although not to the extent of proper Bosses. Each major dungeon has three minibosses that can be fought if you encounter the **A Trial of Combat** dungeon event.

Unlike standard encounters, Minibosses all share a few defining characteristics:

* Minibosses are considered the same as normal bosses for certain spells, meaning that they are immune to instant-kill effects from Culling and Disintegrate Essence.
* Miniboss encounters are tied to a dungeon event and not to an enemy encounter tile. This means that you cannot re-enter the battle if you retreat, as the encounter tile no longer exists.
Tractate of Order

The **Tractate of Order** is an off-hand item that has a chance to reduce the cooldown of order spells by **1** when equipped.

  Base Cost
 40

**Acquisition**
Tractates of Order 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.
Parrying Blade

The **Parrying Blade** is a Tier 1 **stabbing-type** weapon in Grim Tides, an alternative choice to the Long Knife that inflicts less damage per hit, and increases EVA instead of CRIT.

  Base Cost
 40

**Acquisition**
Parrying Blades 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 Parrying Blade**

The **Nimble Parrying Blade** is the enhanced version of the Parrying Blade, identical in performance but with a **+1 AGL** bonus instead of a flat EVA increase. It is acquired through the same methods as the Parrying Blade.

  Base Cost
 45
Straw Effigy

The **Straw Effigy** is a **Tier 1** Construct enemy that can be encountered in the Mystic Grove.
It is one of the first enemies a new player will inevitably encounter.

**Combat Proficiency**

Straw Effigies are rather interesting opponents. While they lack an active ability, they possess a strong passive: **Recovery**, which regenerates a small bit of health every turn the Effigy is active. It is for this reason that Straw Effigies can sometimes be quite the hurdle to get over.

Multiple methods exist to counteract this regeneration, the most effective being to **Stun** the Effigy. The use of Stunning Blow with Clubs, Thunder Strike or Disintegrate Essence are all surefire ways to apply the debuff and disable its regeneration.

Beware, however, as Straw Effigies tend to spawn alongside Fey Magus, which are capable of not only healing the Effigy, but also increasing its spell resistance, making it much tankier against magic. You should dispatch them before you take on the Effigy directly, since the former's abilites are more dangerous.

* Grim
* Nightmare

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

Passive Effect
Soul Effigy

The **Soul Effigy** is a **Tier 2** Construct enemy that can be encountered in the Mystic Grove once the player reaches **Floor 13**.

**Combat Proficiency**

Soul Effigies are direct upgrades to the Straw Effigy, with the same **Recovery** passive but more health, better defenses and a new active ability, **Sorrow**, which can drain some of your Morale.

Unlike with the Straw Effigy, **Muting** is an effective and easy way to disable the Soul Effigy, such as using Pommel Strike with Swords, Word of Power and Insect Swarm.

You may want to carry Grog or Imperial Brandy along with you in case you suffer a morale penalty, as enough morale draining can leave you in a cycle of debuffs that can be very difficult to escape without items.

* Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**
 **Recovery(Passive)** | *Heals itself for a small amount of health each turn (passive)*
Passive Effect
Ring of Intellect

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

  Base Cost
 80

**Acquisition**
Rings of 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.
Repair Bot

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

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

**Missing Data**
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This page is missing **nightmare difficulty base stats and ability data**.

The **Repair Bot** is an **Epic** Construct enemy that can be encountered in the Sunken Ruins.

**Combat Proficiency**

  **DMG:** 9-12
  **CRIT:** 15%

Effect on Self or Ally
 **Defense Protocol** | *Increases armor for self and all allies*
Effect on Self and Allies
 Can only be used once.Cannot be used if another enemy has already cast it.
Orc Skirmisher

The **Orc Skirmisher** is an **Epic** ogroid enemy that can be encountered in the Shadow Hills. It is the epic version of the Dragonkin Raider.

**Combat Proficiency**

Nefarious skirmishers of the orcish legion are deadly in combat. They are slightly less hardy than the Grunt, but make up for it with **Mark Target** which allows them to buff their own critical chance to **30%** while simultaneously debuffing your evasion. A critical hit from this foe can consistently deal upwards of 14-26 damage, making even a single skirmisher deadly. They become even worse when receiving defensive buffs from Veterans and Shamans.

  **Damage:** 7-13
  **Critical:** 16%

Effect on self
* **+14% CRIT**

Effect on player
* **Inflicts magical damage**
 Can only be cast once
Weapons

A **Weapon** is the tool that your player character uses to survive and slay enemies. Ranging from a simple club to ancient relics with unmatched power, a weapon is your most precious tool and dictates how you play the game.

In Grim Tides, weapons can be equipped in a dedicated slot for their effects to take place. They are classified into five groups which determine your playstyle:

* **Slashing**, consisting of swords and other standard weapons, capable of inflicting lethal wounds and dealing heavy, rapid damage
* **Crushing**, consisting of blunt weapons such as maces, able to deliver stuns and focusing on defence
* **Hacking**, consisting of chopping weapons such as axes, able to cripple enemies as well as deliver critical hits easily
* **Stabbing**, consisting of thrusting weapons such as daggers, focusing extensively on evasion, agility and critical damage
* **Arcane**, consisting of magical weapons and focusing on making the most out of spells

Most Skills will also only work with the correct weapon equipped, excluding those under the **arcane** and **utility** category.

Each Weapon's tier determines what character level is required for them to show up in enemy drops and the Smuggler's Den.

* Tier I weapons can appear from level 1.
* Tier II weapons can appear from level 8.
* Tier III weapons can appear from level 16.
* Tier IV weapons can appear from level 20.

## **Slashing**

Slashing weapons are most characterized by their ability to inflict **Wounds**, which reduce ARM by 2 and decreases the likelihood that an enemy will use their ability by 25%.

## **Hacking**

Hacking weapons are most characterized by their ability to inflict **Cripple**, which cuts down the opponents attack strength by 33% and reduces their critical chance by 25%.

## **Crushing**

Crushing weapons are most characterized by their ability to inflict **Stuns**, which prevent the target from taking an action on their next turn.

## **Stabbing**

Stabbing weapons are most characterized by their high critical damage modifier, allowing them to deal massive amounts of damage with a lucky strike.

## **Arcane**

Arcane weapons are designed for mages, increasing spellpower and boosting the damage output of spells. Since no skills other than **arcane** ones can be used, arcane weapon users have no activated skills.
Mua-Ta Healer

The **Mua-Ta Healer** is an **Arena-Exclusive** Mua-Ta enemy.

A Mua-Ta Healer accompanies The Martyr during his Arena Boss Fight.

**Combat Proficiency**

Mua-Ta Healers are one of the few Mua-Ta varieties that can be found in the Arena, and takes the role of a healer/buffer. With their signature ability: **Song of the Sea**, the Healer can heal her allies significantly, on top of amplifying their spell resistance. She can also use this on herself, but it is far less effective than healing an ally. However, it amplifies her maximum health and buffs her spell resistance twice as good, which can allow her to boost her longevity against you, or potentially become immune to your spells.

Because of her naturally high spell resistance, and her ability increasing spell resistance for whatever it is used on, it is recommended to carry Aetherial Rain to debuff spell resistance across the board so your spells can be far more effective. If you are built for physical damage however, you will not have to be as worried about these enemies. Spell Resistance won't affect your damage output, but if they come alongside a Mua-Ta Witch, you'll have to worry about the damage reduction they can give you more.

* Grim
* Nightmare

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

Effect on Self/Ally
* **Restores 6-11 HP**
* **+3 Max HP**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Healer' in-game portrait was drawn by Mislav Nimai Smetana, and is a recolour of the Mua-Ta Priestess.
World Map

The **World Map** is where you can travel outside of Farhaven for riches, fresh combat and steps to complete your errand for Sage Asmodius. It is primarily the access point for **Dungeons**, various locations around the Southern Isles crawling with enemies and bosses for you to progress through.

Each dungeon is accessible from the world map by tapping on its icon and then *Enter Dungeon.* You will be presented with your in-dungeon avatar and a grid of tiles that you can explore, with each movement costing one point of supplies. Along the way, you can encounter enemies and Dungeon Events to make the journey challenging, as well as potentially the Dungeon Exit that allows you to progress one level further when returning to Farhaven. Sometimes, the door is locked and you must find a seperate tile with the key and then return.

There are other ways of exiting the dungeon, such as:

* Paying a gold fee to exit through the dungeon entrance
* Using the Jungle Bat Charm
* Succeeding in the **A Way Home?** dungeon event
* Dying (unless on permadeath)

If you run out of supplies, you will not be able to heal and slowly lose health and Morale until you regain some again. If you move on an explored tile, you do not heal and instead face the chance of an ambush from enemies.
Ring of Perception

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

  Base Cost
 80

**Acquisition**
Rings of 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.
Sunstone Boots

The **Sunstone Boots** is a piece of Armor for the feet, a direct upgrade of the Adept Boots, increasing HP by **4** more than the latter.

  Base Cost
 40

 **Acquisition** Sunstone 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.
Trident of Murder

The **Trident of Murder** is a Tier 4 **stabbing-type** weapon in Grim Tides. It has a +2 DMG multiplier against Humans and has a 20% chance to restore Morale when it kills an enemy.

  Base Cost
 100

**Acquisition**
The Trident of Murder can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
Order Elemental

The **Order Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil.
It is one of the more powerful elementals that can be encountered, and should be taken more seriously than its other elemental counterparts.

**Combat Proficiency**

Order Elementals are the **Leaders** of the elemental lineup. The most powerful of the elementals, comes with the strongest ability: **Word of Command**, which has two different effects depending on what its cast on. If cast on an ally, it provides a one-time heal on top of a damage buff, but if cast on itself: It can overheal the elemental significantly, on top of applying the damage buff *multiple times*. This allows Order Elementals to control the battlefield, and amplify themselves to keep in line with the player.

* Grim
* Nightmare

  **Damage:** 3-4
  **Critical:** 13%
Orc Grunt

The **Orc Grunt** is an **Epic** ogroid enemy that can be encountered in the Shadow Hills. It is the epic version of the Goblin Warrior.

**Combat Proficiency**

Formidible opponents, the meekest of the orcish lot is nothing to scoff at, with 40 points of health and the **Warcry** ability that lets them buff their own attack damage, a single grunt is capable of causing immense harm. Multiple can prove to be fatal if you are poorly equipped to handle their onslaught.

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

Effect on Self
* **+2 DMG**

Effect on Player
Stone Eater Elder

The **Stone Eater Elder** is a **Tier 3** Ogroid enemy that can be encountered in the  Hollow Reef.

**Combat Proficiency**
Stone Eater Elders know only how to bring pain. Not only do they have very high damage, their **Stone Skin** ability increases both armor and spell resistance by 3 points each for a whopping 5/5 defense. Thus, you must find an alternate way to bring them down.

This can be achieved with poison damage or by using Insect Swarm/Aetherial Rain to drain away its defense buff. If you want to kill them before they harden, Insect Swarm and Disintegrate Essence both provide ample time to sick your heavy-damage abilites on it.

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

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

**Stats**

  Base Cost
 17

**Acquisition**
Roc Feathers 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**
Shadow Wolf

The **Shadow Wolf** is an **Epic** beast enemy that can be encountered in the Shadow Hills.

**Combat Proficiency**

Similar in nature to the Armored Beast, Shadow wolves are frequent encounters in the Shadow Hills which carry the deadly **Rabies** ability. Although the damage dealt by it is quite low, let alone the reduction in stats marginal; it inflicts substantially higher poison than other rabies sources. Several Shadow wolves can rapidly stack poison on you, whittling your health down until you succumb to their assault. It is recommended to carry Antidotes or use Mothersworth to give yourself some poison resistance.

Be extra wary, Shadow wolves often pair up with Alpha Wolves and Werewolves, which will put your morale—and more importantly your life—at risk.

  **Damage:** 8-11
  **Critical:** 17%

Effects on Player
* **Inflicts magical damage**
* **Inflicts 3 Poison**
 Debuffs do not stack, poison stacks by 1
Obsidian

The **Obsidian** is a material used in the Black Anvil for weapon enchanting (**-1 enemy S.RES on hit**) or chestplate enchanting (**+1 DMG returned**) once Lv. 5 is reached. It also can be used for selling or bounties or making Flawless Obsidians

**Stats**

 50

**Acquisition**
Obsidians 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**
Ring of Greater Agility

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

  Base Cost
 150

**Acquisition**
Rings of Greater 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.
Mercenary Armor

The **Mercenary Armor** is a piece of Armor for the chest, providing additional maximum armor and additional maximum damage.

  Base Cost
 65

**Acquisition**
Mercenary 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.
Protective Belt

The **Protective Belt** is an accessory item that increases maximum HP by **5** and poison resistance by **15%** when equipped. It's a direct upgrade of the Beaded Charm, with added poison resistance.

  Base Cost
 80

**Acquisition**
Protective Belts 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.
Mirror of Reflection

The **Mirror of Reflection** is an accessory item that deals back **1** damage to any attacking enemies when equipped.

  Base Cost
 80

**Acquisition**
Mirrors of Reflection 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.
Mua-Ta Shadow

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

**Combat Proficiency**

An easy comparison for this next-generation Mua-Ta would be the Smuggler, but whereas the Smuggler is merely a nuisance, the Shadow is a considerable threat. Instead of boosting spell resistance, the **Shadow Step** ability increases critical to very dangerous levels. If you don't want your head plucked clean off by its mask, you can mute it with Insect Swarm and leave it vulnerable, or use Creeping Cold to put a brake on its critical hits.

  **Damage:** 7-11
  **Critical:** 16%

Effect on Self
* **Becomes HIDDEN for 1 turn**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Shadow's in-game portrait was drawn by Mislav Nimai Smetana.
Tainted Order Elemental

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This page is missing **ability stats**.

The **Tainted Order 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 and substantially stronger than their elemental companions.

**Combat Proficiency**

  **Damage:** 4-5
  **Critical:** 15%

Effect on player
* **Inflicts magical damage**

OR effect on ally
* **-5 HP**
* **+2 DMG**
* **+2 ARM/RES**
Ring of Endurance

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

  Base Cost
 80

**Acquisition**
Rings of Endurance 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.
Troll Soup

The **Troll Soup** is a consumable item that regenerates a moderate amount of health per turn. It is the concentrated and more effective form of the Troll Blood.

**Stats**

  Base Cost
 15

**Acquisition**
Troll Soup 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**
Troll Soup 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 it is recommended to swap over to items such as healing potions once you progressed to the Emerald Wild.
**Crafting**
The Arena

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**The Arena** is Farhaven's prime gladiator's stadium, where adventurers and cutthroats alike gather to challenge the harshest denizens and the most brutal champions the islands have to offer, leaving with either heavy pockets or not leaving at all. Here, you can challenge a group of enemies for the entertainment of the crowds and rather hefty gold prizes.

## Uses

The Arena is a location that allows you to battle groups of 3 enemies in special gladiator-style combat once per day. Unlike in the dungeon, you have some freedom to choose the groups of opponents you wish to fight, and in these battles you may notice a few differences from your traditional combat encounter:

* You cannot retreat from these fights. You must come out victorious, or fail.
* You cannot die in an Arena Battle, even on **Permadeath**. If your health drops to 0, you will be sent back to Farhaven, you will lose 1 Morale, and you will not be able to fight in the Arena until the next day.
* Unique enemy types appear in the Arena, and all enemies that can be fought in the Arena are remarkably more powerful than those you encounter in the Dungeons.

## Arena Progression

As you participate in Arena Battles and come out victorious, you will accumulate **Arena Victories**. Garner enough victories, and you will be given the opportunity to challenge an **Arena Boss**, which are a great deal more difficult than your standard boss encounter, both in their own nature and by the fact you must abide by the Arena's rules when engaging them.

Upon reaching character level 12 and completing Eye of the Storm, the new **Lizardfolk**, **Elite Squad** and **Orc Warband** encounters appear, either replacing a weaker group or being added to the pool of encounters.

## Arena Bosses

In order to challenge the Arena Bosses, you will be required to accumulate a certain number of **Wins** and reach a required **Character Level** before the option to challenge them becomes available. Beware, these Arena Bosses are a great deal more challenging than your standard boss fight, as you will not be allowed to run from the fight. Additionally, all but the Final Arena Boss comes with a pair of minions to make them a little extra challenging.
Potion of Agility

The **Potion of Agility** is a consumable that increases your AGI by 3 when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat. It's the enhanced version of the Roc Feather and can be crafted from it.

**Stats**

  Base Cost
 30

**Acquisition**
Potions of Agility 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**
Potion of Omnipotence

The **Potion of Omnipotence** is a consumable that raises every attribute by 1 when consumed, lasting for the entire dungeon floor when consumed out of combat.

**Stats**

  Base Cost
 50

**Acquisition**
Potions of Omnipotence 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.
Magic Lantern/Magic Lantern (active)

**Major Spoiler**This page contains unmarked spoilers about important events. Proceed at your own risk.

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

The **Magic Lantern (active)** is an offhand weapon and the activated form of the Magic Lantern. It increases your chance to find loot and reveals all enemy encounters that reward valuable items when entering a dungeon.

  Base Cost
 200

**Acquisition**
To activate the Magic Lantern, fuse its inactive form and the Power Core in Grave Concoctions or a field alchemist.