recursal/Fanatic-Fandom huggingface dataset:
Explorer Boots

The **Explorer Boots** is a piece of Armor for the feet, giving an extra **1%** chance for Dungeon Events to generate on any dungeon tile upon floor generation.

  Base Cost
 50

 **Acquisition** Explorer 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.
Blood Moss Wine

**Blood Moss Wine** is the strongest Morale-restoring consumable in the game, restoring **4 Morale** when consumed.
Blood Moss Wine receives bonuses from the Drinking Horn.

**Stats**

  Base Cost
 37

**Acquisition**
Blood Moss Wine 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. In particular, showing kinship as a Freelancer and succeeding in the **Ambushed by Pirates!** event gives you one mug.
**Crafting**
Disintegrate Essence

**Disintegrate Essence** is a chaos spell that stuns a single enemy for two turns and has a small chance of instantly disintegrating it, leaving no corpse behind. Bosses and Minibosses are only stunned for 1 turn and cannot be disintegrated.

**Uses and Strategies**
This is a spell that virtually has no drawbacks and is essential in any build. Not only is the stun time incredibly long, but the instant disintegration can immediately knock out a threat. The only times that it would be problematic is if the battle immediately ends from the disintegration on a solo fight, not giving you time to use Healing Light.

**Upgrade Tree**

**Trivia**
* Disintegrate Essence closely matches the Confusion spell in Grim Quest, with both stunning a target for two turns. However, Confusion applies extra damage when the target uses an ability instead of having a chance to insta-kill.
* Disintegrate Essence previously did not have a reduced effect against bosses.
Imperial Cape

The **Imperial Cape** is an accessory item that increases Morale by **1** and fear resistance by **10%** when equipped. It's a direct upgrade from the Wooden Toy.

  Base Cost
 80

**Acquisition**
Imperial Capes 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.
Immolation

**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**.

**Immolation** is an elemental spell that damages a single target, with a flat increase applied for each status effect on it, including buffs from enemy abilities.

**Uses and Strategies** Immolation gains bonus damage for each status effect icon on an enemy. This means that the ability is extremely effective against bosses, which have enough health to accumulate multiple buffs and debuffs over time. Creeping Cold, Death Bloom and Negative Energy are all area of effect debuff spells that are commonly used to remove non-boss enemies in a fight, which together grant three instances of bonus damage. That being said, some spells and skills will inflict the same debuff, which reduces the maximum damage output of Immolation; be careful with how you choose them if it is your main source of damage.

Since the extra damage is granted on enemy buffs as well, Immolation can be used to punish self-buffing enemies such as the Stone Eater.

**Upgrade Tree**

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

 **Trivia**
* Immolation is also available as a spell in Grim Quest, with the same effects.
Equipment

Equipment refers to items in Grim Tides that the player can permanently affix to their character, providing a benefit to them in a variety of forms. Equipment is divided between Weapons, Off-Hands, Armor and Accessories, each providing different benefits to the player.
**Equipment Varieties**

## Weapons

Weapons are used by your character in order to fight monsters and come in five different types with unique skills and traits.

## Off-Hand

Off-hands take a unique slot in your equipment, and provide special benefits not usually found on other items.

## Armor

Armor comes in four types and provide mainly defensive benefits, though sometimes offensive as well.

## Accessories

Accessories are special equippables that provide extra bonuses to round out your character or offer some other unique benefit.
Crystal Mace

The **Crystal Mace** is a Tier 3 **crushing-type** weapon in Grim Tides. It is a direct upgrade from the Heavy Mace.

  Base Cost
 80

**Acquisition**
Crystal 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.
## **Paladin's Crystal Mace**

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

  Base Cost
 85

1. ↑ 1.0 1.1 Stunned enemies skip their action
Kaga's Tooth

**Stabbing Weapon**

 The **Kaga's Tooth** is one of the strongest **stabbing-type** weapons in Grim Tides, available late in the game.

  Base Cost
 100

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

The **Marigold Petal** is one of the weaker healing items in the game, restoring **25 HP** when used. Despite this, the Marigold Petal is highly sought after, due to its reasonable healing especially for its super cheap price. These items are excellent to have in bulk during the early game, and can often save your life.
Marigold Petal receives bonuses from the Adept's Mortar and Pestle and Alchemist's Mortar and Pestle.

**Stats**

  Base Cost
 5

**Acquisition**
Marigold Petals 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**
Marigold Petals are incredibly cheap and very effective for healing at the early game, making them extremely popular on higher difficulties and especially challenge runs. Carrying these healing items can be integral to staying alive, but also not breaking your bank.
**Crafting**
Earth Elemental

The **Earth Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil.
It is one of the elementals that can be encountered randomly throughout the main quest.

**Combat Proficiency**

Earth Elementals serve as the defensive **Tanks** of the elemental lineup, enhancing the resilience of their entire team with **Blessing of Stone**, both in armor and spell resistance, while also having a high armor value themselves. Taking them out before they can use this ability is encouraged to keep your attacks doing maximum damage. Dragon's Breath and Aetherial Rain can nullify the buff provided by these elementals, easing your experience.

* Grim
* Nightmare

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

Effect on all enemies
Blazing Scepter

The **Blazing Scepter** is a Tier 4 **arcane weapon** in Grim Tides. In addition to increasing spellpower, it also reduces the enemy's ARM stat by 1 when using spells on them, making them more vulnerable to physical DMG.

  Base Cost
 100

**Acquisition**
The Blazing Scepter can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
Ironbark Staff

The **Ironbark Staff** is a Tier 2 **arcane-type** weapon in Grim Tides. It is a direct upgrade from the Oak Staff.

  Base Cost
 65

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

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

  Base Cost
 70
Arcane Realms

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

**The Arcane Realms**

The **Arcane Realms** are a series of post-game mini-dungeons available after defeating the Brain Bot and obtaining the **Arcane Navigator**. These realms are the focus of the last Epic Quest of Grim Tides: **Realms of Mind and Magic**. Once unlocked, the arcane navigator icon will be visible in the top-right corner of the World Map, where each realm can be accessed.

Initially, each realm is locked. To unlock each realm, a special item belonging to their god must be inserted from the inventory, where it will be consumed. The Navigator then transports your spiritual essence to the realm that you choose.

Each realm has a selection of three extremely powerful enemies fitting a theme instead of a standard dungeon pool, including a Greater Elemental. The realms also have some key differences in terms of dungeon mechanics:

* You do not have access to any of your ship utilities, but your crewmates will still function.
* Dungeon events do not appear in the Arcane Realms, leaving only enemy encounters, gold tiles, and keys.
* Dying in the Arcane Realms will still trigger **Permadeath**.

Every fifth floor in the realm, an **Arcane Guardian** appears and enemies have their stats increased permanently after. Defeating each arcane guardian once completes **Realms of Mind and Magic**.

## List of Realms

In terms of difficulty, the four elemental realms are easier to complete than the Arcane Realms of Order and Chaos. This is due to the nature of the elemental realms, where their inhabitants conform to specialized archetypes as opposed to the more diverse and dangerous types found in Order and Chaos.

### Infinite Depths

The Infinite Depths is the realm of Eurybis, the Mother of Tides. Her realm is inhabited by monsters that primarily focus on healing and are quite durable.

### The Eternal Forge

The Eternal Forge is the realm of Ignus, the Everlasting Flame. His realm is inhabited by monsters that primarily focus on dealing large amounts of damage, as well as reducing your Morale.

### The Silent Sanctuary

The Silent Sanctuary is the realm of Stone-Heart. Its realm is inhabited by monsters characterized by their large health pools and staggering amounts of defense.

### High Halls

The High Halls is the realm of Aeris, the Goddess of Shifting Winds. Her realm is inhabited by monsters that deliver crippling magical damage, as well as debilitating evasion debuffs.

### The Golden Court

The Golden Court is the realm of Oberyth, the Golden One. The monsters that inhabit his realm are considerably more dangerous than the elemental realms. Monsters here focus heavily on disabling the player, as well as maintaining a supreme dominance over them at all times by reducing damage and armor.

### Fields of Entropy

The Fields of Entropy is the realm of Obb the Defiler. The monsters that inhabit his realm are considerably more dangerous than the elemental realms. Monsters here focus heavily on inflicting poison, reducing morale, and applying debilitating debuffs.
Flawless Obsidian

The **Flawless Obsidian** is a material used in the Black Anvil for weapon enchanting (**-2 enemy S.RES on hit**) or chestplate enchanting (**+2 DMG returned**) once Lv. 15 is reached. It also can be used for selling or bounties.

**Stats**

 75

**Acquisition**
Flawless 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**
Iron Ore

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

**Stats**

 12

**Acquisition**
Iron Ore 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. It is also obtainable at random from the Digging Tools ship upgrade.
**Crafting**
Cloud Vestment

The **Cloud Vestment** is a piece of Armor for the chest, a direct upgrade of the Masterwork Leather Armor, providing more additional maximum health.

  Base Cost
 65

**Acquisition**
Cloud Vestments 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.
Drowner Brood

**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**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **nightmare base stats and ability effects**.

The **Drowner Brood** is an epic Beast enemy found in the Sunken Ruins.

**Combat Proficiency**

  **DMG:** 10-13
  **CRIT:** 16%

Effect on Player
* **Inflicts magical damage**
* **-2 DMG**

Effect on Self
* **Heals for damage dealt**
Drowner

**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**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **nightmare base stats and ability effects**.

The **Drowner** is an epic beast enemy found in the Sunken Ruins.

**Combat Proficiency**

  **DMG:** 11-14
  **CRIT:** 16%

Effect on Player
* **Inflicts magical damage**
* **??? chance to reduce Morale by 1**
 **Savage Attack (11-14 DMG)** | *A savage attack with a high critical hit chance*
Effect on Player
* **Inflicts magical damage**
* **??? chance to inflict ???x damage**
Chicken

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

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

 **Chicken** is a secret beast miniboss that has a 1% chance of replacing a miniboss encounter after completing The Price of Freedom. **Combat Proficiency**

  **Damage:** 15-30
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**

 **Trivia**
* Chicken is a reference to the eponymous Discord user, who is an active member in the Monomyth Games Discord and a contributor to Grim Quest's Haunted Quarry.
* Chicken currently has the highest health out of all enemies in Grim Quest and Grim Tides, and Eggsplosion has the highest damage out of all abilities in both games.
Humans

**Humans** are one of the seven enemy types in Grim Tides. The not-so-native inhabitants of the Southern Isles, swallowing up the islands natural resources as humans typically do.

**In-Game**

Humans are about as widespread as the Mua-Ta, located in five of the eight dungeons. Although they may not be native locals and in fact are quite harmful to the natural ecosystem here, humans bring alot of versatility to the table and can be very dangerous.
Black Grimoire

The **Black Grimoire** is an off-hand item that increases S.PWR by **2** when equipped. It's a direct upgrade of the Adept's Handbook.

  Base Cost
 50

**Acquisition**
Black Grimoires 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.
Darkstar

The **Darkstar** is a tier 4 **crushing-type** weapons in Grim Tides, available late into the game. It can be considered a direct upgrade to the Obsidian Cudgel, with an added +3 damage to stunned enemies with a higher stun proc.

  Base Cost
 100

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

1. ↑ Stunned enemies skip their action
Knight Helm

The **Knight Helm** is a piece of Armor for the head, a direct upgrade from the Iron Helm, providing more additional maximum health.

  Base Cost
 30

**Acquisition**
Knight Helms 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.
Invisibility Potion

The **Invisibility Potion** is a consumable that increases your retreat chance by 25% when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat. It's the enhanced version of the Bohemica and can be crafted from it. It also can be used in the recipe for the Potion of Paranoia.

**Stats**

  Base Cost
 15

**Acquisition**
Invisibility Potions 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**
Aetherial Study

The **Aetherial Study** is an off-hand item that has a chance to reduce the cooldown of aether spells by **1** when equipped.

  Base Cost
 40

**Acquisition**
Aetherial Studies 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.
Chaos Elemental

The **Chaos Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil.
It is stronger than most elementals and should be taken more seriously than its counterparts.

**Combat Proficiency**

Chaos Elementals serve as the nefarious **Poisoner** in the elemental lineup, capable of delivering an **Entropic Touch** to apply poison and having a very wide inconsistency in damage. Although less resilient to physical damage compared to their orderly counterparts, these elementals are quite resilient to magic. A strong Flurry could quickly take it down.

* Grim
* Nightmare

  **Damage:** 1-5
  **Critical:** 14%

Effect on player
* **Inflicts magical damage**
Corsair

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

**Combat Proficiency**
One of the stronger pirates, Corsairs are already naturally stronger than their lackeys and can buff their attack damage with **Call to Arms**, which may be especially disastrous when self-buffing or landing their buff on a Pirate. Since it is unlikely that they can be killed with one attack, your best bet against it is to stun or mute any corsairs before their buff comes into play, then begin hacking or blasting away.

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

**Flurry** is a slashing skill that lets you attack a single enemy twice when double-tapping, at the cost of having lower damage per slash.

**Uses and Strategies**
A returning favorite from Grim Quest, Flurry follows the same functionality as before, allowing you to attack a single target twice in one turn. However, since this time it's damage that gets lowered for the double-attack, the ability is extremely difficult to use properly in the early game: you will be losing out on at least a fifth of your attack damage at Level 1.

As the levels rise however, Flurry increases in usefulness. Not only does it actually start dealing *more* damage by level 4, but you also get two chances to inflict a wound on your target, especially if Wounding Slashes is at a high level too. Once maxed, the skill becomes increasingly more powerful as you attain higher damage thresholds, since it will amplify your attack damage by a percentage instead of by a flat value. It is one of the skills that can make Swords a viable weapon to take in the end-game.

**Upgrade Tree**

**Trivia**
* Flurry also appears in Grim Quest, but has modified critical instead of damage.
Adept Robes

The **Adept Robes** is a piece of Armor for the chest, providing additional maximum health as well as addition S.PWR, useful for mages who wants to hit harder with their spells whilst maintaining survivability.

  Base Cost
 45

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

**Hermeticism** is a passive arcane skill that adds a chance to cast a spell without consuming any usage points.

**Uses and Strategies**

Hermeticism is evidently weaker than other arcane skills by providing less of a benefit, but where it truly shines is when using Aether Bolt against bosses. Aether Bolt's low cooldown makes it run out very quickly, which can be a death sentence if up against a boss with healing. Thus, Hermeticism is a must-take by giving you more opportunities in a battle of attrition, as well as providing greater benefits for other spells like Healing Light.

In general, unless you are a fond user of Aether Bolt, Hermeticism should be taken as the last arcane skill for a mage.

**Upgrade Tree**
Fancy Vest

The **Fancy Vest** is a piece of Armor for the chest, providing both additional maximum health and **+1** to max Morale.

  Base Cost
 50

**Acquisition**
Fancy Vests 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.
Liquid Courage

Liquid Courage is the upgrade of Imperial Brandy, restoring **3 Morale** when consumed. It is however twice as costly as the standard brandy, making it not worth purchasing if you already have 2 or more bottles of brandy on hand, though if you craft them or acquire them through loot, they will serve you well in keeping your Morale topped up.
Liquid Courage receives bonuses from the Drinking Horn.

**Stats**

  Base Cost
 25

**Acquisition**
Liquid Courage 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**
Liquid Courage can be considered more effective in restoring your Morale than Imperial Brandy, but is way more expensive to purchase in bulk. You should only try to craft them or either obtain them from drops or events. Otherwise, you should stick to buying multiple bottles of Imperial Brandy, as they are more cost efficient
**Crafting**
Chipped Topaz

The **Chipped Topaz** is a material used for making Topazes to be used in the Black Anvil for enchanting. It also can be used for selling or bounties.

**Stats**

 25

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

**Crafting**
Aeris' Breath

**Aeris' Breath** is a consumable item that gives the player an added 25% success chance to any Dungeon Events.

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

**Stats**

  Base Cost
 30

**Acquisition**
Aeris' Breaths 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.
Healing Potion

The **Healing Potion** is a Tier 2 health-restoring consumable that restores **60 HP**. A vital item to carry in your inventory with you on any dungeon run and relatively cheap too, it can save your life when things get dire.
It also receives bonuses from the Adept's Mortar and Pestle and Alchemist's Mortar and Pestle.

**Stats**

  Base Cost
 15

**Acquisition**
Healing Potions 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.
Healing Potions are also obtainable at random from the Alchemy Table ship upgrade at levels 2 and 3.

**Tip**
Healing Potions are easily one of the best health restoration items available. As they are not only pretty easy to come by, but also relatively cheap for just how much health they restore. While items such as Oberyth's Boon are capable of restoring more health, the Healing Potion is much more readily attainable. You should always have at least one of these in your inventory whenever you go into a dungeon, if you are able to get one.

If you have the Alchemy Table at level 2 or higher, you have a chance to get the Healing Potion or the Mutagen when you use the ability. By using the ability every floor, you can accumulate Mutagen Vials and slowly increase your health over the course of your save file.
**Crafting**
Bastard Sword

The **Bastard Sword** is a Tier 2 **slashing-type** weapon in Grim Tides. It is a direct upgrade from the Broadsword.

  Base Cost
 65

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

The **Keen Bastard Sword** is the enhanced version of the Bastard Sword, identical in performance but with a **+1 PER** Bonus. It is acquired through the same methods as the Bastard Sword.

  Base Cost
 70

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

The **Grand Sage Robes** are a piece of Armor for the chest. When equipped, it increases S.PWR by **4**, S.RES by **1**, and increases each spell's maximum uses by **1**.

  Base Cost
 90

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

The **Oak Staff** is a Tier 1 **arcane-type** weapon in Grim Tides. It is a direct upgrade from the Wand, though it lacks the chance of ignoring spell CD.

  Base Cost
 45

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

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

 50
Gloves of Elemental Furry

The **Gloves of Elemental Furry** is a piece of Armor for the hands that increases the damage of elemental Spells by 1.

  Base Cost
 40

 **Acquisition** The Gloves of Elemental Furry 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.
**Trivia**
* The item intentionally mispells fury as "furry".
Bard's Lute

The **Bard's Lute** is an off-hand item that gives a chance for the player to restore Morale by **1** when entering combat with enemies.

  Base Cost
 40

**Acquisition**
Bard's Lutes 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.
Grim Reaper

The **Grim Reaper** is a Tier 4 **hacking-type** weapon in Grim Tides. A unique weapon that offers equivalent damage output as the Golden Axe along with a 15% Cripple chance. But its special attributes grant you a 3% increase to Critical Hit Chance, as well as being the only weapon in the game that restores health on every kill you claim with it.

  Base Cost
 100

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

1. ↑ Crippled enemies have -33% DMG and -25% critical chance
Flawless Amethyst

The **Flawless Amethyst** is a material used in the Black Anvil for weapon enchanting (**35% chance to MUTE for 2 turns**) or chestplate enchanting (**+15% fear res.**) once Lv. 15 is reached. It also can be used for selling or bounties.

**Stats**

 75

**Acquisition**
Flawless Amethysts 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**
Charge

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

**Charge** is a crushing skill that activates in place of a horizontal swipe, inflicting half of the player's damage across all enemies and applies a small chance to stun for each target.

**Uses and Strategies**
**Upgrade Tree**

**Trivia**
* Charge is similar to the Twisting Vines spell from Grim Quest, as both are area damage abilities which have a small chance to stun on each enemy.
Dragonkin Raider

The **Dragonkin Raider** is a **Tier 5** Beast enemy that can be encountered in the Sunless Oasis after floor 13.

**Combat Proficiency**

The raider is a special offensive fighter that can assist in the damage of Dragonkin Warriors. They are the first enemy that can use **Mark Target**, a dangerous complement of effects that raises their critical chance and reduces **your** evasion. To stop them from decapitating you with a crit, use Temporal Shift to recover your evade chance and Creeping Cold to reduce their critical.

  **Damage:** 8-11
  **Critical:** 16%

Effect on self
* **+11% CRIT**

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

**Trivia**
* The Dragonkin Raider's portrait is a recolour of the Lizardman Hunter, which was drawn by Mislav Nimai Smetana.
Battle Axe

The **Battle Axe** is a Tier 1 **hacking-type** weapon in Grim Tides. It is a direct upgrade from the War Hatchet.

  Base Cost
 40

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

The **Mercenary's Battle Axe** is the enhanced version of the Battle Axe, identical in performance but with a **+2 DMG bonus** against Mua-Ta. It is acquired through the same methods as the Battle Axe.

 45

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

The **Flask of Fortitude** is a consumable that increases your END 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 Stone Roach and can be crafted from it.

**Stats**

  Base Cost
 30

**Acquisition**
Flasks of Fortitude 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**
Simplicity

**Simplicity** is a Tier 4 **arcane weapon** in Grim Tides. It provides no spellpower increase but instead decreases the cooldown of all spells by 1.

  Base Cost
 100

**Acquisition**
Simplicity can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
**Tips**
Simplicity's true power comes from **completely removing** the cooldown of Aether Bolt, meaning that you can inflict massive amounts of damage each turn in place of a melee attack. When combined with a maxed-out Hermeticism, Channel Aether and spell crit, you can spam it to no end and cycle other single-target spells faster in case it somehow runs out. Having this weapon in your inventory along with a more traditional one such as the Staff of Wild Magic lets you take out bosses and minibosses, then switch to the other wand for increased spellpower against normal enemies.
Morningstar

The **Morningstar** is a Tier 2 **crushing-type** weapon in Grim Tides. It is a direct upgrade from the Flail.

  Base Cost
 60

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

The **Resilient Morningstar** is the enhanced version of the Morningstar, identical in performance but with a **+1 END** Bonus. It is acquired through the same methods as the Morningstar.

  Base Cost
 65

1. ↑ 1.0 1.1 Stunned enemies skip their action
Crimson Plate

The **Crimson Plate** is a piece of Armor for the chest. When equipped, it increases ARM by **2**, maximum HP by **20**, and damage return by **1**, but lowers EVA by 10%.

  Base Cost
 90

**Acquisition**
The Crimson Plate 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.
Seeker Worm

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

**Stats**

  Base Cost
 17

**Acquisition**
Seeker Worms 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**
Forbidden City

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

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

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

The **Forbidden City** is the final Epic Dungeon in Grim Quest: Origins. Unlike other Epic Dungeons, which are visible on the world map as soon as The Price of Freedom is complete, the Forbidden City is only unlocked when the map to the dungeon is complete; this is done by encountering four instances of the rare **Forbidden City Fragment** dungeon event.

Once unlocked, the Forbidden City can be accessed anytime, although it is highly recommended to defeat both bosses in the Sunken Ruins before advancing. The Forbidden City hosts the last pair of Epic Quests outside of Realms of Mind and Magic - slaying another legendary dragon in **Dragon Hunt** and shutting down a dangerous portal to the realm of fire in **Infernal Incursion**.

## **Native Creatures**

As the hardest dungeon, the Forbidden City hosts ancient and powerful enemies, each one of them capable of easily ending your happy life of collecting gold. Though there are no longer any Mua-Ta, the ancient inhabitants of the city, there are lots of undead - so much that the streets are swarming with them.

Its position in the middle of a barren desert makes the perfect home for Sand-Eaters and Sand Sentinels, the elite versions of the Stone-Eaters and sentinels from the Hollow Reef. Disturb their feasting at your own risk, lest you wish to become dinner.

In addition, the most powerful demons from the inferno, a mythical subdomain of the Realm of Fire, have been called by a mysterious force into this world, making up some of the most powerful enemies in this dungeon.

Befitting its legendary status, the Forbidden City is full of the most powerful beast - drakes. If you wish to advance any step, you must conted with the growing dragon populations constantly craving your flesh.

Enemies

## **Bosses**

The last pair of epic bosses you will encounter are in the Forbidden City, both of which require Character Level 30.

On floor 12, in the dragon's graveyard, you will face the fabled Krakatua, the greedy guardian of a vast mountain of treasures hoarded throughout centuries... but not as you know it. Its posthumous form, **Bone-Wing**, awaits you instead - who knows what Krakatua could have been at its prime?

On floor 24, you will meet an unexpected foe as the true final test of your combat skills...

Bosses

## Minibosses

The last minibosses that the Epic Dungeons can offer, these foes are by far the most powerful - tread with extreme caution, or never tread again.
Masterwork Leather Armor

The **Masterwork Leather Armor** is a piece of Armor for the chest, a variant of the Leather Armor, providing additional CRIT chance as well.

  Base Cost
 65

**Acquisition**
Masterwork Leather 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.
Short Spear

The **Short Spear** is a Tier 1 **stabbing-type** weapon in Grim Tides, an alternative choice to the Long Knife that inflicts higher damage per hit, but not increasing CRIT rate at all.

  Base Cost
 40

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

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

 45
Padded Jacket

The **Padded Jacket** is a piece of Armor for the chest, a variant of the Leather Armor, providing more EVA and less HP than the latter.

  Base Cost
 40

**Acquisition**
Padded Jackets 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.
Moonstone Ingot

The **Moonstone Ingot** is a material used in the Black Anvil for weapon level upgrades (**+2% CRIT**) or armor level upgrades (**+2% EVA**).

**Stats**

 50

**Acquisition**
Moonstone Ingots 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**
Sunstone Wand

The **Sunstone Wand** is a Tier 2 **arcane-type** weapon in Grim Tides. It is a direct upgrade from the Wand.

  Base Cost
 65

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

The **Brilliant Sunstone Wand** is the enhanced version of the Sunstone Wand, identical in performance but with a **+1 INT** Bonus. It is acquired through the same methods as the Sunstone Wand.

  Base Cost
 70
Mutagen

The **Mutagen** is a crafting item in Grim Tides that is used for making improved versions of certain consumables in the game.

**Stats**

 20

**Acquisition**
Mutagens 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**
Cursed Robe

The **Cursed Robe** is a piece of Armor for the chest. When equipped, it increases S.PWR by **6**, the highest amount in the game, as well as increasing DMG by 1. However, it also decreases both ARM and RES by 1.

  Base Cost
 90

**Acquisition**
The Cursed Robe 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.
Roc Female

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

**Combat Proficiency**
Despite having similar stats to the Jungle Stalker, the Roc Female is alot more dangerous as it possesses the **Piercing Screech**, a powerful combat ability that can reduce your morale consistently. She can endure blows from magic quite well, making physical damage the optimal approach to dealing with them, but because she often comes alongside a Roc Male, it's very likely you will come under heavy damage and suffer sanity loss on top of it. These birds are among the most dangerous beasts in the Emerald Wild.

  **Damage:** 5-8
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**
* **65% chance to reduce Morale by 1**
Orc Sellsword

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

**Combat Proficiency**

Orc Sellswords are easily the most physically powerful of the Arena's orcish contestants. While they cannot match the same damage output of the Orc Pit Fighter, they make up for it with greater resilience and do not rely upon a **Frenzy** to maximize their damage output while creating a glaring weakness.

Because of their thick armor, utilizing debuffs or magic is a strong method of dispatching them. Dragon's Breath and Insect Swarm are both effective means of reducing its armor, while Thunder Strike and Chaos Ball will deal substantial magical damage. Its low resistance to magic makes them good candidates for Steal Essence as well.

Engaging with melee will vary depending on your choice of weapon. Culling is always effective, and Venomous Stab can prove useful to circumvent armor. **Crushing** and **Slashing** may struggle against the Orc Sellsword due to their skills not quite possessing the means to overwhelm its armor.

  **Damage:** 7-10
  **Critical:** 17%
Orb of Wilderness

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

  Base Cost
 80

**Acquisition**
Orbs of Wilderness 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.
Studded Leather Armor

The **Studded Leather Armor** is a piece of Armor for the chest, a direct upgrade from the Leather Armor, providing more additional maximum health as well as more additional EVA.

  Base Cost
 60

**Acquisition**
Studded Leather 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.
Fey Sorceror

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

The **Fey Sorceror** is an **Epic** Arcane enemy that can be encountered in the Shadow Hills. It is the epic version of the Fey Magus.

**Combat Proficiency**
Fey Sorcerors are rather unimportant when alone, as they don't have very good stats compared to the rest of the Shadow Hills and **Fairy Fire** can be overridden by Temporal Shift. The problem is that they are never alone and come with either Stone Effigies or Fey Champions, both of which complicate the fight massively. Stone Effigies should be knocked out instantly with spells or a critical hit before the sorceror's **Stone Shaper** comes into effect, otherwise it becomes very difficult to prevent them from stoping over you. If paired with Fey Champions, the champions should be dealt with first before they can inflict both **Aether Shock** and **Fairy Fire** onto you, a nightmare for players that rely on critical hits.

* Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**
Effect on Stone Effigy
* **Restores 12-16 HP**
Chipped Ruby

The **Chipped Ruby** is a material used for making Rubies to be used in the Black Anvil for enchanting. It also can be used for selling or bounties.

**Stats**

 25

**Acquisition**
Chipped 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**
Necronomicon

The **Necronomicon** is an off-hand item that increases S.PWR by 3 when equipped. It additionally grants access to the **Cosmic Horror** spell, which instantly kills a single enemy at the cost of 2 points of Morale.

 100

**Acquisition**
The Necronomicon 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.
**Cosmic Horror**

**Cosmic Horror** is a unique spell that is only available to use if you have the Necronomicon equipped. It is a single-target spell that instantly kills an enemy and leaves a corpse, but costs 2 morale to use. It is unable to receive any buffs from items that improve a specific spell type and is not visible in the character screen, only in battle. Bosses and minibosses that are hit get stunned for 2 turns, similar to Disintegrate Essence on a regular enemy. Unlike Disintegrate Essence, the Neconomicon's stun duration against bosses and minibosses is two turns.

**Trivia**
* The Necronomicon also appears in Grim Quest, where it grants 2 points of spell damage to dark spells.
* In previous versions Cosmic Horror's cooldown did not decrease, locking its usage to only once per battle. This bug has since been fixed.
Targe

The **Targe** is an off-hand item that increases maximum HP by **8** when equipped. It's a direct upgrade of the Wooden Shield.

  Base Cost
 30

**Acquisition**
Targes 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.
Water Elemental

The **Water Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil.
It is one of the elementals that can be encountered randomly throughout the main quest.

**Combat Proficiency**

Water Elementals serve as supporting **Healers** of the elemental lineup, with their ability **Healing Rain** they can heal themselves as well as their elemental kin, which may allow the elementals to survive one extra hit they otherwise wouldn't. Disabling the elemental with a **Mute** is a quick and easy way to keep the healing out of the fight. However, you will not need to worry about it if it appears with a Fire Elemental, which is the only elemental that will NOT be healed by its ability.

* Grim
* Nightmare

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

Effect on all enemies
Remote Hut

The **Remote Hut** is a non-Dungeon world map location where the player can manage their **Tattoo**. While visible and accessible immediately, no purchases can be made until you remove the File:Warden's sigil hd.pngFile:Warden's sigil legacy.png**Warden's Sigil**. Purchasing a tattoo costs 2500 gold, where it adds its effects to your player and overrides the pre-existing one if applicable.

## **Warden's Sigil**

File:Warden's sigil.png

The devious magic woven into the sigil is an abhorrent stain on the laws of the arcane, ingenious in its cruel efficiency: whenever a person marked with the sigil strays outside the prison walls a dormant spell activates, calling forth elementals from the Arcane Realms. The sigil's very presence is unacceptable to these creatures of pure arcane essence, and so they attempt to destroy it, together with its wearer.
Sage Asmodius has promised to remove the sigil from your flesh upon the completion of your mission. Until that time he has put a dampening spell on it, allowing you to move freely in pursuit of your targets. To a degree, at least - the farther you travel, the weaker the dampening spell's effects will become, and you will have to deal with occasional elemental attacks.

The **Warden's Sigil** is a tattoo on the character that enables Elementals to spawn and attack you. Present from the very start of character creation, this tattoo prevents you from using the Remote Hut and hinders you with attacks depending on your Morale.

After completing Sage's Gambit, the Warden's Sigil will disappear.
Jungle Raptor

The **Jungle Raptor** is a Tier 4 beast enemy that can be encountered in the Emerald Wild.

**Combat Proficiency**

Jungle Raptors are significantly stronger variants of the meeker Tamed Raptor, with vastly superior stats on top of a much stronger **Rend Flesh**. What truly makes these beasts worth fearing are the allies they tend to appear alongside. Mua-Ta Elite's and Mua-Ta Priestesses tend to accompany these creatures into battle, making a normally reasonable engagement into a hectic fight for survival.

The strategy to defeatng these beasts is virtually identical to taking on Tamed Raptors, however.

  **Damage:** 7-10
  **Critical:** 14%

Effects on Player
* **Inflicts magical damage**
* **35% chance to reduce Morale by 1**

**Trivia**
* The Jungle Raptor' in-game portrait was drawn by Mislav Nimai Smetana. Unlike most recolored portraits, the Jungle Raptor has shorter hair and a closed mouth.
Cloak and Dagger

**Cloak and Dagger** is a passive stabbing skill that increases your critical damage.

**Uses and Strategies**
Cloak and Dagger is the best tool as even if you don't have the critical rate, the damage ensures that enemies are dead or on the brink of death. Its effect is most pronounced once you have damage in the double-digits, so this skill should be taken after Venomous Stab and Phantom Blade.

**Upgrade Tree**
Tainted Chaos Elemental

The **Tainted Chaos 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**

The Tainted Chaos Elemental is not very differient from its normal counterpart, merely having better stats across the board and a stronger **Dark Infusion** poison ability. All-in-all however, engaging a Tainted Chaos Elemental is not very different. Debuffing their higher spell resistance with Aetherial Rain is recommended for mages, while physical characters should decapitate it instantly using their strongest skill. In case things go wrong, carry an File:Item antidote.pngAntidote to save yourself.

  **Damage:** 2-6
  **Critical:** 16%

Effect on player
* **Inflicts magical damage**
 Poison stacks by 1
Whirlwind

**Whirlwind** is a hacking skill that replaces the default horizontal swipe attack with a strike that damages all enemies, and increases your critical chance by a large amount for the turn after.

**Uses and Strategies**
Whirlwind does not have the same sheer power as the other two active skills for hacking weapons: Culling is a powerful strategic asset that can eradicate any enemy at no cost, while Furious Momentum grants great damage in long fights with bosses. That being said, its great crit increase lets you have the effects of Culling while the actual skill is on cooldown.

**Upgrade Tree**