Clink & Clank

Clink & Clank are the optional **Bosses** of the Mystic Grove, and can be fought from **Floor 30** once the player reaches **Character Level 12**.
Defeating Clink & Clank is not required to finish the **Main Quest**, but will offer a substantial gold and experience award as well as finishing the Side Quest **Trouble in the Woods**.

The only duo boss fight in Grim Quest: Origins, Clink & Clank forces you to carefully consider who to strike each turn in a unique style of battle.

**Combat Proficiency**

The two goblins have very distinct stats and abilities that combine together to become very dangerous if not handled wisely.

Clink is the less powerful but more resilient of the pair, with higher armor coupled with the **Take Cover** ability that increases it. However, he deals less damage and has less critical critical chance, which can be favorable if you have the correct build. Physical characters will struggle to deal sufficient damage to him.

Clank is the stronger, but more physically fragile of the two. While he is more likely to land a devastating 20 damage critical hit, he lacks in armor compared to his partner. His natural spell resistance is slightly higher to compensate for this, making Clank more difficult to dispatch with magic. Pair this with his ability, **Venomous Cut**, and this goblin can leave you gasping for health if you don't deal with him quickly. How you approach this fight is heavily dependant on your character build, as it will dictate which goblin you should be focusing down first.

Physical Characters, especially those versed into Stabbing weaponry will want to focus on taking down **Clink** first, as his higher armor value makes it exceptionally difficult to deal damage to him later on. Venomous Stab can apply some poison to circumvent his defense, as well as a cast of Death Bloom to enhance it and weaken his attack power. Characters using **Hacking** and **Slashing** will benefit from Culling and Pommel Strike to deal massive damage or prevent him from casting his buff.

Mages on the other hand, should prioritize taking out **Clank**. His naturally higher spell resistance makes him a more resilient foe to magic, and his poisonous attacks should be dealt with quickly and efficiently before he can stack it. Naturally, taking an Antidote is highly recommended. Reducing his resistance with Aetherial Rain and Aether Bolt are advised before you smack him with a strong magical attack such as Thunder Strike or Chaos Ball. Bringing Disintegrate Essence will allow you to buy some time where he can't poison you.

Once you have dispatched at least one of the goblins, the battle devolves into a miniboss fight, especially if your area spells have weakened the other goblin. Drink an antidote if you need to, and focus your efforts on the remaining boss.

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

  **Damage:** 7-10
  **Critical:** 15%

Effect on Self

Effect on Player
* **Inflicts magical damage**

**Trivia**
* Clink & Clank's in-game portraits are drawn by Mislav Nimai Smetana, the artist behind the portraits for the Mua-Ta, Farhaven's facilities and town map, as well as the dragonkin and the sages of the Sun Court.
* Clink & Clank are similar to the epic bosses Father Dagon & Mother Hydra from the first Grim Quest, as both are double battles with one member focusing on defense while the other on offense. Unlike Clink and Clank, Father Dagon & Mother Hydra have an additional minion in the center.

**On-Defeat Journal Entry**

With a fat purse of gold dangling from your belt, you ponder the circumstances of your actions...The power vacuum left by the weakened goblin tribe will, most likely, result in more banditry of the human variety - if the authorities keep turning a blind eye to the happenings around Farhaven, that is - but you decide not to dwell on such matters for long. You have one arrogant sage to appease, and a whole breadth of the Isles to explore before you can allow yourself the luxury of enjoying your hard earned spoils...