recursal/Fanatic-Fandom huggingface dataset:
Altar of Oblivion

The Alter of Oblivion is a non-dungeon location available from the world map, essentially acting as another facility for the player. In the altar, the player can forget their spells and skills for a gold fee, allowing for respecializations. It is only unlocked after defeating the Prince of Thieves.

 Level 2
 Level 3
 Level 4
 Level 5
 Level 6
 Level 7
Dried Meat

Dried Meat is a food item that recovers 20 HP and 10 supplies when consumed.

Like other food items, Dried Meat receives healing bonuses from both the Physician and Gourmet backgrounds.

**Stats**

  w/Physician
  w/Gourmet

**Acquisition**
Dried Meat can be bought in Various Assortments and the Merchant Caravan dungeon event, dropped by Enemies, and be given as a reward from other dungeon events.
In particular, the Majestic Stag event rewards two pieces of Dried Meat if you choose to hunt it down andsucceed.

**Tip**
Of all food items, Dried Meat is arguably the most efficient and balanced of them all, due to its very generous price and effective healing and supply gain. While it is not the best food item, it is generally the most commonly purchased and consumed food item from Various Assortments.
Halberd

The **Halberd** is a weapon that gives the user +1 DMG and +5% EVA.

The Guardsman's Halberd is an enhanced version of this weapon, providing more damage and more EVA chance.

**Stats**

  Base Cost
 35

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

Mobility is a skill from the **Physical Traits** regime that increases the player's evasion.

Uses & Strategy
Mobility is a valuable skill to take for just about any build, as any character can benefit from more evasion. That being said, characters that already invest highly into evasion will be greatly boosted by this skill, more so than other builds that don't put such a focus.

Keep in mind that enemies with evasion debuffing abilities are common, and benefiting off Mobility requires a careful approach to combat.

Upgrade Tree
Black Pearl

The **Black Pearl** is a unique crafting ingrdient for creating powerful consumables such as the Ring of Undeath, as well as converting Omnium Shards into Dark Fragments. It can also be turned in for bounties.

**Stats**

  Buy-Back

**Acquitsition**
The Black Pear can be dropped by Enemies or be given as a random reward from dungeon events. Notably, it is the only possible reward for the Mysterious Stranger dungeon event, obtainable when you attack the man and succeed.

**Crafting**
Dark Fragments

Dark Fragments are crafting ingredients that can be refined for use as Dark Essence.

**Stats**

  Buy-Back

**Acquisition**
Dark Fragments can be dropped by Enemies and be given as a reward from dungeon events. They are also craftable from Omnium Shards and a Black Pearl.

**Tips**
Dark Fragments are not worth it to craft, as Dark Essence can be obtained in the same manner and getting gold for using Omnium Crystals to upgrade is easier. Getting two dark fragments from raw ingredients alone takes more time than earning enough gold for upgrading using the crystal.

**Crafting**
Beasts

**Beasts** are one of seven distinct enemy factions in *Grim Quest*. They are the wild creatures that inhabit the old continent. Whether twisted by the Dark or simply evolved over time, these beasts are nasty opponents who will gladly tear into you for a feast. They are particularly dangerous for their ability to inflict damage and reduce sanity.

**In-Game**

Beasts are extremely widespread, with a substantial presence in all Dungeons except for the Imperial Mausoleum with only two members.

Initially, beasts are among the deadliest adversaries for their above average damage the abilities **Rend Flesh** and **Rabies**, which are both heavily debilitating. As the tiers rise, however. Beasts start to expand their kit of abilities, and soon develop into a highly versatile menagerie, capable of utilizing powerful damage skills like **Fireball** as well as supportive spells like **Enchant Armor**. They are the only type of enemy that becomes so well fleshed out by the end-game.

With the release of the Haunted Quarry, beasts have the highest number of mini-boss encounters, at 7 different mini-bosses under this category.

Tier 1 enemies

Tier 2 enemies

Tier 3 enemies

Tier 4 enemies

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

Dark Pact is a **Dark** Spell that inflicts massive amounts of damage onto a single target at the expense of a fixed amount of the player's health. This spell cannot deplete the player's health below one point.

**Uses & Strategies**

Dark Pact is the strongest spell in the game, dealing an average of 38 Damage at Level 7 without any buffs. In most stages of the game, this is enough to directly remove the most threatening enemy, thus also mitigating the potential cost of Health and Sanity that comes from letting enemies survive to hit you. Compared to Lightning, while the damage per turn of cooldown is around the same the burst of damage from Dark Pact outclasses it as it can actually get kills very easily.

Only two Spells in specific situations can outperform a Dark Pact - Immolation if the enemy has at least two debuffs (39.5 Damage on average) and Arcane Blast if it you get really lucky (45 Damage).

Early on, however, the health sacrifice can easily backfire unless care is taken to only use it against threatening mobs. Experienced players often take Dark Pact as their first Spell as it can easily remove one enemy from the fight in the first turn, thereby decreasing the need to use healing items or other Spells, but it is not recommended for newer players as they can easily kill themselves without caution. You should also only resort to using it once unless in a boss fight, as its large down-time leaves you vulnerable; take an area-of-effect spell such as Corpse Explosion to cover this weakness and filter out weaker minions.

Spells that synergise with the Pact include Absorb Pain for health replenishment, while useful Skills include Gnosis and Theurgy to further amplify its damage output.

**Strengths**

* Deals the highest, most consistent single-target damage out of any spell at base values.
* Can often instantly kill most enemies after an AOE spell and sometimes at full health.

**Weaknesses**

* Requires you to spend some of your health in order to cast it.

**Upgrade Tree**
Decapod

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

The Decapod is a **Tier 5** beast enemy that can be encountered in the Glacial Pass once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

Decapods are notable monsters, particularly for their high armorstat of 7, which can be boosted to **10** once they use **Defend**. This is a level of armor not normally attainable by a monster by its own merits, which makes these enemies particularly difficult to chip through with physical attacks.

Despite this, heir spell resistance is incredibly low, making magic an easy way of dispatching them. If you must engage with physical attacks, utilizing Pierce Armor or Abyssal Gaze to bypass and weaken its defense is key to inflicting sufficient damage.

  **Damage:** 8-11
  **Critical:** 13%

**Ability**
Envy Manifestation

The **Envy Manifestation** is a **Tier 2** Psyche Manifestation that can appear while between **Character Levels 6 and 17**.

**Combat Proficiency**

Envy is the tier 2 version of Doubt, with 2 points in armor and a stronger **Self-Denial**. You absolutely should destroy this manifestation ASAP to prevent healing.

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

**Ability**
Mouldy Bread

Mouldy Bread is the weakest food item in the game, recovering 10 HP and 5 Supplies when consumed, but is also the cheapest food item that can be bought from Various Assortments.

Like other food items, it receives healing bonuses from both the Physician and Gourmet backgrounds.

**Stats**

  w/Physician
  w/Gourmet

**Acquisition**

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

**Tip**
Mouldy Bread is a very weak consumable, but its low price makes it easy to gather in large quantities early on. Using it in-between fights will help you keep your health topped off and can raise your supplies back to a good quantity when needed.
Gold Ring

The Gold Ring is a valuable used for selling, as a bounty request or for crafting the Ring of Undeath.

**Stats**

  Buy-Back

**Acquisition**
The Gold Ring can be dropped by Enemies or be given as a random reward from dungeon events. In particular, it is one of the items you can obtain when you wish for riches in the Retired Djinn dungeon event.

**Crafting Recipes**
Blind Disciple

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

The Blind Disciple is a **Tier 5** Human enemy that can be encountered in the Sunken Grotto starting from **Dungeon Level 33**.

A Blind Disciple accompanies The All-Seeing during its boss fight.

**Combat Proficiency**
The Blind Disciple is the **Epic** version of the Priest Of The All-Seeing, with significantly higher stats and a far stronger **Vitality**.

Similar to the priest, these foes are quite annoying if you leave them alive as they will be healing themselves and their allies. As such, you should take them out as fast as possible to end the fight quicker.

  **Damage:** 7-12
  **Critical:** 15%

**Ability**
Mature Shambler

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

The Mature Shambler is a **Tier 5** beast enemy that can be encountered in the Glacial Pass once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

The Mature Shambler is the **Epic** variant of the Shambler, with superior stats across the board and a much stronger **Rend Flesh**. What is worse is that it can appear with Elder Shrikes, which will together drain your sanity very quickly.

If you can, invest in ways to recover your sanity, such as Nature's Embrace or Drifter.

  **Damage:** 10-12
  **Critical:** 17%

**Ability**
Mua-Ta Matron

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

The **Mua-Ta Matron** is a Tier 5 Mua-Ta enemy found in the Imperial Mausoleum.

**Combat Proficiency**

Mua-Ta Matrons are essentially matriarchs scaled to contend with the power of the Imperial Mausoleum. They are heavily resistant to both physical and spell damage, and their **Weaken Armor** will further compound the damage from their helpers. A resistance-reduction spell is very useful, and stuns are vital for keeping your armor uncracked.

  **Damage:** 11-13
  **Critical:** 15%

**Ability**
Deep Stalker

The Deep Stalker is a **Tier 2** beast miniboss that can be encountered in the Sunken Grotto once the player reaches **Character Level 5**.

A deadly, yet often overlooked miniboss, the Deep Stalker can bring an untimely demise to your run thanks to its lethal ability.

**Combat Proficiency**

The Deep Stalker is most simply a glass cannon. While its stats are not amazing, its ability **Shadow Strike** allows it to deliver a deceptively high amount of damage, especially due to the fact that this is the only ability that can deal boosted damage like a critical hit.

Stunning Deep Stalker is key to avoid taking massive damage. Alternatively, investing in massively damaging attacks yourself will help take it down before it can shred you into fleshy cheese.

**Minions**

  **Damage:** 3-9
  **Critical:** 16%

**Ability**
Insect Fossil

The **Insect Fossil** is special item. It has no evident purpose and behaves like a valuable, which can be sold or turned in for bounties.

The Insect Fossil does have a purpo
se duri

ng a dungeon event where you encounter the cosmic egg. Normally during this event two options will appear "Crack the Egg" or "Leave" cracking the egg will always result in failure. But if the player has the insect fossil on them. They then have the option to place the insect fossil inside the egg. Doing so will cause the egg to hatch and the player will unlock a new animal companion called "Strange Insect" that isn`t available when you make your character. The "Strange Insect replaces your current animal companion and has the ability to restore sanity by a certain percent**Stats**

  Buy-Back

**Acquisition**
The Insect Fossil can be dropped by Enemies or be given as a random reward from dungeon events.

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

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

The Destroyer Construct is a **Tier 5** dark enemy that can be encountered in the Withering Woods once the player reaches **Dungeon Level 33**.

A Guardian Construct accompanies Construct Prime during its boss fight.

**Combat Proficiency**

Destroyer Constructs are one of the new enemies that the Withering Woods has to offer. Characterized by having 8 points of spell resistance, in addition to a large pool of health, the Constructs are incredibly difficult to kill with magic.

The Destroyer Construct is rather unique, as its attack damage will always be 10 damage at its base with no variation. Because of this, changes in its direct attack stat have much more drastic impacts. Nevertheless, it primarily relies on its magical attack **Flame**, which can deliver up to 15 damage per hit.

Because of its high spell resistance, you should definitely be investing into Soul Rend or Sunburst to reduce it.

  **Damage:** 10-10
  **Critical:** 16%

**Ability**
Monomyth Games

**Mononyth Games** is the developer of Grim Quest and Grim Tides. It is run by a single person, Goran Kovač (Goran K.), with bug reports and suggestions actively listened to from members in the Grim Quest Discord.
As of now, Goran K. has the *Grim Quest* role on the official discord, able to take direct requests and communicate easily with players.

## Games

### Grim Quest

Grim Quest is the first game that Goran K. has made, before going under the moniker of Monomyth Games. Programming and writing are believed to be entirely done by him, with icon assets used from Game-icons.net and audio assets from Soundimage.org. Other visual components such as dungeon backgrounds were done by a variety of artists, such as Mislav Nimai Smetana for the paintings drawn by Nimai the Mad.

The only area where Goran did not completely write everything is in the community-made Haunted Quarry, where he was solely responsible for programming and correcting lore errors. Enemy icons used in the dungeon are also community-made.

### Grim Tides

Grim Tides is the second game made by Goran K. and the first under the Monomyth Games alias. A chronological prequel to Grim Quest, it explores the events leading up to the creation of The Tear, when the old Empire flourished.
Manifestation Device

The **Manifestation Device** is a special item that can only be obtained through two methods: either through its respective In-App Purchase, or by defeating the Nameless Hunger on the PC version. It allows the player to add any item, armor, accessory or weapon of choice as long as it is accessible, reset quests and dungeon progress, and can be obtained across all save files.

**Stats**

  Base Cost
 1000000

**Acquisition**
The Manifestation Device is available on Android devices through an in-app purchase, where it will immediately be added to the current save file's inventory. To access it on other save files, simply tap the in-app purchases button again to obtain it.

On the PC version, one must defeat the Nameless Hunger to be rewarded with a single Manifestation Device, as no In-App Purchase exists there.
Lizardman Sage

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

**Lizardman Sages** are Tier 5 Beasts located throughout the Blasted Wastes.

**Combat proficiency**
These enemies are similar to the Beastman Sage and possess the same enhanced variant of **Sunder Weapon**, affecting both damage and critical chance negatively. If the Sand Viper is not present, Lizardman Sages should be the first to go.

  **Damage:** 10-14
  **Critical:** 13%

**Ability**
Evil Treant

The Evil Treant is a **Tier 3** Dark Spawn **Miniboss** that can be encountered in the Withering Woods.

The Evil Treant can be formidible and quite annoying to deal with, especially for players that build around physical attack damage, as it has the potential to raise its armor to ludicrous levels with enough time.

**Combat Proficiency**

The Evil Treant can be a dangerous miniboss, with health nearly equalling the Shadow Dragon and heavy armor, it is already one of the most stat-heavy enemies for the main quest. What sets him apart from the rest is his ability, **Growth**, which not only heals him but also increases his armor.

Unless you can bypass armor or reduce it, the Evil Treant can continue to increase it and eventually take his defense to the level of an epic monster. Deforestation should be done from spells, the most useful of which are Soul Rend, Seed of Oblivion and Immolation for obscene levels of damage.

  **Damage:** 12-14
  **Critical:** 16%

**Ability**
Mua-Ta Chosen

The Mua-Ta Chosen is the **First Boss** of the Withering Woods, and may be fought starting from **Dungeon Level 15** once the player reaches **Character Level 12**. He is one of the six bosses that must be defeated to open The Tear.

The Chosen is intended to be the fourth boss that the player faces. Being the first boss with a base health in the triple-digits and hitting even harder than the Baron of Bones, he is a tough boss that could easily kill you if you are not careful.

**Combat Proficiency**
The Mua-Ta Chosen is the first boss that can genuinely test your abilities on Grim Difficulty. With a base health of 100, along with having 5 spell resistance, the Chosen is extremely hard to engage effectively without debuffs to reduce his defenses. His attack damage is also quite high, but it is hardly his most powerful trait. That honor goes to his signature ability: **Sacrificial Brand**, which deals an immense level of damage in addition to massively debuffing your evasion *with every cast*. After only a few uses, the Chosen can completely erase your evasion, making him more difficult as the fight progresses.

  **Damage:** 13-14
  **Critical:** 16%

**Ability**
Enemies

**Enemies** are the various monsters that can be encountered in Dungeons.

Seven distinct varieties of monstrous adversaries await you within *Grim Quest*, from the mundane Human to the more ancestral Mua-Ta, topping off with the brutish Orcs and even the malignant Dark. Enemies give each dungeon floor its juiciest content and serve as the primary obstacle between you and victory.

Each enemy type is listed under a specific classification, and each of these classifications are important to keep in mind. There are many Weapons and Backgrounds that can give you an edge against specific types of enemies; but there are also certain abilities that are relatively exclusive to certain enemy types.

**Enemy Abilities**
**Abilities** refer to an opponent's singular special power that they can use while in combat. These can vary from dealing damage to applying a buff, or even several effects at once.

All enemy abilities, regardless of presentation, inflict magical damage. This means that only **Spell Resistance** can deduct damage from these, not **Armor**. In addition, these abilities cannot be dodged with the player's evasion stat, although there are other methods of negating damage such as the Mutated Scarab pet.

Enemy behavior when it comes to these abilities is also highly varied. Every opponent has a random frequency of usage for their ability, and can range from enemies sometimes constantly using an ability; as well as enemies never using their ability at all. This can lead to fights being much easier or far harder than they typically would be.

Some enemies also have passive abilities that trigger then they perform any action, except when using their primary ability. This ability is not visible when viewing their stats in-battle or in the bestiary.

The table below lists some enemy abilities currently in the game, and what classifications they are exclusive to. Unique abilities exclusive to Bosses and certain enemies in the end-game are not listed due to the special properties of those abilities. All listed abilities consistently appear throughout the game.

**Enemy Listing**
The list below is a comprehensive table of what a full "bestiary" would look like, and generally the earlier an enemy is encountered, the weaker it is and the sooner it can be met in-game. With enemies at the bottom being end-game, however in the case of Psyche Manifestations, they fall under a separate list merely divided by tier; as they do not appear in any particular dungeon, so much as they do in all of them.
Lamia

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

The **Lamia** is a **Tier 5** dark spawn found in the Imperial Mausoleum and one of, if not the most infamous enemies in the Mausoleum, along with the Death Priest.

**Combat Proficiency**

Like their male counterpart, the Nosferatu, Lamia are resistant and heal themselves for half of their inflicted damage. However, the Lamia's true danger comes from its access to a disabling ability, **Dominaation**, making them extremely dangerous against any build. You are bound to rely on spells and skills more often than not, and having your combinations be delayed will trip you up big time.

It is vital that you gain the upper hand and stun or use Seed of Oblivion against it. Once that is done, they are relatively fragile for a Mausoleum enemy and thus can be de-prioritised over greater physical threats like Nosferatu.

A Lamia accompanies the Heart Simulacrum during its Boss Fight.

  **Damage:** 11-13
  **Critical:** 18%

**Ability**

**Passive Ability**
Echoes of the Past

You see a ragtag company of armed men, marching under a tattered, gently swaying banner - it bears the insignia of the old Empire, you realize, as you squint against the sun. Prompted by your obvious interest, the leader of the group - a towering man in a full plate of armor - calls for a halt, and approaches you to make his introductions. You have the honor of meeting the last chapter of the Knights of the Old Empire, on a crusade against accursed minions of the Dark...or so he informs you with a regal, self-assured tone. Not sure if the man is joking or not, you offer him a proper military salute and commend his company for their effort. In turn, the man offers to bestow a blessing upon you - his humble gift to a fellow straggler...

Options
Keen Eye

Keen Eye is a skill in the **Physical Traits** regime that increases the player's critical chance.

**Uses and Strategy**
Unlike with the other percentage stat skill, Mobility, Keen Eye only works with builds that can inflict critical damage using physical hits. In that case, like Savage Strength, it is always useful to take this early on. For mage builds, their critical option is only Theurgy.

**Upgrade Tree**
Crown of Emperors

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

The **Crown of Emperors** is an accessory that gives the user +25 HP, +1 armor and +3 spell resistance. It is the special drop obtained by killing the Heart Simulacrum, and is currently the best defensive accessory in the game.

**Stats**

  Buy-Back
 500

**Acquisition**
Winning against the Heart Simulacrum will drop the crown. If you leave the dungeon via any method other than the designated exist and re-enter on the same floor, the Simulacrum respawns and can be farmed over and over. However, this requires a fool-proof strategy against the Heart, which is rather difficult to execute.

**Tips**
The Crown of Emperors is very well suited for exploring in the Blasted Wastes, as many enemies there have dangerous offensive abilities that spell resistance can mitigate. Combined with Innate Resistance, you can becomme virtually immune to enemy abilities, faring better against dangers like the Unstable Flesh.
Katana

The **Katana** is a melee Weapon that is obtainable from **Character Level 12**. It gives the player +2 damage, +2% critical and evasion chance.

The Masterwork Katana is an enhanced version of this weapon, providing greater stats.

**Stats**

  Base Cost
 35

**Acquisition**
The Katana can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.
Ifrit

The Ifrit is a **Tier 5** dark spawn that can be encountered in the Burning Caldera.

**Combat Proficiency**

Ifrits are very similar to Red Drakes, but unlike their beastial counterparts, these foes are undoubtedly more threatening. Their special ability **Inferno** not only allows them to deliver a significant burst of magical damage, it also degrades your **Spell Resistance**.

Due to the single-use nature of **Inferno** however, the spell resistance debuff will only be a detriment if the Ifrit spawns alongside Gargoyles or the Arcane Essence, as they are the only two enemies able to appear alongside an Ifrit that can deal ability damage to you. In any other situation, fighting Ifrits can actually be easier than fighting Red Drakes.

  **Damage:** 9-14
  **Critical:** 17%

**Ability**
Mua-Ta Shaman

Mua-Ta Shamans are **Tier 2** Mua-Ta enemies that can be encountered in the Sunken Grotto from **Character Level 5**, or **Dungeon Level 25** if the character level requirement is not met.

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

**Combat Proficiency**

The Mua-Ta Shaman is a devious opponent, possessing a high maximum attack damage along with 3 points in spell resistance, making magic highly ineffective against them. With access to the **Vitality** ability, they can heal themselves or their allies; so killing them should be a top priority.

* Grim
* Nightmare

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

**Ability**
Amethyst

The **Amethyst** is a valuable that can be sold or turned in for bounties. It is the least valuable out of all gemstones.

**Stats**

  Buy-Back

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

**Trivia**
* Unlike other gemstones, Amethyst cannot be upgraded with a Mutagen, nor can it be crafted from one.
	+ This is in line with the Amethyst Golem's description, which states that the alchemical process for amethyst has been lost to time.
	+ Corresponding to the gem's value, the Amethyst Golem is the weakest of all other gem golems.
* Amethyst is also found in Grim Tides. It can be used to enchant equipment for a 2-turn mute chance or fear resistance, depending on whether a weapon or chestplate is used.
Machete

The **Machete** is a melee Weapon that increases the player's damage by 2 and inflicts one point of bonus damage against Mua-Ta. It is obtainable from **Character Level 12**.

The Explorer's Machete is an enhanced version of this weapon, providing stronger damage of all forms.

**Stats**

  Base Cost
 35

**Acquisition**
The Machete can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.
Gold Chalice

The Gold Chalice is a valuable used for selling or fufilling bounties. It is also a material used to create the Sapphire.

**Stats**

  Buy-Back

**Acquisition**
The Gold Chalice can be dropped by Enemies or be given as a random reward from dungeon events. In particular, it is one of the items you can obtain when you wish for riches in the Retired Djinn dungeon event.

**Crafting Recipes**
Echoes of the Past, Option 2

You politely decline the man's generous offer, and ask for a more mundane intervention instead - medicine and supplies would be of much use on your quest. He shakes his head, as if sadden by your refusal, but promises to share some surplus supplies with a friend in need. He waves his armored hand in the direction of the company and soon a pair of squires come rushing with some supplies and medicine, just as you asked. Before you get the chance to speak, he offers one final salute and joins back with his men - and just like that, they are on the march again, leaving only dust and echoes of the past in their wake...

**HP restored +supplies**

**Leave**
Beastman

The Beastman is a **Tier 4** beast enemy that can be encountered in the Withering Woods starting from **Character Level 17**, or **Dungeon Level 25**. They will no longer be encountered after **Dungeon Level 33**.

**Combat Proficiency**

Beastmen are formidible opponents, boasting a very balanced set of stats along with the **Warcry** ability enabling them to buff their attack damage. They lack any form of unique abilities that would prove most dangerous, but they do not need them to be a threat.

  **Damage:** 6-8
  **Critical:** 14%

**Ability**
Ice Shell

Ice Shell is an **Elemental** Spell that increases the player's maximum health and adds a small amount of damage return, which hurts enemies that attempt to inflict damage to the player, even if they miss or if the damage is negated. Recasting this ability does not increase damage return or maximum health.

**Uses & Strategies**

Ice Shell's effects appear weak but have some valuable niches. The small amount of maximum health increase also works as healing, which can save you in a pinch. Damage return also bypasses any reduction from armor or spell resistance, which can help you break through enemies that buff their defenses.

The main caveat to damage return compared to poison is that damage return triggers on attack while poison ticks before, which means that enemies which would die by damage return still damage you. This is alleviated with evasion increases, such as from Slow Time and Mobility. Ice Shell also effectively translates to damage over time for all three targets in a triple battle, which is difficult to replicate with poison as Corpse Explosion needs a dead enemy. Reviving and summoning enemies in the late game also need their spawns to be re-poisoned, but will take damage from Ice Shell straight away.

**Strengths**

* Ice Shell is one of the only sources of **Damage Return** in the game, which allows you to deal damage to enemies that attempt to attack you. This synergises well with poison spells like Corpse Explosion, as it essentialy becomes more damage over time.
* Ice Shell increases your maximum HP, which can allow you to absorb a few extra hits you normally would be unable to.
* Ice Shell can be used to give yourself a little bit of healing in a pinch, serving as an additional Regrowth.

**Weaknesses**

* The Damage Return offered by Ice Shell is a very niche source of damage, and requires some very specific builds to make proper use of.
* Unlike with poison, Damage Return triggers after an enemy makes a move, meaning that enemies on the brink of death can still land a hit against you.
* Ice Shell does not increase maximum health by very much, often resulting in the spell's health boost being nullified by a single hit from an enemy.

**Upgrade Tree**

**Trivia**
* Ice Shell is similar to the Entropic Field spell from Grim Tides, as both spells primaily increase damage return. Entropic Field, however, adds a chance to stun attacking enemies instead of increasing maximum health.
Gunpowder

Gunpowder is a crafting ingredient that is used to make all kinds of bombs for use in combat. Like the Catalyst and Mutagen, Gunpowder's only function is to be an ingredient in crafting recipes, having no other functions.

**Stats**

  Base Cost

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

**Tips**
With five different bombs to choose from, it can be hard to determine which ones to use. However, the one that is absolutely superior to anything else is the Dark Bomb, which is the strongest bomb out of all others and is the only one not available from the shop. Thus, spare gunpowder is recommended should you come across some Black Pearls. Otherwise, the Shredder Bomb and Aether Bomb can add a layer of further damage, while the Smoke Bomb and Acid Bomb are too weak to have any real effect.

**Crafting Recipes**

**Trivia**
* Gunpowder is not consumed when firing gunpowder weapons such as the Revolver, nor is it used to craft such weapons.
Executioner's Axe

The **Executioner's Axe** is a weapon that greatly increases physical damage against Humans.

The Headsman's Axe is an enhanced version of this weapon, providing more overall damage and greater counter damage against Humans.

**Stats**

  Base Cost
 30

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

The Acid Bomb is a bomb item that inflicts two points of poison to all enemies currently alive on the battlefield, similar to Corpse Explosion without the spell's base damage or corpse requirement. It is also one of the few poison sources that stacks with itself.

Like other bomb items, the Acid Bomb is only usable in-battle.

**Stats**

 25

**Acquisition**

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

It is also craftable in the Boiling Cauldron with an Aconyte Toxin and Gunpowder.

**Tip**

Acid Bombs are an inferior source of poison damage compared to every other poisoning spell and skill. Not only does it force an item cooldown, it inflicts no base damage or additional effect and is outclassed in poison potency by Corpse Explosion. The item cooldown can be better spent on healing instead.

With Advanced Combat enabled and the Alchemist Background, the Acid Bomb has some niches in the early-game. Since you get to perform two actions in a turn, using Twisting Vines and the Acid Bomb in the same turn lets you safely get two points of poison on all enemies, which can help prevent some damage. As the Acid Bomb's poison is stackable, you can accumulate lots of poison even without running Corpse Explosion or Venomous Strike, although it is up to you get a lot of them.

**Crafting**

**Trivia**
* Acid Bombs previously inflicted only one point of poison.
Cultist Ascendant

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

The Cultist Ascendant is a **Tier 5** Human enemy that can be encountered in the Sunken Grotto starting from **Dungeon Level 33**.

A Cultist Ascendant accompanies The All-Seeing during its boss fight.

**Combat Proficiency**
The Cultist Ascendant is the **Epic** version of the Dark Savant, with higher health and more damage.

Similarly to the Dark Savant, it would be best if you dispatch them before they can use their ability. If you are too late, you will be dealing with a much stronger opponent.

  **Damage:** 10-12
  **Critical:** 16%

**Ability**
Greed Manifestation

The **Greed Manifestation** is a **Tier 2** Psyche Manifestation that can appear while between **Character Levels 6 and 17**.

**Combat Proficiency**

Greed is the tier 2 version of Guilt, trading its armor for greater spell resistance and a stronger **Self-Indulgence**. The strategy to deal with them is similar, though it will be harder to dispatch them with spells.

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

**Ability**
Mua-Ta

The **Mua-Ta** are one of seven distinct enemy factions in *Grim Quest*. They are the native tribes of the land that have been present since the introduction of other races to the Old Continent. Territorial hunters and gatherers by nature, the Mua-Ta are known to raid human shipments for their goods, as well as hunting them for their flesh.

**In-Game**

Mua-Ta are not as common as humans, but are still located within three of the eight dungeons. Most of their population resides in the Withering Woods, but some are also found in the Sunken Grotto and the Imperial Mausoleum.

Initially, the Mua-Ta are rather basic fighters. Their early Warriors and Elites are versed only in the **War Cry** ability and their initial spellcasters fairly limited in magical potential, restricted to **Sunder Weapon** and **Vitality**.

As the tiers rise, Mua-Ta begin to show their true capability - particularly amongst their Matriarchs and Hunters, which bring **Weaken Armor** and **Mark Target** to the table. They cannot even compare to the southern tribes in the Imperial Mausoleum, however; which bring incredible combat power alongside their most powerful spell arsenal.

It is worth noting that the Mua-Ta only have one boss fight, which is their sacred Mua-Ta Chosen. It is also the only are the only race in the game that has only one boss fight, and no mini-bosses throughout the entire game.

Tier 1 enemies

Tier 2 enemies

Tier 3 enemies

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

Tier 5 enemies
Giant Raptor

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

The **Giant Raptor** is a **Tier 5** Beast **Miniboss** that can be encountered in the Imperial Mausoleum. It is a giant version of the Tamed Raptor.

As one of the most dangerous minibosses, it dwarfs every other monster with **Rend Flesh**. Be prepared to replenish your sanity, before you end up as its next meal.

**Combat Proficiency**

Though not nearly as life-threatening as the Deathcap, the Giant Raptor is still a very dangerous miniboss. With combat stats similar to Sage Asmodius, the Giant Raptor is equipped to shred through you like you're made of paper. As with any miniboss, it comes with its very own devastating ability: **Meat Grinder**.

This deadly ability not only deals immense levels of damage, but also cuts away **3 SANITY** instantly, on top of debuffing both your Evasion and Critical. The only consolation is that this ability can only be used once, but the debuff applied is more than enough to utterly ravage you.

Its supporting minions are also a nasty bunch. While the Whitemask does not pose as much of a threat to you, the Redmask should be killed as soon as possible if you rely on physical damage. Otherwise, a nasty **Sunder Weapon** will ruin your day.

  **Damage:** 21-25
  **Critical:** 21%

**Ability**
Forsaken Mercenary

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

The **Forsaken Mercenary** is a Tier 5 human enemy encountered in the Haunted Quarry. A common occurrence across the grim expanse of the quarry, these fallen mercenaries are big, bulky and hit very hard.

**Combat Proficiency**

A Forsaken Mercenary using **Festering Greed** turns the battle from an inconvenience into absolute bloodshed; you are not likely to leave with most of your health. Their damage turns into the highest of all quarry denizens, but you should use the turn they aren't attacking to stun and exploit their armor reduction.

  **Damage:** 16-21
  **Critical:** 20%

**Ability**
Mace

The **Mace** is a melee Weapon that can be obtained from the start of the game. It increases your damage by 1 and inflicts one point of additional damage against Undead.

The Devout's Mace is an enhanced version of this weapon, providing more overall damage and greater counter damage against the undead.

**Stats**

  Base Cost
 25

**Acquisition**
The Mace can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.
Contagion

Contagion is an **Occult** Spell that inflicts moderate damage onto a single target and applies poison, which damages its target every turn. The poison from Contagion does not stack with itself, but can stack with other poison sources.

**Uses & Strategies**

Poison is a very powerful effect for two reasons: it cannot be reduced by any kind of armor and it ticks before an enemy's turn, which can kill it before it attacks or uses a dangerous ability. It can wither away enemies with high armor or spell resistance, as well as let you stall out bosses and minibosses. This is especially the case in the late game where some enemies have absurdly high resistances but nearly no health, which leads to rapid death by poison.

However, you will have to wrestle with choosing from multiple poison sources, as spell slots are rare early on. Contagion has higher poison than Corpse Explosion but is behind Seed of Oblivion, although Corpse Explosion does stack. If you want immediate poisoning and have spellpower to buff the initial damage, Contagion can be a good pick for a single-target spell. Otherwise, Seed of Oblivion is perferrable for the stronger poisoning and the ability-stopping effect.

**Strengths**

* Extremely powerful against enemies with low health but high defenses.
* Very effective against boss enemies, as poison is not weakened on them.
* Deals the third highest amount of poison damage in the game.

**Weaknesses**

* Poison takes time in order to kill an enemy.
* Against enemies with a large health pool, poison loses alot of its effectiveness.
* Contagion does not stack with itself, which makes it weaker against bosses and minibosses compared to Corpse Explosion.

**Upgrade Tree**
Guard Captain's Armor

The **Guard Captain's Armor** is an armor that gives the user +2 ARM and +10 HP but -10% EVA. it is the stronger variant of the City Guard Armor.

**Stats**

  Base Cost
 45

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan, dropped as loot from enemies, or as dungeon event reward.
Corrupted Growth

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

The Corrupted Growth is a **Tier 5** dark spawn that can be encountered in the Glacial Pass once the player reaches **Dungeon Level 33**.

A Corrupted Growth accompanies Father Dagon & Mother Hydra during their boss fight.

**Combat Proficiency**

The Corrupted Growth is the **Epic** variant of the Orc Skirmisher, with significantly increased stats across the board but also lacking any ability.

The Corrupted Growth is quite dangerous due to its heavy armor and large health pool, coupled with its high damage output. However, as they can appear alongside Eldritch Magi, they should be targeted last in a group if you have physical armor.

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

Grim Quest is home to four primary difficulty modes, in addition to numerous optional difficulty modifiers and settings. At its base, you will be playing one of the four difficulties without any sort of modifiers applied: Classic, Grim, Hardcore, and Nightmare.

## Optional Difficulty Settings

In addition to the above difficulty modes, there are also optional modifiers that can be selected, including permadeath, dungeon size, experience rate, dungeon event frequency, combat difficulty, and advanced combat.

### Permadeath

**Permadeath** is an option that makes death *permanently delete the save file*. This encourages careful and strategic play to prevent death at all costs. Upon death, the following message is shown instead of usual:

*The Dark embraces you...
Perhaps another will succeed where you have failed?*

Losing all mercenaries during a siege will also delete the save file as Ashborne is destroyed by the invading forces and the dark spreads across the continent. However, retreating from a dungeon due to losing all Sanity **does not** delete the save file, instead triggering the standard gold penalty.

### Customizable Modifiers

Customizable Modifiers are modifiers to the player and enemies in combat, which can be changed in the world map with a button next to the door to return to Ashborne. These modifiers include:

* Enemy HP, enemy DMG and boss HP, all of which range from 0.5x to 5x.
* Sanity reduction chance on CRIT, which ranges from 10% to 100%.
* No retreat from or consumables in combat.

As this can dramatically impact the gameplay experience, it is not recommended to activate this setting until you are familiar with the game.

### Advanced Settings

The **Advanced Settings** dropdown allows the player to customise the following:

* Dungeon Size, which can be in sizes smaller, normal, larger and XL.
* Event Frequency, which can increase or decrease of dungeon events spawning. Has options of none, less, normal or more.
* Level Progression, which determines the amount of experience needed per level. Has options of faster, normal, slower and epic.

### Advanced Combat

**Advanced Combat** is a setting that allows the player to perform *two* actions in one turn instead of one, in exchange for doubling the health of all enemies. This intends to increase the level of depth in combat, and make previously underutilized features worthwhile.

Notable changes compared to basic combat include:

* Retreating costs two actions to use and cannot be used with one action remaining.
* Defending consumes all remaining actions.
* Spell and skill cooldowns tick each action instead of each turn.
* Abilities that disable spells and skills for one turn instead only last for one action.
Echoes of the Past, Option 1

You accept the man's offer, not wanting to dispute his ridiculous claims. He closes his eyes and begins mumbling to himself in a foreign, yet strangely familiar language. Not long after, you start feeling something coursing through your body...could it be the man's obvious charisma playing tricks on your senses?

Just as fast, the strange feeling dissipates, and the man opens his eyes, smiling gently as he looks upon your confused face. Before you get the chance to speak, he offers one final salute and joins back with his men - and just like that, they are on the march again, leaving only dust and echoes of the past in their wake...

**+1 DMG +1 ARM**

**Leave**
Kusarigama

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

The Masterwork Kusarigama is an enhanced version of this weapon, providing more damage and EVA chance.

**Stats**

  Base Cost
 35

**Acquisition**
The Kusarigama can be bought in Various Assortments and the Merchant Caravan and Weaponsmith's Arsenal dungeon shops, dropped as loot from Enemies, or as a random Dungeon Event reward.

**Trivia**
* In real life, the Kusarigama is a traditional Japanese weapon consisting of a sickle-shaped blade on a chain, similar to a flail.
Beastman Brute

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

The Beastman Brute is a **Tier 5** beast enemy that can be encountered in the Withering Woods once the player reaches **Dungeon Level 33**.

**Combat Proficiency**

The Beastman Brute is the **Epic** variant of the Orc Veteran, with vastly superior stats and a stronger **Pulverize**.

The **Pulverize** monster archetype is back for your head, with the Brute being able to deliver a nasty burst of damage on top of significant debuffs. Taking them out should be a priority over Beastman Elites, though not to disregard a Beastman Shaman.

  **Damage:** 10-13
  **Critical:** 16%

**Ability**