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Arcane Almanac

The Arcane Almanac is an item that grants a set amount of XP based on the characters level. The amount of experience is given by the following formula:

*Exp. gained (max. 250) = 35 + (Player Level \* 5)*

This means that the almanac gives 35 EXP at level 1 and increases by 5 for every level. This goes up to Character Level 43, where it maxes out at 250 EXP gained.

**Stats**

 25

**Acquisition**
Arcane Almanacs can be dropped by Enemies or be given as a random reward from dungeon events. In addition, it is craftable in the Boiling Cauldron with an Ancient Tablet and Mutagen.

**Crafting**
Dagger

The **Dagger** is a melee Weapon that can be obtained at any point in the game. It increases the player's damage by 1 and critical chance by 3%.

The Rogue's Dagger is an enhanced version of this weapon, providing more overall damage and critical chance.

**Stats**

  Base Cost
 25

**Acquisition**
The Battle Axe 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.

**Tips**
Daggers provide a decent bonus for early characters interested in building into their critical stat. Combining it with the Keen Eye passive skill can give you higher average critical chance than most early characters, which will provide you an edge in combat. Equip the Barbarian Armor and Razor Charm alongside it to amplify your early critical chance even further.
Claws of Amarok

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

The **Claws of Amarok** are a melee Weapon and the special drop of Sage Amarok. It grants +5 damage and +8% critical chance, making it the weapon with the highest critical in the game.

**Stats**

  Buy-Back
 500

**Acquisition**
The Claws of Amarok can only be dropped as special loot from Sage Amarok. Unlike with other epic bosses such as the Demon Lord, all Sages in the tear do not respawn after being defeated and thus their drops can only be obtained once.
Grave Robber

Grave Robbers are **Tier 1** Human Enemies that can be encountered in the Sunken Grotto while the player is below **Character Level 11**. They are among the first enemies a new player will face.

**Combat Proficiency**
Grave Robbers have the highest health of the Tier 1 humans and inflict the greatest physical damage with their standard attacks. While they might lack the magical arsenal of a Hedge Wizard or the critical hit potential of the Bandit, their ability to tank an extra hit coupled with their consistent damage output makes them tricky to fell without the right abilities.

It is unlikely that a spell like Lightning will roll high enough damage to one-shot them, though this is still possible. Spellcasters will need to invest into stronger damaging spells such as Dark Pact or Arcane Blast in order to overcome its above average health pool. Physical characters can unleash a powerful Flurry to capitalize on its lack of resistances, while gunslingers should utilize Aimed Shot to punch straight through its health in one clean blast.

* Grim
* Nightmare

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

Events are scenarios and situations that occur inside or outside of the dungeons, and can affect the player in a variety of ways.

Dungeon Events
Dungeon Events are triggered when you enter a tile that contains the associated event. When this happens, you will be given the appropriate prompt that comes with said event, and may be presented choices to make that will influence how the event plays out. Caution is advised, as some events are purely negative and cannot be gotten out of pleasantly.

Ashborne Events
Ashborne Events occur when you return to the city after performing a dungeon run. These events are not as direct as those in dungeons, but still have the potential to cause harm. Some of these events can even disable certain assets of Ashborne from your use for that day.
Mua-Ta Matriarch

The Mua-Ta Matriarch is a **Tier 3** Mua-Ta enemy that can be encountered in the Sunken Grotto starting from **Character Level 11**, as well as in the Withering Woods at any level.

Once the player reaches **Dungeon Level 33** in a dungeon, the Mua-Ta Matriarch is no longer encounterable there.

**Combat Proficiency**

The Matriarch is the most powerful member of the Northern Mua-Ta, boasting the highest overall stats in comparison to any of her peers. This alone demands respect and fear for her in combat, but her high damage can also be worsened through use of her ability, **Weaken Armor**, which will reduce your armor and evasion. This will make her and her peers wail on you even harder than usual, which is extremely dangerous with Mua-Ta Hunters.

It is highly recommended that you carry an ability to reduce her resilience if you wish to deliver effective punishment.

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

**Ability**
Coven Witch

The Coven Witch is a **Tier 2** human **Miniboss** that can be encountered in the Glacial Pass. Though the other minibosses focus on having obscene stats, the Coven Witch's dabbling in the occult grants it the terrifying power of disabling your spells and skils for a turn - the first of many more enemies to do so.

**Combat Proficiency**
The disabling is the main gimmick of the Coven Witch, although the **Terrify** ability that does this also carries a near-guaranteed Sanity drop. Both of these make the Coven Witch difficult to roll through with items, unlike the Possessed Orc. You are not likely to have more than four spell and skill slots when you face it, so you should pick your abilities carefully.

If your spellpower is high, having an area damage spell like Fireball or Twisting Vines lets you quickly filter out its minions, since they lack spell resistance. The witch itself is a different story - unreducable damage from Confusion and Seed of Oblivion can circumvent the high resistance, although you can also switch out Confusion for Absorb Pain if you need quick healing.

If you focus on physical damage, you will have a much easier time as **Terrify** will not affect your default attack, although denying access to Flurry and Aimed Shot will be problematic against the minions. Use the skills on the minions first instead of the witch for an easier fight, especially since they have high armor on account of being trolls - this should severely maim them such that the default area attack kills them off. Once the witch is alone, throw everything you have at it and keep track of your sanity. Confusion and Seed of Oblivion are extremely useful here, again, to let you use your skills for a fast victory.

  **Damage:** 8-11
  **Critical:** 14%

**Ability**

**Trivia**
* The Coven Witch is the only human miniboss in Grim Quest.
Antique Knife

The **Antique Knife** is a weapon that gives the user +4 DMG and +2 DMG against Beasts.

**Stats**

  Base Cost
 75

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

**Tips**
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.
Darkness Incarnate

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

The Darkness Incarnate is the **First Boss** of The Tear, and may be fought starting from **Dungeon Level 15** once the player reaches **Character Level 18**.

As the penultimate boss of the main quest, this is the second hardest boss of this portion of the game. Even more powerful than the Shadow Dragon, this boss demands your attention and will punish foolhardy performance harshly.

**Combat Proficiency**
Darkness Incarnate is worthy of its title as Penultimate boss, with superior stats compared to everything else, along with a much more threatening ability. **Night's Embrace** allows it to regain a massive level of health in addition to buffing its attack and defense.

  **Damage:** 13-17
  **Critical:** 18%

**Ability**
Dark Slime

The Dark Slime is a **Tier 2** dark miniboss that can be encountered in the Sunken Grotto once the player reaches **Character Level 5**.

Notorious for being an indestructible wall to newer players, the Dark Slime is one of the least desirable minibosses you can have the displeasure of meeting face to face. Without very high damage output, expect to be quickly barricaded down.

**Combat Proficiency**

The Dark Slime easily takes the grand prize as the hardest miniboss in the Sunken Grotto, for one reason: **Unstable Essence**. It allows the slime to inflict damage, but under its full HP it has the nightmarish ability of **restoring itself completely**, undoing your hard work. Its high armor and spell resistance for its stage of the game also makes it very difficult to be chipped down without a min-maxed build, and often requires a retreat.

Once it is below the half-health threshold, start pulling out all of your stunning abilities and the Seed of Oblivion if you have them. Comboing stuns will quickly deplete the rest of its health before it has the chance to fully regenerate.

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

**Ability**
Dragonling

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

The Dragonling is a **Tier 5** beast enemy that can be encountered in the Burning Caldera.

**Combat Proficiency**

Dragonlings are similar to the Mutated Rat, and in some ways can be considered an end-game version of this enemy. They have no ability to speak of, but have balanced health and armor on top of high, consistent damage output.

  **Damage:** 10-12
  **Critical:** 15%
Bone Knife

The **Bone Knife** is a melee weapon that can be obtained after **Character Level 12**. It increases the player's damage by 2 and inflicts an additional 1 point of damage when attacking a Beast.

The Antique Knife is an enhanced version of this weapon, providing more overall damage and greater effectiveness against beasts.

**Stats**

  Base Cost
 35

**Acquisition**
The Bone Knife 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.

**Tips**
The Bone Knife can be obtained around the time you would enter the Withering Woods, which are chock full of beasts in the form of the Vodyanoi and Beastmen. Those with the Hunter background will find far greater performance with this weapon.
Arcane Grimoire

This accessory provides a damage boost to all spells that are classified as **Arcane**. That said, the actual effect can be misleading, as this accessory will only affect **DAMAGE** spells that are identified as Arcane, not buff spells.

**Stats**

  Base Cost
 40

**Acquisition**
It can be bought in Various Assortments, A Merchant Caravan, The Curio Shop, dropped as loot from enemies, or as dungeon event reward.
Elixir of Life

The **Elixir of Life** is a consumable that heals 100 HP. It is an upgraded version of the Healing Potion. As with all healing items, it receives bonuses from the Physician Background and the Enchanted Frog.

**Stats**

  w/Physician
 37

**Acquisition**

The Elixir of Life can be dropped by Enemies and be given as a reward from other dungeon events. In particular, the Retired Djinn dungeon event can give the player an Elixir of Life if they choose to wish for health.

It is also craftable in the Boiling Cauldron with a Healing Potion and Ruby.

**Crafting**
Burning Caldera

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

The Burning Caldera is one of the eight Dungeons that can be visited. Unlike the first four dungeons, it is only accessible once the final main quest, **Explore Beyond the Tear**, is complete. It is where the **Fate of the Fallen** quest takes place, which must be completed to access the Haunted Quarry.

Although immediately accessible once unlocked, it is intended for the player to visit and complete the Burning Caldera after completing the epic quests in the Sunken Grotto, Glacial Pass and Withering Woods. It is also the only dungeon with only two enemy types.

The Burning Caldera, Imperial Mausoleum and Blasted Wastes share a different structure than the main quest dungeons; all of them have only one boss at dungeon level 24, have the same set of enemies throughout the entire dungeon and two minibosses instead of three.

## Native Monsters

Though the outpost here is long-abandoned, it is not completely desolate; the native beasts have long called this flaming hell their home. Nightmarish spiders, dwarfing the size of a man, stalk the perimeter for fresh food. They are not the only creatures here, however, as majestic fire dragons prowl the grounds for a feast as well.

Unfortunately for you, the dark still manifests here, this time under the service of a mysterious and overwhelming arcane force. To halt your progress, it has created an army of sentient statues and stone golems, crushing you with the very ruins you trespass on. Otherworldly foes also enter, from a mysterious realm: arcane beings summoned by this mysterious force, ready to incinerate you before you find out the truth...

**A malign, oppressing and... familiar... face awaits you on Floor 24.**

## Minibosses

Unlike all previous dungeons, the Burning Caldera and subsequent end-game dungeons all only have 2 minibosses. However, like with the enemies, they are stronger than anything before, and caution **must** be taken when faced with them.

**Spider Queen**
**Head Golem**
Boiling Cauldron

The **Boiling Cauldron** is a location in Ashborne that holds the last existing alchemy cauldron in the city, which can be used to craft items by using materials from the inventory or stash.

The Advanced Alchemy upgrade at the Council Chambers will give a chance of up to 35% to create two items when crafting.
Aconita

Aconita is a consumable that increases the player's minimum and maximum attack damage by 1 when consumed, lasting for the entire duration of a dungeon floor when consumed outside of combat It can be turned into the more potent Aconyte Toxin in the Boiling Cauldron.

**Stats**

 7

**Acquisition**
Aconita 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**

Aconita is a very powerful consumable item in the early-game, where your attack damage is limited almost exclusively to the single-digits. With this, you can up your combat strength considerably and it will enable you to kill your opponents in fewer turns, thus putting damage numbers in your favor and saving some health as well.

Later on, raw aconitas should be consumed with the toxin for a total of +3 damage, making an Arcane Binding in item form minus the critical bonus, which comes from a use of Liquid Fire.

**Crafting**
Eldritch Magus

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

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

**Combat Proficiency**

The Eldritch Magus is the **Epic** variant of the Dark Worshiper, with higher stats and a stronger **Dark Surge**.

Similarly to a Worshiper, the most dangerous attribute of the Magus is the high damage and evasion-depleting attribute of its ability, which you will want to prevent it from using as much as possible.

  **Damage:** 7-13
  **Critical:** 14%

**Ability**
Legionnaire's Gladius

The **Legionnaire's Gladius** is a weapon that gives the user +4 DMG and +2 DMG against Orcs. It is the stronger variant of the Gladius.

**Stats**

  Base Cost
 75

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

Gnosis is a skill from the **Academic Aptitudes** regime that decreases the spell resistance of all enemies, effectively increasing the player's spellpower. This stat decrease is not visible when viewing enemy stats.

**Uses and Strategy**
Gnosis is the magical equivalent of Savage Strength and should be picked up as quickly as possible, preferably as one of your first two skills in a mage build. Whereas the other academic aptitudes passive skills activate by chance, Gnosis is by far the most consistent.

**Upgrade Tree**
Aether Dust

Aether Dust is consumable item that increases the player's spell power by 1 when consumed, lasting for the entire duration of a dungeon floor when consumed outside of combat. It is the equivalent to the Aconita for spells instead of physical damage.

**Stats**

 7

**Acquisition and Usage**

Aether Dust 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**
In the early-game, the effect that Aether Dust provides cannot be ignored. Even a single extra point of damage can make a world of difference when it comes to spells, especially on weaker level 1 spells that do only minimal damage.
In the mid-game and onwards, it is better to drink its processed version, the Sage's Wisdom, and consume the dust on top of it to stack.

**Crafting**
Automaton

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

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

**Combat Proficiency**

The Automaton is quite a nasty foe. Though not as resilient as the Constructs, the Automaton still shares a substantial spell resistance. Worse yet, it comes equipped with **Mark Target** that is much like the Vodyanoi Lurker in that it won't prevent other Automatonss from doing the same thing.

Once under this buff, they will have a staggering 35% critical chance! Don't let them use it unless you want to get hit hard.

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

**Ability**
Cudgel

The **Cudgel** is a weapon that gives the user +2 DMG.

The Brute's Cudgel is an enhanced version of this weapon, providing more damage.

**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.
Long Sword

The **Long Sword** is a melee Weapon obtainable from the start of the game. It grants damage, critical and evasion.

The Knight's Long Sword is an enhanced version of this weapon, providing improved stats in all fields.

**Stats**

  Base Cost
 25

**Acquisition**
The Long Sword 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.
Cyclops Hatchling

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

**Cyclops Hatchlings** are Tier 5 Beasts encountered around the Blasted Wastes. Encountered alongside adult Cyclopes, they are the strongest high-defense, low-health enemy.

**Combat Proficiency**
At this point, you would have encountered the Arcane Essence and the Visage, and the strategy for them will work just as well for the hatchling. While they do have a sizeable amount of health to tank Pierce Armor, they fortunately do not have any offensive ability, and can be de-prioritised over the more vicious adults.

  **Damage:** 12-13
  **Critical:** 17%

**Ability**
Grim Quest

Grim Quest is a classic turn-based RPG / Dungeon Crawler with gothic aesthetics and a retro vibe. It is set in a dark fantasy world with elements of Lovecraftian horror and Freudian psychology, and puts a lot of emphasis on atmosphere and immersion with dark visuals, music and lots of written text. Some roguelike elements are thrown in for good measure. Reminiscent of pen and paper DnD.

**Only in ENGLISH, no translations yet!**

### FEATURES

* immerse in a dark fantasy world with its own history and lore
* defeat enemies and fight boss battles in a classic turn-based combat system
* manage your character's sanity or suffer unexpected consequences
* customize your character with 25 unique spells and 20 active & passive skills
* select one of 27 character backgrounds that each affect gameplay in a different way
* experience the game world through a variety of interactive, text-based events
* acquire weapons, acessories, consumable items and crafting ingredients
* complete quests, collect bounties and find 60 pieces of scattered lore
* manage defences of a besieged city, endure raids and other calamities
* relax or add suspense with 4 difficulty levels, optional permadeath and other adjustable settings
Ashborne

**Ashborne** is the central city of Grim Quest, and is the hub that the player rests in when away from exploring the Dungeons. A city barely kept alive the constant influx of mercenaries like the player, its facilities make it a safe haven against the dark-infested lands.

## Facilities of Ashborne

At the start of your game, after the intro, you will be presented with all of the assets Ashborne has to offer. From here, you will get acquainted with the services that the city has to offer through the tutorial. The only facility that is not immediately available is the Council Chambers, which must be unlocked by defeating the Orc Chieftain. Below is a brief description of each of Ashborne's services.

  Council Chambers | The Ashborne council chambers, home to the city's elected leadership. If you prove yourself to them, you will be able to influence the development of the city with new projects, benefiting you both in and out of battle.
Calming Herbs

Calming Herbs are consumables that reduce the chance of losing Sanity when you are critically struck by an enemy by 10% when consumed. They can also be turned into the stronger Potion of Tranquility in the Boiling Cauldron.

As with most stat-boosting consumables, Calming Herbs cannot be cosumed twice but stacks with the Potion of Tranquility. In addition, consuming it inside of battle makes the effects wear off at the end, while consuming it outside of battle makes them last for the entire dungeon level.

**Stats**

 12

**Acquisition**

Calming Herbs 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**
Of all the consumables, Calming Herbs and its upgraded form are pretty weak. Although their effects can make the odds of losing sanity to a critical hit almost non-existant, the fact they don't affect sanity drain from abilities makes for an almost pointless consumable item.
**Crafting**
Djinn

Djinns are **Tier 5** dark spawn that can be encountered in the Burning Caldera.

A Djinn accompanies Sage Asmodius during his boss fight.

**Combat Proficiency**

The Djinn are quite nasty opponents. Similar in nature to other healers like the Blind Disciple, Djinn's special ability is **Empower**, which not only heals a sufficient amount of health but also buffs the ally's spell resistance significantly. This makes them much harder to destroy, and forces you to fight physically or bust out Soul Rend.

Disabling the Djinn before it can buff itself or its allies is highly advised to shorten the fight, especially when an Ifrit appears with it and becomes nightmarish to deal with once empowered.

  **Damage:** 10-13
  **Critical:** 15%

**Ability**
Armor

Armors are equipabble items that generally provide defensive benefits to the player, such as extra health or increasing the armor stat. The player can only have one piece of armor equipped at any time, but can freely switch to others in the inventory when outside of battle.

There are many kinds of armor. This is a compiled list of their stats and descriptions.
Guild House

The **Guild House** is where skills can be learned and upgraded with gold. Skills are special abilities for the player that are distinct from Spells, where they can either be activated with a special gesture or be passive and provide stat benefits. When an activated skill is used, it applies a universal cooldown to all non-passive skills and prevents their use until it expires.  On the desktop version of Grim Quest, each skill has its independent cooldown, much like regular spells.

A new skill has a base cost of 200 for classic, 225 for grim, 250 for hardcore and nightmare, as well as an increase of 100 gold per level upgrade. The Scholar background reduces skill costs by 15%, while the Guild Discount city event can reduce the cost by 25%. You can forget spells and skills at the Altar of Oblivion for the cost of 125 per level, and level 1 skills are free to forget.

New level upgrades for skills are available on character levels 8, 16, 24, 32 and 40, meaning that the highest level for a skill is 6. However, the **Advanced Training Regime** upgrade from the Council Chambers are needed for level 6 skills. The character's spell and skill slots will also naturally increase as they level up, with the **Post-Graduate Program** council upgrade granting one slot per level.

**Desktop-Exclusive**
This page or section contains content exclusive to the Steam version of Grim Quest.

The Grim Quest PC version comes with a 5th tree of skills for the player to utilize, known as **Mercenary Tricks**. This is intended as an extra asset to compensate for the version's increased difficulty.

Mercenary Tricks function regardless of weapon type.
Holy Hand Grenade

"first shalt thou take out the holy pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it."*"*

The **Holy Hand Grenade** is a bomb that has a chance to instantly destroy any Dark or Psyche Manifestation enemies. It has no effect on minibosses or bosses.

**Stats**

  Base Buyback Cost
 50

**Acquisition**
It can be obtained from enemy drops or as a dungeon event reward.

**Tips**
The Holy Hand Grenade is a meme item and thus serves no proper use other than as a valuable bounty object. It is too unreliable to use over the similarly rare Dark Bomb. Its only niche is against bosses and minibosses with accompanying Dark minions, as a lucky roll can end up killing the minions off and make the fight easier in one turn.

**Trivia**
* The Holy Hand Grenade is a direct reference to the item of the same name in Monty Python and the Holy Grail.
* Previously, bosses and minibosses such as The Old Leech were bugged and vulnerable to the grenade's effects, resulting in comedic victories.
False Stone-Heart

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

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

The **False Stone-Heart** is the second boss of the Haunted Quarry, available to be fought on floor 30. Irradiating the essence of the Stone-Heart deity itself, this false idol guides the great operation of the cult surrounding it. Defeating it is only the first step of silencing this evil...

**Combat Proficiency**
Not only does the false idol have the highest health of all other bosses up to it, its ability and the presence of Stone Heart Priests makes it an extremely tough foe. When its ability, **Primordial Sanctity**, is casted after the first use, any and all status effects are removed from it. This makes Immolation completely ineffective unless you can get a stunning chain, as well as negating the very thing that makes Seed of Oblivion useful. Thus, it is certainly worth it to use a physical weapon, preferably Roland's Revolver for a stun-lock combo with Crippling Volley alongside Glacial Spear.

  **Damage:** 33-37
  **Critical:** 15%

**Ability**

**Trivia**
* The False Stone-Heart is the only boss with an item depicted in its icon, that being the Stone-Heart.
* Unlike with the Stone Heart Priest and Stone Heart Cultist, the False Stone-Heart has a hyphen in Stone-Heart like the item.
* Primordial Sanctity's icon is the same as the Stone-Heart Shrine dungeon event.
* Primordial Sanctity is the only ability that can remove status effects.
* Originally, the False Stone-Heart would have been named **Stone-Heart**. Once defeated, it would instantly teleport the player to a new dungeon floor where the Nameless Hunger, which would be called the False Stone-Heart, would be encountered.
* False Stone-Heart and Nameless Hunger were previously affected by the boss ID bug, which failed to categorise them as bosses for spells with reduced effects and the Holy Hand Grenade.

**Journal Entries**
*As of now, the Haunted Quarry has no associated epic quest and thus these entries cannot be found in the journal.*

**Upon entering boss floor**

**Journal entry upon leaving dungeon after victory**
Gladius

The **Gladius** is a melee Weapon that can be obtained after **Character Level 12**. It increases the player's damage by 2 and inflicts an additional 1 point of damage when attacking an Orc.

The Legionnaire's Gladius is an enhanced version of this weapon, providing overall damage and greater effectiveness against orcs.

**Stats**

  Base Cost
 35

**Acquisition**
The Gladius 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.

**Tips**
The Gladius can serve the player very well going through the Withering Woods and the later levels of the Glacial Pass due to the substantial orc presence in those dungeons. Though it won't aid you in any upcoming boss fights, they can ease the difficulty of going through the dungeon. The Iron Fist Merc background will raise the effectiveness of this weapon further.
Lich

The Lich is a **Tier 5** Undead enemy that can be encountered in The Tear after **Character Level 23** or **Dungeon Level 25**.

**Combat Proficiency**
Liches are deadly spellcasters that parallel the nefarious Revenant, excelling in magical power rather than physical. Additionally, their magic resistance is extremely high, which make your spells much less effective. Because they are spellcasters, Seed of Oblivion and high spell resistance through Innate Resistance can greatly counteract their offensive power, but you will have to worry more about Revenants instead.

  **Damage:** 7-11
  **Critical:** 14%

**Ability**
Arcane Horror

The Arcane Horror is a **Tier 3** dark spawn that can be encountered in the Glacial Pass once the player reaches **Character Level 11**, as well as in the Withering Woods at any point.

Upon reaching **Dungeon Level 33** in one of its dungeons, the Arcane Horror will no longer spawn there, but may spawn in the other dungeon if its level is not high enough.

**Combat Proficiency**

The second in a line of powerful dark spawns, the Arcane Horror is a significant jump over its precursor, the Shadow Prowler. Packing high magic resistance on top of the **Mind Assault** ability, this foe is best engaged with physical damage. If you must engage with magic, bring a way to reduce its high resistance, such as Soul Rend.

  **Damage:** 5-8
  **Critical:** 16%

**Ability**
Golem

Golems are **Tier 5** dark spawn that can be encountered in the Burning Caldera.

A Golem accompanies Sage Asmodius during his boss fight.

**Combat Proficiency**

Golems are remarkably similar to the Decapod, as both of them can achieve **10 Armor** with their ability in play. Unlike the Decapod, however, the Golem has substantially higher health to endure punishment, especially from spells. Using Pierce Armor or Aimed shot can easily circumvent the immense armor value, while Dark Pact can rip through a Golem in minimal effort.

  **Damage:** 9-12
  **Critical:** 15%

**Ability**
Aether Solution

Aether Solution is a consumable that adds two extra uses to spells for one battle, as well as being an ingredient in making Troll Blood Serum.

When consumed outside of battle, its effect applies to the next battle in the dungeon.

**Stats**

 20

**Acquisition**
Aether Solution 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.

**Crafting Recipes**
Beholder

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

The Beholder is a **Tier 5** dark spawn that can be encountered in the Sunken Grotto starting from **Dungeon Level 33**. It is the only normal dark spawn enemy that can be encountered in the dungeon.

**Combat Proficiency**

The Beholder is a unique **Epic** monster with an infamous ability. Despite not being the most powerful foe in the Grotto, the **All-Seeing Gaze** it has access to can dish out a hefty burst of magical damage, on top of significantly reducing your evasion.

Because of this, you will want to make sure this enemy cannot use that ability. Seed of Oblivion is an obvious choice as it will disable the ability and weaken this enemy significantly.

  **Damage:** 8-13
  **Critical:** 14%

**Ability**
Dancing Dragon

The Dancing Dragon is one of the facilities in Ashborne, a tavern where common folk and mercenaries alike enjoy themselves and wash away their miseries. In the Dancing Dragon, the player can perform a number of services:

* Restock on their supplies and replenish their Sanity with some calming drinks, to be prepared for the next trip in the dungeon.
* Increase the size of the inventory, by 2 slots for 500 gold. This caps out at 20 slots total, including the starting ones.
* Accept new bounties for extra gold.
* Stash items that are not necessary but are useful in the future. The stash can also be expanded by 10 slots for 1000 gold, up to 120 slots total.

## Services

 Have a calming drink
 Bounties
 Stash

## Trivia

* The Dancing Dragon could previously let the player gamble. The player would bet a small amount of gold and selecting a number between 1 and 7. The game would then select a random number from 1 to 7 and reward seven times the bet if it matched the player's selection.
	+ Due to Google Play Store regulations, this feature was removed.
	+ Similarly, the icon for calming drinks was changed from an alcoholic beverage to tea, although other mentions of alcoholic substances such as Imperial Brandy are still present.

## Gambling Guide (No Longer Available)

If you have time to throw at some minigames and you want to win at any cost, losing your real-life sanity along the way, here is what you will need to do to bet youre money in the "safest" way posible.

1. Pick a number.
2. Bet at that number untill you win using this ammount of money as follows untill you win once: 5,5,5,5,5,5,10,10,10,25,25,25,25,25,50,50,50,50,50.
3. When you win once, restart your betting amount to the start of the above sequence.

There is a 5.345% chance of returning a net loss using this bethod, and losing all 19 bets will result in losing 435 gold coins. Gambling can help in the early game when money is hard to come by, but after the first dungeon income from bounties and combat rewards will outpace any gambling gains.
Lizardman

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

**Lizardmen** are Tier 5 Beasts located throughout the Blasted Wastes.

**Combat proficiency**
While not that threatening at the start compared to other lizardmen and beasts, their **Warcry** boots their strength to that of a Cyclops and become far more dangerous, especially when accompanied with the Sand Viper's crippling debuff.

  **Damage:** 11-13
  **Critical:** 16%

**Ability**
Arcane Binding

Arcane Binding is an **Arcane** spell that increases the player's damage and critical chance.

**Uses & Strategies**

Arcane Binding works for any character that is not a dedicated mage, as the damage and critical increase is excellent for both melee and gun users. The spell helps break past high-defense enemies while also having the potential to trigger Meditation and provide a small amount of healing. However, as a self-buff spell it carries the risk of leaving you completely vulnerable for one turn on basic combat. The extra critical chance also has decreasing returns if your crit chance is already high or are running Aimed Shot.

**Strengths**

* Arcane Binding increases your attack damage by a flat amount, which can allow you to end fights much quicker.
* The added critical chance increase means this spell benefits high critical builds the most.
* Unlike Abyssal Gaze, which makes you more powerful against a singular enemy, Arcane Binding can aid you against a group of multiple foes without its power being diminished.

**Weaknesses**

* Casting this leaves you vulnerable for the turn you use it.
* Arcane Binding does little for a mage who is relying on magic damage.

**Upgrade Tree**

**Upgrade Tree**
* Arcane Binding also appears in Grim Tides. However, it is instead a targeted spell that inflicts magical damage based on the player's physical damage stat, as well as healing on a kill like Reaper's Scythe.
Dire Rat

The **Dire Rat** is a **Tier 1** Beast Enemy that can be encountered in the Sunken Grotto. It is one of the first enemies a new player will inevitably encounter.

Dire Rats vanish from the dungeon at **Character Level 11** or **Floor 25**.

**Combat Proficiency**
Arguably the most threatening of the first tier monsters, Dire Rats have above average stats and superior damage to their peers. While they might lack any form of armor or resistance, they have access to **Rend Flesh**, an ability that lets them inflict magic damage — which ignores armor and is instead reduced by spell resistance — and carries a chance to reduce your Sanity when used.

Because rend flesh ignores armor and bypasses evasion, defending will not protect you from it. This makes avoiding the damage it inflicts very difficult, but methods exist to put the Dire Rat down quickly. The simplest is to brute force it with high damage abilities, like Flurry or Dark Pact. A more tactical approach is to disable the ability altogether with Seed of Oblivion, or inflict Confusion to stun the Dire Rat for a time. Gunslingers tend to excel the most against Dire Rats thanks to Crippling Volley, which deals substantial damage *and* applies a stun.

* Grim
* Nightmare

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

**Ability**
Dark Servant

The Dark Servant is a **Tier 4** human enemy that can be encountered in The Tear.

**Combat Proficiency**
Dark Servants are not quite as dangerous as the other humans, but make up for this with access to **Battle Frenzy**, enabling them to deliver much higher damage. They should only be prioritized if they are under their buff though.

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

**Ability**
Rare Phangler

Rare Phangler is official property of Big Blue Bubble, and sadly will not be returning to TLL in its current form. This page is now an archive page. This is not Big Blue Bubble's fault. Please don't harass them. For more information, see The BBB/TLL Situation.

## Rare Phangler

‎

### Obtainable?

Yes (Evergreen Marsh)
No (Candy Island)

## Stats

### Island(s)

Evergreen Marsh
Candy Island (Upcoming)

## Song

> *See Phangler.*
>
>
Despair Manifestation

The **Despair Manifestation** is a Psyche Manifestation that can appear once the player reaches **Character Level 24**.

**Combat Proficiency**

Despair is the tier 5 version of Doubt. It is one of the strongest manifestations, and the most potent healer of them all. Capable of restoring a large portion of its own, or fellow manifestations' health, destroying it quickly is recommended to end the fight fast. But beware, it often pairs up with Terror, which is a deadly combo for your own sanity.

  **Damage:** 8-9
  **Critical:** 15%

**Ability**
Butcher's Cleaver

The **Butchers Cleaver** is a weapon that greatly increases physical damage against Beasts, but otherwise has no base damage increase.

The Bloody Cleaver is an enhanced version of this weapon, providing some overall damage and a greater bonus against Beasts.

**Stats**

  Base Cost
 30

**Acquisition**
The Butcher's Clever 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.
Mua-Ta Redmask

**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 Redmask** is a Tier 5 Mua-Ta enemy that can be found in the Imperial Mausoleum.

**Combat Proficiency**

Redmasks are Epic versions of the Mua-Ta Witch, with a **Sunder Weapon** that can drag out fights to unbearable levels. An Arcane Binding can prevent this from happening, as you will maintain the CRIT bonus while having your damage unchanged from the start of the battle. If you do not rely on physical damage, the Redmask's armor distribution leans less towards spell resistance, meaning that a good Dark Pact can clear them out fairly easily.

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

**Ability**
Catalyst

The Catalyst is a crafting ingredient that is used to make enhanced versions of numerous stat-boosting consumables. Like the Mutagen and Gunpowder, it is only a crafting ingredient and has no other function.

**Stats**

  Base Cost

**Acquisition**
Catalysts 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.

**Crafting Recipes**
Maul

The **Maul** is a weapon that greatly increases physical damage against Undead.

The Inquisitor's Maul is an enhanced version of this weapon, providing more overall damage and greater counter damage against Undead.

**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.
Jar of Honey

The Jar of Honey is the second strongest food item in the game, recovering 30 HP and 15 supplies. Unlike other food items, it is the only one that is craftable, by using a Marigold and Mutagen. It is also a possible bounty request.

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

**Stats**

  w/Physician
  w/Gourmet

**Acquisition**

The Jar of Honey 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.

The Sweet, Sweet Honey dungeon event rewards a Jar of Honey if you decide to risk it by extracting the honey and succeed.

The Jar of Honey is also craftable in the Boiling Cauldron using a Marigold and Mutagen.

**Tip**
Honey is easily the most expensive, and the cost of it makes it a risky purchase from the shop. If you manage to find it while fighting, it is far more useful and recovers supplies with health on the go. Alternatively, it can also be turned in as a bounty for a decent amount of gold.
**Crafting**
Abomination

The Abomination is a **Tier 4** Undead enemy that can be encountered in The Tear.

**Combat Proficiency**

Abominations are similar in nature to the Zombie but with far higher stats. Their health in particular is incredibly high, but their armor and spell resistance is practically non-existent. Killing them is not very difficult, but they are still very much capable of delivering a nasty blow to your sanity with **Rend Flesh** if they remain walking for too long.

  **Damage:** 6-8
  **Critical:** 15%

**Ability**
Baron of Bones

The Baron of Bones is the **Second Boss** of the Sunken Grotto, and may be fought at **Dungeon Level 30** once the player reaches **Character Level 12**. He is one of the six bosses that must be defeated to open The Tear.

Intended to be the third major boss of the game, the Baron heralds the mid-game, which can be a very difficult part of the game for some players - especially against this menace.

Combat Proficiency

The Baron of Bones is no pushover of an adversary. While he isn't as powerful as the Orc Chieftain, he is much hardier and can resist your attacks for a much longer period of time. His ability, **Beyond the Grave**, allows him to heal himself, increase his maximum health, as well as boost his Armor and Spell Resistance, making him all the more difficult to dispatch. Nevertheless, his resistance to magic will always be lower than his resistance to physical attacks. Mages should find it easier to take him down.

Abyssal Gaze and Eclipse Rite are highly recommended if running physical damage to reduce his staggering armor, especially once his ability is in play.

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

**Ability**
Aimed Shot

Aimed Shot is a skill from the **Gunslinger Tendencies** regime that delivers a guaranteed critical hit with increased critical damage when long-pressing on an enemy.

**Uses & Strategy**
Against tough and heavy opponents, having a guaranteed critical hit is a fantastic way of silencing them, since a build minimaxing in strength will easily get a one-turn kill, or proc Venomous Strike and Stunning Blow to make sure it never gets up again. Its levelling up scaling also makes it strong in the end-game, as the scaled benefits will eventually overtake the flat damage upgrades other skills may have. The Killer Lynx pet can scale the critical damage even further, and is arguably the best fit for a gunslinger.

However, it is unwise to prioritise Aimed Shot if you are running a critical hit build, since your critical chance is so high you may want to apply Eclipse Rite or Arcane Binding instead of just having a one-off damage boost.

**Upgrade Tree**

Trivia
* Aimed Shot's increased critical damage used to be bugged and not apply at all. As of the update on 18/10/21, this has been fixed.
Assassin

The Assassin is a **Tier 2** Human Enemy that can be encountered in the Sunken Grotto starting from **Character Level 5**, or **Dungeon Level 25** if the character level requirement is not met. They can also rarely appear in the Glacial Pass while under **Character Level 11**. Assassins are no longer encountered once the player reaches **Floor 33** of the Sunken Grotto.

An Assassin accompanies the Prince of Thieves during his boss fight.

**Combat Proficiency**
The Assassin is a direct upgrade over the Bandit, with more health, increased damage and higher critical chance.
Like the Bandit, they can use the **Mark Target** ability to boost their critical chance and debuff your evasion.

* Grim
* Nightmare

  **Damage:** 4-5
  **Critical:** 16%

**Ability**
Mua-Ta Elite

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

They are no longer encountered once you reach **Floor 33** of the Dungeon.

**Combat Proficiency**
The Elite is a complete upgrade over the Mua-Ta Warrior, with more health, more armor, and higher attack damage. Like the Warrior, they can use the **Warcry** ability to buff their damage even further.

* Grim
* Nightmare

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

**Ability**
Elder Shrike

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

The Elder Shrike is a **Tier 5** beast enemy that can be encountered in the Glacial Pass once the player reaches **Floor 33**.

**Combat Proficiency**

The Elder Shrike is the **Epic** variant of the Shrike, with superior stats across the board and a more powerful **Wailing**. They are more fragile than the Mature Shambler, but are more likely to instantly drain sanity with their ability.

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

  **Damage:** 9-13
  **Critical:** 18%

**Ability**