recursal/Fanatic-Fandom huggingface dataset:
Fire Elemental

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

**Combat Proficiency**

Fire Elementals serve as the primary **Damage Dealers** of the elemental lineup, dealing significant magic damage with **Scorching Flame**, which also comes with a solid chance of reducing your Morale. Because of this, Spirit Shield is helpful to counteract morale loss, while added spell resistance from the Innate Resistance **Perk** and File:Item spellweave.pngSpellweave Potion can reduce the incoming damage. In absense of these, applying **Mutes** or **Stuns** are always handy to keep this elemental from throwing out its damaging ability.

* Grim
* Nightmare

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

Effect on player
* **Inflicts magical damage**
* **Moderate chance to reduce MORALE by 1**
Heavy Mace

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

  Base Cost
 60

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

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

 65

1. ↑ 1.0 1.1 Stunned enemies skip their action
Amulet of Protection

The **Amulet of Protection** is an accessory item that increases maximum HP by **8** when equipped. It's a sidegrade of the Protective Belt, increasing more HP but without any poison resistance.

  Base Cost
 80

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

The **Green Emperor** is a **Tier 4** Beast enemy encountered in the Emerald Wild from Floor 13.

**Combat Proficiency**
The deadliest of the arachnid menace, the Green Emperor is a fearsome creature that is infamously reviled for its powerful, debilitating ability: **Paralyzing Venom**, which not only delivers staggering magical damage but includes strong poison and a massive evasion cut. This presents a nefarious situation where you will not only be enduring alot of damage over time, but will also find it more difficult to evade repeated hits from the spider and its peers. Disabling the Green Emperor should be of a top priority, generally with **Stuns** or a **Mute**, in order to keep the debuff out of your blood.

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

Effect on Player
* **Inflicts magical damage**
* **-12% EVA**
 Poison stacks by 1
Cursed Diver

The **Cursed Diver** is an Undead **Miniboss** that can be encountered in the Hollow Reef.

**Combat Proficiency**
The Cursed Diver is likely the first time you encounter an enemy that can disable your spells and skills. This can easily make the battle become extremely infuriating, especially when you are stun-locked as a spell user and left to be slapped around by over 10 points of damage per turn.

Luckily, there are a few procedures you should take in order to make the fight as seamless as feasably possible. The first is to hoist him by his own petard and hit him with a stun of your own, such as with Disintegrate Essence or Stunning Blow. Alternatively, you can mute him for a few turns using Insect Swarm and Pommel Strike if you favor getting hit with normal attacks. After that, unload all of your attacks on him before he can stun you again - effects such as poison and damage return can allow you to inflict minor damage while defending during a disable.

Failing all of that, your ability to retreat is unaffected by his ability.

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

* **Disables spells and skills for 1 turn**

**Trivia**
* In both the original Grim Quest and Grim Quest: Origins, the second dungeon is the earliest possible location to encounter an enemy that forces cooldown on spells and skills. Both enemies are also minibosses, with the Coven Witch as Grim Quest's counterpart.
Berserker Rage

**Berserker Rage** is a passive hacking skill that grants you a small amount of healing whenever you land a critical hit on an enemy. Hitting multiple crits at once heals for each enemy hit.

**Uses and Strategies**
Berserker Rage is the second skill you should take after obtaining Culling. This is because Culling's guaranteed critical hit is a sure way to regenerate small portions of health, which add up over time to completely heal you. If you have a naturally high crit chance, you can also synergise this with Whirlwind to receive three bursts of healing at once.

**Upgrade Tree**
Fishing Rod

The **Fishing Rod** is an off-hand item that gives a chance of the player receiving a small amount (**6**) of supplies whenever they step on a dungeon tile.

  Base Cost
 40

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

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

**Grim Tides** (GT for short), formerly known as *Grim Quest: Origins*, is a text-oriented RPG and dungeon-crawler hybrid, and the prequel to Grim Quest. The game was officially released for free on Android on the 15th of November 2021, with a limited open beta from the 23rd of October, as well as the 9th of March 2022 for iOS and 24th of April 2023 for Steam. Much like Grim Quest, your character is assigned to complete quests, keep themselves alive and explore numerous dungeons, fighting a wide aray of enemies.

## Gameplay

Grim Tides functions much like its progenitor, where the player character goes day by day exploring dungeons, collecting bounties, learning abilities and eventually fighting bosses to progress along the story. In both games, the character navigates interfaces through buttons instead of having an open world, much like tabletop RPGs.

The key aspect of gameplay is the Dungeons, which are important to progressing in Grim Tides. Players enter a randomly generated dungeon per in-game day to collect loot, fight enemies and descend floors until reaching a boss, earning experience and gold along the way. The gold is then usable for purchasing things to aid the player, such as new abilities, equipment or upgrades.

## Story

Unlike Grim Quest, Grim Tides takes place before the cataclysmic formation of The Tear in the former game's backstory. Instead of a mercenary surviving and defeating the Tear's manifestations of inner sin, Grim Tides has the player character as an unknown prisoner sent to hunt down renegade Sages under the Sun Court's headmaster, Sage Asmodius.

## Changes from Grim Quest

Grim Tides has several differences compared to Grim Quest, with a greater emphasis on character customisability.

Your character in Grim Tides not only has a set of base stats such as health, damage and armor, much like in Grim Quest, but has a few additions, the most notable being Attributes.

In addition, certain character elements from Grim Quest return in different forms. Your character's background in Grim Tides is now a member of some major faction in the world instead of a profession and also has Perks for permanent character bonuses.

Grim Tides has five different classes of Weapons instead of three in Grim Quest, which encourages a more rigid playstyle as most skills only work with the correct weapon.
Frostbite Axe

The **Frostbite Axe** is a Tier 4 **hacking-type** weapon in Grim Tides. A rather special weapon that offers equivalent damage output as the Grim Reaper, as well as a 20% Cripple chance. But its special attribute is wholly unique among Hacking weaponry: It can apply Mutes on enemies.

  Base Cost
 100

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

1. ↑ Muted enemies cannot use their active abilities
2. ↑ Crippled enemies have -33% DMG and -25% critical chance
Goblin Marauder

The **Goblin Marauder** is a Tier 2 Ogroid enemy that can be encountered in the Mystic Grove once the player has reached **Character Level 6**.
They will also start to appear once the player reaches **Floor 13** of the dungeon.

**Combat Proficiency**

Goblin Marauders are nefarious opponents with a set of stats almost mirroring the Goblin Assassin, not to mention sharing the same ability: **Venomous Cut**, allowing it to apply poison onto you, which can cause significant damage over time if the fight drags on too long. Fortunately, they do not possess armor as potent as their arena brethren, but do have a point in spell resistance that might potentially keep you from taking them out in one blow.

Culling with an Axe would be the quickest and most likely way to critically injure a marauder, however the risk of poison remains present. Applying a **Mute** via a Pommel Strike using a Sword will buy you some time to kill it without fear of receiving a venomous blow.

As with any foe that can apply poison, the Antidote is a quick and safe way of curing any poison you endure, and may be necessary to save your life if you receive too many stacks of this nefarious debuff.

* Grim
* Nightmare

  **Damage:** 4-5
  **Critical:** 14%

Effect on Player
* **Inflicts magical damage**
Gloves of Chaotic Casting

The **Gloves of Chaotic Casting** is a piece of Armor for the hands that increases the damage of chaos spells by 1.

  Base Cost
 40

 **Acquisition** Gloves of Chaotic Casting can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and can be given as a reward from Dungeon Events.
Champion Sword

The **Champion Sword** is a Tier 3 **slashing-type** weapon in Grim Tides. It is a direct upgrade from the Imperial Katana.

  Base Cost
 80

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

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

 85

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

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

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

**Missing Data**
This page contains missing information that needs to be added. You can help by adding in details.
This page is missing **ability data, minion loadout and nightmare base stats**.

The **Brain Bot** is the second boss of the Sunken Ruins, and can be fought starting from Dungeon Level 24 and Character Level 28. Defeating it completes the quest The Lost Science and subsequently makes the Arcane Realms button visible, allowing the player to venture into each realm.

**Combat Proficiency**

  **DMG:** 18-22
  **CRIT:** 18%

 **System Shock** | *A devastating surge of electricity that deals damage based on the remaining health of the target, while also reducing damage and spellpower*Effect on Player* -???% current HP
* -??? DMG (Stacks by ???)
* -??? S.PWR (Stacks by ???)
Leather Boots

The **Leather Boots** is a piece of Armor for the feet, a variant of the Padded Boots, also increasing HP in addition to EVA.

  Base Cost
 25

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

**Iron Face** is the **First Boss** of The Arena, and may be fought at **Character Level 6** once the player has accumulated **8 Wins**.

As the first Arena Boss, Iron Face is a significant hurdle to bound over. An ill-prepared character will quickly find themselves severed at the end of his blade.

**Combat Proficiency**

Iron Face is a very dangerous boss and one you should not underestimate. Although his health is lower than the Fey Avatar, his damage output is immense, and he has significant resistance to physical damage with 3 points in armor. What truly makes Iron Face terrifying is his Active and Passive abilities. **Deep Cut** allows Iron Face to deliver a deadly blow to you, which also debuffs your evasion, nullifying any way of avoiding his devastating attacks. **Spiked Armor** allows Iron Face to return some damage back to you, should you ever strike him in melee; it's for this reason that spell users tend to have a much greater advantage against Iron Face.

Thunder Strike, Aether Bolt, and Chaos Ball are all excellent spells that can damage him greatly, as his spell resistance is very low. However, if you absolutely must engage in melee, you will want to bring Dragon's Breath or Insect Swarm to debuff his significant armor.

For characters specializing in physical damage, you will want to try and keep Iron Face's immense damage potential in check. For this reason, Axes are going to be your strongest physical option, as a **Cripple** will cull the damage output Iron Face can put out, barring his ability. Swords will want to maximize their **Mutes** with Pommel Strike and Word of Power as **Deep Cut** will become unusable. However, **Spiked Armor** will remain active as it is a passive ability.

You will also have to contend with the Goblin Assassin and Goblin Slave that assist Iron Face in battle as well. It is highly advised to kill the slave first, as **Stimulant** will only elongate the fight against Iron Face. However, you must beware the assassin's **Venomous Cut** , as its poison will be the death of you here if you get hit with it too many times. It's recommended you bring an File:Item antidote.pngAntidote to this fight in order to cure yourself once you dispatch the assassin, should you be poisoned.

  **Damage:** 8-11
  **Critical:** 15%

Effect on Player
* **Inflicts magical damage**
Passive Effect
 Damage return cannot be prevented by any means

**Trivia**
Iron Face's in-game portrait is drawn by Mislav Nimai Smetana.
Alchemist Garment

The **Alchemist Garment** is a piece of Armor for the chest, providing additional S.RES as well as Poison Resistance.

  Base Cost
 45

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

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

**Combat Proficiency**
The Death Hound is the generic stat wall that's in every dungeon, and even then, it isn't that powerful. It has the lowest total health and armor out of the other undead in the Oasis and has no interesting abilities to speak of. Dealing with them is as easy as sweeping them away using your Cleave, maybe with an additional Dragon's Breath.

  **Damage:** 7-10
  **Critical:** 17%
Linen Vest

The **Linen Vest** is a piece of Armor for the chest, available from the start of the game. It provides additional maximum health.

  Base Cost
 30

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

The **Flawless Topaz** is a material used in the Black Anvil for weapon enchanting (**+2 ARM piercing**) or chestplate enchanting (**+5% EVA**) once Lv. 15 is reached. It also can be used for selling or bounties.

**Stats**

 75

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

**Crafting**
Drum of Triumph

The **Drum of Triumph** is an off-hand item which has the unique property of restoring 1 Morale after every combat encounter you beat. It also comes with a small boost to Charisma as well.

  Base Cost
 100

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

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

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

The **Cursed Isle** is an Epic Dungeon in Grim Quest: Origins, visible on the world map once **The Price of Freedom**, the main quest, is complete. Although all epic dungeons can be accessed in any order (save for the Forbidden City, which must be unlocked separately), the Cursed Isle is recommended only after both bosses of the Shadow Hills are eliminated.

Home to bizarre oddities and mysterious beasts, the Cursed Isle is anything but welcoming, filled to the brim with snakes, vipers and swarms of insects. Your second pair of epic quests are located here: undergoing thorough pest control in **Mind Invaders** and halting the doomsday of the Cult of Obb in **Dawn of Chaos**.

## **Native Creatures**

The Cursed Isle has an extremely diverse selection of beasts; alas, all of them are out to get you. Apes, anthropomorphised snakes, massive vipers and especially the psychic mind-controlling Kryl all call the place home - the Kryl being your first major enemy group in *Mind Invaders*.

Equally as dominant is the massive group of Chaos Cultists dwelling within the jungle, consisting of sacrificial fodder, ascended subjects and loyal guards fuelling an extremely destructive ritual in the Isle's core.

## **Bosses**

The second two epic bosses you will encounter are in the Shadow Hills, both of which require Character Level 26.

The first is the unholy mother of all Kryl, the **Kryl Broodmother.** A beast of legendary and horrific proportion, you must kill it and its vicious children with holy fire before they nibble all the flesh off you.

On floor 24, the culmination and magnum opus of the Cult of Chaos, the Avatar of Obb, comes to life. Threatening to tear the world apart with raw entropy, it is only up to you to bring order against this forbidden anomaly.

Bosses

## Minibosses

The minibosses of the Cursed Isle are chaotic, unpredictable and extremely dangerous, all very easily capable of rending you to pieces. Approach with caution, or do not at all.

## Journal Entries

*The following entries are not available to view in the journal, and are only readable upon entering the floor.*
Dragonkin Priest

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

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

**Combat Proficiency**

Dragonkin Priests not only heal their brethren, but also carry a hard hitting **Heat Blast**, effectively making them stronger Dragonkin Arcanists. Since they cannot receive any spell resistance buffs, unlike with physical armor, using Aetherial Rain allows for the best spell damage when in the presence of Dragonkin Warriors. Otherwise, disabling both of their abilities using Insect Swarm will open up a weakness by stopping enemy healing.

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

Effect on ally or self
 **Heat Blast (10-13 DMG)** | *A bolt of flame that deals magical damage*
Effect on player
* **Inflicts magical damage**

**Trivia**
* The Dragonkin Priest's portrait was drawn by Mislav Nimai Smetana. It is the only Dragonkin that is not tied to their Lizardman counterpart in The Arena.
Flaming Badge

The **Flaming Badge** is an accessory that reduces the Morale reduction chance upon being hit by an enemy crit by **50%** when equipped.

  Base Cost
 150

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

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

**Stats**

  Base Cost
 17

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

**Crafting**
Journal

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

*To see your quest log, see Quests.*
*To see a overview of the bestiary, see Enemies.*

The **Journal** is your trusty log of objectives, notes and enemy data that can be accessed at any time in-game outside of battle.

The Journal is seperated into three different sections: quests, notes and bestiary. The quests section contains all current bounties taken by the player, as well as a log containing the information on each main, side and epic quest. The notes section details the basic lore of Farhaven and keeps track of any pop-ups in a dungeon or cutscene. In this section, the Journals of Sage Erideus and Mua-Ta Memory Stones are accessible, albeit without titles or stat bonuses on the stones.

Lastly, the bestiary is an ever-growing list of enemies that slowly gets filled every time a new foe is killed in a victorious battle.

## **Notes Transcripts**

### **Introduction**

Far removed from the imperial heartland and rich in natural resources, the archipelago of Southern Isles in the youngest of such colonial frontiers; it is both beautify and mysterious, and full of opportunities for those who know how to seize them. Things are far from perfect in this tropical paradise, however: vicious creatures, uncooperative natives and domestic criminals stand in the way of imperial peace and progress, and whole settlements go missing, as if swallowed by the jungle itself. Strange occurrences coincide with a foreboding news: a dangerous group of renegade sages is hiding somewhere in the emerald expanse of the remote frontier, wanted by the Sun Court for transgressions most vile...

They have taken you from the Imperial Capital's prison, first by carriage, then by ship, across the sea, to the Southern Isles. Your past - a mundane and unremarkable affair in itself - is not important, and your future is uncertain, to say the least. It depends on the small letter of conduct resting in your back pocket. The letter wears the official imperial seal, and was given to you by none other than the Grand Sage Asmodius, headmaster of the Sun Court, at the moment of your release. The letter grants you safe passage and privileges in the frontier port town of Farhaven, the strongest foothold of the imperial authority that side of the South Seas, and also seals the deal between you and your "employer".
The terms of the deal are simple: follow Asmodius' orders, locate one Sage Erideus, a renegade and traitor to his order, and his band of accomplices, hiding somewhere in the wide expanse of the Isles, and bring them to justice. Disobedience is out of the question - the sorcerous sigil tattooed on your flesh, branding you a criminal, leaves you with little choice but to obey. If you succeed in the impossible task that's been set out before you, however, both your past and your crimes will be wiped clean, and you will be granted a chance at new life in the colonies. All you have to do is navigate the treacherous waters and deadly jungles that stand between you and your targets. Whatever the odds, it seems you have a grim quest ahead of you...
Barbed Crown

The **Barbed Crown** is a piece of Armor for the head, a variant of the Circlet of Intellect, providing Spell Resistance instead.

  Base Cost
 50

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

The **Iron Cudgel** is a Tier 2 **crushing-type** weapon in Grim Tides. It is a direct upgrade from the Spiked Club.

  Base Cost
 60

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

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

 65

1. ↑ 1.0 1.1 Stunned enemies skip their action
Brack 'o Lantern

The **Brack 'o Lantern** is a **Tier 2** Arcane **Miniboss** that can be encountered in the Mystic Grove once the player reaches **Character Level 3**.

While not impressive in terms of stats, Brack can be hazardous to your morale with his ability. Aside from this however, he is a rather easy introduction into the realm of Grim Quest: Origins miniboss lineup.

**Combat Proficiency**

Brack 'o Lantern is considered the weakest out of the other Mystic Grove minibosses; it does not have the raw stats that make the others so powerful. What differentiates him from a simple buffed enemy is **Litany of Curses**, an ability that has a high chance to drain your morale. Without a few bottles of Imperial Brandy, the low-morale debuffs will eventually catch up to you and make the fight difficult.

Dispatching Brack is not very difficult, given his low defensive stats. A simple cast of Aether Bolt or Dragon's Breath will quickly nullify his minor defense and allow you to inflict maximum damage against him. Pruning him with Culling or Flurry are quick and easy methods of chopping him down, though you can always just shut him up with a **Mute**.

You will need to be wary of his minions though, a Poacher and an Outlaw. As long as you dispatch the Poacher quickly, you shouldn't have to worry about poison. Magic should quickly eliminate the Outlaw from the equation as well, leaving a rather unamusing pumpkin behind to be harvested for your gain.

**Character Level 6/12+**
At **Character Level 6** and **Character Level 12** respectively, Brack o' Lantern's minions become upgraded, changing to a Smuggler and Hedge Wizard respectively. This will alter the fight dynamic and you will need to account for the threat both of these present to you. Both are considerably more magic resistant than the initial set, and the Hedge Wizard is capable of amplifying Brack o' Lanterns attack power with **Enchant Weapon**, making that foe a priority kill.

 Poacher is replaced with Hedge Wizard from character level 12+

  **Damage:** 5-7
  **Critical:** 13%

Effect on Player
* **Inflicts magical damage**
* **70% Chance to reduce Morale by 1**
Crimson Bow

The **Crimson Bow** is an **Epic** human enemy that can be encountered in the Shadow Hills. It is the epic version of the Fire Bug.

**Combat Proficiency**

Extremely dangerous ranged combatants, the Crimson Bows capacity for magical damage cannot be underestimated. High spell resistance is advised to cut down the damage they can deal lest your health quickly be depleted, especially if there are several of them.

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

Effect on Player
* **Inflicts magical damage**
Attributes

**Attributes** are a seperate table of stats that represent your character's physiological traits. They take the form of six rpg-like characteristics that then influence your base stats, such as damage or spellpower.

Initially, your character starts out with 5 points in each stat, the base level that provides no additional bonuses until more points are added. Upon creation of the save file, you will be granted five additional points that you are free to distribute, as well as one point provided by your Faction. Freelancers instead have six starting free points. These increases are permanent for the save file, so it is imperative that you choose wisely. Each attribute can receive up to two extra points, not counting the bonus from non-Freelancer factions, upon character creation.

As you progress along, you will find ways to increase your attributes both permanently and temporarily. Attributes can be permanently increased with one free point every time a quest involving bosses is completed in your journal, while temporary increases can come from consumable items such as the Seeker Worm or equipment such as the Savage Broadsword. The most influencial equipment for your attributes are the attribute ring accessories, which can increase their attribute by up to three points depending on the level. You can permanently raise each attribute up to a (natural) value of 12, to go beyond this you'll need a temporary increase - although there is no maximum limit.

Most dungeon events have options whose success rates are affected by your attributes - the better you are in such attribute, the more likely you are to achieve a successful outcome.

It's worth remembering only the first 8 quests will give you the option to increase an attribute permanently.

## **List of Attributes**

 **Charisma** | *Measure of your character's personal integrity and ability to influence othersModifies fear immunity and the price of selling items* | Increases fear resistance by 3%, barter rate by 4%, and daily wages by 5 gold per additional point
Baron of Bones

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

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

The **Baron of Bones** is a **Tier 4** Undead **Miniboss** that can be encountered in the Emerald Wild.

**Combat Proficiency**

  **Damage:** 11-14
  **Critical:** 16%

Effect on Self
* **Restores 75 HP**
* **+2 Minimum DMG/+1 Maximum DMG**

Effect on Player
 Can only be cast once

**Trivia**
* The Baron of Bones also appears in Grim Quest as the second boss of the Sunken Grotto, and is recommended as the third boss for progression. Both versions share the same **Beyond the Grave** ability, although in Grim Quest: Origins it does not increase armor or spell resistance.
* The Baron of Bones is the only undead miniboss that has minions.
Circlet of Intellect

The **Circlet of Intellect** is a piece of Armor for the head, a direct upgrade from the Wizard Hat, providing additional Intellect.

  Base Cost
 50

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

The **Flawless Diamond**is a material used in the Black Anvil for weapon enchanting (**+2 DMG**) or chestplate enchanting (**+20 HP**) once Lv. 15 is reached. It also can be used for selling or bounties.

**Stats**

 75

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

**Crafting**
Emerald

The **Emerald** is a material used in the Black Anvil for weapon enchanting (**25% chance to poison for 2 DMG per turn**) or chestplate enchanting (**+20% poison res.**) once Lv. 5 is reached. It also can be used for selling or bounties or making Flawless Emeralds.

**Stats**

 50

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

**Crafting**
Feral Ghoul

The **Feral Ghoul** is a **Tier 4** Undead enemy encountered in the Emerald Wild after Floor 13.

**Combat Proficiency**
While it may lack the disabling potential of the Undead Cleric, the Ghoul makes up for it with **Frenzy**, allowing it to trade armor in exchange for a boost in its damage and critical chance, much like the Goblin Brute. Because of the significantly higher stats of the ghoul compared to its ogroid precursor, this enemy should be taken much more seriously as it can deliver an irreperable blow to your health, especially if you end up disabled by its Undead Cleric companions.

Both reducing the damage it can inflict by using Death Bloom and a **Cripple**, or disabling its ability to frenzy via a **Stun** and **Mute** will ease the experience for you

  **Damage:** 6-8
  **Critical:** 13%

Effect on Self
* **+1 Minimum DMG\+2 Maximum DMG**
* **+6% CRIT**
 Can only be used once
Halberd

The **Halberd** is a Tier 2 **hacking-type** weapon in Grim Tides. It is a direct upgrade from the Glaive.

  Base Cost
 60

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

The **Savage Halberd** is the enhanced version of the Halberd, identical in performance but with a **+1 STR** bonus. It is acquired through the same methods as the Halberd.

  Base Cost
 65

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

The **Katar** is a Tier 2 **stabbing-type** weapon in Grim Tides. It is a direct upgrade from the Parrying Blade.

  Base Cost
 60

**Acquisition**
Katars can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
## **Mua-Ta Elite's Katar**

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

 65
Grim Tides Wiki

Welcome to the Grim Tides Wiki,
the premier source for all things *Grim Tides* that anyone can edit!
638 articles since July 2020.

A mystical land of epic proportions!

***Grim Tides*** is a classic turn-based RPG / dungeon crawler developed by Goran K. Set in a mystical fantasy world of magic and wonder, the game serves as the official sequel/prequel to ***Grim Quest***, and tasks the player with overcoming many similar challenges. With a whole host of new features to increase the appeal of the game to veterans and newcomers alike, Grim Tides is an adventure like no other.

Spells and SkillsEquipmentEnemiesFarhavenCharacterDungeonsEventsItems

We're constantly working to improve the wiki and bring articles up to date. Feel free to fix incorrect information via the "EDIT" button or add new pages via the "ADD A PAGE" button!

* **To Do List**
* Contact a Sage
* **Editing and Formatting Guide**
Amulet of Regeneration

The **Amulet of Regeneration** is an accessory item that regenerates the player's health by **1** at the start of the player's turn in combat when equipped.

  Base Cost
 60

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

The **Flail** is a Tier 1 **crushing-type** weapon in Grim Tides, an alternative choice to the Mace that inflicts less damage per hit, but is far more likely to **Stun** the target.

  Base Cost
 40

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

1. ↑ Stunned enemies skip their action
Celestial Sword

The **Celestial Sword** is a Tier 4 **slashing-type** weapon in Grim Tides. A unique sword that matches the base damage output of Aetherial Edge, and offers the same 15% Wound chance, but comes with the added special trait of +3 S.PWR, giving this weapon usefulness to spellswords who wish to combine combat magic with sword techniques at an effective level.

  Base Cost
 100

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

1. ↑ Wounded enemies have -2 ARM and have their ability use chance reduced by 25%
Fine Leather Boots

The **Fine Leather Boots** is a piece of Armor for the feet, a direct upgrade from the Leather Boots, providing more HP.

  Base Cost
 30

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

The **Scepter** is a Tier 1 **arcane-type** weapon in Grim Tides, an alternative choice to the Oak Staff that inflicts higher damage per hit, but does not increase S.PWR as much.

  Base Cost
 45

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

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

 50
Chipped Emerald

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

**Stats**

 25

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

**Crafting**
Armor of the Legion

The **Armor of the Legion** is a piece of Armor for the chest that's a direct upgrade of the Moonstone Plate Armor. When equipped, it increases ARM by **1**, overall DMG by **1**, and maximum HP by **15**.

  Base Cost
 90

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

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

**Healing Light** is an order spell that restores a large portion of health and increases the player's spell resistance by 1 point every time it is cast.

**Uses and Strategies**
Healing Light's restoration is on par with its physically-oriented counterpart, Cycle of Life. Its main advantage over its competitor is that it can not only be cast anytime, but benefits the player regardless of whether they are a melee or spell user. Combined with Hermeticism, Healing Light is a worthwhile substitute for Healing Potions.

**Upgrade Tree**

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

**Trivia**
* Healing Light closely resembles the Regrowth spell from Grim Quest, in that both spells restore health. However, Regrowth has a shorter cooldown of three turns at the cost of not increasing spell resistance.
Large Shell

The **Large Shell** is a valuable used for bounties or selling.

**Stats**

 30

**Acquisition**
Large Shells can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events. They can also be obtained at random from the Digging Tools ship upgrade.
Leather Gloves

The **Leather Gloves** is a piece of Armor for the hands that is an upgrade of the Padded Gloves, with the added bonus of boosting maximum health.

  Base Cost
 25

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

The **Elder Bear** is a **Tier 2** Beast **Miniboss** that can be encountered in the Mystic Grove once the player reaches **Character Level 3**.

The very first Solo Miniboss that you can encounter in Grim Quest: Origins. Though it might seem like an easy kill given it comes on its own, do not think this will be an easy fight; the Elder Bear has the stats to take you down all on its own if you don't give this enemy the respect it demands.

**Combat Proficiency**

The Elder Bear can be considered a parallel to the Spirit of the Glade. While it lacks the healing potential, spell resistance and companions, the Elder Bear makes up for it with greater health and strong armor against a weaker player, as well as a powerful offensive ability: **Mighty Roar**, which deals damage, can reduce morale and even debuffs attack damage on the first use. This makes the Elder Bear a lethal opponent against characters which rely on physical damage, as the combination of armor on top of a damage reducion can make it almost impossible to do any real damage to this miniboss.

Mages will have a far easier time taking down the Elder Bear, with strong magical damage spells like Thunder Strike and Chaos Ball to deal massive damage. Healing Light and Steal Essence can also strongly play out in this fight, especially the latter on account of the bear's lack of spell resistance.

Physical characters will need to be able to counteract the bear's armor and damage debuff. Insect Swarm is an easy way of stripping the bear's armor, while Aspect of the Beast can help give you an edge against this wild animal. Utilizing Arcane Binding is actually highly viable here, on account of the attack dealing magical damage instead of physical.

Because there are no allies accompanying the Elder Bear, you will not be able to capitalize on Cycle of Life here.

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

Effect on Player
* **-1 Minimum DMG/-2 Maximum DMG**
Grog

Grog is the weakest Morale restoring item in the game, restoring **1 Morale** when consumed. It is however, the cheapest of the morale restoring items, costing only **15 Gold** in any shop.
Grog receives bonuses from the Drinking Horn.

**Stats**

  Base Cost
 7

**Acquisition**
Grog can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events. If you choose to observe the surroundings in the File:Event moonshine.pngMoonshine! dungeon event, you obtain one Grog if you succeed.
**Tip**
Grog is extremely cheap, but provides minimal morale restoration - is an excellent consumable to take early on when you are still at a low level. Drinking Grog can help abate small morale penalties caused by early foes like the Goblin Warrior or the Soul Effigy. Later on however, it is only useful to drink when in large quantities and you will find better cost efficiency in Imperial Brandy or Meditation.
Fey Enchanter

The **Fey Enchanter** is a **Tier 2** Arcane enemy that can be encountered in the Mystic Grove once the player has reached **Floor 13**.

A Fey Enchanter accompanies the Fey Avatar during its boss fight.

**Combat Proficiency**

Fey Enchanters are a supportive spellcaster that can be a grave nuisance to physical characters. Their stats are fairly solid, especially with 3 points in spell resistance to cover magical damage. Importantly their **Enchant Armor** ability allows them to buff the armor of whatever they cast it on, including themselves and other Fey, which makes dealing physical damage more difficult. Thus, you must ensure that the ability is used as little as possible, preferably never used at all.

Due to the Enchanter's solid spell resistance, Aether Bolt and Aetherial Rain are obvious counters. Should Enchant Armor be used, taking Dragon's Breath or Insect Swarm will quickly undo the effects. If you can capitalize on the Enchanter's lack of armor, Culling with Axes and Flurry with Swords will make quick work of it.

* Grim
* Nightmare

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

Effect on Self/Ally
Character

Your player character is the avatar that you assume to advance the story. Once a promising young soul, non-specific events had you serving a life sentence in one of the Empire's jails, until a certain Sage Asmodius came along.

As your character explores Farhaven and the Southern Isles, they will grow stronger in character and strength. However, it is also crucial that you keep them alive against the frontier's unspeakably numerous dangers.

## **Character Creation**

When starting a new game, you must determine your character's name, Game Difficulty, Faction, Attributes, and Perks. These may increase or decrease the overall challenge of the game, but their primary purpose is to customize your character's gameplay and make it more unique.

If a name is not selected during character creation, it defaults to "Nameless Prisoner".

## **Notes**

* Evasion is soft-capped at 90%, meaning that any percentage points above it do not increase the dodge chance. Similarly, critical chance is soft-capped at 100%.

## **Trivia**

* When pressing start game, then tapping the back button twice extremely quickly on Android devices, the character defaults to a non-permadeath classic difficulty Freelancer.
Giant Axe

The **Giant Axe** is a Tier 2 **hacking-type** weapon in Grim Tides. It is a direct upgrade from the Greataxe.

  Base Cost
 65

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

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

 70

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

The **Helm of Resilience** is a piece of Armor for the head, a variant of the Helm of the Gladiator, providing Endurance instead.

  Base Cost
 50

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

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

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

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

**Combat Proficiency**

The Combat Bot packs explosive power - literally. Its plan is to drop your armor and spell resistance with **Find Weakness** before exploding all over you, dealing massive damage with very few ways of avoiding it. You can avoid it, however, if you stop it from exploding with **stuns** and **mutes** (Insect Swarm works excellently here for mutes and armor reduction) or kill it before it detonates. Since its spell resistance is significantly lower than its armor, a critical hit on something like Thunder Strike or Chaos Ball should pulverize it. This may be difficult, however, if the Repair Bot is also around.

Self-destruct does not pack any additional effects, meaning that if you can somehow evade the damage then the enemy has effectively done nothing but kill itself. Nimble Grace provides the highest ability evasion chance, which is very useful for any stabbing player, or mages that specifically run the Soulpiercer. Cycle of Life can also be used after the explosion, potentially giving free health recovery if you manage to avoid damage.

  **DMG:** 9-11
  **CRIT:** 16%

Effect on Player
* **Inflicts magical damage**
* **-??? ARM**
 **Self-Destruct (18-24 DMG)**File:Self destruct.png | *A self-destructive combustion that deals large amounts of damage*
Effect on Self
* **Kills user**

Effect on Player
* **Inflicts magical damage**
Fey Champion

The **Fey Champion** is an **Epic** Arcane enemy that can be encountered in the Shadow Hills.

It is the epic version of the Fey Avatar as a regular enemy.

**Combat Proficiency**
As an extremely solid fighter, the Fey Champion brings the pain of the first boss in full force with the stats to match your growth. In the presence of Fey Sorcerors, the complement of **Aether Shock** and **Fairy Fire** will force you to choose between spells or killing one champion instantly using a well-optimised Culling. If you are a stabbing main, you absolutely have to set up Temporal Shift. If paired with Stone Effigies, preventing **Aether Shock** is needed to save yourself from a pummelling.

* Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**
* **-5% EVA/CRIT**
Effect on Self
* **Restores 12-14 HP**
Grapes

**Grapes** are the second weakest food item in the game, restoring **15 HP** and **7 supplies** when consumed. It is however, also relatively cheap, costing only **15 Gold** in any shop.

**Stats**

  Base Cost
 7

**Acquisition**
Grapes can be bought in the Smuggler's Den and certain Events, dropped by Monsters and can be given as a random reward from Dungeon Events.
**Tip**
Grapes are a step above Mouldy Bread in terms of its applications. While its health and supply gain is still fairly low, this food item is much more cost-efficient compared to its predecessor, and will better serve you by purchasing it in bulk.