recursal/Fanatic-Fandom huggingface dataset:
Outlaw

The **Outlaw** is a **Tier 1** Human enemy encountered in the Mystic Grove.
It is one of the first enemies a new player will inevitably encounter.

**Combat Proficiency**

The Outlaw is an enemy that will give you a hard time if you are invested into physical attacks. While his base stats are solid, albeit not amazing; it is his ability **Defend** that enables him to stand in the way of a physical character so well early on. Once he has used this ability, his armor will jump up to 2, which is difficult even for Culling with Axes to punch through. In order to dispatch him, you will need to circumvent his armor.

Magic is the most straightforward approach, as the Outlaw has no spell resistance to speak of. Thunder Strike and Chaos Ball can both easily dispatch him, while Dragon's Breath can damage him greatly while also debuffing his armor slightly. If however, you are running a physical build, you will need to approach him differently.

Using Swords is perhaps the greatest weapon against the Outlaw, as a **Wound** will debuff his armor by 2, effectively nullifying **Defend**. If however, RNG does not favor you; it is recommended to bring a spell that can debuff his armor, such as Insect Swarm. Alternatively, you can utilize Clubs and Stunning Blow to disable the Outlaw, and keep him out of commission as you bash him down.

* Grim
* Nightmare

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

Effect on Self
Potion of Paranoia

The **Potion of Paranoia** is a consumable that both increases your retreat chance by 30% and reduces your ambush chance by 15% when consumed, making you able to more likely to flee from encounters while also making enemies less likely to jump you while in a dungeon.

**Stats**

  Base Cost
 45

**Acquisition**
Potions of Paranoia 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**
Smuggler

The **Smuggler** is a **Tier 2** human enemy that can be encountered in the Mystic Grove once the player reaches **Floor 13**.

**Combat Proficiency**

Smugglers are nasty foes that are bound to give you trouble. Their special ability, **Smoke Screen**, allows them to apply **stealth** onto themselves, which disables any capacity to directly attack them. Effectively, anything involving a vertical swipe is out of the question and area-of-effect spells will only hit if there is another enemy. The ability also **buffs spell resistance**, making the area-of-effect spells that hit it less effective. Naturally, you will need to keep this in mind when approaching them in combat.

The simplest way to deal with this is to capitalize on their low spell resistance before they even use the ability. Strong magic damage such as Thunder Strike and Chaos Ball are both prime examples of spells that could deal enough damage to wipe away a Smugglers health bar. Should it cast **Smoke Screen** however, its heightened resistance will make pulling this off difficult. Aetherial Rain will help keep that spell resistance down where it belongs and can be cast even when the smuggler is clocked and alone, as it does not involve any swiping motions.

Characters of the physical variety will need to content with the fact that it has 2 points in armor and that **Smoke Screen** will cause it to be untargetable with most skills for a turn. This may leave you unable to attack if the smuggler is alone, but will give you a perfect to cast a buff spell without a turn of damage - Spirit Shield or healing spells like Healing Light can be safely cast while its in stealth.

* Grim
* Nightmare

  **Damage:** 3-5
  **Critical:** 14%

Effect on Self
* **Becomes HIDDEN for 1 turn**
Mua-Ta

The **Mua-Ta** are one of the seven enemy types in Grim Tides. They are the native inhabitants of the Southern Isles, and as such they know the land better than anyone else. This makes trifling with them a very risky endeavour.

**Description**
Mua-Ta are described as being shorter than an average human, but otherwise have the same appearance. The are recognised mostly through their unique mask, referred to by the Mua-Ta as an Arath, representing their wearer's role and status in their tribe. Sage Erideus was noted to be fond of researching these people.

A key element of Mua-Ta society is their matriarchal nature, where females hold major positions of power both in fighting ranks and in governing tribes. Most villages of Mua-Ta are led by Matriarchs, and only female Mua-Ta are capable of developing a strong grasp of magic, as seen with the Mua-Ta Priestess. Male Mua-Ta are regarded as inferior and do not have the same opportunities unless in a warrior role.

Despite their seperated nature as independent villages, most Mua-Ta hold one particular individual with great religious reverence: the Mua-Ta Chosen, serving as the hidden saviour that will bring their people into glory against invading humans.

**In-Game**

Mua-Ta are fairly widespread, inhabiting 4 of the 8 dungeons. They are most prominent in the Emerald Wild and Sunless Oasis, but can also be found in the Hollow Reef and Sunken Ruins. The Mua-Ta are the native inhabitants of the Southern Isles, and as a result know the land better than anyone, a trait that makes them very dangerous opponents. You're fighting them on their home turf - good luck.

They can be broadly categorised into two groups: fighters and spellcasters. Mua-Ta abilities focus very heavily on the nature around them, inflicting debuffs such as with **Pull of the Tide** and healing others, making battles against them require more strategic play. Warriors also use the power of nature to buff themselves, with unique moves like **Mark of the Hunt** that increase critical chance.

Often, Mua-Ta formations include a number of Beasts, particularly the Tamed Raptor and its variants, further complicating fights and hindering the effects of type-specific weapons.

Compared to the original Grim Quest, the Mua-Ta are far more integral to the storyline in Origins, being some of the major catalysts behind the game's events, as well as having a greater number of enemies and bosses.

**Trivia**
* Almost all enemy portraits for the Mua-Ta are done by Mislav Nimai Smetana, the artist behind the background for Farhaven facilities, as well as Sage Erideus' crew and journal entry backgrounds. The only exception is the Mua-Ta Hermit, which uses Rexard's Mob Avatar Icons like with most enemies.
Wooden Shield

The **Wooden Shield** is an off-hand item that increases maximum HP by **6** when equipped. It's a direct upgrade of the Buckler.

  Base Cost
 25

**Acquisition**
Wooden Shields 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.
Sunken Ruins

**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**
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This page is missing **all on-entry pop-ups**.

The **Sunken Ruins** is an Epic Dungeon, visible on the world map but only accessible 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 Sunken Ruins are recommended only after both bosses of the Cursed Isle are eliminated.

A mysterious, surreal and equally treacherous place, enemies of ages old and new call the ruins home. This oddity hosts two epic quests: investigating a supernatural existential evil in File:Quest Terror in the Deep.png**Terror in the Deep** and hunting for an ancient artifact of unparalleled capability in **The Lost Science**.

## **Native Creatures**

The Sunken Ruins host a diverse selection of hungry, furious foes. Beasts are as prominent as ever, with a constant giant rat infestation and eldritch humanoid Drowners, calling out undead souls of drowned sailors.

The Mua-Ta have also returned, and are now even more brutal than the ones in the Sunless Oasis, not bothered with the concept of tolerance. This new southern society is nothing like what you have encountered before, and their members together serve as one of your greatest obstacles.

Notably, the Constructs have made their true debut, no longer fringe enemies in the Mystic Grove. With whole formations of highly organised and powerful robots, they are the subject of **The Lost Science** quest, and certainly worth investigating.

Enemies

## **Bosses**

The third pair of epic bosses you will encounter are in the Sunken Ruins, both of which require Character Level 28.

The first is an existential horror of cosmic proportions, the Deep Horror - a seclusive being and likely candidate for sinking the ruins. Investigate it further on floor 12, and see what traumas await.

On floor 24, deep in the ancient temples of the ruins, the Brain Bot, custodian and overmind of the construct forces awaits. Sever its head, claim it for the Sun Court, and unlock something of otherworldly powers...

Bosses

## Minibosses

The Sunken Ruins contains some of the most powerful minibosses in all of epic content - one of them will be the demise of your sanity in real life...

## Journal Entries

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

The **Undead Inquisitor** is a **Tier 3** Undead enemy encountered in the Emerald Wild.

**Combat Proficiency**
Likely to be the first normal undead opponent you will meet, the Undead Inquisitor is a spellcasting parallel to the Undead Templar, with inverted defensive stats. What makes the Inquisitor rather unpleasant is a pairing of a combat magical attack and a debuff ability. **Frost** allows the Inquisitor to inflict powerful magical strikes, while **Judgement** delivers weaker damage but applies a large debuff to your spell resistance, making frost hit you harder.

Applying **Mutes** are a viable method of disabling this undead opponent.

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

Effect on Player
 **Judgement(7-9 DMG)** | *A burst of corrupted divine energy that deals damage and reduces spell resistance*
Effect on Player
* **Inflicts magical damage**
Mua-Ta Hermit

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

The **Mua-Ta Hermit** is a Mua-Ta Miniboss found in the Sunken Ruins. A notorious miniboss amongst the playerbase, this elusive Mua-Ta is the ultimate test of your patience.

**Combat Proficiency**
Much like the Shadow Dragon, this Mua-Ta spells nothing but frustration as it constantly casts **Vanish**, which more or less prevents you from doing *anything*. You cannot even use an area damage spell or skill against it (including the default horizontal swipe) because there are no allies in this encounter. Thankfully, self-buffing spells are still available and can be used while waiting for it to finally launch an attack. Make sure that you stock up on evasion or healing, however, because no amount of armor can bypass the 100% crit rate once it vanishes.

The best strategy against this boss is to first stun or mute-lock it with Insect Swarm and other options, although being a miniboss it will reduce the chance that they actually work. While you have turns to spare, use a poison ability such as Venomous Stab or Fatal Contagion, which should overcome the small bit of healing from **Vanish** and damage it while hidden. Since you take your turn first, this strategy can be executed immediately.

  **DMG:** 15-18
  **CRIT:** 16%

Effect on Self
* **Prevents direct attacks for 1 turn**
* **Sets CRIT to 100%**
* **Restores 5 HP**

**Trivia**
* The Mua-Ta Hermit is the only Mua-Ta whose portrait was not drawn by Mislav Nimai Smetana.
* The Mua-Ta Hermit and Shadow Dragon are the only two minibosses that can conceal themselves. Both are also solo minibosses and are incredibly unpopular with players.
Philter of Empowerment

The **Philter of Empowerment** is a consumable that increases your STR by 3 when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat. It's the enhanced version of the Raptor Claw and can be crafted from it.

**Stats**

  Base Cost
 30

**Acquisition**
Philters of Empowerment 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**
Walking Dead

The **Walking Dead** is a **Tier 3** Undead enemy encountered in the Emerald Wild.

**Combat Proficiency**
Likely the first undead enemy you will encounter apart from the Cursed Diver, the Walking Dead does not seem to be that dangerous compared to its skeletal brethren, with only one point in defenses and less damage than a Giant Tarantula. However, if you are a mage, then this enemy will become a very annoying pest to deal with.

Its ablity, **Brains!**, inflicts a very heavy blow to your Spellpower, setting back the damage and healing from spells by a big amount. For mages, you must immediately mute or stun this enemy so that it is never cast, before blasting at it with your strongest spells. If you manage to get hit with the ability, you should cast Aetherial Rain and Steal Essence to salvage your damage before it bites you from behind.

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

Effect on Player
* **Inflicts magical damage**
Mua-Ta Gladiator

The **Mua-Ta Gladiator** is an **Arena-Exclusive** Mua-Ta enemy.

A Mua-Ta Gladiator accompanies The Martyr during his Arena Boss Fight.

**Combat Proficiency**

Mua-Ta Gladiators are one of the few varieties of Mua-Ta that you could fight in the Arena, and are quite durable opponents. Powerful fighters with access to a strong buff ability: **Call of the Wild**, which allows them to increase not only their attack damage, but also their armor. This makes it very difficult to deal damage with standard attacks and skills, and if paired alongside the debuff provided by a Mua-Ta Witch, it can be downright impossible to harm them.

Magic is easily your best friend here, as strong damage from Thunder Strike or Chaos Ball are sure to deal significant pain, just be wary of the healing and spell resistance buffs given by Mua-Ta Healer.

* Grim
* Nightmare

  **Damage:** 3-5
  **Critical:** 14%

Effect on Self
* **+1 DMG**

**Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Gladiator's in-game portrait was drawn by Mislav Nimai Smetana.
* The Mua-Ta Gladiator is the arena version of the Mua-Ta Warrior, with a recolored icon and similar abilities.
Tonic of Personality

The **Tonic of Personality** is a consumable that increases your CHA by 3 when consumed, lasting for the entire duration of the dungeon floor when consumed outside of combat. It's the enhanced version of the Carrion Crawler and can be crafted from it.

**Stats**

  Base Cost
 30

**Acquisition**
Tonics of Personality 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**
Spirit of the Glade

**Missing Data**
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This page is missing **the character level when minions are replaced**.

The **Spirit of the Glade** is a **Tier 2** Arcane **Miniboss** that can be encountered in the Mystic Grove once the player reaches **Character Level 3**.

The Spirit of the Glade is easily the most harrowing miniboss encounter the Mystic Grove can throw at you. Coming equipped with a restoration ability that can also amplify defensive stats, this miniboss can potentially soft-lock you into an unwinnable battle if you encounter it unprepared.

**Combat Proficiency**

Spirits of the Glade are extremely dangerous minibosses that should not be engaged if you do not have decent combat strength. While its stats are not staggering, it's the ability you need to worry about: **Sanctuary** allows the Spirit to heal itself or any one of its allies, and also amplify both defensive stats on top of it. This can result in the recipient becoming too durable to deal damage to, which is very bad news for mages who are unlikely to have many spell uses this early. You may end up running out of usable spells and be forced to retreat.

The spirit lacks any armor while un-buffed however, so ripping into it with a quick Culling is sure to deliver massive damage. A safer bet would be a Pommel Strike to disable it before it can apply Sanctuary, though a standard *Stun* will be just as effective. Mages will have to be extra careful, as they will be limited on casting points and can potentially run out, leaving an enemy that can outheal their weaker physical attacks. Amanita Extract may be able to save you if you ever get trapped in this situation.

Sadly, the Spirit is not a solo fight. Coming alongside a Giant Bug and an Aether Bug, you will have to content with two resilient opponents against the different combat styles. The Giant Bug is easily dispatched by a mage, but the Aether Bug will have the same level of resistance as the spirit, made even stronger if Sanctuary is given to it. Kill them as quick as you can to isolate the spirit and hope you are not overwhelmed by its persistent healing.

  **Damage:** 6-7
  **Critical:** 13%

Effect on Self/Ally
* **Restores 6-7 HP**
Sage's Wisdom

The **Sage's Wisdom** is a consumable that increases the total cast points of the player's spells in combat by 2 when consumed, though this item will not have any effect when consumed outside of combat. It's the enhanced version of the Aether Cap and can be crafted from it.

**Stats**

  Base Cost
 15

**Acquisition**
Sage's Wisdom 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**
Mua-Ta Outcast

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

**Missing Data**
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This page is missing **ability data and minions**.

The **Mua-Ta Outcast** is a Mua-Ta Miniboss found in the Sunless Oasis.

**Combat Proficiency**

  **Damage:** 12-15
  **Critical:** 16%

Effect on player
* **Inflicts magical damage**

Effect on self
* **Heal for damage dealt**
Sulfur

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

**Stats**

 7

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

The **Sharpshooter** is an **Elite** **Arena Exclusive** Human enemy.

**Combat Proficiency**

Sharpshooters are deadly opponents in the arena. While initially their damage output is fairly low, with each passing turn this number increases. The longer they are alive, the more damage they will deal. This forces you to focus them down first out of the lot, which can be made difficult with the presence of a Gladiator, and worse yet; they can distract you from the poison-inflicting Occultist.

  **Damage:** 6-7
  **Critical:** 18%

Effects on Self
 Unaffected by mutes
Soulpiercer

The **Soulpiercer** is a Tier 4 **stabbing-type** weapon in Grim Tides. In addition to increasing critical chance and damage, it also reduces the spell resistance of enemies that it hits. The spell resistance decrease does not stack with itself.

  Base Cost
 100

**Acquisition**
The Soulpiercer can be bought in the Smuggler's Den and certain dungeon shops, dropped by Monsters and given as a random reward from Dungeon Events.
**Strategies**
The Soulpiercer sits in a weird spot for viability, as its effects make it more suited for spellswords than dedicated stabbing and mage players.

Stabbing players that do not rely on damaging spells obviously have no use for this weapon, as its stats are the worst out of all other tier 4 stabbing weapons when excluding the spell resistance decrease.

For spellsword builds, Soulpiercer combined with Aetherial Rain and the Flawless Obsidian enchantment will together remove 9 spell resistance total (5 from Soulpiercer and 4 from aetherial rain). In addition, an enchanted Soulpiercer will leave three debuff icons on all targets. This is useful for powering up Immolation to effectively one-shot any regular enemy.

Its usefulness to a dedicated mage is only for access to Nimble Grace, which is an extremely powerful defense skill that substantially decreases the damage received once maxed out. A weak physical attack is needed to regain the damage you would have from an actual arcane weapon, which will leave you vulnerable. Immolation's damage can be amplified instead with the increased spell critical damage from a Flawless Sapphire enchantment, which also increases the damage of all other spells.
Venomous Stab

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

**Venomous Stab** is a stabbing skill that inflicts poison on top of a normal attack and reduces the target's critical rate when long-pressing. Its poison stacks fully when attacking one enemy multiple times.

**Uses and Strategies**
Venomous Stab is the most valuable asset a stabbing player has in the early-game. It can inflict major damage through its poison without the need to crit and keeps high-critical enemies such as the Mua-Ta Shadow in check. Not only that, it is a designated boss killer due to poison stacking. Thus, it is a valuable skill to take from the get-go along with Cloak and Dagger. Once you have a substantial critical rate, preferably over 60%, Venomous Stab should only be used on bosses as a critical hit wastes the effects of poison damage.

**Upgrade Tree**
War Spear

The **War Spear** is a Tier 3 **stabbing-type** weapon in Grim Tides. It is a direct upgrade from the Martial Spear.

  Base Cost
 80

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

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

  Base Cost
 85
Sentry 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 **Sentry Bot** is an **Epic** Construct enemy that can be encountered in the Sunken Ruins.

**Combat Proficiency**

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

Effect on Player
* **Inflicts magical damage**
* **-??? EVA**

Effect on Self
 Can only be used once.
Stone Roach

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

**Stats**

  Base Cost
 17

**Acquisition**
Stone Roaches 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**
Undead

The **Undead** are one of the many enemy types in Grim Tides. They are once living beings put to a grisly end, now the products of an occult and dark force, posing as powerful and dangerous enemies in the later areas of the main quest.

**In-Game**

The Undead make a major presence in the Sunless Oasis and the Forbidden City, along with minor numbers in the Emerald Wild. These enemies are some of the most dangerous in the game, with abilities such as **Silent Curse** and **Judgement**. Due to the large number of undead minibosses, only the Mystic Grove and Cursed Isle are truly free from their influence.
Mercenary Mage

The **Mercenary Mage** is an **Arena Exclusive** Human enemy that can be fought while the player is below **Character Level 15**.

**Combat Proficiency**

Mercenary Mages are one of the earlier human enemies you can encounter while fighting in The Arena. They fill the spellcaster archetype and are quite dangerous opponents. While their attack damage is very low, let alone their health and they have no armor to speak of, these foes come with a staggering **3 points of spell resistance**, making your magic attacks early on deal far less damage than normal. Additionally, they come with a combat spell: **Fireball**, which allows them to inflict double their attack damage consistently as magical damage. Needless to say, unless you can take them out quickly with strong physical damage, or have sufficient spell resistance to absorb their ability, these foes are very likely to knock you out on your first few arena rounds.

A strong tactic to remove them from the fight is to use a high-damage physical attack. Culling, Pommel Strike, and Stunning Blow are all very useful damage skills to wield against the Mercenary Mage, with pommel strike able to potentially mute the mage as well, shutting down his ability.

In the same vein, magical abilities that can apply a **Mute** are very useful despite the mages strong resistance. Insect Swarm is highly recommended because of the high chance and long duration of the Mute. The significant armor reduction additionally turns these mages into butter for your direct attacks. If you must rely on magical damage, Aether Bolt or Aetherial Rain are recommended to reduce the immense spell resistance.

Be warned, should these mages be alongside a Pit Fighter, they may receive an armor buff which will hamper your attempts to exploit their greatest weakness.

* Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**
Ring of Greater Endurance

The **Ring of Greater Endurance** is an accessory item that increases END by **3** when equipped. It's a direct upgrade from the Ring of Endurance.

  Base Cost
 150

**Acquisition**
Rings of Greater Endurance 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.
Sacrificial Mace

The **Sacrificial Mace** is a tier 4 **crushing-type** weapons in Grim Tides, available late into the game. While also increasing DMG, it also increases END by 2 and has the unique ability of healing the player 2 HP per every hit made with this weapon equipped.

  Base Cost
 100

**Acquisition**
Sacrificial 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.

1. ↑ Stunned enemies skip their action
Robe of Hectis

The **Robe of Hectis** is a piece of Armor for the chest. When equipped, it increases S.PWR by **5**, and maximum HP by 10.

  Base Cost
 90

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

The **Moonstone Axe** is a Tier 3 **hacking-type** weapon in Grim Tides. It is a direct upgrade from the War Scythe.

  Base Cost
 80

**Acquisition**
Moonstone 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.
## **Inquisitor's Moonstone Axe**

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

 85

1. ↑ 1.0 1.1 Crippled enemies have -33% DMG and -25% critical chance
Waterstrider's Boots

The **Waterstrider's Boots** is a piece of Armor for the feet, giving the wearer a **25%** chance to ignore health and Morale penalties when out of supplies in Dungeons, useful if the player can loot or buy them early on, when their max supplies count is rather low.

  Base Cost
 50

 **Acquisition** Waterstrider's 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.
Wand

The **Wand** is the weakest **arcane-type** weapon in Grim Tides, available early on in the game.

  Base Cost
 45

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

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

  Base Cost
 50
Whirrun of Bligh

**Whirrun of Bligh** is the **Fifth Boss** of The Arena, and may be fought from **Character Level 18** once the player has accumulated **40 Wins**.

The penultimate showdown in the arena walls pits you against the reigning champion, yet undefeated. Defeating him will open the path to facing the ultimate challenge the arena has to offer.

**Combat Proficiency**

  **Damage:** 14-18
  **Critical:** 17%

Effect on Player
* **Inflicts magical damage**
 **Combat Momentum(Passive)** | *Increases critical chance after each attack (passive)*
Passive Effect

**Trivia**
Mouldy Bread

Mouldy Bread is the weakest food item in the game, restoring **10 HP** and **5 supplies** when consumed. It is however, the cheapest of the food items, costing only **10 Gold** in any shop.

**Stats**

  Base Cost
 5

**Acquisition**
Mouldy Bread 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**
Mouldy Bread is a very weak consumable, but the low price makes it easier to get large quantities of it early on, when money is extremely tight most of the time. Using it in-between fights will keep your health topped and raise your supplies back to a good quantity whenever needed.
Maneater Plant

The **Maneater Plant** is a beast miniboss found in the Emerald Wild.

**Combat Proficiency**

The Maneater Plant is simply an extremely oversized Red Monarch, and much of the strategies to defeat both cross over. Since the plant is a solo fight, you have no need to worry about which targets to cast Disintegrate Essence on.

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

Effect on Player
* **Inflicts magical damage**
* **50% chance to reduce Morale by 1**

Effect on SElf
* **Heals for damage dealt**

**Trivia**
* Maneater Plant is the only beast that is not animal-like, instead being a plant.
Negative Energy

**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**.

**Negative Energy** is a chaos spell that inflicts damage to all enemies when cast, as well as decreasing any healing received by the targets. The healing reduction has a weaker effect on bosses and minibosses.

**Uses and Strategies**
In addition to having great damage output, the anti-healing effect actually lets you make progress against groups of enemies with a healer in them, especially if there are more than one. Healer enemies are common in all of the dungeons, so this and Word of Power should be the first area damage spells you should take. However, Word of Power at level 5 with the Arcane Anathema perk mutes all enemies for two turns, outright shutting down any non-passive healing for a significant amount of time. This is arguably stronger than Negative Energy and can let you switch to another area spell with greater utility, such as Death Bloom or Dragon's Breath.

**Upgrade Tree**

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

The **Tamed Raptor** is a **Tier 2** beast enemy that can be encountered in the Hollow Reef.

Tamed Raptors can also be fought in The Arena under the **Mua-Ta Slaves** lineup.

**Combat Proficiency**

Tamed Raptors are powerful glass cannon beasts that accompany the Mua-Ta in both domestic endeavours as well as combat encounters. Armed with powerful claws and tearing jaws, these aggressive creatures utilize the **Rend Flesh** ability to not only inflict substantial magic damage, but also reduce your morale. Repeated uses of this ability can quickly leave you grasping for your Imperial Brandy.

Because these raptors have no defensive stats to speak of, they are vulnerable to strong damage sources though they do possess a high pool of health for their tier. Steal Essence can be safely cast on them thanks to their lack of resistance, while their ability can be kept in check with a well-placed mute by Word of Power or Insect Swarm.

Raptors tend to come alongside Acolytes and Warriors. These foes fulfill an almost glass-cannon position in their lineup, dealing massive damage but having no defense to speak of.

These raptors can also be found in the Arena, often alongside Witches, Gladiators, and Healers. While their strengths and weaknesses do not change, the presence of a healer does pose the threat of this enemy not being felled as quickly as you might like. In some ways, this can actually make them *harder* to defeat in the Arena depending on the lineup.

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

Effect on Player
* **Inflicts magical damage**
* **60% chance to reduce Morale by 1**

**Trivia**
* As part of his Mua-Ta portrait set, the Tamed Raptor' in-game portrait was drawn by Mislav Nimai Smetana.
* The Tamed Raptor also appears in Grim Quest as an epic enemy in the Imperial Mausoleum.
Ring of Greater Strength

The **Ring of Greater Strength** is an accessory item that increases STR by **3** when equipped. It's a direct upgrade from the Ring of Strength.

  Base Cost
 150

**Acquisition**
Rings of Greater Strength 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.
Sage Boots

The **Sage Boots** is a piece of Armor for the feet, a direct upgrade of the Adept Boots, with the added effect of increasing HP by **4**.

  Base Cost
 40

 **Acquisition** Sage 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.
Red Talons Standard

The **Red Talon Standard** is an off-hand item that increases all **Experience** gained from combat encounters by 25%. The drawback to this is increasing the likelihood of combat encounters while in the dungeon.

  Base Cost
 100

**Tip**
Unlike most other items which affect the content of dungeon tiles, such as the Seeker's Candle, the Red Talon Standard cannot simply be equipped when entering a dungeon, and then taken off to retain its benefits. You must keep the item equipped to reap the experience bonus, otherwise you are simply making the dungeon harder for no extra gain beyond more fights in general.
**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.
Mua-Ta Witch

The **Mua-Ta Witch** is an **Arena-Exclusive** Mua-Ta enemy. **Combat Proficiency**
Mua-Ta Witches are one of the few varieties of Mua-Ta that can be met in the Arena, but they are the bane of a physical character thanks to their ability: **Pull of the Tide**, which allows them to reduce your attack damage on top of magical damage. When paired with the durable armor of the Mua-Ta Gladiator and the restoration of the Mua-Ta Healer, this can be a very difficult battle for a character without the means to deal alot of physical damage in each hit. Characters versed into magic will find this enemy far more managable, as the debuff has no effects on magic resistance. A quick Thunder Strike will quickly leave this enemy greatly damaged, and potentially stunned. Word of Power can disable his ability briefly, along with his mates. Insect Swarm will be the most effective spell to shut down the captives ability.

Physical characters should aim to either take out the Witch in one blow, or shut down its ability. Pommel Strike and Culling are both effective skills to keep this enemy down for the count. Stunning Blow is recommended for those running Clubs, while stabbing characters will have to contend with abusing Venomous Stab and poison in general to circumvent damage reductions. * Grim
* Nightmare

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

Effect on Player
* **Inflicts magical damage**

 **Trivia**
* As with virtually all Mua-Ta, the Mua-Ta Witch' in-game portrait was drawn by Mislav Nimai Smetana.
* The Mua-Ta Witch is the arena version of the Mua-Ta Acolyte, with a recolored icon and similar abilities.
Spiked Club

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

  Base Cost
 45

**Acquisition**
Spiked Clubs 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
Sunstone Ingot

The **Sunstone Ingot** is a material used in the Black Anvil for weapon level upgrades (**+1 S.PWR**) or armor level upgrades (**+5% psn res., +3% fear res.**).

**Stats**

 125

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

**Crafting**
Storm Elemental

The **Storm Elemental** is a **Unique** Arcane enemy that only appears alongside Sage Stormspeaker during his boss fight.

**Combat Proficiency**

Storm Elementals are special variants of the Air Elemental - they are powerful, resilient opponents with stats identical to the Stone Eater Elder. However, while they cannot take their defenses to staggering heights, they do possess the **Lightning** ability, which allows them to inflict magical damage at the same potency as the Rooted Sentinel. This makes these elementals a force to be reckoned with, and their pairing with Stormspeaker makes them nefarious minions to his boss fight.

However, the most prominent threat these elementals pose to you is not their abilities, but rather the healing their master can provide them. With a potential for 6 restored health **Per Turn** if Stormspeaker uses his **Static Field** repeatedly, you will need to be able to deal alot of damage and do it quickly. Axes make this easy with Culling. Sword users will need to invest into armor reduction via Dragon's Breath or Insect Swarm before going in with a powerful Flurry, though Pommel Strike can disable these elementals and a **Wound** will also inhibit their usage of this ability further.

Crushing and Stabbing users will find these foes remarkably more difficult. Crushing tends to lack in damage output, though the stuns can be very useful if you can get lucky and apply them repeatedly. Defending will seldom aid you against these foes which rely heavily on magic damage. Poison proves to be almost useless as Stormspeaker can outheal almost any poison source at this tier, and you usually won't have the stats to make them effective.

Mages will have a broader range of tools at their disposal. Aetherial Rain can immediately remove the elemental's spell resistance entirely, opening up to a powerful barrage of magical attacks like Thunder Strike, Chaos Ball, Steal Essence and Aether Bolt.

Word of Power can potentially shut down both elemental's abilities on top of Stormspeaker's for a brief moment, giving you a chance to catch your breath. Furthermore, because there are no stat reductions in the fight, you can utilize Temporal Shift to give yourself an edge in the event you are able to disable your opponents.

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

Effect on Player
* **Inflicts magical damage**
Templar Shield

The **Templar Shield** is an off-hand item that increases maximum HP by **10** and spell resistance by **1** when equipped. It's a direct upgrade of the Targe.

  Base Cost
 50

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

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

  Base Cost
 65

**Acquisition**
Moonstone 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.
## **High Cleric's Scepter**

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

 70
Sylzmagi

The **Sylzmagi** is an accessory item that has the unique ability of revealing around **1-3** dungeon encounters (both combat and event encounters) upon entering a dungeon floor.

  Base Cost
 150

**Acquisition**
Sylzmagis 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.
Masterwork Dagger

The **Masterwork Dagger** is a Tier 3 **stabbing-type** weapon in Grim Tides. It is a direct upgrade from the Bone Dagger.

  Base Cost
 80

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

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

  Base Cost
 85
Papa Rock

**Papa Rock** is an Ogroid **Miniboss** that can be encountered in the Hollow Reef.

**Combat Proficiency**
While The Kraken might be more powerful than Papa Rock, that miniboss is alone and can be disabled easily. Papa Rock comes with allies in the form of the Stone Eaters or Stone Eater Elders, making this one of the hardest fights for a physical character. Papa Rock deals immense damage with each hit, and can use **Gluttony** to heal half of his health back as well as buffing his armor to 5. Engaging with physical attacks is ill-advised, but possible given the right set-up.

Insect Swarm is a MUST to reduce his armor or mute him to keep him from using Gluttony in the first place. Without this spell, he is much harder to injure. His minions also tank physical damage incredibly well, which will keep you busy long enough for Papa Rock to beat you down. Culling and Furious Momentum are recommended to eradicate his allies, making hacking one of the best weapons for this miniboss. You can find some success with Slashing as well, if you can land a **Wound** to reduce their armor, Flurry can serve you very well, while Pommel Strike can guarantee a mute on Papa Rock, unlike Insect Swarm.

Mages will find a lot more success against Papa Rock and his allies. Thunder Strike and Chaos Ball are both strong choices to exploit its lack of spell resistance. Aether Bolt is never a bad option either, and even carrying Aetherial Rain will enable you to reduce their spell resistance further.

Because none of the enemies in this fight have a combat ability, you can get full benefits from Temporal Shift as you won't need to worry about having your critical and evasion reduced. Poison is a very strong weapon against Papa Rock and his minions, as it bypasses both armor and spell resistance. Death Bloom, Venomous Stab and File:Item amantiaextract hd.pngFile:Item amantiaextract legacy.pngAmantia Extract are all very powerful against this miniboss and are useful to carry around while exploring the Hollow Reef.

  **Damage:** 10-12
  **Critical:** 14%

 Can only be cast once
Rooted Sentinel

The **Rooted Sentinel** is a **Tier 3** Arcane enemy encountered in the Hollow Reef.

**Combat Proficiency**

Rooted Sentinels are the bigger brothers to the lesser Walking Sentinel, and it shows. These mighty foes are powerhouses of damage and resilience, with 4 points in armor and 3 in spell resistance, on top of the powerful **Earthquake** ability, which is an even stronger form of **Tremors** with a higher morale drain rate.

Reducing the armor and spell resistance of the Rooted Sentinel is very necessary if you intend to apply any significant damage, and is even moreso if they pair up with a Stone Eater Elder, which is also capable of achieving significant defenses. Aetherial Rain and Aether Bolt are heavily encouraged for magic users to reduce spell resistance and open up the opportunity to strike with a very powerful single-target spell.

Physical characters will want to utilize Dragon's Breath or Insect Swarm to reduce its staggering armor value before going in with a strong damage skill, such as Culling, Flurry, Stunning Blow, or Venomous Stab.

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

Effect on Player
* **Inflicts magical damage**
* **65% chance to reduce Morale by 1**
Tainted Air Elemental

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

The **Tainted Air Elemental** is an Arcane enemy that can be randomly spawned by the File:Warden's sigil.pngWarden's Sigil while in the Emerald Wild or Sunless Oasis.
It is one of the elementals that can be encountered randomly throughout the main quest.

**Combat Proficiency**

  **Damage:** 2-3
  **Critical:** 17%

Effect on player
* **Inflicts magical damage**
* **-2 DMG**
* **-10% CRIT**
Moccasins of Mirth

The **Moccasins of Mirth** is a piece of Armor for the feet, giving a **5%** chance to restore Morale when walking on any dungeon tile.

  Base Cost
 50

 **Acquisition** Moccasins of Mirth 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.
Nosferatu

The **Nosferatu** is a **Tier 5** Undead enemy that can be encountered in the Sunless Oasis after floor 13.

**Combat Proficiency**

Nosferatus are a major obstacle in the Sunless Oasis for a physical character, as its high armor and damage-reducing ability prolongs battles, making you weak. The best course of action is to stun, mute or straight-up kill it with your long-press or double-tap skill and Disintegrate Essence.

For spell users, sweeping away Banshees using Aether Bolt and Aetherial Rain is usually the better decision.

  **Damage:** 8-12
  **Critical:** 16%

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

Effect on self
 Debuffs apply once

**Trivia**
* The Nosferatu also appears as an epic enemy in Grim Quest.
Weaponmaster's Gloves

The **Weaponmaster's Gloves** is a piece of Armor for the hands that increases the maximum uses of physical skills in combat by 1.

  Base Cost
 50

 **Acquisition** Weaponmaster's 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.
Obb's Chaotic Blade

**Obb's Chaotic Blade** is a Tier 4 **slashing-type** weapon in Grim Tides. This sword has a high damage variance along with a 15% Wound chance. Its special attribute is a 15% chance to apply one of the random chaos debuffs per hit, the very same ones that can also be applied with the Chaos Ball spell.

The available debuffs are:

* -2 ARM
* -2 RES
* -2 DMG
* 2 points of poison
* 2 turn mute

  Base Cost
 100

**Acquisition**
Obb's Chaotic Blade 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%
Pommel Strike

**Pommel Strike** is a slashing skill that inflicts increased damage when long-pressing and has a high chance to mute the target for two turns, disabling ability use.

**Uses and Strategies**
Pommel Strike fulfills a particular niche in combat: its main appeal is inflicting a **Mute** on an enemy. This, coupled with a **Wound**, can make it very difficult or even impossible for an enemy to use its ability. Against an ability-spamming enemy or boss, the combination can easily silence their advantage and turn them into slashing dummies.

That said, muting tends to have little value when facing foes that focus on dealing high attack damage. This makes the skill rather unappealing early on, where your health is low and enemies can do alot of harm to you with physical attacks alone.

**Upgrade Tree**