recursal/Fanatic-Fandom huggingface dataset:
Hyaline Armor

The Hyaline is an equippable set of Armor in *Grime*.

## Lore

*A gift left for a Rockhead in Lithic, in the hopes it may bring some solace to the pitiful Broken Sky Dead One.*

## Full Set Bonus

Chest: +7.5% Force, +7.5% Dexterity

Hands: +3% Force, +3% Dexterity

Legs:+3% Force, +6% Dexterity

Trait: Claw Hound +25%

## Acquisition

After finding the Lithic Poem, Lithic Portrait and Lithic Effigy in Lithic, you can trade them to the Art Trader for the armour set.
Creep

Creeps are a Prey in *Grime*.

## Description

Creeps resemble a mass of darkened Nerveroot with long spindly arms and legs, and a tangle of roots for a head. They have an empty space in the center of their torso.

## Lore

> *"Nerveroot branches shaped by the Breath. They want, but know not what.*
> *Small and frail, they are weak alone. But not in numbers."*
>
>

## Combat

Creeps have very quick attacks that can be difficult to parry if there are multiple enemies around - Picking them off with heavy attacks before things get too hectic is always a good idea, as their attacks do a surprising amount of damage.

## Trait

Hitting the backs of prey deals more damage

 2
 3
 4
 5

From New Game +1, Sanguine Ichor can be spent to upgrade this ability further - for each Sanguine Ichor spent, the damage dealt by hitting the backs of prey is increased by an additional 5% - for a maximum of 100% with an investment of 10 Sanguine Ichor.
Searing Sickle

The Searing Sickle is a weapon item in *Grime*

## Lore

*Once overtaken by eyes and separation is no longer possible, the eyes may be triggered with flame, so as to end ones increasingly painful distancing from the form.*

## Attack Set

**Special Attack -** Engulf weapon with Searing Flame, increasing damage by 50% for a duration.

## Acquisition

It can be found on extreme North-East of the Carven Palace. Map Location
First Yr Armor

The First Yr is an equippable set of Armor in *Grime*.

## Lore

*Strange in its design. Made by the first Yrs, an imitation of a style created elsewhere.*

## Full Set Bonus

Chest: +15% Dexterity

Hands: +6% Dexterity

Legs: +9% Dexterity

Trait: Fledgling Yr +25%

## Acquisition

Yr Den, scattered near the entrance to Gloomnest.

Map locations: Chest - Hands - Legs

## Set Pieces

First Yr ChestFirst Yr HandsFirst Yr Legs
Mountains of Morn

Dividing the lands of Vaenor and Esslind, the Mountains of Morn are forested but dry, their rocky slopes concealing bandits, reclusive settlers, the Dreadhall, and strange creatures from the east. Though shorter than other ranges, these mountains hold the Peak of Dawn, which juts from the land taller than any other mountain in the known lands. They are vast and grow curious low plants found nowhere else in the world. Though difficult to survive, the mountains offer much to those with the skill to do so.

## Peak of Dawn

The Peak of Dawn is the tallest mountain in the known world. It heralds the rising sun, glacier glittering in the rays. Near its peak is a pure spring that feeds both the Rayne River to the west and the Stygai to the east. Beside this lake is a massive Spirit Marigold Tree whose petals flow down the Rayne and possess healing properties. The tree is host to a variety of passive animals and guardian spirits, providing a valuable wellspring of magical energy for those with the mettle to climb its peak.

It is said that the peak is so high that one can see all the world and gods atop it. However, the blessed spot is believed to be too pure for mortal creatures, becoming dangerous if one remains too long. They have actually observed the air becoming too thin to support life at the mountain’s highest point.
Characters

### Warning!

This Article Contains Spoilers Below this Point

There are a number of characters the Vessel may encounter in *Grime*.

## List of characters

### Weeping Cavity/Lithic characters

YonArt TraderThe VasesBoulderheadOther BoulderheadMalformed
### Worldpillar/Nerveroot characters

Shidra of The WorldpillarHeodGoldheadAssistantsCarven Envoy's Servant
### Servant's Path/Carven Palace characters

Shapely FidusArtisan Of FleshAmbitious SculptorLivestone Collector
Pearlplate Armor

The Pearlplate Armor is an equippable set of Armor in *Grime*.

## Lore

*Dream-touched Pearls which have melded together, too far away to join with the heart.*

## Full Set Bonus

Chest: +6% Dexterity, +6% Strength, +3% Resonance

Hands: +2.4% Dexterity, +2.4% Strength, +1.2% Resonance

Legs: +3.6% Dexterity, +3.6% Strength, +1.8% Resonance

Trait: Heal for 2.5% of attack damage

## Acquisition

Childbed, under the thorns to the left of The Child.

Map locations: Chest - Hands - Legs

## Set Pieces

Pearlplate ChestPearlplate HandsPearlplate Legs
Drained Shell Armor

The Drained Shell is an equippable set of Armor in *Grime*.

## Lore

*A stranger's carcass has soothed the erratic material of this form, shaping it into merciful stillness.*

## Full Set Bonus

Chest: +7.5% Force, +7.5% Resonance

Hands: +3% Force, +3% Resonance

Legs: +4.5% Force, +4.5% Resonance

Trait: Skewer +30%

## Acquisition

From the Gloom Nest Surrogate, go left, down then right across the spike pits. One piece is down the platform, the other two pieces are at the other end of the next room above the spike pits.

Map locations: Chest - Hands - Legs

## Set Pieces

Drained Shell ChestDrained Shell HandsDrained Shell Legs
Curved Glaive

The Curved Glaive is a weapon item in *Grime*

## Lore

*The first Yrs had a passion for weaponsmithing. Now, their art is lost with them.*

## Attack Set

Attack speed increases with each successful hit.

**Special Attack** - Can be used to leap forward or backwards, finishing with a swing.

## Acquisition

Found in the Yr Den. You’ll need the Air Dash to get in this far. From where you found the Yr Glaive, dash through the gap in the open mouthed stone face and make your way down to (what appears to be) the bottom left of the area. Map Link
Bellow Mace

The **Bellow Mace** is a weapon item in *Grime*

## Lore

*Put together by an amateur with a strong aversion to mouths.*

## Attack Set

**Special Attack** - Deal heavy damage with increased staggering power to prey.

## Acquisition

Found in the upper caves of the Weeping Cavity. Map Link

## Trivia

* During the weapon's special attack, the mace will open it's mouth and bellows, causing a swarm a black flies to fly out of it's mouth.
* Seeing as how the mace is sentient, it could be a semi-formed Stoneborn; most likely a Feaster, since it has teeth and can spawn flies.
Item

There are a variety of **items** the Vessel can acquire and use in *Grime*.

They are accessed from the inventory (leftmost) tab in the in-game menu. Note that most consumables cannot be used directly from the menu. They must be equipped to one of the consumable slots on the right, and then can then be used after exiting the menu and returning to the game.

## List of item types

Items come in four categories:

* Weapons
* Armor
* Consumables
* Miscellaneous

## Weapons

*Main article: Weapons*

**Weapons** are offensive items used by the Vessel to attack Prey and cause Damage. Most weapons have a secondary functions where they can evolve in order to deal more damage (such as how the Maul Axe can extend it fingers to increase the weapon's reach). Weapons have varying levels of weight, which affects their damage, enemy stagger, and environmental destruction.

## Armor

*Main article: Armor*

Armor sets are wearable items that change the appearance of the Vessel and grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait (since ver. 1.1.37).

## Consumables

*Main article: Consumables*

Consumable are items that can be consumed for various effects. Some need to be equipped in a consumable slot before they can be used.

## Miscellaneous

*Main article: Miscellaneous Items*

This includes those items that are not weapons, equippables, or consumables used via consumable slots. The items are mainly story or upgrade based
Acid Lurker

Acid Lurkers are a prey in *Grime*.

## Description

Acid Lurkers are a larger and slightly darker form of Lurker, that does not bury itself in the ground. They have an extended jaw, that remains open at all times, and has a set of three circular yellow eyes on each side.

## Lore

> *"Formed from within and around the acidic pits of the Feaster's Lair. Gases scorch their insides, burning to be expelled.*
> *Keep close. The fiery acidic gasses must be avoided rather than faced."*
>
>

## Combat

Acid Lurkers will keep at a distance from the vessel, periodically launching an arced projectile that cannot be absorbed or repelled. The projectile will leave a temporary cloud of gas on the first surface it hits, that will damage the Vessel over time while standing in it. as its lore suggests, close in on them quickly, and eliminate them before they make combat more hectic than it has to be.

## Trait

There is currently no Vessel trait associated with this Prey.
Fledgling Yr

### Trait

Increases damage done for 15 seconds after Repelling an attack. Can stack up to 3 times, but buff is lost upon taking damage.

## Description

Fledgling Yr are humanoid enemies that seem to have less armor and lethality compared to other Yr.

## Lore

> *"In the dim quietness, the Breath eventually gave birth to new beings. Lesser than those first formed in the Den. The Breath is finite. Its potency is fading. Soon, there will be no newborns. Capable of attacking both from a distance and close up. The choice is yours on where to face them."*
>
>

## Combat

Fledgling Yr have only melee fist attacks and spear throws. The melee attacks are slow and predictable as long as you're patient, no un-parryables. The spear attacks are reflectable if you prefer a safer approach.

## Trait

Increases damage done for 15 seconds after Repelling an attack. Can stack up to 3 times, but buff is lost upon taking damage.

Req
 2
 3
 4

Sanguine Ichor cannot be used to enhance this trait further than Rank 4.
Weathered Stitcher Armor

The Weathered Stitcher Armor is an equippable set of Armor in *Grime*.

## Lore

*The garment of an ancient Stitcher. Stuck on the Path to eternally work the root threads. Their art was rejected and discarded, unwoven to be remade anew, only to be rejected once more.*

## Full Set Bonus

Chest: +5% Health, +5% Dexterity, +5% Strength

Hands: +2% Health, +2% Dexterity, +2% Strength

Legs: +3% Health, +3% Dexterity, +3% Strength

Trait: Servant +30%

## Acquisition

Servants Path, to the right of the Surrogate and just ahead of the room you get trapped and ambushed in. [requires air dash + item pull]

Map locations: Chest - Hands - Legs

## Set Pieces

Weathered Stitcher ChestWeathered Stitcher LegsWeathered Stitcher Hands
Marrow Armor

The Marrow Armor is an equippable set of Armor in *Grime*.

## Lore

*The bones do not ooze tar, but a hardened viscid capable of stimulating it.*

## Full Set Bonus

Chest: +15% Health

Hands: +6% Health

Legs: +9% Health

Trait: Rockbed +35%

## Acquisition

From the right Feaster's Lair entrance where you come from above, there armor is scatted on the right hand side of the wall.

Map locations: Chest - Hands - Legs
Wisp Lantern

The Wisp Lantern is a weapon item in *Grime*

## Lore

*Taps into a prey's Breath, agitating its awareness, spurring its will.*

## Attack Set

Applies Wisp stacks to prey. Every 5 stacks causes a wisp to leave a destroyed prey, which targets nearby prey.

## Acquisition

Found at the top of a vertical shaft at the very west of Nerveroot. Climb the shaft, avoiding the electrical surges, to claim the lantern from the ceiling.
Pincer Glaive

**Pincer Glaive** is a weapon item in *Grime's* Colors of Rot DLC.

## Attack Set

Attack speed increases with each successful hit.

Every hit generates a **Tarbile** stack that can be transferred to Prey using the **Special Attack**.

**Special Attack -** Spins the weapon, transferring all accumulated **Tarbile** stacks and dealing increased damage based on the amount transferred.

Every several seconds Prey are dealt damage equal to the amount of stacks currently applied, consuming a stack in the process.

Damage occurs every 2 seconds and is based on **Force**.

## Acquisition

Found in the room before the Misbegotten Amalgam. Map Link

## Trivia

* Shares the same Special Attack with the Tooth Fist.
Shady Reef Town

Shady Reef Town is a chaotic sprawl of docks and shacks on the small, unassuming island of Black Reef, to the east of the Emerald Isles. It was built by a loose confederation of pirates and outlaws seeking refuge from the empire’s lawmen. More and more unruly crews found and noted the island, together creating a fragile council and dangerous society. Its exact location is unknown, a secret known only to other pirates within the pact.

They live apart from the empire, though the various crews soon realized that some form of leadership was required. Each company with a place in the Shady Reef Town sees their captain represent their interests in the ruling Black Council.

While the town offers refuge from the law, it is by no means a safe place. Those who cannot command respect or fear are likely to be robbed or killed. The council’s rule of law is ironclad, with minor infractions punished with lashings or death.

Some seek out the island not for harbor or revelry, but seek the legendary treasure, Qivauo’s Hoard. The stockpile was believed to belong to the first pirate of the Emerald Islands, the green dragon Qivauo. She was said to bury the treasure somewhere on the island, though the search for it is banned, for the chaos it incited.
Maps

The world within *Grime* is broken up into several **zones**.

Each zone is interconnected with one another, either through secret passages, direct paths, or Nervepasses. Littered throughout each zone are various pickups that can be gathered to assist the player on their journey, which mainly consist of consumables, weapons, or armor.

Zones also have numerous alternative and secret paths, which can be found behind destructible walls and floors. Some walls can only be broken from one side, so finding the path to the other side would be most beneficial.

## Surrogates

*Main article: Surrogates*

Scattered throughout each zone are shattered mounds of Levolam called Surrogates. These act as checkpoints that the Vessel can imprint rest in to perform various actions. When destroyed, the Vessel reforms at the last Surrogate, but so does most prey. MASS and Hunt Points can be used at Surrogates to "grow" the vessel by activating Traits or upgrading stats.

## Beacons

*Main article: Beacons*

Beacons are large, floating, crystalline structures of Levolam. These can be attuned by the Vessel to reveal the map of the current location. Beacons can be found by following the purple sparks of light that drift to it.

## Nervepass

*Main article: Nervepass*

Nervepasses are large tunnels made of bone and nerve, which act as fast-travel points to more efficiently travel throughout the world of *Grime*. Some are guarded by Root Puppets, which need to be crushed in order to access the pass.

### Hazards

Hostile Prey is not the only danger the player will encounter in their travels. There are many hazards that act to deter, damage, or outright kill you.

### Breath sources

Despite absorbing Prey, there are numerous sources of Breath scattered around each zone, should the player find themselves low on health. They are single use, however they will be replenished after resting in a Surrogate.

## List of zones

**SPOILER WARNING!: THIS LIST CONTAINS SPOILERS FOR THE GAME. CONTINUE AT YOUR OWN RISK.**

Weeping CavityUnformed DesertYr DenGloomnestLithicWorldpillarNerverootFeaster's LairServant's PathCarven PalaceGardenChildbedBeyond The BarrierCenotaph CityPale SkyPeak Of Creation
Boulderhead (character)

*For the Prey, see Boulderhead*

**Boulderhead** is a character in *Grime*.

## Description

He appears to be a non-hostile Boulderhead that doesn't say much but seems to listen to Yon. Yon introduces Boulderhead and Other Boulderhead when he encountered in an area to the right after defeating the Amalgam.

If they or Other Boulderhead are attacked by the player, they will both become hostile, acting like a regular Boulderhead enemy. Defeating them prompts Yon to praise the Vessel, stating that they would make better material than followers.
Yon's Broken Torso

**Yon's Broken Torso** is a consumable item in *Grime*.

## Lore

*Can be crushed for a bit of **mass**. Though, such a thing would be meaningless to all but yourself.*

## Notes

* Out of all consumables you can crush to gain mass, Yon's Broken Torso provides the least.

## Acquisition

* Obtained by defeating Yon at the end of their quest line.
Flowerheart

**Flowerheart** is a Great Prey/Optional Boss in *Grime's* Colors of Rot DLC.

## Lore

*The ground is filled with those which have formed within. Forever trapped. Yet, of them all, only the Mixedborn beasts, shaped by both the parental Breaths, may manifest the Child's essence. Drawing upon it and forming the petals of its body around a Motley eye.*

*A Blooming vessel to house the Child's scattered thoughts.*

## Combat

*The fight will start when the Vessel attacks the part of Flowerheart that is a floral bloom, dealing damage to the boss HP bar, and summoning a Charger from the ground. The Charger has thick armor and a large health pool, but moves relatively slowly and has a fairly limited attack pattern. During this phase of the fight, the floral bloom - which is much easier to damage - may periodically pop up around the arena.*

After a certain point in the fight, the Charger will let out a call, indicated by the screen rippling, and the floral bloom will reappear; the Vessel will have a brief window to damage the bloom before a second Charger will emerge from the ground. Force management, and taking advantage of the invincibility frames offered by repelling and dodging are key to avoiding damage from one Charger while engaging the other. The two Chargers share a health pool; as such, finding opportunities to damage both bosses with one weapon swing are highly effective. The player can use the lantern to great effect, as stacks can be applied individually to each Charger.

## Attack Patterns

* Charger will rear back and roar before charging forward across the map. Player can either dodge through or repel the Charger
* Charger will raise its arms up before slamming the ground and then flip forward, slamming the ground again on impact. During the flip, a yellow ring will appear and the Charger will be susceptible to a pull, which will cause it to crash down and create an opening for the Vessel to attack
* [**Red Attack**] Charger will quickly slam both hands down, then pull the ground up, firing a hail of rocks into the air and creating an area of effect shockwave that will impact about two body lengths in either direction. The rocks can be absorbed and flung at the Charger for additional damage
* Charger has a quick punch and a quick headbutt
Broken Yr Sword

The Broken Yr Sword is a weapon item in *Grime*

## Lore

*Broken and useless. May only appear intimidating when held by someone fearsome.*

## Attack Set

**Special Attack** - Slash forward with increased power.

## Acquisition

Can be found pretty easily by traveling to the Yr Den from the Unformed Desert. Map Link

## Trivia

- It is by far the worst weapon in the game, as it deals very little damage.

- Upgrading this weapon doesn't increase its damage, so it is unwise to put Bloodmetal into this.
Crawler

Crawlers are a prey in *Grime*.

## Description

Crawlers are semi-formed, semi-sentient Stoneborn that crawl around the Weeping Cavity. They are three types of Crawler: The regular Crawler, the Bone Crawler, and the Spike Crawler.

The normal **Crawler** has the same appearance as a Wretch, albeit without a head. **Bone Crawlers** have a similar appearance, although they have a stone face on their back, which makes them less mobile. **Spike Crawlers** are the least mobile of them three, and have a ridge of stone spikes on their back, hence their namesake.

## Lore

> *"Tearing themselves from the ground which birthed them, they eternally fumble in the dark. Those sentient enough to comprehend their predicament spend it cursing their existence.*
> *Crawlers come in different variations. Some carry lighter burdens, allowing them more mobility."*
>
>

## Combat

Crawlers are very simple enemies, with easily Absorbable attacks.

### Variants

**Normal Crawlers** are the most mobile, and will attempt to leap at the player if far enough. They can be pulled downward, but only after Pull is acquired. **Bone Crawlers** are unable to perform a leap and thus simply walk or crawl towards the player to swat at them. **Spike Crawlers** do not directly attack, but instead act more like an obstacle. They will crawl towards the player in an attempt to attack them with their spikes.

## Dialogue

 At the entrance to the Amalgam's arena
"Weep... For the form..."

## Trait

Can now hold [Left Alt] to walk, slowly. Must Absorb eight (8) Crawlers to discover the trait.
Is used on Crumbling Platforms

Sanguine Ichor cannot be used to enhance this trait further than Rank 1.

## Trivia

* Normal Crawlers can often be found worshiping the Surrogates in the Weeping Cavity, as well as the entrance to the Amalgam boss.
	+ If they are killed, they will not spawn back.
* They are cousins to the Wretch, which could be why they have similar appearances.
Rabideye

Rabideye are prey in *Grime*.

## Description

Rabideyes resemble a Crawler with a mass of stone eyes similar to Volatile Blobs replacing their heads and on their back.

## Lore

> *"Under the influence of the Garden, the Breath has been channeled into the forming of eyes, draining their minds and fueling their volatility, for eyes are of the Child, and they want of our Breath.*
> *Barely contained volatility, easily pulled apart."*
>
>

## Trait

There is currently no Vessel trait associated with this Prey.
Root Puppet

Root Puppets are a prey in *Grime*.

## Description

Root Puppets appear to be some of Shidra's Assistants that have defected and turned away, and now guard some of the various Nervepasses. Like the Assistants, they appear to be Creeps with crystals implanted in their neck-stumps.

## Lore

> *"Driven by deep-rooted desire for creation and discovery, Shidra discovered a way to imbue Breath with new, artificial memories."*
>
>

## Combat

Root Puppets can be found right in front of various Nervepasses, however, they will only fight at the Lithic, Carven Palace, and Feaster's Lair Nervepasses.

They attack mainly at close range, but they do have a ranged attack. Though they can be repelled, it's better to destroy them with weapons, but beware of their rapidity.

## Dialogue

 At the Nervepass
 At the Nervepass
 At the Nervepass

## Trait

There is currently no Vessel trait associated with this Prey.
Cluster

Cluster are prey in *Grime*.

## Description

Clusters resemble a small mass of electrified Nerveroot, encases in a shell of stone. They can open the shell to attack with an area of lightning, but this leaves them exposed to the Vessel's pull.

## Lore

> *"Something in the everlasting lightning storm allows these strange beings to float.*
> *Their outer shell is covered in Bloodmetal, making it impervious to attacks."*
>
>

## Trait

There is currently no Vessel trait associated with this Prey.
Frantic

Frantics are a prey in *Grime*.

## Description

Frantics are sentient chunks of stone with two pairs of arms, two of which end in sharp points.

## Lore

> *"An amalgam of beings, formed into one another and out of a chunk of rock.*
>
>
> *The dampness of the Cavity was detrimental to the process of all formations.*
>
>
>
> *In their haste to rush forward, they can be easily tripped during a sharp turn."*
>
>

## Combat

Frantics grant the Vessel a Hunt Point when they are defeated, making them valuable prey to fight. They like to charge the vessel with red attacks, which are most easily evaded by dashing through the Frantic. When the Vessel stands up close, the Frantics tend to use short-range melee attacks that can be absorbed. Frantics have too much health to be defeated with a single absorb, however; it either takes two or one absorb with sufficient damage inflicted by other means.

## Trait

Gently pulls on nearby vulnerable surfaces, revealing hidden paths. Must absorb one(1) Frantic to discover the trait.

Sanguine Ichor cannot be used to enhance this trait further than Rank 1.

## Trivia

* Frantics are similar to another prey, the Skewer.
Spinesnake

Spinesnakes are a prey in *Grime*.

## Description

Spinesnakes are self-explanatory - they are snakes, made from a spinal column. Their head is made from a lower and upper jaw, with a large spike protruding from the top of the upper jaw that resembles a very long nose.

## Lore

> *"Consuming the bodies of others does not obliterate their Breath. It is still there, attached to the fragments of what once made up their form, along with the fragments of their mind."*
>
>

## Combat

At long range, Spinesnakes will quickly dash across the ground towards the Vessel, inflicting damage if it touches them. At close range, it will stab its long spear-like nose into the ground three times in a row, with a break before the third hit that allows the Vessel to pull them. They can also burrow into the ground to create distance, but can be pulled out of the as they burrow.

## Trait

Force regeneration never pauses while the Breath Consumption heal is active.

Sanguine Ichor cannot be used to enhance this trait further than Rank 1.
Qoh-Mora

Qoh-Mora, or The Lone Peak, is odd. A black-grey mountain jutting from the rolling sands of the Dry Wastes with no earthly reason to be there. Within, one will find a dwarven community detached from Ibenin and Sinia’Nor entire.

Unlike the rest of men, those of Qoh-Mora did not reach Sinia’Nor through the Astral Gate. Instead, the wizard, Glasdorin Everhearth, refused to abandon their home or history. He shifted the mountain entire to another world, landing haphazardly in the dry wastes.

### Culture

Without water or food, Glasdorin created two great cauldrons, Coire and Ansic. In a small rebellion, the cauldron Ansic was broken, forcing the dwarves to trade their gems and ore for vast food stores. As Glasdorin became their only source of sustenance, all within the mountain swore fealty to him, and he ruled with absolute control. Upon his death, his son Sindorin, a powerful wizard himself, took his place.

### Coire

Coire is a cauldron created by the wizard Glasdorin Everhearth. It was large enough for all the dwarves of Qoh-Mora and conjures fresh water when fed heat and magic. It is now maintained by Sindorin Everhearth.

### Ansic

Ansic is a cauldron created by the wizard Glasdorin Everhearth. It was large enough for all the dwarves of Qoh-Mora and conjures food when fed heat and magic. In a riot, the cauldron was cracked and became nonfunctional.
Unformed Slab

The Unformed Slab is a weapon item in *Grime*

## Lore

*A Slab from the elusive Blade Forest. Worked and cared for over many Quakes.*

## Attack Set

**Special Attack** - Capable of throwing vulnerable prey backwards; causes high poise damage to resistant prey.

## Acquisition

Hidden in a rock mouth on the Eastern side of Unformed Desert, above the rightmost entrance to Gloomnest and not far from the exit to Lithic. Map Link
Formal Coda Armor

The Formal Coda is an equippable set of Armor in *Grime*.

## Lore

*An old outfit left by the Coda when they moved behind the barrier to escape the passionate zeal of the Stoneborn.*

## Full Set Bonus

Chest: +7.5% Dexterity, +7.5% Force

Hands: +3% Dexterity, +3% Force

Legs: +4.5% Dexterity, +4.5% Force

Trait: Flower Fighter +30%

## Acquisition

Carven Palace, scattered around the area

Right side of the area below floor 1, in the caves.

Map locations: Chest - Hands - Legs

## Set Pieces

Formal Coda ChestFormal Coda HandsFormal Coda Legs
Debris Field

**Debris Field** is a consumable item in *Grime*.

## Lore

*These stones seem strangely attuned to the Vessel.*

## Use

*When broken and scattered, is held up by the spiral's field. Reduces incoming damage by 15% for a duration.*

When consumed, it reduces damage taken by 15% for a limited time.

## Notes

* The Shard Field is a direct upgrade, as it boosts defense by 25% instead of 15%.

## Acquisition

* Can be purchased from traders.
	+ Heod for 117 Mass
* Can be found and various pickups.
* Drops from various prey, such as:
	+ Wretch
	+ Boulderhead
	+ Tonguebrute

## Trivia

* The various rocks that make up the field are suspended in mid-air via the gravitational pull of the Spiral.
Spinesword

The Spinesword is a weapon item in *Grime*

## Lore

*This Spine instrument lacks awareness yet reacts to stimuli. The resulting failure from an attempt to create a Spineborn.*

## Attack Set

**Special Attack -** Gain a stack of Maker-lightning with each successful special attack hit, up to 2 stacks (meaning you can gain a maximum of 2 stacks per hit).

Basic attacks will consume a stack and cause Maker-lightning to strike at the point of impact.

## Acquisition

Found in the Childbed, just above where the left Beacon is. Map Link
Bowdaggers

**Bowdaggers** are a weapon item in *Grime's* Colors of Rot DLC.

## Lore

*A joint creation of a master and their unlikely apprentice. Chipped splinters are merged into fleeting Darts which can temporarily be used as short range projectiles.*

## Attack Set

Every 3 successful hits gain a stack of Fleeting Dark. Darts crumble over time.

**Special Attack** - A quick press launches a long range Dart. Holding the attack loads all Darks to be unleashed rapidly.

Projectile damage: 40

## Acquisition

Can be found in either of these places:

1) Gloomnest, near the Goldhead location. Map Link

2) Nerveroot, in the room below the beacon. Map Link
Lithic Effigy

**Lithic Effigy** is a miscellaneous item in *Grime*.

## Lore

*Made by a denizen of Lithic.*

*Someone there is sure to appreciate this.*

*A rough effigy of a Stornborn, probably a close sibling of the artist. Likely one taken by Carven servants.*

## Use

This item is traded with the Art Trader for the Hyaline Legs.

## Acquisition

Found in the Harmless Rockgiants room. Map Location

## Trivia

* Similar effigies exist in the background in Lithic.
Bloodmetal Scythe

The Bloodmetal Scythe is a weapon item in *Grime*

## Lore

*Only one being is know of being capable of working Bloodmetal. Yet, this was clearly not made by them.*

## Attack Set

**Special Attack** - Can either be used to throw vulnerable prey forward, or lift vulnerable prey upwards along with yourself.

## Acquisition

Buy from the Owl in Feaster's Lair for 5000 Mass. Map Link
Desert Watcher

The Desert Watcher is a Epic Prey/Optional Boss in *Grime*.

## Description

The Desert Watcher is basically a boss version of the Carven Disciple. Being a Disciple, they have a head of Flesh, with carved, wing-like growths on their back with pieces of cloth tied to them. Compared to a normal Disciple, their skin is visibly darker, and their head is a lot less smooth.

Like all Disciples, they wield a pair of Carven Greatswords.

## Lore

*The Carven did not heed the prophecies of the Formbringers. Warnings of an inevitable doom. All but one.*

*Long ago, before the Formbringers sealed themselves off from all Stoneborn, the Watcher came under the Broken Sky, where the largest piece of Levolam was presumed to have fallen, and waited for its prophesied spawn to emerge.*

## Combat

The Desert Watcher can be found atop the head shell that houses the Head Shell Surrogate, leaned over and praying behind their weapons. They can only be reached after acquiring the Pull ability. After the first encounter, it won't be necessary to talk to the Desert Watcher to start the fight again.

Defeating the Desert Watcher may take some practice: dash through red attacks or stop them with the pulling ability, and use the normal attacks to restore breath by absorbing or repelling them. A fast weapon can be helpful to match the Desert Watcher's speed and agility.

Remember to dodge often, and use Pull to prevent certain attacks and to stun the Watcher.

## Attack Patterns

 **Orb Summon** | The Watcher summons two glowing orbs, one yellow, and one black. When released, they will home in on the player
 **Leaping Carve** | The Watcher leaps up in the air and falls back down diagonally, swinging both swords at once.
 **Cross Dash** | The Watcher crosses both swords and quickly dashes forward, performing an X-cut.
 **Piercing Dash** | The Watcher dashes forward, stabbing with both swords. Usually performs it after absorbing the first **Chop** strike.
 **Double Dash** | When at half health, the Watcher performs a **Piercing Dash**, turns around, then dashes a second time.

## Trivia

* They have similar attacks to the Carven Disciple, which makes them good practice for fighting the Disciples later in the game.
* When performing **Cross Dash**, the Watcher is temporarily invulnerable from the front, as their sword block all frontal attacks.
Lithic

> "Stoneborn of the Broken Sky! You will be welcomed in Lithic!"
>
> - painted slab

**Lithic** is the third zone in *Grime*.

## Description

Lithic is the home of various Stoneborn, such as the Rockheads, and was overseen and created by the Whispering Mothers.

## Lore

Before the time of Lithic, two Flower Scions sought higher purpose than whispering Breath into the Child. Thus, they traveled into the Unformed Desert with help from Shidra of The Worldpillar and found Stoneborn trapped in the Stillrock mountains, being mined for their material by the Carven. The two Whisperers then began freeing these unfortunate beings by coalescing Breath into the ground below, driving the Stillrock upwards.

The freed Stoneborn then were taken in by the two Whisperers, who then became the Whispering Mothers, and formed the town of Lithic. The Mothers attempted to ease the Old Pain of the Stoneborn by teaching them art, and helping them free their siblings who still were trapped.

## Surrogates

There are a total of three Surrogates in Lithic.

## Environmental Details

### Points of Interest

* All the way to the right of the area where you receive the Petalstone Chest, there is one Crimson Ichor, from the corpse of what appears to be a Ravenous Rock. If you continue to the right, there is a breakable wall, which leads you to a tribute of all the games which Grime has taken inspiration from.
* Above and to the left of the area where you defeat the Grieving Rockgiant, you can find the Art Trader which you can purchase the Hyaline Armor from.

### Hazards

* Gravity
* Spike Clusters
* Shifting Pillars

### Secrets

* All the way at the top of the tower where you obtain the Pillar Slab, to the left there is a secret tower where you can encounter one of The Vases, and receive the Lithichusk Armor set.
* To the right of the tower mentioned above, you can find a shortcut to the Lithic Nervepass and find more of The Vases, while also encountering a door similar to the barrier in the Carven Palace, as well as some doors found in Cenotaph City. Through this area you can obtain the Pointed Traveler Armor set.

## Characters

* Various Rockhead NPCs
* Yon
* Listener
* Art Trader

## Prey

### Lesser Prey

* Rockhead
* Leaper
* Madrock
* Ravenous Rock
* Spikehead
* The Vases
* Thin Nacre
* Root Puppet

### Epic Prey

* Harmless Rockgiant
* Grieving Rockgiant

## Loot

### Consumables

* Ardent Sand
* Thirsting Sand
* Debris Field
* Levolam Dust
* Nail
* Living Rock
* Shard Field
* Breathdew Fragment
* Breathdew Shard
* Breathdew Droplet
* Thin Nacre

### Upgrade Items

* Bloodmetal
* Crimson Ichor
* Motley Pearl

### Weapons

* Pillar Slab
* Obelisk Fist

### Armor

* Lithichusk Armor
* Petalstone Armor
* Hyaline Armor
* Pointed Traveler Armor
Ravenous Rock

Ravenous Rocks are an Elite Prey in *Grime*.

## Description

Revenous Rocks are Madrock that have become little more than a mouth with limbs.

## Lore

> *"They wonder, from within their ravenous haze, if consuming the bodies of others mends the shape of their own.*
> *Agile and aggressive, watch for their movements and choose carefully the moment to strike."*
>
>

## Combat

Ravenous Rocks similar attacks and speed to Madrocks, but significantly larger and with more health. Their health is split in parraible and un-parriable chunks.

## Trait

Increase Ardor gained by all sources.

 2

From New Game +1, Sanguine Ichor can be spent to upgrade this ability further - for each Sanguine Ichor spent, the amount of Ardor gained from all sources is increased by an additional 0.2. Upper Limit untested - at least 15+ levels.
Leaper

Leapers are a prey in *Grime*.

## Description

Leapers are short, humanoid stone beings. Instead of possessing a semi-formed stone head like their brethren, the Rockheads, their heads are left unformed, and have a yellow glow to them.

## Lore

*Unable to verbally communicate due to their unformed head, they prefer to run and jump around Lithic, and are permanently assigned to defending it.*

*Difficult to evade, they should be faced head-on.*

## Combat

Leapers leap fast and attack up close. The best counter is to absorb the attacks, which timings can be learned easily. They will attempt to leap at the player from long range, and will repeatedly strike with their club. Both attacks can be absorbed, which can destroy them immediately.

## Trait

Increases maximum force.

 5 | 50% increase in force.

## Triva

* Despite being unable to speak, Leaper can be heard making grunts when attacking the player.
The Final Performance

The Final Performance is a Great Prey/Boss in *Grime*.

## Description

The Final Performance is a fight against the performers of the Cenotaph City, with the primary target being the Performer - a scythe-wielding Coda who dances around the stage to attack the Vessel.

## Lore

> *"The Parent witnessed the end. It was a frightening, terrible beauty. A rupture of colors and light tearing through everything they'd known.*
> *These recollections were passed on by the Breath to the Coda. They hope their own ends will be just as spectacular, and that their memory will be passed on as well."*
>
>

## Combat

### Stage 1

To be updated further - The Performer stands on a platform at the middle of the stage, just out of reach from the Vessel. The stage will rise upwards, stopping periodically to send waves of Coda at the Vessel, which cause damage if they are touched. Stacks of three Coda will often have a lantern that the Vessel can pull itself towards (using Shapely Fidus' Trait), allowing it to get some aerial attacks against the Performer before they begin the fight. This can also be achieved by jumping when the stage stops moving upwards, and using the upwards momentum to reach the Performer's platform for a quick aerial attack.

### Stage 2

After the Vessel survives the third wave of Coda, the Performer jumps off their platform, flourishing their scythe on the way down (this can damage the Vessel if they are not careful). From this stage, the Performer will attack the vessel with its scythe, moving around the stage gracefully. As usual, when his scythe glows Red, you will not be able to Repel his attacks. All other attacks can be repelled, but when repelled, the Performer will use one of two follow-up attacks - when recoiling from you, it will dash in to make another attack with its scythe. This attack can also be Repelled however, giving a good opportunity to attack. {Full Attack Pattern to be added - still better than the previous page for this boss}

### Stage 3

At some point during the fight, the Performer will bow down, throwing its scythe into the background and calling a second Coda to join it. The additional Coda is a dancer, constantly pirouetting with a dress hemmed with blades. The majority of its attacks can be repelled, throwing it back at the Performer to deal a small amount of damage. While this stage may seem like an excellent opportunity to attack, it is important to always pay attention to the Dancer's movements, as the Performer itself has no direct attacks in this stage.

Please note that the stages in this fight do not function as they normally do, so instead of only seeing each stage once, they will switch back and forth multiple times (only applies to stage 2 and 3)
Carven Greatsword

The Carven Greatsword is a weapon item in *Grime*

## Lore

*A weapon used by the Carven of the Palace, lost when the Mothers came to Lithic.*

## Attack Set

**Special Attack** - Move forward while swinging twice with the greatsword.

## Acquisition

Found in a pretty obvious "secret" ground passage in Nerveroot, East of the Path of Servants. Map Link
Boulderplate Armor

The Boulderplate Armor is an equippable set of Armor in *Grime*.

## Lore

*While embedded in the ground, a coating of Stillrock formed around the Stoneborn, and then later discarded.*

## Full Set Bonus

Chest: +15% Health

Hands: +6% Health

Legs: +9% Health

Trait: Boulderhead +25%

## Acquisition

Unformed Desert, below the Head Shell Surrogate

Map locations: Chest - Hands - Legs

## Set Pieces

Boulderplate ChestBoulderplate ArmsBoulderplate Legs
Ardent Sand

**Ardent Sand** is a consumable item in *Grime*.

## Lore

*The awareness to want, but the inability to take. This pile of sand desires Form and Breath.*

## Use

*When used, the next absorb grants 100% more Breath.*

When consumed, the next absorb performed will grant 2 times as much Breath.

## Notes

* The amount of Breath gained also depends on the size of the prey. So the bigger the prey, the bigger the Breath gain, and the bigger the bonus.
* The prey does not need to die by being absorbed; as long as you perform an absorb, you will receive the bonus.
* Thirsting Sand is a direct upgrade, as it grants 300% more Breath on an absorb instead of 100%.

## Acquisition

* Can be purchased from trader.
	+ Heod for 156 MASS
* Can be found as various pickups.
* Drops from various prey, such as:
	+ Wretch
	+ Clawhound

## Trivia

* The icon for this depicts a hand reaching out of a pile of sand, most likely grasping for a body and Breath.
* The term *ardent* means enthusiastic or passionate.
Crimson Ichor

**Crimson Ichor** is a consumable item in *Grime*.

## Lore

*A drop of that which once flooded the world. Crystallized and preserved in an ancient being of yore.*

## Use

*Crush to gain a Hunt Point.*

Crushing the Ichor will grant a single Hunt Point, which can be used to progress and upgrade Traits.

## Notes

* Crimson Ichor doesn't need to be used immediately, and can be saved up in case the player desires any spare points.

## Acquisition

* Can be purchased from traders.
	+ Owl for 7000 MASS
* Can be found as various pickups.
* Given by certain characters, such as:
	+ Listener
	+ Coda Secretmaker

## Trivia

* In Greek mythology, *Ichor* is the ethereal, gold-like, blood that flows through the veins of gods and immortals.
* The term *ichor* also relates to the watery discharge that comes from a wound or cut.
Dreamborn Terror

**Dreamborn Terror** is a Boss in *Grime*.

## Description

The Dreamborn Terror is a boss in Grime but unlike the other bosses, it does not offer a new ability upon defeat. This boss is found in childbed at the heart of the child and you can fight this boss by talking to all the memories of the child and then talking to the child in New Game + (NG+). Defeating this boss rewards you with The Nightmare achievment and the Dreamborn Verdigris armour set

## Combat

The Dreamborn Terror has a total of 6 stages, if you include the half-health attack style changes

* When you first hit Dreamborn terror, it will perform a plunging attack shortly followed by a short shockwave. this attack will be performed later on in its first and fourth stages, with a little static sound and electric aura acting as a warning.
* The Dreamborn Terror periodically performs a jumping lunging attack that causes damage to you if you are on the ground
Breatheart

**Breatheart** is a miscellaneous item in *Grime*.

## Lore

*Any excess Breath congeals and tethers throughout the body of the newly formed. Linking it with the thoughts and hereitdary memories borne within.*

## Use

*Can be used to upgrade weapons beyond their limit*

This can be done by interacting with Shidra or by selecting *"Upgrade"* when resting at a Surrogate. Weapons can only be upgraded in Surrogates after acquiring the ability to do so.

## Acquisition

* Can only be obtained in NG+ and beyond.
* Obtained by defeating Prey that would normally grant a Breath upgrade.
Fossil Fist

The Fossil Fist is a weapon item in *Grime*

## Lore

*Stillrock formed in the shape of clenched fists.*

## Attack Set

**Special Attack** - Lift vulnerable pray upwards along with yourself

## Acquisition

At the start of Unformed Desert, a block falls from the sky and smashes something. Head up and over it and you will find it amongst the pots. Map Link
Colors Of Rot

**Colors Of Rot** is an expansive DLC for the game, *Grime.*

## Description

Similar to the main game, the DLC will bring a new surreal world to explore and enemies to devour. There's also new weapons, items and armor to collect.

This DLC was released on 15th December 2022

## Plot

The once scattered thoughts of the Child are congregating, becoming whole once more. It's has chosen Great Hosts to house its mind. Scatter it's thoughts, and deny the Child it's existence one more.

## New Armor

* Pointed Traveler Armor
* Horned Traveler Armor
* Sickleback Armor
* Blooming Armor
* Pearlplate Armor

## New Weapons

### Dual Blades

* Prying Sickles
* Motley Swords
* Bowaxes
* Bowdaggers
* Bownails

### Heavy Blades

* Spinesword
* Searing Sickle

## New Items

* Broken Husk
* Whole Husk
* Urn Of Volatile Eyes
* Thin Nacre
* Fetal Pearl
* Neonatal Levolam

## New Prey

### Lesser Prey

* The Vases
* Nacre Runner
* Bondling
* Floret
* Lesser Flower Fighter
* Whisperer
* Flowerhead
* Rockbed
* Joltlegs
* Garden Walker

### Great Prey

* Flowerheart
* Giant of Eyes
* Surrogate Vulture
Head Lurker

Head Lurkers are a prey in *Grime*.

## Description

Head Lurkers are one of the largest variants of Lurker. Their legs are similar to other Lurkers, but a large stone mask replaces their usual jaw-like body.

## Lore

> *"An unformed head became the home of this fly-infested lurker.*
> *Satisfied Lurkers prefer to be left alone. The ones will run away, stopping only to release more flies."*
>
>

## Combat

Head Lurkers will keep their distance from the vessel, periodically releasing a homing projectile from the mouth on their back. This projectile can be Reflected.

## Trait

There is currently no Vessel trait associated with this Prey.
Malformed

The **Malformed** is a character in *Grime*.

## Description

The Malformed appears to be a hunched-over Wretch with glowing yellow eyes.

## Location

They can be found in the Weeping Cavity, behind a destructible wall, hunched over and weeping. When interacting with them, they will stand up and begin to attack the player in anger.

## Dialogue

 Speak again, when the Malformed notices the player

## Gallery

The Malformed behind a destructible wall.