recursal/Fanatic-Fandom huggingface dataset:
Team Stims

**Team Stims** is a Support agent skill in *Satellite Reign*.

## Effect

Distributes stimulants to the team, enhancing senses and reflexes for a short time. This allows the agents to feel as if time is moving much slower.

Toggled ability. Energy Cost: 10/s.

* Slows time to a certain percentage of normal rate.
* Later levels reduce the energy drain rate for the toggle.
* Increase Agent speed (Supposedly for the whole team).
* Increase Weapon Accuracy (Supposedly for the whole team).
* Increase Weapon Damage (Supposedly for the whole team).
Bog Brain

**Bog Brain** is
a 1-cost
Common Parasite card for Rook.

## Description

When this card is drawn, gain 2 Impair and draw 2 cards.
Expend, Parasite
Hatch 4

## About

Bog Brain is a common battle Bog-Parasite.

Playing Bog Brain has no effect, except expending it and gaining experience with it.

## Hatch

When Bog Brain Hatches, it's transformed into a random uncommon battle Bog Parasite, so Branch, Delirium or Fever.
Career

*This article is a stub. You can help Identity Wiki by expanding it.*

Careers, like Jobs, are part of the world of Identity. While jobs are tasks anyone can take up, Careers are more specific and players will need special character talents and perks to fullfill them.

While there are legal ways to raise money, there are also illegal ones and players might join a career in crime.
Energy Generator V2

**Energy Generator V2** is an augmentation in *Satellite Reign*.

## Effect

The Energy Generator V2 body augmentation has taken the V1 and reduced static interference, and improved both thermal dampening and EMP shielding. The energy regeneration on this devices leaves its competitors in the dust.

* Increases energy regeneration by 100%.
* Increases maximum energy by 20.
Immortal

**Immortal** is famous for his contempt for pain and death. He wields his sword masterfully, becoming a whirlwind of steel which destroys forces of enemy soldiers and disarms enemy heroes. Every one of Immortal's blows accelerates his attacks; every death of one of his foes recharges his strength. And even if the hero falls, his immortal spirit will revive him.
## Biography

No one who lives today knew him in his youth. Anyone you ask will answer, with a shrug, that the Immortal one has always been just like he is now. He does not change and does not age and always carries his faithful sword, All-Seeing Steel.

Rumor has it that they met many years ago and have since become dependent on one another. But who is dependent on whom? Behind the hero's back, people whisper that he has long been kept under the blade's control, acting only to fulfill its strange commands.

One day, the hero was invited to participate in the Spring Flowers celebration, along with the other masters of war. He was blindfolded and some rag dolls and obstacles were placed around him, but when the signal sounded, the sword would not leave its sheath! The noble weapon, desiring to drink the life of vanquished enemies, did not want to participate in such silly games and the hero left the festival amidst laughter and shouts of ridicule. The apprentice of the local master laughed most of all. But as he mocked, the ridiculed warrior summoned him to a bloody duel. Now the sword had no trouble leaving its sheath. In a matter of seconds, it had knocked away the mocker's weapon and torn his flesh to pieces. Then, it returned to its resting place, awaiting its next feast of blood.

All-Seeing Steel leads the hero in battle. It was made for war and victory, not for peaceful entertainment. Only in battle is its deadly power revealed. The blade does not like the long pauses between fights, always yearning to face another round of perilous enemies.

## Trivia

* Doombringer Immortal Skin seems to be a more powerful future version of himself.
* A shadowy figure very similar to the Immortal can be seen in the Challenge mode loading screen.
Identity Wiki/Top section

Welcome to *Identity* Wiki
the *Identity* guide more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Identity

Identity is a new game from Asylum Entertainment, the guys who brought you the world's most-played Altis Life. In a nutshell, Identity is an absolutely open and free MMORPG world where you're able to be and do just about anything you can imagine. There's something for everyone in a world with hundreds of other people all around you. Live a life of crime, justice, business or leisure where you truly can make a name for yourself and change the world you're a part of.
Identity Kickstarter | Main Site

Content
Getting StartedMechanicsLocationsCareer

Twitter
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China Town apartments

**China Town apartments** is a location in *Satellite Reign*.

## Overview

China Town's nicer than most of the city, and this place is nicer than most of Downtown. Only a block away from the best food in the district and another away from the clubbing strip. See, guys? Not all of the city is filthy and broken down. If you can afford it, some places are pretty ritzy.
Back Channel Negotiations

**Back Channel Negotiations** is a Combat and Negotiation quest.

## Description

An Admiralty clerk is looking for a business partner amongst the Spree.

Difficulty: ★☆☆☆☆

## Quest Variants

* The combat type is randomly chosen from the following options:
	+ Sal and the questgiver are ambushed by the Spree member.
	+ The Spree member and questgiver agree on a business deal but are attacked by observing Spree.
	+ The Spree member and questgiver don't agree on a business deal, leading to two options:
		- Betray the questgiver. This makes them hate you, but you get 50 additional shills from the Spree member.
		- Fight the Spree member.

## Rewards

* Starting Bonus: Pick a card to help on the quest
* 65  Shills
* Extra Reward
AutoDog

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**AutoDogs** are mechanical quadrupeds invented by the Spark Barons to serve as combat support drones, based off of the Automech. The Rise made some themselves, and call them **Cobbledogs**. Some AutoDogs can malfunction, and go feral, running into the wilderness of the bog and making a den. Like Crayotes, they are fairly weak individually but can be threatening when in packs.

## AutoDog

AutoDogs were invented after the creation of Automech.

## Cobbledog

Cobbledogs are the Rise's version of the Autodog.

## Feral AutoDog

Feral AutoDogs are AutoDogs that malfunctioned and ran away into the Bog. According to Fellemo, they "know the bog better than anything living" and make large dens with other feral AutoDogs. Some support the Automech Bossbit during the fight with it.

### Combat

#### Moves

* Bite: A low damage attack which applies 1 stack of Wound.
Big Draw and The Fury

Big Draw and The Fury is the third Card Set unlocked with Sal.

It contains the Negotiation cards Planning, Solid Point and Subtley. Planning and Subtley both draw cards, while Solid Point has an effect when drawn.

It also contains the Battle cards Breather, Blade Fury and Echo Strike. These cards are based on Combo, Breather and Blade Fury use it up, while Echo Strike gains Combo.
Alta

**Alta** is a character in Griftlands and a Cult of Hesh Priest.

## Death Loot

If killed in combat, **Alta** drops Heshian Amulet:

## Notes

**Alta** is one of the priests who give the mission Friend or Fanatic, where Sal will be offered a reward to save a Cult of Hesh Luminari from Spree bandits. If completed, she will receive 65 shills.
Arguments and Bar Fights

Arguments and Bar Fights is the ninth Card Set unlocked with Sal.

It contains the Negociation cards Agitation, Collected, and Entrapment. These cards all create Arguments.

It contains the Battle cards Drunken Master, Improve Accuracy, and Wretched Strike. There is no theme to these cards, although Improve Accuracy synergises with Drunken Master, since it has a very wide damage spread.
Bleed

**Bleed** is a generic battle key word.

## Effect

In game description: *"At the beginning of their turn, take damage equal to the count of bleed, then halve bleed count."*

When the Bleed count is halved, it always rounds down.

## Cards

The following cards contain Bleed.

Sal's cards:

* Burst
* Gash
* Lacerate
* Leech
* Barnacle
* Blademouth Beating
* Bloodbath
* Hemorrhage
* Kra'deshi Barbstorm
* Sharpen
* Slice
* Blood Guard
* Hemophage
* Gouge
* Saber Grip
* Slash
* Thirst
* Vertical Slash

Smith's cards:

* Batter Up

Other cards:

* Coyote Claw
* Bleed (card)
* Heavy Cleaver
* Nadan's Blade
* Rentorian Force Glaive
* Roloach Karambit
* Zyn's Razor
Abandoned Concoction

## Summary

In this Smith exclusive event, Smith finds a single glass bottle labeled "Batch No. {1}c" on the side of the road, which is the Unknown Concoction card.

The player can choose to take the bottle, take a sip of the bottle to reveal its effects, or leave the bottle alone.

If the player takes the bottle, it will later trigger the second part of the event where the owner of the bottle asks if Smith has seen the bottle.

The player can then choose to return the bottle if the card still exists, inform the owner that you drank the entire thing or lie about not having seen the bottle.

If the player chooses to return the bottle or inform the owner that you've drank the whole thing, the owner will then ask to take a tissue sample.

If the player accepts, Smith's health takes 10 damage in exchange for 100 Shills.

Returning the bottle will increase the opinion of the owner towards Smith by one stage.

Giving a tissue sample will increase the opinion of the owner towards Smith by one stage.
Bog Boil

**Bog Boil** is a Negotiation key word for Rook.

## Effect

In game description: "**Bog Boil** targets an opponent argument each turn for 3-3 damage.

Restore resolve to a random friendly argument equal to the resolve lost from **Bog Boil'**s attack.

**Bog Boil** is an argument with 4 resolve.".

## Notes

The following card have the key word **Bog Boil**

* Bog Enlightenment
Attack Rival

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**Attack Rival** is a difficulty ★ ☆ ☆ ☆ ☆ quest with a focus on Combat.

## Description

Rudana is offering you money to lay a beat-down upon Ekel. Just be careful not to take it too far - Ekel has to survive the process.

## Rewards

Starting Bonus
Pick a card to help on the quest
60 Shills
Restoration
Restore **10 health** or **10 resolve**.
Alongwy

**Alongwy** is a character in Griftlands and a Jakes Smuggler.

## Death Loot

If killed in combat, **Alongwy** drops Triage:

## Notes

**Alongwy** also works part-time as a bounty hunter.

In a random event, Sal can run into **Alongwy** in the wilderness trying to arrest a Spree member with a warrant. She can either agree to work with **Alongwy** and capture the member, or you can help the Spree member and fight **Alongwy**.
Activator and Options

Activator and Options is the ninth Card Set unlocked with Rook.

It contains the Negociation cards Head Shot, Snail Bite, and Red Herring. These cards have no common theme.

It also contains the Battle cards Squeeze, Fistful, and Lifeline. All these cards make you draw 2 cards for 1 action point, plus some other effect.
Bog Parasites

The Bog Parasites are Twig, Stem and the cards they turn into, they are first obtained on day 2 as Rook. Everytime one of the Bog Parasites levels up it transforms into a random Bog Parasite 1 rarity higher, that also corresponds to the same deck-type, until reaching unique, where they cannot be upgraded anymore.
The rarities all have a different level of "usefulness":

* basic: Negative effect
* common, uncommon and rare: Positive effect, with a drawback (Get stronger the higher the rarity)
* unique: Positive effect

## Battle Parasites

Basic:

* Twig

Common:

* Bog Brain
* Neurotic Haze
* Tendrils

Uncommon:

* Branch
* Delirium
* Fever

Rare:

* Beast of the Bog
* Bough
* Butcher of the Bog
* Funky Fungi

Unique:

* Bog Symbiosis

## Negotiation Parasites

Basic:

* Stem

Common:

* Drowsiness
* Earworm
* Tinnitus

Uncommon:

* Memory Lapse
* Scrub
* Voices

Rare:

* Flower
* Grandiosity
* Hyperactive
* Stutter

Unique:

* Bog Enlightenment
Bog Enlightenment

**Bog Enlightenment** is
a 1-cost
Unique Parasite card for Rook.

## Description

Create 1 Bog Boil.
Expend, Parasite

## Notes

**Bog Boil** targets an opponent argument each turn for 3-3 damage.

Restore resolve to a random friendly argument equal to the resolve lost from **Bog Boil'**s attack.

**Bog Boil** is an argument with 4 resolve.
Blinders (card)

Reason: "*The page at Blinders is better.*"

**This page is a candidate for deletion.**
Reason: "*The page at Blinders is better.*"

**Blinders** is
a 2-cost
Uncommon Maneuver card for Rook.

## Description

Ability: For each Charge you spend, apply 1 Mark to a random enemy.
Expend

## Upgrades

After accruing 6 experience, **Blinders** can be upgraded:
Arint

**Arint** is a character in Griftlands and a Spark Barons Lieutenant.

## Death Loot

If killed in combat, **Arint** drops Level Orange Clearance:

## Notes

**Arint** is Fellemo's Lieutenant and Spark Baron stationed in Grout Bog. Arint takes her position very seriously, and is highly trusted by Fellemo to carry out her responsibilities.

## Background

Arint is first met by Rook when attempting to contact Fellemo at the Spark Baron Regional Headquarters. If Rook Gives the dossier to the Rise, Arint will confront Rook at the dead drop on Night 3.

## Negotiation

Either Flekfis or **Arint** is fought on night 3 upon arriving at the dead drop. If probed for weakness through a negotiation attempt before the fight, Rook can gain 3 unique temporary cards for the fight:

* Weakness: Dependent
* Weakness: Telegraphed
* Weakness: Blind Spot

## Combat Attacks/Abilities

Arint has a small amount of reliably strong attacks that she will cycle through until she reaches low HP (need specifics), at which point she will activate her Power Surge.

* Staff Whip: Her basic attack. it deals around 7-9 damage on average and, upon hitting the player, will incept 3 Strange Chemical into your deck
* Charge: She will not attack but instead lurch back as to charge her chest cannon. Depending on Prestige, she will gain 1-2 stacks of Charge after using the charge attack.
* Chest Beam: She will fire her chest cannon, dealing high damage to all opponents. This damage is increased by 4 per Strange Chemical that is in your hand. She will repeat this attack for every stack of Charge she has. After a Chest Beam, all incepted cards of Strange Chemical are destroyed if they were in your hand when she used the attack.
* Power Surge: At a low HP, she will gain one stack of Power Surge. This changes her attack cycle to only use Power Surge until she surrenders or dies. While Power Surging, she will repeat the Power Surge attack, dealing higher damage than staff whip at a 13 average damage.

Arint places a status card called Strange Chemical in your deck each time she lands an attack. Occasionally, she will prepare her chest cannon attack; this attack deals heavy damage in addition to +4 damage per **Strange Chemical** in your hand.
Boggers

*This article is a stub. You can help Griftlands Wiki by expanding it.*

 Territory | Grout Bog, Deep Bog

**The Boggers** are a minor faction found in the Grout Bog that worship the bog. They're described by Kalandra as a group of mostly ex-Spark Barons who claim to hear the bog speak to them, while Fellemo describes them as "crackpots" who slacked off from working and hide in the deep bog to avoid punishment. Either way, they live and protect the deeper parts of the bog from prying hands, where the Barons have yet to successfully explore or excavate, and the bog keeps its darkest secrets. Many can be seen to have foreign bio masses growing out of their body, with strange eyes growing on their heads or neck.

## Negotiation Behavior

Boggers are significantly easier to negotiate with than other characters, because they don't create many arguments, and their core argument is too specific. However, their core arguments can disrupt some Influence and Dominance strategies.

### Unshakable

**Unshakable** is Bogger's core argument. It has "At the end of every turn, (the active character) loses 1 Influence and 1 Dominance".

### Bog Boil

Starting from the 3rd turn, every 3 turns, a **Bog Boil** argument will be created. It has 4 Resolve, does 3 damage per stack each turn, and has "Restore resolve equal to damage dealt by this argument to a random friendly argument".

### Damage

Boggers will deal damage twice on even numbered turns(3 times if Difficulty is 4 or higher) and deal slightly heavier damage on odd numbered turns.
Aggression and Options

Aggression and Options is the eighth Card Set unlocked with Sal.

It contains the Negociation cards Heavy Handed, This Ends Now, and Bellow. Heavy Handed and This Ends Now spend Dominance, which is useful for Hostility decks while Bellow scales with the number of Hostility cards you have in hand.

It contains the Battle cards Slaughter, Discharge, and Churn. Slaughter and Chum draw you a lot of cards, this synergises with Discharge which attacks once per card in your hand.
Automech

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**Automechs** are Vagrant-Age humanoid robots pieced together and sold by Spark Barons. Originally discovered by Kashio in the Grout Bog, they are extremely valuable due to their loyalty and dependability and can be programmed to follow orders as the owner sees fit.

## Automech Enforcer

Enforcers are the standard model Automech produced by the Spark Barons. They employ an arm mounted blaster that deals light damage in 4 shot bursts.

## Cobblebot

Pieced together from broken or stolen Enforcer parts, Cobblebots are guards programmed by Rise members deployed to fight against Spark Barons and creatures found in the Bog. They are essentially damaged Enforcers with lower max health and Rise decals/paint.
Another Day Older and Deeper in Debt

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**Another Day Older and Deeper in Debt** is a Combat and Negotiation quest.

## Description

A Heavy Laborer has gotten himself into some money trouble with another Heavy Laborer. Find a way for your hirer to either make money or pay it back slowly.

Difficulty: ★☆☆☆☆

## Rewards

* Starting Bonus: Pick a card to help on the quest
* 65 Shills
* Upgrade Card: Upgrade a negotiation or battle card

## Trivia

**Another Day Older and Deeper in Debt** is a line from the song "Sixteen Tons" by Merle Travis published in 1947.
Combo

Combo is a Key Word exclusive to Sal.

## Effect

In game description: "Combo points are accumulated until they are spent by a Finisher. Lose half your Combo whenever you take damage."

Extra info: Finishers always use up all Combo and do something per Combo spent. Something not mentioned, are cards, that spend a specific amount of Combo to activate an effect (Stomp for example). Also some cards, like Combination, don't spend Combo, but have an effect when you have it.

## Cards

* Chamber
* Combination
* Cross
* Reversal
* Sneak Attack
* Speciality
* Stomp
* Blade Fury
* Breather
* Carve
* Echo Strike
* Haymaker
* Hilt Bash
* Shoulder Roll
* Size Up
* Switch Blade
* Follow Trough
* Inside Fighting
* Gut Shot
* Hammer Grip
* Mud Tosser
* Rain of Blades
Auction Day

**Auction Day** is the main quest on the final day of Sal's campaign. The objective is to get into the auction and kill your rival Kashio.
Sal awakens in the Grog n' Dog and talks to its owner, Fssh, to learn that Nadan or Oolo is waiting for you to report. The details of the quest depend on whether you have sided with Nadan or Oolo.

## Guard Duty

If you have sided with Oolo, she will give you a badge and ask you to act as a bouncer for the first part of the auction.

While watching the door, you are approached by a character who dislikes or hates you. They will demand to settle their animosity with you once and for all. Your options are:

* Try to talk them down (negotiation against only the instigator)
* Defend yourself (battle against the instigator and two other characters)
* Appeal to your fellow bouncer for help (negotiation with the benefit that you will have somebody on your side in the above two options)

## The Auction

Whether you sided with Nadan or Oolo, you are allowed to take one of the auction items to help you in your battle against Kashio. (The item options are listed in the Kashio page).

If you sided with Oolo, your options are:

* Hand over your requisition (Allows you to choose one of the auction items. Afterward you can choose the other too options as well.)
* Take a place at the auction (Allows you to participate in as a negotiation).
* Hang back with the security forces (proceeds directly to the confrontation with Kashio.

The Auction is a negotiation instance with special side arguments on the opponent's side: auction items, and auction participants.
The negotiation ends the first time and auction item argument is destroyed by you. You gain the corresponding item for the battle against Kashio.
The auction participants will attack your arguments and the auction item arguments. Destroying an auction participant will replace it with a new auction participant argument.
Cards

*This article is a stub. You can help Griftlands Wiki by expanding it.*

```
This page is under heavy reconstruction. Please see source comments for further information.

```

## Cards

Cards are the central focus of gameplay in Griftlands. Players start with a pre-built deck of 10 cards and build a deck of randomly offered **cards** that are rewarded through Quests, purchased from Merchants, or received from random events. Available cards can be customized by enabling/disabling Card Sets in the options before starting a run.

## Decks

Players are provided 2 decks when starting the game; 1 Battle and 1 Negotiation deck. Each deck has their own card pool and can be customized throughout a run. Decks have a card limit of 50.

### Battle Cards

**Battle cards** are used to perform actions in combat. Divided into primarily **Maneuvers** and **Attacks**, a strong battle deck is required to survive in the Griftlands.

**See:** Battle Cards

### Negotiation Cards

**Negotiation cards** are used in negotiations and are rewarded and upgraded separately from your battle deck. Having a strong negotiation deck is useful for opening up quest opportunities and completing quests peacefully to conserve Health.

**See:** Negotiation Cards

### Status Cards

**Status Cards** have a yellow border and are added to the player's decks through different actions. Eating food, drinking alcohol, certain random events, and some enemy attacks will all add status cards to your deck. Most status cards are strictly a nuisance, taking up hand and deck space. However, some status cards have an immediate effect when drawn causing them to be particularly punishing if not removed quickly. Some status cards cannot be played and cause damage or other effects at the end of the player turn. Discard effects are particularly useful for dealing with these types of status cards.

**See:** Status Cards

### Item Cards

**Item Cards** have a green border and can be purchased from merchants, received as a bonus quest reward, looted from dead enemies, and found through random events. Almost all items in the game have a **limited use** and are destroyed after playing them 1-3 times. In exchange for this, Items typically have fairly powerful effects and a large amount of Items have **Replenish** which *mostly* negates having the extra card in your deck.

**See:** Items

## How to

Strategies and deck building tips are covered on the "How to play" page. Info on mechanics can be found on the battle and negotiation pages.

**See:**
* Deck Strategies
* Battle
* Negotiation
Compendium

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**The Compendium** is an in-game menu that allows a player to view and explore unlocked cards, people, Grafts and Grifts.

## Cards

In this section you can look at all of your unlocked cards, so all cards that are in the basic cardpool, are included in your unlocked Card Sets, obtain trough special events/bought or are given to you by enemies. Just like in-game, you can right-click them to see their flavor text and upgrades.

## People

In this section you can look at every person you have met. By clicking on them you can see their flavor text, listen to their voice and see their Boon/Bane, if you have gotten it once.

## Grafts

In this section you can look at every Graft you've seen, it also tells you if you have installed it.

## Grifts

In this section you can see every Grift and your progress in them.
Comedy Club

## Limited Time Opportunity Description

Title: Comedy Club

Description: *Sweet Moreef’s bar is hosting an open mic event. Good time to practice your charm.*

## Summary

In this Smith exclusive limited time opportunity, the player heads to Sweet Moreef's bar to attend a comedy club.

If the player participates, you can either upgrade 2 random negotiation cards or remove a negotiation card.
Civilian

Low Class Titles | Laborer, Heavy Laborer

**Civilians** are a faction found everywhere in Havaria. While they are, by definition, factionless, they aid each other in negotiations and in combat. Civilians can be found everywhere, in workplaces, in shops, and at bars.

Civilians have two classes: the wealthy and the poor. Civilians within the same wealth class will support each other in combat.

## Civilian Titles

### High Class

#### Wealthy Merchant

Wealthy Merchants are rich people who earned their money through trading, debt-broking, and other profitable activities. They are most often found in shops or on the road. Wealthy Merchants' **Negotiation** strategy is not actually hard to beat. However, they can easily drain you of your shills due to their Core Argument, which place cards in your deck that cost money to play, and also take up valuable space for other cards. In **Combat** , Wealthy Merchants throw a variety of grenades and mixtures to provide a variety of status effects to the enemy team. An enemy-exclusive attack is the Oshnu Bile Grenade, which only targets the player. This gives the Oshnu Stinging Eyes debuff, causing the player to target a random opponent whenever they attack.

Foolo the Dilettante is mechanically similar to Wealthy Merchants.

#### Foreman

Foremen are people who overseer the work of Laborers and Heavy Laborers, ensuring that their work is kept at peak efficiency. They are usually located in workplaces, where they can command Laborers to do their job. The **Negotiation** strategy of the Foreman is to create several low-health arguments to slowly chip away at the player's Resolve. This is made harder by the fact that their Core Argument causes damage spilled-over from attacking their arguments to target the player instead. If forced to resort to **Combat**, Foremen wield a simple pistol, which needs a reload whenever they attack a number of times. In between, Foremen can also attack with the blade on their pistol, albeit with weaker damage.

#### Bartender

Bartenders are merchants who sell food, drink, and sometimes drugs. Their usual location is, obviously, in bars. In negotiations, their Core Argument gets composure for each manipulation card you play. Periodically, they may get a "chaser" bounty which restores some resolve if you destroy it, at the cost of putting tipsy cards in your deck. In combat, they use a powerful shotgun attack which hits all opponents, but requires reloading between attacks.

### Low Class

#### Laborer

Laborers are poor people who work to earn money, or are forced to do it for free. They are usually found in shops and workplaces, working for whoever's in charge. In a **Negotiation**, the Laborer's Core Argument gives it 2 Composure every time the player creates an argument. In **Combat**, Laborers use a pipe to Whack enemies, slowly buffing themselves with more power over time.

## Trivia

* Civilians are one of two factions that do not have a Boss, the other being the Bilebrokers.
Casings (card)

Reason: "*The page at Casings is better.*"

**This page is a candidate for deletion.**
Reason: "*The page at Casings is better.*"

**Casings** is
a 3-cost
Rare Maneuver card for Rook.

## Description

Ability: Whenever you spend Charge, gain 2 Defense per Charge spent.
Expend

## Upgrades

After accruing 3 experience, **Casings** can be upgraded:
The Grid

**The Grid** is a location in *Satellite Reign*.

## Overview

Home to the Eternals, mostly high end apartments and shopping. Temples and shrines everywhere. It is located right next door to the science district, with lots of high tech stuff and plenty of augmentations to be found here. No one really knows what goes on behind the closed doors of the Eternals...
Break it Down

## Summary

In this Smith exclusive event, the player encounters a Spark Baron Goon with a malfunctioning automech and is given several options.

The player can offer to haul the automech, where they will receieve 150 shills, take 10 damage to their health and receive a Status Injury card.

The player can also enter a Negotiation with the baron to take the automech apart. If successful, the player is randomly rewarded with 3 of the following item cards:

* Emergency Shield Generator
* Nano Lattice
* Fuel Canister
* Spark Shot
* Targeting Core
* Energy Siphon
* Replicator
* Shock-Box
* Defective Grenade
* Shock Core
* Support Beacon

The player can kick the automech up to two times for 3 damage each. Each kick has a 50% chance for the automech to reboot, with the second kick guaranteeing the reboot.

If the Automech is kicked back to life, there is a 50% chance for the automech to be hostile, forcing the player and the Spark Baron into battle.

If the Automech was not hostile, the Spark Baron will receive an opinion that you helped them.

If the Automech was hostile but not destroyed, the Spark Baron will increase by one stage, but not to the loved stage. If the player destroys the automech in battle, the opinion of the Spark Baron towards the player will decrease by one stage.
Card Sets

Card Sets add extra cards to the game (meaning you can get them from card rewards), they can be unlocked by playing with the corresponding character.
Before starting a run, you can choose which of your unlocked Card Sets you want to enable, remember that disabling any set, will put the run into custom mode (meaning you can't unlock new Prestige levels).
Each character has 10 Card Sets and they always contain 3 Negotiation and Battle cards.

Also some Card Sets add new Outfits, these can then be used even if the Card Set is disabled.

## Sal's Card Sets

* The Setup and The Crusher
* Evoke and Bloody Mess
* Big Draw and The Fury
* Incept and Overwhelm
* Action and Practice
* Expend and Reflexes
* Influence and Discarded
* Aggression and Options
* Arguments and Bar Fights
* Distraction and Masters

## Rook's Card Sets

* Gambler and Fixated
* Discard and Transaction
* Spender and Stocked
* Defensive and Threshold
* Livid and Migrainer
* Inclined and Overcharged
* Pickup and Shoot Out
* Prepared and Brain Surgery
* Activator and Options
* Support and Swing

## Smith's Card Sets

* The Classic and Onslaught
* VIP and Circulation
* Duplicity and Weight
* Elitist and Salvager
* Convergence and Bottoms Up
* Self-Destruct and Bounce Back
* Self-Depreciation and Perparation
* Ad-Lib and Titan
* Destructive and Bulwark
* Crescendo and The Pain Train
Chaos Theory (card)

Reason: "*The page at Chaos Theory is better.*"

**This page is a candidate for deletion.**
Reason: "*The page at Chaos Theory is better.*"

**Chaos Theory** is
a 1-cost
Rare Manipulate card for Smith.

## Description

Gain: At the start of your turn, play a random card in your hand for free.
Expend

## Upgrades

After accruing 7 experience, **Chaos Theory** can be upgraded:
Characters

In Griftlands, **Characters** can be met while playing through the selected Hero's story. Most characters you meet have random locations that change between runs, meaning you won't always get the same quest from the same NPC. Story central NPC's such as Fssh and Kashio, however, do not change between runs, though your dialogue with them will change depending on choices made throughout the run. Each character has a relationship with the player that changes depending on your choices, potentially granting useful Boons or harmful Banes. Also, each character is affilated with one of the factions and has an assigned title, which represents them. **Title** affects both Battle and Negotiation, as people of the same **title** will act identical.

## Playable Characters

Each Hero has their own set of stats and unique mechanics. Sal is the starting Hero, with Rook and Smith becoming available to play after advancing through Sal's story.

For more information on core mechanics, see: Battle, Negotiation

## Generic NPCs

Below is a list of generic non-playable characters that can spawn in campaigns.

### Special NPCs

These following NPCs are based on one of the generic NPCs. Unlike other generic NPCs, they can only spawn through specific quests. After they spawn, they may or may not be treated as other NPCs of the same type.

## Non-Sentient NPCs

Below is a list of non-sentient NPCs (mechs, creatures, etc.) that can be fought in Griftlands.

For a list of pets, see: Pets

## Unique NPCs

Some NPCs have unique titles, unique negotiations, unique battle mechanics, and/or unique banes/boons.

## Plot Armor

Some NPCs have plot armor. Having a plot armor means the NPC:

* Will not be assigned as generic cast in a quest, unless the quest explicitly requires that character.
* Will not spawn as patrons unless otherwise specified.
* Will not join combat with the player unless specifically encountered.
* Cannot be Gifted or Provoked.
* Will not be affected by First Impressions.
* Will never hate you as a cause of killing someone in their faction.

Characters with plot armor can still die, unlike what the name implies.

Usually, characters with significant story relevance have plot armor. Many night merchants in Sal's story also have plot armor.

Plot armor is conditional. For example, Oolo has plot armor in Sal's main story, Hunting Kashio, while she doesn't have plot armor in Rook's story (although she will never spawn) or in Brawl.
Eonwe

Reason: "*Eonwe is no longer a character; this character is now Gorgula*"

**This page is a candidate for deletion.**
Reason: "*Eonwe is no longer a character; this character is now Gorgula*"

 Related | Cult of Hesh

**Alo** is a character in Griftlands and a Cult of Hesh Boss.

She appears as a possible first boss for Rook. She also shows up in a random event for Sal, where she can choose to help Rook take out the assassin hunting him, Eonwe, for 300 shills.

## Death Loot

If **Eonwe** is killed in combat, she will drop a Lumin Bio-Accelerator.
Competing Bids

Competing Bids is a quest in Sal's campaign.

## Characters

*I'm unsure of the exact faction options for each role, or if they can be completely random.*

* Questgiver: Random Admiralty (Clerk?)
* Target: Random (at least both Rise and Cult of Hesh)
* Informant: Random Civilian Laborer
* Competitor: Random (at least both Jakes and Cult of Hesh)

## Story

The questgiver wants you to hire and capture a bounty, and directs you to a bar to find them. The informant knows the target's location, though isn't willing to give it up easily. Here, you meet another hunter looking for the same bounty, and can choose to team up with them. Once you find info on the target's whereabouts, you can capture/kill them. On your way back to the questgiver, you'll encounter the competitor if they aren't working with you.

## Options

*If you know the result of actions I haven't completed, you can fill them in. Also, if you know a better way to format things, feel free.*

#### The Bar

* **Convince the competitor to work with you:** (Negotiation, see quest variations)
* **Intimidate the informant:** (Negotiation, Intimidation, the competitor is a heckler, The informant will dislike you)
* **Attack the informant:** (Combat, The informant will dislike you)

*unsure of results if informant is killed, quest likely failed*

#### Target's Hiding Place

* **Intimidate them to come peacefully:** (Negotiation, Intimidation, the target will dislike you)
* **Take them by force:** (Combat, the target will dislike you)

#### Competitor Confronts You

* **Convince them to come peacefully:** (Negotiation, *unsure if intimidation*)
* **Defend yourself and your bounty:** (Combat)
* **Give up the target:** (*unsure of results, quest likely failed*)

*unsure of results if your target is dead*

#### End of Quest

* **Turn in the target:** (End quest, receive rewards. Questgiver likes you, target hates you if alive)

## Quest Variations

If you convince your competitor to help, they'll assist you during the encounters with the informant and the target. You skip the encounter with them later, though at the end of the quest, you need to decide how much to pay them. *unsure of what happens if they die helping you*

* **Generous Pay:** (Lose most of the reward money, the competitor loves you)
* **Fair Pay:** (Lose half of the reward money, the competitor likes you)
* **No pay:** (the competitor hates you)

## Strategy

* Generally, it's good to pay the competitor well, as it's much cheaper than normally getting their boon.
* Before taking this quest, check the target's role and see if you're willing to take their bane.
Clerks

Clerk is a title in the Admiralty.

## Extra Info

Clerks have the Boon Authorization, it's effect is the following: *"Once a day, you can ask a nearby member of the Admiralty to help you in battle or negotiation."*

Their Bane is Red Tape, which has the following effect: *"Members of the Admiralty will not help you in battle or negotiation."*

If you kill a Clerk, you will receive a Letter Opener.
Deception (card)

Reason: "*The page at Deception is better.*"

**This page is a candidate for deletion.**
Reason: "*The page at Deception is better.*"

**Deception** is
a 1-cost
Common Maneuver card for Sal.

## Description

Improvise an attack card from your draw pile. That card deals +4 damage until played.

## Upgrades

After accruing 9 experience, **Deception** can be upgraded:
Fan The Hammer

**Fan The Hammer** is
a 1-cost
Uncommon Attack card for Rook.

## Description

Spend all Charge: Attack once for each Charge.

## Upgrades

After accruing 6 experience, **Fan The Hammer** can be upgraded:

**Fan The Hammer** is a 1-cost Uncommon **Attack** card for Rook. It deals 2-4 base damage. It has the effect: "Spend all Charge: Attack once for each Charge".

## Upgrades

After accruing 6 experience **Fan The Hammer** is able to be upgraded.
Doubt

**Doubt** is a Negotiation key word for Sal.

## Effect

In game description: "Targets a friendly argument each turn for 1 damage per stack of **Doubt**".

## Notes

The key word appears on the cards:

* Seeds of Doubt
* White Lie

The key word also appears on the Lucky Coin:

* Psychic Coin *(Heads: Incept 1 **Doubt** | Tails: Deal 2 damage to a random opponent argument).*
Drunken Master Event

## Summary

For this Smith exclusive Events, if Smith has more than one Tipsy status card in their battle deck, they are confronted by a drunk Chemist, who will offer to teach you the way of the Drunken Master.

If the player accepts, every Tipsy status card will be exchanged for an equivalent amount of Drunken Master cards.

If the player refuses, you keep every Tipsy status card and the event ends.

## Tips

This event can easily be triggered if the player undergoes the drinking competition in the Faction Quest for Tei Utaro.
Enemies

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**Griftlands** features a variety of different types of enemies to fight. There are 3 types of common enemies: creatures, robots and people. People could be separated into titles. Enemies of the same title have identical moves and battle tactics. There are also bosses, each of them being a unique strong enemy with a new mechanic.

## **Creatures/Monsters**

* Erchin
* Feral AutoDog
* Flead
* Grawkit
* Grout Knuckle
* Oshnu
* Vroc
* Yote
* Lumicyte

## **Robots**

* AutoDog
* Automech Enforcer
* Bossbit
* Cobblebot
* Cobbledog
* Combat Drone
* Support Drone

## **People**

**Civilian**

* Bartender
* Dilettante
* Downtrodden Merchant
* Foreman
* Heavy Laborer
* Laborer
* Oshnu Wrangler
* Pearlie
* Poor Merchant
* Promoted Laborer
* Promoted Wealthy Merchant
* Wealthy merchant

**Admiralty**

* Admiralty Goon
* Clerk
* Admiralty Goon
* Clerk
* Guard
* Guard Captain
* Investigator
* Patrol Leader
* Promoted Admiralty Goon
* Regional Commander

**Cult of Hesh**

* Bishop of the Foam
* Luminari
* Luminitiate
* Priest
* Promoted Luminitiate
* Promoted Priest
* Zealot

**Spark Barons**

* Professional
* Promoted Security Guard
* Regional Manager
* Security Guard
* Taskmaster

**Bilebrokers**

* Chemist

**Jakes**

* Dockhand
* Lifter
* Promoted Dockhand
* Smuggler

**Spree**

* Captain
* Promoted Thug
* Raider
* Thief
* Thug

**Rise**

* Firebrand
* Organizer
* Pamphleteer
* Promoted Rebel
* Radical
* Rebel
* Valet

**Deltreans**

* Diplomat

**Boggers**

* Bogger
* Clobber
* Cultivator

## **Bosses:**

* Arint
* Bossbit
* Brut
* Buleet
* Crimson Drusk
* Droad
* Felek
* Flead Queen
* Flekfis
* Fralx
* Glofriam
* Gorgula
* Grout Monster
* Hanbi
* Jeol
* Kashio
* Mark Nine Nine
* Nadan
* Ochre Drusk
* Oolo
* Shredmaw
* Shroog
* Sparky
* Tazz
* Threekwa
* Vix of Hesh
* Vixmalli
* Weezil
* Zyn
Factions

*This article is a stub. You can help Griftlands Wiki by expanding it.*

**Factions** are the various groups of individuals found in Griftlands. Every character met in the Griftlands belongs to a **faction**. A character's faction determines what kind of Social Bane or Boon is received upon being **Loved** or **Hated** by the character.

* Admiralty
* Bilebroker
* Boggers
* Civilian
* Cult of Hesh
* Deltreans
* Grifters
* Jakes
* Rentorians
* Rise
* Spark Baron
* Spree
Flead Queen

**Flead Queen** is a character in Griftlands and a Monster Brooding Matron.

## Death Loot

If killed in combat, **Flead Queen** drops Giant Stinger:

## Notes

The **Flead Queen** is a boss encountered at the end of day 2 as Rook. She is an accident on part by the Rise after they brought Flead eggs into the Bog. The other boss you can fight is Bossbit.

## Backstory

The Rise in Grout Bog had attempted to stop one of the Baron's mines form being used by introducing Flead eggs to the mines, hoping they would scare away the workers and Barons from continuing to use the mines. However, one of the eggs had turned out to be a queen, taking over the entire mine with numerous fleads. If the Player is asked by the Rise to deal with the problem, they state that if it isn't dealt with, the Barons will use heavy weaponry to take it out, before possibly turning those weapons on the Rise. If it's the Barons, it's because you are on their payroll and expendable to them.

## Negotiation

Depending on which faction asks, the player will be directed to the mines to deal with the queen. There, Rook can negotiate with either a Spark Baron's Taskmaster or a Rise Pamphleteer to get reinforcements. The negotiation acts much like the Auction negotiation (See Kashio), with the player defeating arguments that will give the player those reinforcements when they eventually end the negotiation via an incepted card.

If the player is negotiating with a Spark Baron, they will be able to get

* A Spark Baron Goon
* A Spark Baron Automech
* A Spark Baron AutoDog

If the player is negotiating with a Rise Pamphleteer, they will be able to get

* A Rise Rebel
* A Rise Automech
* A CobbleDog

## Boss Fight Stats and Abilities

The **Flead Queen's** defining trait is her 18 Chitinous, granting her 18 defense every turn. This gives the boss some of the highest durability in the game due to her constant source of defense.

**Sting** - The Queen will fly to one of her opponents and stings them, dealing moderate damage.

**Spawn Larvae** - The Queen will spawn 3 Flead Larvae onto the field, up to a maximum of 6 larvae.

**Spiked Carapace** - The Queen will gain 6 defense and 4 counter. Dangerous for the Player's allies, as they may use multi-attacks and deal next to no damage due to her high defense and will be punished by her counter.

**Spine Storm** - A rare attack, the queen will shoot spines that hit 3 times and hits all of the player's allies at once, dealing large damage.
Flekfis

**Flekfis** is a character in Griftlands and a Rise Lieutenant.

## Death Loot

If killed in combat, **Flekfis** drops Force Spanner:

## Notes

**Flekfis** is Prindo Kalandra's second in command. Loyal, a staunch warrior, and a hulking presence, **Flekfis** has no qualms with throwing his weight around in a fight. However, his old age and size has begun to slow him down and thus is happy to serve as Kalandra's personal bodyguard.

## Background

Flekfis is first met at a meeting point discovered by Rook by interrogating or beating the information out of a lone Rise operative. Skeptical of Rook at first, Flekfis is quick to credit Rook after Rook turns over the location of some vulnerable Spark Baron supplies to the Rise.

## Combat

Either **Flekfis** or Arint ambushes Rook on the night of Day 3 at the dead drop. Flekfis can be interrogated for weaknesses before the fight, granting several temporary cards that somewhat assist with his fight. Successful interrogation grants Rook temporary cards for the fight depending on the player's performance:

* Weakness: Slow
* Weakness: Inflammable
* Weakness: Old Injury

In addition to his weaknesses, Flekfis will shuffle 10 Assorted Junk item cards into the player's deck. Flekfis is slow, but extremely powerful, potentially killing Rook in 1 turn if the player is not prepared. Flekfis' attacks lose 1 damage for each card played on Rook's turn, so having a low cost hand or multiple Improvise cards is a must. Otherwise, Flekfis can prepare an attack called Whirlwind, dealing 5+ hits of 5-9 damage per hit, potentially killing Rook instantly.
Flead Larvae

**Flead Larvae's** are enemies spawned by the Flead Queen. They are important to the fight as they drop a Tiny Stinger on death, which can remove all the armor the Flead Queen has.

## Fighting stats and abilities

**Flead Larvae** have 10-15 health points when they spawn for the Flead Queen's "spawn Larvae" attack. They come in threes and can have a maximum of 6 on the field at any time.

* Defend: **Flead Larvae** will gain around 6 defense
* Sting: they will hit one of the player's allies or the player, inflicting small damage and applying wound.

## Battle strategy

**Flead Larvae** are special as they give their death drop immediately, that being the Tiny Stinger, which is important to deal with the Flead queen's high durability as Tiny Stingers will deplete the queen of all her defense. Dealing with these larvae should be prioritized to kill due to their wound stacking ability and how they can accumulate numbers to overwhelm the player and their team. Getting the reinforcements helps greatly in dispatching the Larvae as well as dealing damage to the queen.
Delirium

**Delirium** is
a 1-cost
Uncommon Parasite card for Rook.

## Description

Draw 2 cards. Play a random one for free and Expend any others.
Expend, Parasite
Hatch 4

## Special cards

**Delirium** may spawn the following cards:

When **Delirium** Hatches, it's randomly transformed into either Beast of the Bog, Bough, Butcher of the Bog or Funky Fungi.
Crad

Reason: "*Crad is no longer a character; this character is now Gwale*"

**This page is a candidate for deletion.**
Reason: "*Crad is no longer a character; this character is now Gwale*"

 Related | Jakes - Lifter

**Crad** is a character in Griftlands and a Jakes Lifter.

## Death Loot

If Crad is killed in combat, he will drop a Lifter Claw.