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Hesh Outpost

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

The Hesh Outpost is a secret location in Murder Bay managed by two Heshians: Murkot, a Shroke Luminari, and Phrylotas, a Kra'deshi Priest. The outpost can be unlocked in Sal's run after aiding Murkot in carrying Spark to the Outpost, and convinving Phrylotas that you will not reveal the outpost's location.

## Services

Once a day, Sal can either ask Murkot for a sparring session or get a blessing from Phrylotas.

* Sparring with Murkot will cause Sal to lose 5 Health and distribute 5 XP to the Battle Deck.

* Asking Phrylotas to bless Sal will restore 15 Resolve.
Krog Approaches You, Wearing a Smile

Krog approaches you wearing a smile like a grease stain.

Krog: Bet you love a good thrill. Fancy a wager?

Player: A wager? What Kind?

Krog: Just a game of chance, friend.

Krog: I'll flip this shill, and you call it in the air. Double your money if the fates are on your side.

-Place a bet of 50 shills

-Place a bet of 75 shills

-Place a bet of 150 shills

Note that heads has a 90% chance to land. This is based on Rook's campaign, where you can get Krog's Coin, having a 90% chance to land on heads.
Negotiation Cards

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

**Negotiation cards** are used by the player when engaged in negotiation. For mechanics involved in **Negotiation**, see: Negotiation

## Sal's Negotiation Cards

* Abrupt Remark
* Agitation
* Airtight
* Aplomb
* Appeal to Reason
* Attitude
* Back Pedal
* Beguile
* Bellow
* Bluster
* Bolstered
* Brainstorm
* Browbeat
* Build Rapport
* Bulldoze
* Buying Time
* Calling in all Favors
* Calm
* Caprice
* Carry Over
* Clean Slate
* Clemency
* Collected
* Compliment
* Consideration
* Debate
* Deceive
* Deflection
* Domineer
* Drain Resolve
* Duality
* Duplicity
* Ellucidate
* Empathy
* Enforcement
* Entrapment
* Ergo...
* Erupt
* Evil Eye
* Exploit Weakness
* Fast Talk
* Flash Badge
* Flatter
* Frisk
* Good Impression
* Gossip
* Gruff
* Hard Facts
* Heavy Handed
* Insider Information
* Inspiration
* Intrigue
* Invective
* Ipso Facto
* Just the Facts
* Keep Cool
* Know It All
* Level Playing Field
* Low Blow
* Magnetic Charm
* Mean
* Menacing Air
* Non Sequitur
* Observation
* Obtuse
* Oolo's Requisition
* Oppress
* Options
* Overbear
* Planning
* Plead
* Pure Diplomacy
* Pure Style
* Quick Thinking
* Rage
* Rapid Fire
* Recall
* Reconsider
* Resilience
* Sal's Instincts
* Scorched Earth
* Sealed Admiralty Envelope
* Second Wind
* Seeds of Doubt
* Segue
* Setup
* Solid Point
* Stammer
* Subtlety
* Swift Rebuttal
* Tactical Mind
* This Ends Now
* Threaten
* Tyrannize
* Veiled Anger
* Very Convincing
* White Lie
* Withdrawn

* Abrupt Remark
* Agitation
* Airtight
* Aplomb
* Appeal to Reason
* Attitude
* Back Pedal
* Beguile
* Bellow
* Bluster
* Bolstered
* Brainstorm
* Browbeat
* Build Rapport
* Bulldoze
* Buying Time
* Calling in all Favors
* Calm
* Caprice
* Carry Over
* Clean Slate
* Clemency
* Collected
* Compliment
* Consideration
* Debate
* Deceive
* Deflection
* Domineer
* Drain Resolve
* Duality
* Duplicity
* Ellucidate
* Empathy
* Enforcement
* Entrapment
* Ergo...
* Erupt
* Evil Eye
* Exploit Weakness
* Fast Talk
* Flash Badge
* Flatter
* Frisk
* Good Impression
* Gossip
* Gruff
* Hard Facts
* Heavy Handed
* Insider Information
* Inspiration
* Intrigue
* Invective
* Ipso Facto
* Just the Facts
* Keep Cool
* Know It All
* Level Playing Field
* Low Blow
* Magnetic Charm
* Mean
* Menacing Air
* Non Sequitur
* Observation
* Obtuse
* Oolo's Requisition
* Oppress
* Options
* Overbear
* Planning
* Plead
* Pure Diplomacy
* Pure Style
* Quick Thinking
* Rage
* Rapid Fire
* Recall
* Reconsider
* Resilience
* Sal's Instincts
* Scorched Earth
* Sealed Admiralty Envelope
* Second Wind
* Seeds of Doubt
* Segue
* Setup
* Solid Point
* Stammer
* Subtlety
* Swift Rebuttal
* Tactical Mind
* This Ends Now
* Threaten
* Tyrannize
* Veiled Anger
* Very Convincing
* White Lie
* Withdrawn
Krog Coin

## Summary

In this Rook exclusive limited time opportunity, you find Krog, a Jakes Dockhand, who is asking people to bet on whether his coin comes up heads or tails. He plans to rig the game, but Rook knows it better.

The player can play the game or leave without consequence.

The effects of each choice if the game is played are as follows:

* Taking Krog's coin will earn you a negotiation coin that lands on heads 90% of the time.
* Showing him a few tricks will make Krog like you.
* Giving him a donation will lose you 50 shills, and Krog will love you, giving the boon Bargaining: 20 shill discount from all shopkeepers.
* Taking all of Krog's money will earn you 45 shills, and he will hate you.
Luminari

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

**Luminari** is a title belonging to the Cult of Hesh. They are the private military force of the Cult, and are tasked with dealing with problems that require strength.

## Trivia

* The Spark Baron Lieutenant, Arint, was headhunted from a Luminari training facility.
Lonely Oshnu

## Summary

In this Smith exclusive event, Smith encounters a lone Oshnu.

The player has the option to either take the Oshnu's reins or to wait in hiding to see if somebody comes by.

If the players chooses to wait, Smith goes into hiding waiting for stragglers to pass by. When stragglers do pass by, the player can either ambush them or let them take the Oshnu to end the event.

If the player ambushes them, the Oshnu will love you and join your party. It will also grant the player it's boon of Gluey Acquaintance, which applies one Gluey Antennae to all enemies at the start of each battle.

If the player takes the Oshnu, the Oshnu will temporarily join the player's party.

In either scenario, another event will trigger where the Oshnu will want to return to the Oshnudome. If the player agrees to take the Oshnu back to the dome and actually does free it there, the Oshnu will grant the player either a Gluey Antennae or Oshnu Glue battle card.

If the player ignores the snail's plea or fails to return to the Oshnudome in a timely manner, another event will trigger where the Oshnu simply leaves your party.
Gambler and Fixated

Gambler and Fixated is the first Card Set unlocked with Rook.

It contains the Negotiation cards Dilemma, Gab and Spotty. Dilemna benefits from Gambling while Gab makes you gamble. Spotty has no particular synergy with the 2 other cards.

It also contains the Battle cards Focused Strike, Gunslinger and Zero. These cards all use the Concentration mechanic.
Oolo

**Oolo** is a character in Griftlands and an Admiralty Intelligence Officer.

## Death Loot

If killed in combat, **Oolo** drops Charged Disc:

## Notes

**Oolo Ollowano** is the Admiralty Intelligence Officer headquartered in Murder Bay. Calm, cool, and ruthlessly cunning, Oolo has a scheme for everything. Oolo is forced to deal with rampant corruption among her ranks. But, as long as they wear the badge and follow her orders, she can make an exception.

## Encounters

Oolo can only be encountered by Sal in Murder Bay. On Day 2, she is a possible contact to get into the auction, the other being the Spree Leader Nadan. If sided with, she provides a variety of quests to aid the Admiralty which pay well. If Sal sides with Nadan instead, she will be encountered as a Boss on Day 4 instead.

## Background

Oolo commands the Admiralty force present in Murder Bay. She is personally tasked with keeping goods moving between Havaria and the Deltrean Empire, though the Spree make no lack of effort in disrupting her enforcers.

## Combat

Oolo wields a Charged Disc and is accompanied by a pet Battle Oshnu. Her pet has 25 HP and will retreat into its shell when reaching 1 HP, regenerating back to full HP on the next turn unless knocked out by a stun.

## Siding with Oolo

### Fight against Kashio

During the fight against Kashio, Oolo aids in the form of the Maneuver Card **Call In Oolo**. This attacks all enemies and applies Wound. This card is most useful when Kashio has a Holo Belt, as Oolo can dispel the holograms while dealing damage to Kashio herself.

## Siding against Oolo

On Day 4, Nadan will have Sal kidnap Oolo's brother, Foolo, to lure her into a trap.
Livid and Migrainer

Livid and Migrainer is the fifth Card Set unlocked with Rook.

It contains the Negociation cards Seethe, Ante, and Tantrum. Seethe gains an effect from being discarded while Ante and Tantrum discard cards.

It also contains the Battle cards Muddle, Offset, and Cataclysm. Muddle and Offset are triggered by debuffing enemies while Offset deals damage based on the number of ennemy debuffs.
Lumin vs Spark

## Summary

In this Smith exclusive event, the player encounters a Spark Barons that is taking a beating from a Cult of Hesh member.

The player can negotiate against the Cult of Hesh member, enter a battle fight the Cult of Hesh member alongside the injured Spark Baron, or simply leave. If the player fails the negotiation, they enter a battle.

Upon a successful negotiation or battle (and the Spark Baron isn't dead), the Spark Baron will love you, granting the player their boon and three item battle cards: Krill Ichor, Lumicyte Dorsal Spines, and Heshian Amulet.

If the player opts to not help the Spark Baron, the relationship with said NPC will decrease by one stage.
Meet me at the Crossroads

**Meet me at the Crossroads** is a side quest in Sal's campaign with a focus on Battle.

## Description

Join a Spree member at an ambush point and help choose robbery targets. You'll get a cut of the loot, if you both survive.

Difficulty: ★★☆☆☆

## Rewards

* Shills that you got out of robbing
* Restoration - Restore 20 health or 10 resolve
Modding/Negotiation

This article is a guide to how to add custom Negotiation Cards, Modifiers, and Features. Before we do that, make sure that you have read Modding/Introduction and have a basic understanding of creating a mod. Additionally, make sure you know how to load Lua files from your mod, as it is strongly advised that you put the code for adding these features in separate file(s).

## Starting Code Shell

At the beginning of every file involving Negotiation, you should add the following code before everything else:

```
local negotiation\_defs = require "negotiation/negotiation\_defs"
local CARD\_FLAGS = negotiation\_defs.CARD\_FLAGS
local EVENT = negotiation\_defs.EVENT

```
This code imports a lot of important negotiation definitions to your file. Without including this, your code will probably crash.
If you want to add Negotiation Cards in a file, insert the following code after the above code:

```
local CARDS =
{
    -- Insert card definitions here.
}

for i, id, carddef in sorted\_pairs( CARDS ) do
    -- Before adding the card def, you may wish to perform some automations.
    -- They should be done here.

    -- This code adds the card definitions to the game's content.
    Content.AddNegotiationCard( id, carddef )
end

```
If you wish to add Negotiation Modifiers in this file, insert the following code after the above code:

```
local MODIFIERS =
{
    -- Insert modifier definitions here.
}

for i, id, def in sorted\_pairs( MODIFIERS ) do
    -- Before adding the modifier def, you may wish to perform some automations.
    -- They should be done here.

    -- This code adds the modifier definitions to the game's content.
    Content.AddNegotiationModifier( id, def )
end

```
If you wish to add Negotiation Features in this file, insert the following code after the above code:

```
local FEATURES =
{
    -- Insert feature definitions here.
}

for id, data in pairs(FEATURES) do
    local def = NegotiationFeatureDef(id, data)
    -- Before adding the feature def, you may wish to perform some automations.
    -- They should be done here.

    -- This code adds the feature definitions to the game's content.
    Content.AddNegotiationCardFeature(id, def)
end

```
Outfits

**Outfits** are changeable cosmetics applied to your hero either before starting your run or during your current run by accessing your room. They have no effect on gameplay and are unlocked alongside Card Sets as you play. You can still equip an Outfit, even if you disabled the Card Set it was unlocked with.
Merchant Startup

## Summary

In this Smith exclusive event, Smith encounters a Poor Merchant that the player has not yet met, asking to invest in their venture to fix some Spark Baron tech.

The player has the following options:

1. Invest in the venture. The amount of Shills to be invested in randomly chosen from one of the following values: 50, 100, 150, 200.
2. Rob the merchant, granting the player the Defective Neural Braid graft.
3. Leave, ending the event.

If the player chooses to invest in the Poor Merchant, another event will eventually trigger where the Poor Merchant revisits the player again, where the player is given the following options:

1. The player is granted the Neural Braid Plus graft.
2. Receive double the amount of money that was invested into the venture.
3. Decide to take no reward, which makes the Poor Merchant love you, granting the player their boon. (Unless the Poor Merchant hated you, which then will instead make them neutral to you).
Locations

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

**Locations** in Griftlands are mostly not final, due to the development state of the game. As of the Alpha 406931, two major locations are used to tell the stories of Sal and Rook: **Murder Bay** and **Grout Bog**. Smith's story will take place in **Pearl-on-Foam**.

## List of locations

**Campaign locations:**

* Murder Bay — Found on the East coast of Havaria and borders the Western shore of the Heshian Sea. Sal's campaign takes place here.
* Grout Bog — Found West(?) of Murder Bay and covers most of the Central portion of Havaria. Rook's campaign takes place here.
* Pearl-on-Foam — Smith's campaign location, also on the north coast of Havaria.

**Other Locations:**

* **Bread Fields** — A large plain found somewhere in the Northern region of Havaria.
* **Deltree** — Home of the Deltrean Empire. Located East of Havaria across the Heshian Sea.
* **Derricks** — The Lumin harvesting platforms found off the coast of Havaria, North of Murder Bay.
* **Docktown** — A Havarian city of unknown origin or location.
* **Lakespit** — A Havarian city of unknown origin or location.
* **Rentoria** — An island nation found North of Havaria that's frequently in conflict with Deltree.
* **Roaloch** — A remote archipelago (and biomass) in the Heshian Sea known for being a source of disease and natural remedies.
* **Supplicant City** — An opulent and corrupt city on the North coast of Havaria ruled by the Cult of Hesh.
Nadan

**Nadan** is a character in Griftlands and a Spree Leader.

## Death Loot

If killed in combat, **Nadan** drops Nadan's Blade:

## Notes

**Nadan** is the the Spree leader of Murder Bay. He doesn't talk much, but rumors have it he's less brutish than his reputation suggests.

## Background

Nadan leads the Spree in less of a commander role and more as a mentor and tactician, planning targets and distributing funds as needed, pulling strings from behind the curtains. He doesn't talk much and prefers having other Spree members handle his business for him. His face was terribly disfigured during an attack on an Admiralty shipment when a box packed with explosives was detonated. In the ensuing chaos, he was forced to flee and was shot in the face with a blaster pistol. It is revealed by Oolo that the explosion was an accident, but Nadan took the loss of his friends too personally and thus they hold a mutual grudge against each other. Nadan would see Oolo killed, though Oolo would rather see Nadan captured, if nothing else but to torture him for information he holds on Murder Bay.

## Combat

**Nadan** fights using two katars. If fought by Sal, he frequently calls in Spree reinforcements and Fleads to assist him.

## Siding with Nadan

If Nadan is joined by Sal, they complete several quests against the Admiralty before an opportunity arises to set up a trap for Oolo. Sal is tasked with kidnapping Oolo's brother, Foolo, a wealthy merchant making landfall to join the auction on day 5. This baits out Oolo in a rescue attempt and Oolo must be fought along with her pet Oshnu. Upon successfully killing Oolo, Nadan holds his end of the bargain up for Sal, getting her access to the auction through a secret tunnel.

### Fight against Kashio

Nadan provides a 0 cost 3 use item that summons him to attack. He deals 1 powerful strike to Kashio instantly before retreating each use.

## Siding against Nadan

If Oolo is sided with, a trap is set for Nadan using an Oshnu caravan, baiting the last caravan leaving Admiralty HQ heading to the auction. Nadan can be killed or captured. If killed, when returning to Oolo, she expresses severe disappointment in Sal, calling her "just another brainless thug." If captured, he attempts to bribe Sal into releasing him on their way back to Admiralty HQ. Accepting the bribe gives Sal one Unique Spree card from a pool of 3 cards. If released, Oolo expresses disappointment but says it was expected, and will just give her a future opportunity to capture him personally in the future. Denying Nadan's Bribe and turning him in will grant Sal Oolo's Boon.

## Trivia

* Nadan reads poetry.
* Nadan was formerly Kashio's protégé.
Lumin

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

**Lumin** is a biofuel, which is harvested from the ocean floor. The Cult of Hesh monopolized it and takes debtors in as workers to repay their debts.

Sal had to work for the cult several years before she became a bounty hunter. She practically spent her childhood in lumin pipes.

## Properties

Lumin is a blue biofuel that is often used as fuel or for making weapons. It is mostly mined from the ocean, though it can be found in creatures, such as Krill, as well. From organisms, it can be harvested from their corpses or excreted in fecal form.

## More

* Derrick
* Ik-Derrick
Lellyn Fellemo

**Lellyn Fellemo** is a character in Griftlands and a Spark Barons Regional Manager.

## Death Loot

If killed in combat, **Lellyn Fellemo** drops Two Faced:

## Notes

**Lellyn Fellemo** is the Spark Barons Regional Manager overseeing the Grout Bog excavations. A former Admiralty soldier and colleague of Rook, Fellemo sends Rook a hastily encoded summons to come seek him for immediate work.

### Background

Fellemo formerly served in the Admiralty as a soldier. He is an expert marksman, even claiming he could out shoot Rook, but is a poor "lateral thinker" unable to piece together simple intelligence orders. Thus, he retired from the Admiralty at some point and eventually climbed the ranks as a Spark Baron, overseeing the workforce in the Grout Bog. A typical "shoot first ask questions later" style soldier, his heavy handed dealings with the laborers had, until recently, treated the operations in the bog fairly well. He trusts Rook to do any work assigned to him, but is quite ignorant of Rook's activities or methods otherwise.

### Combat

Fellemo fights with several Spark Baron reinforcements, hiding behind his allies for support. Like Rook, Fellemo favors energy pistols as his primary weapon and attack method.

## Personality

Fellemo is apathetic towards his workers in the name of profit. He has no aversion to violence, and frequently sends Rook on quests to dispose of Rise members or civilians with no regard for either factions' lives, or Rook's.

*Rook: Must be violent if even* you're *using euphemisms, old friend.*
Plocka

**Plocka 'The Swab'** is a character in Griftlands and a Professional.

## Death Loot

If killed in combat, **Plocka 'The Swab'** drops Utility Belt:

## Notes

**Plocka 'The Swab'** is notable as a graft merchant, selling up to 3 (Common, Uncommon, Rare) at scaling prices. She is a unique character because of the fact that she appears as the graft vendor in all three characters' stories.

## Encounters

### Hunting Kashio

In Sal's Story, Plocka can be one of the night merchants that Sal can help. In the Grog n' Dog, the Spark Baron describes her job for Sal as her standing behind her and looking tough. The actual job involves Sal having to cut the graft out of a Civilian Heavy Lifter who was behind on their extended credit for a graft they purchased from Plocka. Sal has the choice to:

* Do as Plocka says
	+ After doing so, the Heavy Lifter will hate Sal.
* Convince her to give the Heavy Lifter more time
	+ If she is successfully convinced, the Heavy Lifter will Love Sal.
* Refuse

### The Bog Job

In Rook's Story, Plocka again sells grafts at the Jakes' Black Market. If Rook asks if Plocka shouldn't be reporting the Jakes to her superiors, she will say that she contains multitudes.

### The Inheritance

In Smith's Story, Plocka can be found at the back of the Party Supply Store, again selling grafts.

## Trivia

* Plocka is the only character who can always appear in any character's story without RNG.
Overcharge

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

**Overcharge** is one of the card key words. It says "Increases max damage of all cards by 1 for each stack of **Overcharge**.
Gaining **Charge** while Fully Charged generates Overcharge instead. Reduce Overcharge by half at the end of your turn."
Kra'deshi

Kra'deshi are one of the 4 different species found throughout Havaria.

Their species boon is called Kra'deshi Regeneration. It heals them for 1 health per stack at the end of each round.

**Notable Kra'deshi:**

* Fellemo
* Foolo
* Fssh
* Mullifee
* Oolo
* Pengemunt
* Smith
* Theroux
* Vixmalli

### Notes:

Kra'deshi's slug-like appearance can be easily identified by the following criteria:

- Their most telling feature are their eyestalks. they can vary in shape and length, with some kra'deshi having longer stalks (e.g Smith, Nand), and some so close the eyes appear attached directly to the head (eg. Fellemo, Shlock)

- Spike-like shapes on their head that can also appear as if styled like "hair" (e.g Keebee, Sru)

- Oral lappets that are very characteristic for snails and slugs can be seen on some kra'deshi serving as "moustaches" (e.g Pengemunt, Astal) or "beards" (e.g. Cwoki, Bennawem)

- Skin color ranging from yellow/ lime to teal, green and dark green.

- Most Kra'deshi's necks aren't much thinner than the rest of their head, and don't have very distinct jawlines, being very similarly designed to slugs.
Pamphleteer

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

**Pamphleteer** is a Rise Title. They provide manifestos and pamphlets to non-Rise, in the hopes of rallying others to the cause.

# Combat

In combat, Pamphleteers serve more of a Support role, buffing their allies' morale and applying the Defect condition to double an attack's damage.

### Moves

* Can Opener: Deals low damage and applies **Defect**, which doubles the damage of the next attack against the target.
* Swing: Deals high damage.
* Incite: Buffs self with 3 Power.
* Defend: A generic defensive move. Applies some Defense to themself.

# Negotiation

## Other Info

Their Bane is Slander, it has the following effect: *"When you murder a member of the Rise, lose 2 max resolve."*

When you kill a Pamphleteer, you receive the card Rise Manifesto.
Red Herring

**Red Herring** is
a 2-cost
Rare Manipulate card for Rook.

## Description

Gain 2 Diversion.
Expend

## Upgrades

After accruing 5 experience, **Red Herring** can be upgraded:

## Notes

The tooltip of **Diversion** is:

"This argument gains **X** resolve every time you Gamble, up to 12. This argument must be targeted before any other arguments.

**Diversion** is an argument with 2 resolve."

Where **X** is the amount of stacks of **Diversion**.
Pengemunt

**Pengemunt** is a character in Griftlands and an Admiralty Coin Trader.

## Death Loot

If killed in combat, **Pengemunt** drops Spear Head:

## Notes

**Pengemunt** is a former Admiralty Aerostat soldier found in The Last Stand by Rook. He recognizes Rook's Aerostat uniform upon meeting him and offers to trade squadron coins with Rook. His coins carry various boosted effects that allow Rook to strengthen his negotiations by complimenting his deck strengths or compensate for its weaknesses. You can only trade with him once per day, and his inventory changes at the start of each day.

**See:** Lucky Coins
Panic

**Panic** is a Battle key word.

## Effect

In game description: "You can choose to win battle if all enemies **Panic**. A fighter with **Panic** cannot act, and reduces their **Panic** by 1 at the end of their turn".

## Notes

Panic is a concept for battle encounters. When a character's health is brought below the amount of their panic meter, the character enters panic. Within panic, a character will not take any actions for a few turns. If all enemy characters are in panic, they will try to surrender.
Rise

**The Rise** are a "loose group of union organizers and freedom fighters campaigning for workers' rights across Havaria." Most Rise members are found in Grout Bog, serving as laborers for the Spark Barons excavating the ruins found beneath the bog. Some **Rise** members can be found in Murder Bay as well, spreading propaganda among the Jakes. Many of the **Rise** are severely in debt and are too poor to even eat daily meals.

**Notable members:**

* **Fallons (Sal's mother and father; deceased)**
* Flekfis
* Prindo Kalandra
* Seemli

## Conflict

* Negotiation: Rise members have Call to Rise: At the start of each turn, a random card in hand costs 1 extra Action this negotiation.
	+ Dialogue:
		- Only the Rise can keep you safe.
		- The Barons will suck you dry.
* Battle:

## Trivia

* The Rise share voices with the Admiralty.
	+ As do the Cult of Hesh and male Boggers.
* Grifter Sal's parents were once part of the Rise.
Rebel

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

The **Rebel** Title belongs to the low rankers in the Rise.

## Combat

In Combat, Rebels start out with low Morale, starting at around half health. However, Rallying Strike improves theirMorale over time, causing them to panic less during long fights.

### Moves

* Rallying Strike: Deal moderate damage and raise Morale

## Other Info

When you kill a Rebel you receive the card Guerilla Tactic.
Resolve

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

**Resolve** is an ability of the player and important for negotiatiation.
When this is depleted, the player won't be able to negotiate about something.

## Reload the ability

Players can refill the energy needed for resolve and either have to sleep at night, consume certain beverages or win fights.
Relationships

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

**Relationships** are a secondary mechanic in Griftlands that has varying effects on negotiations and battle. Depending on the relationship with an NPC, some quests may go from being a shakedown to being an all out brawl, or may make an otherwise challenging intimidation attempt trivial. Some Mutators can be applied to a run that drastically change how relationships work. Ex. Random relationship upon meeting a character.

## Relationship Stages

Relationships with NPC's come in 5 stages. By default, most NPC's will be **Neutral** towards the player.

* **Hated** — occurs randomly when murdering characters in battles that are not isolated, or from certain quest results (betraying/capturing a character). NPC's that hate the player give a class-specific Bane, heckle in nearby negotiations, join battles against the player if present, and always target the player in battle. NPC's that hate the player have +20 core Resolve in negotiations. Kashio hates Sal by default.
* **Disliked** — characters who are attacked, intimidated, or are the victim of a shakedown will dislike the player and heckle in nearby negotiations. NPC's that dislike the player have +10 core Resolve.
* **Neutral/Not Met** — no effect on the player.
* **Liked** — characters helped by doing work for them or are bought drinks at a bar will like the player, and will provide support in nearby negotiations. NPC's that like the player have -10 core Resolve (minimum 1).
* **Loved**— characters who like the player, if gifted shills, done specific favors for, or are affected by Charming, will love the player and provide a class specific Boon, as well as assist in combat or negotiation. NPC's that love the player have -20 core Resolve (minimum 1). Fssh loves Sal by default.

## Banes and Boons

Being **Hated** or **Loved** provides a Bane or Boon to the player that provides a bonus depending on the character class. Each character in the game belongs to a faction and has a profession that determines what Bane or Boon they provide.

## Shop Discounts

In addition to the potential shop price Bane/Boon, relationship status affects base prices on purchases and services.

* Hated: +100% prices on all goods and services.
* Disliked: +50% prices on all goods and services.
* Neutral: No changes.
* Liked: -25% prices on all goods and services.
* Loved: -50% prices on all goods and services.

Not all transactions are affected by the cost. Notably, gifting to friends is not affected by the cost change for obvious reasons.

## Quest Rewards

It is possible to get quests from someone who is not neutral to you. In this case, the money reward from the quest will scale depending on your relationship with the giver.

* Hated: -75% reward from quests.
* Disliked: -50% reward from quests.
* Neutral: No changes.
* Liked: +25% reward from quests.
* Loved: +50% reward from quests.

## Relationship between Factions

Factions can have relationships with each other. Relationships between factions will affect some quests, and will affect what people will show up at a shop.

**Faction Relationships:**
Random Events

When traveling, the player can have unforeseen encounters which are unrelated to the story or quests. Usually, at most one random event can spawn before progressing the story. The same indicator (a blue exclamation point interrupting the journey) is also used for some guaranteed quest-related encounters.

## Sal's Campaign

Krog Approaches You, Wearing a Smile

Shel's Event

Injured Person

As You're Passing by a Bubbling Tar Pit

The Road Ahead is Blocked by a Group of Admiralty Officers

You're Stopped on the Road by an Admiralty Patrol

Someone Dressed an Awful Lot like a Shopkeeper

A Spree Bandit Steps out Onto the Path

A Mysterious Figure Approaches You

You Come Across a Priest of the Cult of Hesh

You Come Across a Lone Merchant

Sitting Conspicuously by the Side of the Road

This Part of the Road is Usually Pretty Quiet

You're Stopped on the Road by a Civilian Bartender

An Injured Admiralty Clerk Stumbles Towards You

You are confronted by a scavenger (Plundak)

You find a Jake sitting by the side of the road.

Sal Gets An Envelope

## Rook's Campaign

One of the Cult's Zealots Approaches

You find a small patch of bogberries growing by the wayside

You come across a plant that you recognize from a book

## Smith's Campaign

A Business Opportunity

Beach Party

You notice a jagged dagger laying conspicuously on the trail (Trail of Daggers)
Rentoria

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

**Rentoria** is an island nation location North of Havaria. Very little is revealed about Rentoria, other than the fact that they've frequently found themselves in conflict with the Deltrean Empire. Rook is mentioned as having traveled to Rentoria, either for employment as a spy or as a saboteur for the Admiralty. Citizens of Rentoria are called Rentorians.
Pickup and Shoot Out

Pickup and Shoot Out is the seventh Card Set unlocked with Rook.

It contains the Negociation cards Drawback, Radula, and Square Up. The cards have no overaching theme apart from all being Hostility cards.

It also contains the Battle cards Shill Shot, Spurs, and Take Cover. Shill Shot and Spurs spend all your charges while Take Cover gives you defense based on you empty cells.
Private Security

**Private Security** is a Combat quest.

## Description

{Storeowner} has heard that bandits are coming to rob their store, and is looking for help defending their property.

## Combat

Combat is against Spree. You can instead leave the store, failing the quest and causing the storeowner to hate you.

## Negotiation

* Convince guard of location to defend the property
* Convince storeowner for one free item from their stock

## Quest Variants

* If the quest is taken from the Noodle Shop, you will not have the option to negotiate for a free item.
* If you have sided with the Spree, you will be presented with the option to side with the Spree and betray the storeowner, negotiate to make the Spree leave, or leave the store.
	+ Siding with the Spree will give you shills but not the secondary reward. The storeowner will hate you for doing this.
	+ The Spree have a -10 resolve modifier when negotiating, since you're on the same side.
	+ Leaving the store will fail the quest.
Renown

**Renown** is a Negotiation key word for Smith.

## Effect

In game description: "**Renown**: When destroyed, deal 1 damage to your core argument per stack of **Renown**.

At the end of your turn, this deals 1 damage for every two stacks to a random opponent argument. At the start of your turn, **Renown** is reduced by 1 stack.

**Renown** is an argument with 3 resolve.".
Quests

Each day in Griftlands is made up of a series of **quests**, which involve some task or problem you must solve. Each quest has one or more combat or negotiation tasks, and often gives you some element of choice in how to complete these challenges.

There are also random Events that can occur in addition to quests but are not part of the main story, though they can aid in other combat or negotiation tasks that are part of the main story.

## Quest Structure

When selecting a quest, each quest has a name, a short description, the quest's **difficulty** from one to five stars, the **focus**, and a set of rewards. Quests can either be combat, negotiation, or combat and negotiation based, though the focus doesn't always dictate what you need to do.

In Sal's campaign, you often choose one quest between three different quest givers. In both campaigns, major characters will also give a quest or a choice between two of them.

While the dialogue and general structure of each individual quest is always the same, the characters involved are often random, or randomly selected from a certain faction or role.

## Rewards

Quest rewards include shills based on the difficulty, and a randomly selected extra reward which is one of the following: bonus shills, upgrade a card, remove a card, restore either 20 health or 10 resolve, get an item card, or a choice between three grafts (for harder missions/some story missions). Neither of these rewards are given if you fail the quest.

Some quests in Sal's campaign may give an initial bonus of a card choice. Additionally, many missions can give additional rewards/consequences based on what actions you take, such as changing relationships.

## Campaigns

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

**Sal's Campaign: Hunting Kashio**

1. Welcome to Havaria
2. Picking Sides
3. Getting Settled
4. Roaloch and Load
5. Final Pieces
6. Auction Day

**Rook's Campaign: The Bog Job**

1. Stepping in it
2. Working Both Sides
3. Bogged Down
4. The Expedition

**Smith's Campaign: The Inheritance**

1. Sweet Relief, Meet Tei, The Bar Hits Back
2. Pick a Suitor, Tei's request, The Marriage Contract
3. Pick a Side, The Ambush, Cult Machinations
4. Sampling Error, The Big Beach Party at the End of the World
Rejecting the indifference of Hesh

**Rejecting the indifference of Hesh** is the unofficial name for this Event.

## Script

*(You are approached by a member of the cult, the fire of conviction burning brightly in his eyes.)*

Zealot: You! You have rejected the indifference of the mighty Hesh!

Zealot: You must pay for your impudence!

**\*Drop the name of a friendly Cult member\***

(Not added yet)

**\*Defend yourself\***

(Not added yet)

**\*Pay a tithe\***

(Not added yet)

**\*Convince \_\_\_\_\_ You are faithful to Hesh\***

Sal: Rejected Hesh? Me?!

Sal: I am shocked! *Shocked* that you would make such a claim!

***(Start Negotiation)***

**Win Negotiation:**

Zealot: I have misjudged you, sister.

Zealot: May Hesh's wrath fall upon your enemies before it falls upon you.

**Lose Negotiation:**

(Not yet Added)

## Results

A Zealot is accusing you of being a non-Believer. The outcomes are as follows:

**Drop the name of a friendly Cult member:**

- This option is only available if a member of the Cult Likes or Loves you.

-This will end the Event

**Defend Yourself:**

-Sal will Initiate a fight with the Cult members.

-The Fight will always have at least 1 Zealot Class and at most 2 Luminari (Never less then 1)

**Pay a tithe:**

-Give 25 shills

-This will end the Event

**Convince \_\_\_\_\_ You are faithful to Hesh:**

-Sal will initiate a negotiation with the Zealot
Perks

**Perks** are special unlockable skills that player can equip at the start of a run. Perks can be unlocked by spending points that player earn by completing Grifts as they play the game. Player can unlock up to three perk slots to use at a time, and there are 34 perks to unlock, split over five tiers.

## List of Perks

### Tier 1

 **Tough Constitution** | Once per day, drink and eat without any repercussions.

### Tier 2

 **Stamina II** | Fatigued starts 2 turn later than normal.

### Tier 3

You can install at most 2 Perks from this tier.

 **Unencumbered** | Gain 1 additional graft slot of each type.

### Tier 4

You can install at most 2 Perks from this tier.

 **Survivalist** | After each battle, heal 4 health.

### Tier 5

You can install at most 1 Perk from this tier.

 **Terror** | Whenever you kill an enemy, increase the **Panic** of all their allies.

## Trivia

* Perks system was introduced in *Perks* update.
Provoking

You can provoke a character that hates you into fighting you.

When provoking, you are given special Insult cards that can help(or hinder) you negotiate. Successfully provoking a hated person will cause them to attack you, and they will not surrender. Killing them this way have no diplomatic consequences.

No bystanders can join combat this way (except your Pet), though they can still help or hinder the negotiation.
Prindo Kalandra

**Prindo Kalandra** is a character in Griftlands and a Rise Organizer.

## Death Loot

If killed in combat, **Prindo Kalandra** drops Battle Plan:

## Notes

Despite her role being known by the Spark Barons, Kalandra is allowed to organize Rise activities throughout the Bog and is well protected by her supporters.

## Background

Kalandra works at the excavation sites in Grout Bog for the Spark Barons. She is an adept of espionage and is a skilled leader, having earned the respect and loyalty of the other Rise members. However, not much is known of her past or how she came to be the head of the Rise movement in Grout Bog.

## Combat

Choosing to side with Fellemo on the final part of the bog expedition will have Rook fight Kalandra along with several Rise. Kalandra will have a vendetta against Rook for the entire fight. Sparing her will cause the player to get her Bane, "Buried", which inflicts 2 cripple on Rook at the start of every battle. Executing her will prevent this bane from affecting the final battle against the Bogger High Priest.

## Trivia

* Kalandra is the only non-Grifter to have two seperate outfits: Her Foreman outfit, and her Rise outfit. Prindo is also mentioned in one of Sal's dreams, and one of her events, as a childhood friend.
Prepared and Brain Surgery

Prepared and Brain Surgery is the eighth Card Set unlocked with Rook.

It contains the Negociation cards Compromise, Upright, and Strategy. Upright allows you to prepare cards while Strategy gets triggered when you prepare cards. Compromise doesn't have a particular synergy with the other 2 cards.

It also contains the Battle cards Ego Rip, Brain Tick, Psionic Storm. Psionic Storm applies debuffs on ennemies while Ego Rip's and Brain Tick's effect scales based on the number of ennemy debuffs.
Smith's Campaign

This article contains heavy spoilers for the Smith campaign. Consider playing the campaign at least once before reading it.

## Day 1 Sweet Relief, Meet Tei and The Bar Hits Back

### Morning Sweet Relief

* Draft a Negotiation card or a Battle card
* To get the starting bonus: Negotiate or Battle the guard.
* Complete 1 Faction Quest for Sweet Moreef.

### Evening Meet Tei and The Bar Hits Back

* Get 1 Limited Time Opportunity.
* Unlock the Party Store
* Complete 1 Faction Quest for Tei Utaro.
* Complete 1 Boss Fight. Either: Brut or Weezil

## Day 2 Pick a Suitor, Tei's request and The Marriage Contract

### Morning Pick a Suitor

* Pick either Andwanette or Denikus as a suitor.
* Complete 1 Faction Quest for the suitor.

### Evening Tei's request and The Marriage Contract

* Get 1 Limited Time Opportunity.
* Complete 1 Faction Quest for Tei Utaro. Either: Dog and Pony Show or The Ctenophorian Heresy
* Complete 1 Boss Fight. Either: Mark Nine Nine or Felek and Tazz
* Choose to kill Theroux or not.

## Day 3 Pick a Side, The Ambush and Cult Machinations

### Morning Pick a Side

* Pick either Eden or Seemli as target.
* Complete 1 Faction Quest for the target.

### Evening The Ambush and Cult Machinations

* Lure the target to the ambush with a negotiation.
* Choose to side with Mullifee or not.
* Fight Mullifee, Eden or Seemli depending on your choices.
* Negotiate or fight your way into the ritual.
* Choose to push Pallitriax or fight Tei Utaro with Pallitriax.
* Complete 1 Boss Fight: Either: Lumbering Brute Droad or Devouring Horror Shredmaw.

## Day 4 Sampling Error and The Big Beach Party at the End of the World

### Morning Sampling Error

* Get a sample of the behemoth for Leesha.
* Receive mind boggling revelations from a Boggers Cultivator.

### Evening The Big Beach Party at the End of the World

* Get 1 Limited Time Opportunity.
* In the bar is everyone who is alive and does not Hate you. (It's possible to get an empty bar.)
* Pick someone to steal an ID for you and someone to compromise the catering.
* Get into the party.
* Deal with Palamborat.
* Negotiate or fight Vixmalli.
* Complete 1 Boss Fight: Vix of Hesh
Roaloch and Load

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

This quest is on day 3 at night.

Fssh needs contraband materials to finish her security. Sal needs to go to the docks to get them.

Optionally, you can convince the bouncer or pay them 200  Shills, to help you with this quest.

## Docks

At the docks is a quarantine in place and Sal is stopped by an Admiralty Patrol Leader.

You can talk your way though, bribe (100  Shills) or fight them.

## Deck of the Ship

A Jakes Smuggler and Admiralty Clerk are discussing the quarantine.

You can:

* negotiate a side deal just for you. The Smuggler will leave.
* offer to attack the Admiralty. The Smuggler will say that is not an option
* negotiate to end the quarantine (+30 resolve). The Clerk will leave.
* grab the package and run. Both the Smuggler and Clerk leave

## Boss

Then the reason for the quarantine reveals itself. The boss is either Shroog or Crimson Drusk.

The Jakes Smuggler or Admiralty Clerk who is left will help you.
Rentorians

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

The **Rentorians** are citizens of Rentoria, who are often in conflict with the Admiralty. Only two members are known to be in this faction: Threekwa, a Hunter, and Bordenkra, a Foreman.

## Trivia

* Rentorians are the second smallest faction in Griftlands, with only Threekwa and Bordenkra.
Prestige

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

**Prestige** levels are toggle-able modifiers that increase the difficulty of the game. In return, players are rewarded an additional 10% XP per prestige activated.
The final day must be completed with the current unlocked prestige level to unlock the next prestige level, and prestige effects stack with each other as more are unlocked and added. you can not unlock new prestige levels if custom mode is turned on. You have to unlock new levels separately with every character.

## Current Prestige levels

* **Level 0 (Normal)** - *"The entry level Griftlands experience. If you die, you can restart the day only once."*
* **Level 1: The Griftlands strikes back** — *"You cannot restart the day when dying. Non-boss enemies have upgraded abilities, and have a chance to spawn as a promoted version. Negotiation opponents have improved arguments."*
* **Level 2: Play every card carefully** — *"Non-boss enemies are stronger in battle. Negotiation opponents have increased resolve and damage. Bosses are stronger in battle."*
* **Level 3: Getting hurt hurts** — *"Resolve is no longer restored after battle. Only heal 50% of your health and resolve when sleeping."*
* **Level 4: Combat is deadly** — *"Allies are weaker in battle. Species Boons are more powerful in battle. Bosses are even stronger in battle."*
* **Level 5: Strive for perfection** — *"Start with 20% less maximum health. Start with 20% less maximum resolve."*
* **Level 6: Do more with less** — *"Everything costs 25% more Shills. Start with 1 fewer battle graft slots. Start with 1 fewer negotiation graft slots."*
* **Level 7: Test your mettle** — *"You no longer earn Mettle, and your Mettle upgrades are disabled."*

## Pre-Perks Update levels

In an older version of the game there were 15 total prestige levels (including level 0). Since there were way more levels, each only gave a 5% XP bonus.

* **Prestige 0** (Normal) — *"The entry level Griftlands experience. If you die, you can restart the day only once."*
* **Prestige 1** — *"Non-boss enemies have upgraded abilities, and have a chance to spawn as a promoted version"*
* **Prestige 2** — *"Negotiation opponents have improved arguments."*
* **Prestige 3** — *"Bosses are stronger in battle."*
* **Prestige 4** — *"Resolve is no longer restored after battle."*
* **Prestige 5** — *"Non-Boss enemies are stronger in battle."*
* **Prestige 6** — *"Negotiation opponents have increased resolve and damage."*
* **Prestige 7** — *"Allies are weaker in battle."*
* **Prestige 8** — *"Species boons are more powerful in battle."*
* **Prestige 9** — *"Only heal 50% of your health and resolve after sleeping."*
* **Prestige 10** — *"Everything costs 25% more shills."*
* **Prestige 11** — *"Bosses are even stronger in battle."*
* **Prestige 12** — *"Start with 20% less maximum health."*
* **Prestige 13** — *"Start with 20% less maximum resolve."*
* **Prestige 14** — *"Start with 1 fewer negotiation graft slots."*