recursal/Fanatic-Fandom huggingface dataset:
Rook's Campaign

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

## Day 1 Stepping in it and Infiltrate the Barons or Infiltrate the Rise

### Morning Stepping in it

* Either pay or negotiate with the guard.
* Hand over your Papers and declare to the guard which faction you want to work for.
* Choose a starting bonus.
* Choose Fellemo and the Spark Barons or Kalandra and the Rise, if you declared the other faction at the guard, negotiate.
* Complete 1 Faction Quest for the person and faction you chose.
* Unlock The Last Stand.
* Complete 1 Faction Quest for the person and faction you chose.
* Get 1 Limited Time Opportunity.
* Meet Pengemunt at The Last Stand, it doesn't matter whether you compliment him or tell him to mind his own business, he gives you an opportunity to exchange your starting coin for a better one.
* Wait for the evening and for the faction leader you chose.

### Evening Infiltrate the Barons or Infiltrate the Rise

* Meet your chosen faction leader. They tell you to work 1 job for the other side.
* Get 1 Limited Time Opportunity.
* Complete 1 Faction Quest for the other faction. This is part of "Infiltrate the Rise" or "Infiltrate the Barons" quest lines.
* Get 1 Limited Time Opportunity and unlock The Black Market.
* Complete 1 Boss Fight. Either: Fralx, Threekwa or Gorgula.

## Day 2 Working Both Sides

### Morning

* Complete 1 Job Quest for either Fellemo or Kalandra
* Complete 1 Job Quest for the other faction.

### Evening

* Get 1 Limited Time Opportunity.
* Complete 1 Job Quest from the Drop Point.
* Complete 1 Boss Fight. Either: Flead Queen or Bossbit

## Day 3 Bogged Down

### Morning

* Complete 1 Job Quest for either Fellemo or Kalandra
* Get 1 Limited Time Opportunity.
* Complete 1 Job Quest for the other faction.
* Get 1 Limited Time Opportunity.

### Evening

* Complete The Bogger Raid.
* Complete 1 Boss Fight. Either: Flekfis or Arint.

## Day 4 The Expedition

The Expedition consists of:

* Small encounter with the other faction.
* Fight with wild beasts.
* Small rest: Choose: Heal 15 HP, Restore 25 Resolve, Upgrade Battle card, Upgrade Negotiation card or get 4 Item cards.
	+ The Item cards are: Spark Grenade, Portable Bunker, Aerostat Coilgun and Bog Scimitar.
* Encounter with Boggers
* Fight Fellemo, fight Kalandra or leave them.
* The Boss Fights: Glofriam and Grout Monster.
Rugged Compression Gear

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

Reason: "*This is a random starting bonus. It does not need a page for itself.*"

**This page is a candidate for deletion.**
Reason: "*This is a random starting bonus. It does not need a page for itself.*"

**Rugged Compression Gear** can be acquired as equipment in Griftlands from character Fssh. There are possibly other locations.

## Stats

* Increase max health by 8
* Increase max resolve by 2
Stutter

**Stutter** is
a 1-cost
Rare Parasite card for Rook.

## Description

Play your next card twice. Gain 2 Vulnerability and lose 4 resolve.
Parasite
Hatch 5

**Stutter** is obtained by hatching an uncommon negotiation parasite card.

## Hatch

When **Stutter** hatches, it transforms into the only unique negotiation parasite, Bog Enlightenment.
Picking Sides

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

## Choosing Sides

You can choose between the Spree and Admiralty.

Depending on which side you choose, you will have different quests lines throughout the next days and also will get different bonuses for the last battle.

You will immediatly have the choice between 2 different faction cards for the faction you choose.
There is a pool of different faction cards so you won't find the same once every run even if you choose the same side.
The Spree faction card will be a battle card while the Admiralty card will be a negotiation card.

## Faction quests

### Admiralty quests

Tunnel Rats

Leave No-one Behind

Making Molehills

Collection Day

### Spree quests

Wounded Animals

An Inconvenience

Prisoner Exchange

Shake Down

## Auction rewards

These rewards are guranteed to be granted,
if you complete the task given by Oolo or Nadan on the last day.
If you fail that task, those rewards are not given.

### Admiralty

* You gain a requisition chit for a free auction reward.
* This reward can be taken without having to do the auction negotiation event and is given before the auction starts.
* You gain an Call Oolo card, which provides valuable AOE for the fight.

### Spree

* You can take a free auction reward from behind the scenes.
* You gain an Nadan card.

## Boss Fight

When Sal returns to the bar and goes to sleep, Fssh will warn her about a suspicious character that asked about Sal. When Sal actually enters her room, she notices the assassin, who reveals himself. The assassin is either Hanbi or Zyn. The player is then presented with the option to either fight the assassin with advantage or engage in a negotiation to demoralize the assassin.

The Negotiation provides an opportunity to apply the XXXXX status effect to the assassin during the following battle. The Negotiation must be won for the status effects to apply.
Stubborn Oshnu

## Summary

In this Smith exclusive event, the player encounters a Oshnu Wrangler and their stubborn Oshnu that refuses to come out of it's shell, causing a traffic jam. The player is given the following options:

1. Negotiate with the Oshnu to move. This increases the Oshnu Wranglers opinion of the player by one stage. If the player is successful, they recieve 25 + 15\*mision\_rank Shills. If the player fails, they still have the option to attack the Oshnu.
2. Attack the Oshnu, lowering the opinion of the Oshnu Wrangler towards the player by one stage.
3. Leave, ending the event with no consequences.
Sealed Admiralty Envelope

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

**Sealed Admiralty Envelope** is
a 1-cost
Unique Item general card.

## Description

Gain 2 Influence.
Hatch 4

## Special cards

**Sealed Admiralty Envelope** may spawn the following cards:

## Notes

Gained in event Sal Gets An Envelope.

When Hatched, this card unlocks two new Quests:
Return Intel to the Admiralty and ??? Spree.

The Admiralty give either: a pick of 3 Items (Spear Head, Letter Opener and Lumin Grenade) or something else.

The Spree give 100 shills and an additional 75 shills through negotiation.
Sparky

**Sparky** is a character in Griftlands and a Spark Barons Boss.

## Death Loot

If killed in combat, **Sparky** drops Sparky's Oppressor Cell:

## Notes

**Sparky** is one of the boss that's fightable on Sal's campaign on day 1. He has some learnable pattern and can charge his weapon for massive amount of damage.

## Combat

**Sparky'**s actions are:

* Spark Grenade (attack all)
* Spark Charge (gain first Spark Charge and gets 4 Counter and 7 Defense)
* Take Aim (gain second Spark Charge)
* ?? (attack all high damage, lose all Spark Charge)
Stepping in it

**Stepping in it** is the story quest for Day 1 of Rook's story, The Bog Job.

## Entering Grout Bog

### First potential negotiation

Upon reaching the gate to the city, Rook is stopped by a Spark Barons Taskmaster. To proceed inside, you have two choices:

* Pay 20  Shills
* Win a negotiation (the guard will start with -6 resolve)

### Handing over your work papers

The guard will then ask who you are going to work for. This choice will include a faction card and you can start that faction leaders quest without having to negotiate.

You can still go to the other faction leader and start their quest, after having to negotiate with them.

* Report to Fellemo, the Spark Baron and receive Blacklist
* Report to Kalandra, a foreman and receive Shovel

### Declaring an item

Finally, you will be asked to declare an item. You will choose one of three options to begin the campaign with. These options include:

* **War Stories:** Draft 2 battle cards
* **Book of Kra'deshi Poems:** Draft 2 negotiation cards
* **Training Manual:** Upgrade a battle card
* **Faded Journal:** Upgrade a negotiation card
* **Slapdash Surgery:** Add a battle graft slot
* **Cranial Incision:** Add a negotiation graft slot
* **Rugged Compression Gear** (max health +8 and max resolve +2)
* **Coin Purse:** Gain 100  Shills
* **Boom Box:** (contains any 2 of Lumin Grenade, Spark Grenade, Shrapnel Grenade or Crackler)
* **Triage Kit:** Healing Vapors x2
* Receive Amnesiator

## Faction Quests

Rook will do two tasks for the faction he first chooses, and one for the second.

### Spark Barons Quests

All Play And No Work

Crime Scene

Food Fight

Caught in the Chaos

Message Control

Culling the Herd

Supervised Learning

The Best Defense

Wild Pack of Baron Dogs

Bandit Babysitter

Special Delivery

### Rise quests

Ambush Predator

Asset Liberation

Bulk Discount

Business is Booming

Core Collector

Let Sleeping Bogs Die

Speak Power to Power

Mole Fixer

Trade Secrets

Grist for the Mill

## Evening Combat

After completing his tasks for the day, Rook goes to a dead drop to write down the information he has learned that day and send it to his employer. While he writes, someone from his past with a grudge ( Threekwa, Protégé Fralx, or Gorgula) tries to sneak up on him to start battle. Rook always notices, and can

* Demoralize the attacker in negotiation, adding demerits in combat
* Start the fight immediately
Shroke

Shrokes are one of the 4 different species found throughout Havaria.

Their species boon is called Shroke Skin. It grants them 1 defense per stack when they're attacked for the first time each turn.

**Notable Shrokes:**

* Andwanette
* Arint
* Brut
* Buleet
* Glofriam
* Hebbel
* Kashio
* Pallitriax
* Phroluk 'Of the Beasts'
* Plocka 'The Swab'

## Notes

Shrokes appearances can be easily identified by the following criteria:

- All shrokes have ~1-3 sets of horns on their head. The only exception so far being Taug, who has one set of horns on the sides, and one horn on his forehead.

- Skin color varying from blue- or green gray-ish to purple.

- Spike-like skin on their head (e.g. Goni) and/ or chins (e.g Glofriam), accentuating their rough skin, which in some cases can also be seen on their body (e.g. Goni's back on the Battle Scars card art). This, however, is not a requirement.

- Shrokes don't have hair, though some still have eyebrows.

- Blank white eyes.
Spree

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

**The Spree** are the collective group of bandits found across Havaria. Focused mostly in Murder Bay, their presence is what gives Murder Bay its namesake. No target is too poor for The Spree, and they'd sooner slit your throat then let a few shills pass by their pockets. Their leader, Nadan, has found himself at war with the Admiralty ever since they settled on Havaria.

## Negotiation

The Spree are much more hit-and-run in their negotiations compared to other factions. While their Negotiation strategy is not highly sustainable, it's more than likely they'll inflict heavy resolve loss before they're convinced.

Short Fuse: "When the player shuffles their deck, gain 1 Impatience.". This is a strong counter against small deck sizes, due to the constant source of Impatience that they'll gain. However, large and strong decks will more easily deal with this personality argument.

Escalation: When a hostile card is played, this argument gains one stack. each stack heals it by 2 and increases the spree's persuasion by 1. This can very easily turn into an uncontrollable argument due to it absorbing hostile damage while reflecting it back as intent damage. It is paramount to most decks that you deal with this argument in as few hostile cards as possible, or else the spree can deal high amounts of persuasion per hit.

Greedy: " Bounty; When destroyed, lose 10 shills and gain 2 actions.". A trade off of a bounty, the player will lose an indiscriminate amount of shills and in return gains more action points to play. However, due to the loss of shills, it's recommended you don't destroy this bounty unless you need the action points to make key plays.

## Trivia

* The Spree may have originally been called the Fleadhusk Bandits, due to certain file names.
* The "Short Fuse" personality argument used to be "When an argument is destroyed, increase ALL damage by 1.".
* There are a total of 23 unique Spree members.
Stolen Wallet

## Summary

In this Smith exclusive event, the player encounters a Wealthy Merchant accusing a Spree Goon of stealing their wallet. There is a 50% chance of the Spree Goon actually stealing the Wallet, which does alter the options available to player.

The options are as follows:

## Negotiate Against the Wealthy Merchant

The player can negotiate against the Wealthy Merchant to let the Spree Bandit go.

Upon success, if the Spree did not steal the wallet, the event ends.

If the Spree did actually steal the wallet, the player can extort the bandit for 45 +25\*quest\_rank Shills, or let them go, which will increase the Spree Bandit's opinion of the player by one stage.

If the player fails the negotiation, the event ends.

## Beat up the Bandit

The player can beat up the Bandit but the bandit did not steal the waller, then the player can either extort the Wealthy Merchant for 20 + 20\*quest\_rank Shills or let them go, increasing the Wealthy Merchant's opinion of the player by one stage.

If the player beats up the Bandit and the bandit did steal the wallet, then the Wealthy Merchant will propose that the player escort them to their destination. The player can decline, ending the event, or agree to escort them home, though they'd have to do it within 3 trips or else the merchant grows impatient and leaves on their own.

If the player agrees to escort the merchant to their destination, they will be attacked by another Spree bandit as they travel to that objective. The player can either defend the merchant or abandon them.

If the player abandons the merchant, they player will get a quest failure message and the opinion of the merchant towards the player will decrease by one stage.

If the player defends the merchant but the merchant dies in battle, the player will have failed the quest upon ending the battle. If the player defends the merchant and successfully escorts them home, they receive a reward of 40 + 25\*quest\_rank Shills.
Smith Meets Sal

## Summary

In this Smith exclusive event, the player encounters Sal, who Vixmalli has hired to murder Smith.

The player can either enter a negotiation to convince Sal to not attack the player or enter a battle to defend themselves. If the player fails the negotiation, they will be forced to battle Sal.

If the player battles against Sal, she will have a randomly upgraded pet of the following species: Flead, Erchin, Yote, Vroc, Shrooglet, or a Lumicyte.

Upon a successful negotiation or battle (and Sal is still alive), the player has the option to give 200 Shills to Sal. Upon giving the money, if they player fought Sal, her opinion of the player will increase by one stage where as if the player succsefully negotioted against Sal, Sal will love the player, granting them her boon.

If the player does not have enough Shills, then they can simply leave, ending the event without consequence.

If Sal was killed in battle and the player can own a pet, they have the option of adding Sal's pet to their party.

This event can only occur during the night phase of the game.
Spender and Stocked

Spender and Stocked is the third Card Set unlocked with Rook.

It contains the Negotiation cards Trade, Venture and Do Over. Trade and Venture spend Influence for effects, while Do Over isn't related mechanically to those 2 cards.

It also contains the Battle cards Fully Loaded, Gallery and Gemini. All those cards gain bonuses from Fully Charged.
Spark Barons

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

A faction consisting of technocrats who take and retrofit Vagrant Age technology for modern use, much to the Cult's displeasure. The **Spark Barons** control most of Grout Bog and employ indentured servitude to excavate the ancient ruins found within. The Barons are extremely wealthy due to their control over Grout Bog and the selling of vast amounts of advanced weapons and technology excavated from the ruins found there.

**Notable Barons:**

* Arint
* Fellemo
* Kashio
* Plocka 'The Swab'

## Negotiation Pattern

The Spark Barons Negotiate by continually taking the players cards hostage and gaining composure while dealing damage. Their patterns are relatively standard, however their appropriation ability can render many decks unplayable and force the player to focus down arguments instead of the core resolve.

### Appropriation

Appropriation is the core argument of Spark Barons. Every turn starting from turn 2, Spark Barons will steal 2 cards from your deck and put them into Appropriated Arguments.

### Appropriated

An Argument that is sent out every turn via the core argument. It's resolve is equal to (i need specifics, it may be difficulty or may be costs). Every time the Spark Baron takes their turn, they will steal 2 cards from the player at the end, unless that would bring the player to less than 5 cards in their hand. Destroying the argument will grant the player the stolen cards immediately into their current hand, and incept vulnerability. This can be useful as to guarantee certain combos by letting certain cards be held hostage until you can pull off a strong combo.

## Trivia

* The symbol for the Spark Barons is a modified Shills symbol with a half-cog.
* The original name for the Spark Barons was *Clust Tycoons*.
Toolbox

**Toolbox** is a Battle key word for Rook.

## Effect

In game description: "This card contains other cards that can be improvised. This card stays in your hand at the end of your turn, is placed in your hand at the start of every turn and is Destroyed once empty".

## Notes

The cards with this keyword are:

* Baron Forces
* Bodyguard Contract
* Rise Forces
Support and Swing

Support and Swing is the tenth Card Set unlocked with Rook.

It contains the Negocation cards Fallout, Do Over, and Pinch. There is no common theme between those cards.

It also contains the Battle cards Firestorm, Vent, and Clear Shot. Firestorm and Vent spend all your charges while Clear Shot gains minimum damage from empty cells.
Shroog

**Shroog** is a character in Griftlands and a Monster Slobbering Aberration.

## Death Loot

If killed in combat, **Shroog** drops Shroog Fang:

## Notes

**Shroogs** are apex predators of the Roaloch. Most Shroogs in Havaria are in their younger stages, and are called Shrooglets. They are often used as attack animals, and are good at it too. Shrooglets that live long enough grow into adult Shroogs, which, as possibly demonstrated in Sal's story, are extremely dangerous.

## Physiology

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

## Boss Fight

The Slobbering Aberration Shroog has the buff **Maternal Instinct**. It has the effect: "Gains 1 Power when an ally dies." This will not trigger if the Shroog is stunned.

Their actions are:

* Claw (3 damage)
* Swipe (5 damage to all)
* Summon Shrooglets (The Shroog will summon up to 3 Shrooglets. It will choose to do this if there are no Shrooglets.)

## Shrooglets

The Shrooglets have the buffs **Quitter** ("will run away if the Shroog is killed") and **Hungry** ("its Feed attack heals it for **X** health").
Their actions are:

* Head Butt (2-3 damage)
* Rev up (Gain 5 Defense. Gain 2 Power)

The Shrooglets have no death loot.

## Adult Shroogs

An adult Shroog can appear as a possible Boss in Sal's story, on Day 3, the other being the Drusks.
Subtle Setup (card)

Reason: "*The page at Subtle Setup is better.*"

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

**Subtle Setup** is
a 1-cost
Uncommon Manipulate card for Smith.

## Description

Create: Whenever this argument takes damage, deal that much damage to a random opponent argument.
Expend

## Upgrades

After accruing 7 experience, **Subtle Setup** can be upgraded:
Shel

**Shel** is a character in Griftlands and a Civilian Downtrodden Merchant.

## Death Loot

If killed in combat, **Shel** drops Spark Grenade:

## Notes

**Shel** is the sole bearer of the Downtrodden Merchant Title. She appears to be a merchant who is doing poorly, and usually resorts to doing things way out of her league, such as attempting to rob Sal (a well-equipped and trained bounty hunter) as well as attempting to fight a Grawkit.

## Encounters

### Sal

In Sal's Story, Shel is a possible random encounter while traveling between points. On the road, Shel attempts to mug Sal.

## Gallery

*This article is a stub. You can help Griftlands Wiki by expanding it.*
Smith's Arsenal

**Smith's Arsenal** is
a 1-cost
Basic Maneuver card for Smith.

## Description

Insert Hammer Throw or Bottle Smash into your hand.

## Upgrades

After accruing 9 experience, **Smith's Arsenal** can be upgraded:

* Maul: 0-cost; Attack; 3 damage. If the target has no Trauma, apply 2 Trauma. Expend.
* One One One: 0-cost; Attack; 1 damage. Attack three times. Expend. Restrained
* Fracture: 0-cost; Attack; 5 damage. Expend one Empty Bottle card from your deck to play this. Apply 1 Wound. Expend.
* Slam: 0-cost; Maneuver; Drink 2 and gain 2 Adrenaline. Expend.
Sing for your Supper

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

**Sing for your Supper** is a quest in Griftlands.

## Description

Cadwa is trying to get Gnak to turn informant. Gnak is looking for help to get out of this arrangement.

## Rewards

* starting Bonus
* Graft
* 75 Shills
* 2 Mettle (only on 2nd playthrough and above)
Sal's Campaign

This article contains heavy spoilers for the sal campaign. Consider playing the campaign atleast once before reading it.

## Day 1 Welcome to Havaria

* Choose a starting bonus.
* Complete 1 Job Quests.
* Get 1 Limited Time Opportunity.
* Complete 1 Job Quests.
* Get 1 Limited Time Opportunity.
* Complete 1 Night Merchant Quest.
* Complete 1 Boss Fight.
* You will be able to sleep restoring all or 50% of your health and resolve depending on difficulty.

Strategy note: You can't eat or drink after visiting the night market, because entering the Grog n' Dog you will trigger the last fight, so if you suffered any health or resolve damage that you want to heal before the final encounter, your last chance to do so, is before visiting the night market itself after the night market quest (so before turning the quest in).

## Day 2 Picking Sides

* Choose a side.
* Complete 1 Faction quest.
* Get 1 Limited Time Opportunity.
* You will be able to sleep, but you are ambushed by an Assassin Boss, either:
	+ Zyn
	+ Hanbi.
* You will be able to decide if to kill the boss yourself, let Fssh kill him, or let him off.
* You will be able to sleep restoring all or 50% of your health and resolve depending on difficulty.

## Day 3 Getting Settled

* Choose and complete one of 2 Faction quests.
* Get 1 Limited Time Opportunity.
* Then help Fssh get contraband from the docks in the quest Roaloch and Load.

	+ This involves 2 negotiations or fights,
	+ and then a boss fight against either:

		- Shroog and 3 smaller Shrooglets
		- Crimson Drusk and Ochre Drusk
* You will be able to sleep restoring all or 50% of your health and resolve depending on difficulty.

## Day 4 Final Pieces

* Complete 1 Faction Side Quest.
* Get 1 Limited Time Opportunity.
* Complete either:
	+ Capture Nadan, if you sided with Admiralty,
	+ Assassinate Oolo, if you sided with the Spree.
* You will be able to sleep restoring all or 50% of your health and resolve depending on difficulty.

## Day 5 Auction Day

* Go to the auction.
* Finish the last 1-2 Negotiation and/or 1 fight before the auction to get special rewards, that might help in the final boss fight.
* Either:
	+ partake at the auction to get some extra items or grafts,
	+ go directly for the boss fight.

If you partake at the auction you will most likely get discovered by the end boss and have to fight,
but the fighting condition are the same in both choices.
Smith's Flask

**Smith's Flask** is
a 1-cost
Basic Maneuver card for Smith.

## Description

Drink.
Improvise a card from a pool of special cards.

## Upgrades

After accruing 9 experience, **Smith's Flask** can be upgraded:

## Special Cards

**Smith's Flask** has several special cards in its pool, those being:

* Big Brain: 0-cost; Maneuver; Drink. Draw 2 cards. Expend.
* Murder Bay Blaster: 1-cost; Maneuver; Drink. Gain 1 Power. Expend.
* Green Juice: 0-cost; Maneuver; Drink. Alleviate 4 health. Expend.
* Kra'deshi Collider: 0-cost; Maneuver; Drink. Take 2 damage. Expend.
* Shrokian Pepper Shot: 0-cost; Attack; Expend 1 Empty Bottle card from your deck: Apply 1 Impair. Expend.
* Stack: 0-cost; Attack; 0 damage; Expend up to 2 Empty Bottle cards from your deck: Deal 3 damage for each bottle. Expend.
* Rumble: 0-cost; Attack; Expend 1 Empty Bottle card from your deck: Apply 2 Trauma. Expend.
* Hair of the Vrok: 0-cost; Maneuver; Drink. Gain 2 Adrenaline. Expend.
* Chug: 0-cost; Maneuver; Play **Smith's Flask** again. Expend.

## Upgraded Special Cards

**Smith's Boosted Flask** draws from a pool of "Boosted" versions of the same cards:

* Visionary Big Brain: 0-cost; Maneuver; Drink. Draw 3 cards. Expend.
* Pale Murder Bay Blaster: 0-cost; Maneuver; Drink. Gain 1 Power. Expend.
* Boosted Green Juice: 0-cost; Maneuver; Drink. Alleviate 6 health. Expend.
* Boosted Kra'deshi Collider: 0-cost; Maneuver; Drink. Take 2 damage twice. Expend.
* Boosted Shrokian Pepper Shot: 0-cost; Attack; Expend 1 Empty Bottle card from your deck: Apply 2 Impair. Expend.
* Boosted Stack: 0-cost; Attack; 0 damage; Expend up to 2 Empty Bottle cards from your deck: Deal 4 damage for each bottle. Expend.
* Boosted Rumble: 0-cost; Attack; Expend 1 Empty Bottle card from your deck: Apply 3 Trauma. Expend.
* Boosted Hair of the Vrok: 0-cost; Maneuver; Drink. Gain 3 Adrenaline. Expend.
* Boosted Chug: 0-cost; Maneuver; Play **Smith's Boosted Flask** again. Expend.
Unattended Bag Of Money

## Summary

For this Smith exclusive event, the player comes across a small bag with the word "munney" written across it.

The player has the option of taking it or leaving it.

If the player takes the bag, they will get 30 shills but will then be confronted by a lone Admiralty Patrol, accusing you of having stolen the bag.

The player can either agree to pay 60 shills to the officer, engage in a negotiation to convince the officer to let you go (and letting you keep the 30 Shills), or engage in a battle to defend yourself.
Unknown Concoction

**Unknown Concoction** is
a 1-cost
Unique Maneuver general card.

Drink.
This concoction has an unknown effect.
Expend
Destroy after 5 uses.

If the player takes a sip before picking up the Unknown Concoction, the effect of the drink is revealed to be one of the following effects:

* Your next card is played twice, but with a random target.
* Gain 2 actions, discard a random card.
* A random card in your hand costs 0, but also has {EXPEND}.

Note: Taking a sip will reduce the total uses from 5 to 4.
Species

**Species** appear in various form in the game Griftlands.

### Jarackle‎

Jarackle is humanoid species with a canine-like appearance. Their fur colour can vary.

### Kra'deshi‎

Kra'deshi are a race of slug-like humanoids.

### Shroke‎

Shroke is a humanoid species with horn-like extensions on their heads. Their skin colour varies from a grey-light-blue or green or a greyish purple.
Notable Shroke: Arint, Hebbel, Kashio, Threekwa
Twig

**Twig** is
an Unplayable
Basic Parasite card for Rook.

## Description

When this card is drawn, take 1 damage.
Unplayable, Parasite
Hatch 10

## About

**Twig** is obtained, together with Stem, at the start of day 2, as Rook.

## Hatch

When **Twig** hatches it transforms into a random common battle Bog Parasite, so into Bog Brain, Neurotic Haze or Tendrils.
Warp Vial

**Warp Vial** is
a 1-cost
Unique Item general card.

## Description

Warping.
Expend, Sticky

## Notes

This card can be obtained in the event: A Mysterious Figure Approaches You.

The possible Warping effects include:

* Gain 4 Combo.
* Deals 3 base damage. Hit all enemy targets.
* Deals 2 base damage. Apply 3 Wound.
* Heal 8 Health.
* Gain 1 Power.
Quip

**Quip** is
a 1-cost
Common Hostility card for Smith.

## Description

Gain: Whenever your core argument is attacked, deal 3 damage to a random target.
Expend

## Upgrades

After accruing 7 experience, **Quip** can be upgraded:

## Notes

**Quip** is an argument with 3 resolve.

**Quip** deals 3\***X** damage to a random target, where **X** is the amount of stacks of **Quip**.
The Grog n' Dog

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

The **Grog n' Dog** is a bar in Murder Bay, Havaria. Fssh, an old friend of Sal's, is the current proprietor and Bartender. Fssh lets Sal stay at the bar while Sal prepares her move on Kashio and provides her with work, food, and drinks in the meantime. The Grog is apparently running a side angle, as no one comes for the food.

## Services

The Grog serves as Sal's temporary base of operations during her tenure at Murder Bay. As such, Sal can sleep, manage pet(s), and change her outfit here.

As the Bartender, Fssh sells restorative drinks and food, which already comes at a 25% Discount. On the menu are:

* 22 Shill Drinks, which restore 10 Resolve and insert Tipsy and Slurred Speech into your Battle and Negotiation Decks, respectively.
* 22 Shill Meals, which restore 15 Health and insert Bloated into your Battle Deck. These cannot be bought if Sal has 3+ Bloated.
* Three Item Cards based around Food and Drugs, which can be bought one at a time.

Sal can also befriend Patrons (but not the bouncer or Night Merchants) to make them Like Sal by buying them a drink for 45 Shills. This also has the same effects as buying a normal drink, so you can kill two Vrocs with one grenade.

## Patrons

The bouncer, a Smuggler, is always present.

Before leaving on Day 1, there are no other guests. Otherwise, there are 2 guests in the day, and 4 guests at night. Unlike other enterprises, guests from all factions involved in Sal's Story can appear here. This includes the Admiralty, Spree, Jakes, Cult of Hesh, Bilebrokers, and Civilians. A unique event involving a Rise Rebel can also potentially be encountered here.

In the evening of Day 1, two of the Night Merchants Endo, Phroluk 'Of the Beasts', Plocka 'The Swab', and Rake offer a quest. If Sal accepts the request of one merchant, the other will dislike her.
Trail of Daggers

## Summary

For this Smith exclusive Events, Smith comes across a Makeshift Dagger and can decide to either pick it up or leave it.

If the player decides to pick it up, the player can pick up another Makeshift Dager until they eventually run into a Bandit spree leader and enter a battle with them. The max amount of daggers one can pick up is three Makeshift Dagger.

If the player is friends with the Bandit Spree leader, you will be let go.
The Setup and The Crusher

The Setup and The Crusher is the first Card Set unlocked with Sal.

It contains the Negotiation Cards Rapid Fire, Setup and Elucidate. Rapid Fire and Setup are both based on Influence, while Elucidate may be good with Influence, but doesn't mention it.

It contains the Battle Cards Ghost Strike, Burst and Cross. Burst and Cross both deal 3-6 damage, while causing effects equal to damage dealt. Ghost Strike has synergy with these two cards, as it makes all cards deal maximum damage for this turn, when it is discarded.

Unlocking this Card Set also unlocks the Hunter Outfit for Sal.
Travelling Salesgrifter

Travelling Salesgrifter is a side quest in Sal's campaign with a focus on Battle and Negotiation.

## Description

A Jake needs some help making deliveries.

Difficulty: ★☆☆☆☆

## Walkthrough

After accepting the quest, both the Jake and his Pack Oshnu will join your party. Next you will need to go to the Clearing that will appear on your map. There he will start talking with a Spree member and fail. You can either help help the Jake and start a negotiation or you can wait and observe without intervening. Successfully convincing the Spree member to proceed with the deal will make your employer Jake like you. Failing the negotiation will make the Jake dislike you.

Then, the next delivery that will be on a Desolate Beach. But it's an ambush: allegedly your employer stole this oshnu. You can either defend the oshnu in a battle or scare away the enemy Jakes by intimidating them.

After the battle/negotiation, your employer Jake will offer you a last delivery. You can reject it and complete the quest, or accept it and receive additional 50 shills.

If you accept the offer, you will go to the next location, where you'll encounter Leesha that will warn you about Admiralty. Unfortunately, a member of the Admiralty will appear, asking you what you're doing here. You can either:

* Convince them to look the other way (negotiation)
* Pay a 60 shill bribe
* Attack them

If you chose one of those actions and were successful, the quest will be completed.

## Rewards

* Starting Bonus
* 55 shills
* Upgrade Card - Upgrade a negotiation or battle card

## Trivia

* If Leesha is Dead they will be replaced with either Treena or Ximmon

* If the Pack Oshnu also referred to as Luthie ever dies in battle the Jake who Employed you will hold a small funeral and you will have failed the quest.
Wandering Chef

The Wandering Chef appears in a random event, where he asks if you want to try one of his dishes. Three of the following options are given.

## Try the bogleech sausage

You bite down on a caramelized leech, and it explodes into spores...

The {civilian bartender} is trying to open a restaurant in Murder Bay. You can:

1. Promise not to tell anyone:
	1. Gain negotiation card: Sick.
	2. The {civilian bartender} will like you.
2. Scold the {civilian bartender}
	1. Prevents the status card from being added to your deck
	2. The {civilian bartender} will dislike you

## Try the pickled talons

You feel something puncture your tongue before everything from the ears down goes suddenly numb.

The {civilian bartender} is trying to open a restaurant in Murder Bay. You can:

1. Promise not to tell anyone:
	1. Gain battle card: ???
	2. The {civilian bartender} will like you.
2. Scold the {civilian bartender}
	1. Prevents the status card from being added to your deck.
	2. The {civilian bartender} will dislike you.

## Try the oshnu bile tartar

1. Gain Battle Card: Well Fed (Heal 5 and destroy, unique status card)

## Decline the offer

Do nothing. The {civilian bartender} will dislike you.
Thug

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

**Thug** is a Spree Title. These Spree are the common bandits of Havaria. The best of them can become **Promoted Thugs**, who wield claws rather than knuckles.

## Battle

In battle, the Thug's defining move is **Rev Up**, which gives them Power.

## Promoted Thugs

Some Thugs can be Promoted, veterans of their trade. Rather than knuckles, these Thugs utilize bone claws, and take a more martial stance in combat.

Promoted Thugs
Threekwa

**Threekwa** is a character in Griftlands and a Rentorians Hunter.

## Death Loot

If killed in combat, **Threekwa** drops War Story:

## Notes

**Threekwa** is a Boss who is usually fought by Rook in Grout Bog. A Rentorian Hunter, he formerly traded the secrets of his island nation with Rook. Years later, he would track Rook to his mission in Grout Bog and attempt to assassinate him.

## Encounters

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

### Grout Bog

Threekwa usually appears at the Grout Bog Dead Drop as a possible Boss, the other being the Heshite Gorgula. Rook is given the option to either Intimidate Threekwa into leaving, or fighting him.

### Murder Bay

When playing as Sal, the player can meet Rook in a random encounter. Rook will state that there is an assassin after him, which can possibly be Threekwa. Beforehand, if Sal decides to help Rook, he will pay 300 shills. When meeting Threekwa, he will offer Sal the option to stand down and keep the fight between him and Rook. If the player declines, she will fight Threekwa. After the battle, if the player accepts Threekwa's surrender, Rook will finish them off. If the player slays Threekwa, (To be found). If Sal stands down, Rook will Hate her and defeat Threekwa himself. Afterwards, Rook will say that he is too tired to fight Sal. She is then given the option to either let him go or finish Rook off.
The Last Stand

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

**The Last Stand** is a bar and last independently owned place in Grout Bog. Run by Hebbel, it serves the same function for Rook as the [[[Grog n' Dog]] does in Sal's campaign; a place to eat, drink, rest, and manage pets and outfits.
Vroc

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

The **Vroc** is a battle bird found in the Griftlands. They can commonly be encountered accompanying Admiralty patrols. They take the appearance of a large, crow-like bird with two horns and a large plate of bone shaped like a beak.

For Pet Vrocs, see: Pet Vroc

Abilities/Attacks:
* Need information on enemy variant.

## Trivia

Vrocs are never found in the wild, unlike the other animals in Griftlands, but are instead imported by the Deltrean Admiralty to Havaria.
Wandering Chef Smith

## Summary

For this Smith exclusive Events, Smith encounters a Wandering Chef who offers Smith to try four different dishes or to decline the offer.
Declining the offer will make the Wandering Chef receive an insult opinion of you.

There are a total of 7 dishes that the game can choose if the conditions for each dish are fulfilled (if it has a condition):

* Heshbladder Au Vin
* Mud Jumper Muffins
* Deep-eel Eclair
* Fleadmilk Brandy Pudding
* Tidepool Pods
* Truffled Scuttlers
* Fire-Shucke Barncales

The effects and the conditions of the foods are as follows:

* Eating the *Heshbladder Au Vin* will deal 10 damage to your health but increase your max health by 5 (needs verification). This dish option only occurs if you have more than 10 hp.
* Eating the *Mud Jumper Muffins* will heal 5 resolve. This dish option only occurs if you are not at max resolve.
* Eating the  *Deep-eel Eclair* will upgrade a negotiation or battle card of your choice\* (needs verification). This dish option only occurs if there is a card that can be upgraded in either deck.
* Eating the *Fleadmilk Brandy Pudding* will add a Fleadshell Brandy card to your deck.
* Eating *Tidepool Pods* will deal 8 damage to your health and add a Tidepool Pods card to your deck. This dish option will only occur if you have more than 8 health.
* Eating *Truffled Scuttlers* will add an Ulcer card to your deck.
* Eating *Fire-Shucke Barncales* will add a Sick card to your deck.

If the food is either the *Tidepool Pods*, *Truffled Scuttlers*, or *Fire-Shucke Barncales*, there is an additional dialogue where Smith tells the Wandering Chef that the food tastes terrible. You are then given the option where you can choose to agree to not tell others that the food is bad or proceed to scold the chef.

The first option raises the chefs opinion by one stage while scolding the chef lowers the chefs opinion by one stage.
Tempered (card)

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

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

**Tempered** is
a 2-cost
Rare Maneuver card for Rook.

## Description

Ability: Whenever you attack an enemy that has Burn, gain 2 Defense.
Expend

## Upgrades

After accruing 5 experience, **Tempered** can be upgraded:
Warp Vial.wikitext

Reason: "*A script mistake produced this file*"

**This page is a candidate for deletion.**
Reason: "*A script mistake produced this file*"

**Warp Vial.wikitext** is
a 1-cost
Unique Item general card.

## Description

Warping.
Expend, Sticky

## Notes

This card can be obtained in the event: A Mysterious Figure Approaches You.

The possible Warping effects include:

* Gain 4 Combo.
* Deals 3 base damage. Hit all enemy targets.
* Deals 2 base damage. Apply 3 Wound.
* Heal 8 Health.
* Gain 1 Power.
Happiness

**Happiness** is a resource in *Aggressors: Ancient Rome*. Scale of how happy people feel about their well-being, indicating the potential risk of revolts or desertions.

## Overview

The well-being of your people is an important factor that can tip the scales. The type of government, abundance of resources, victorious campaigns against enemies, and the representativeness of the capital can add to the happiness and trust of the nation in their country and their leader.

* On the other hand, decline in the feeling of happiness can increase the risk of revolts or even the outbreak of civil war. Soldiers might start deserting their posts, and the battle morale of your units can fall sharply.
Viciousness (card)

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

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

**Viciousness** is
a 1-cost
Rare Maneuver card for Sal.

## Description

For the rest of the turn, gain Counter equal to half of any attack damage you deal.
Expend

## Upgrades

After accruing 7 experience, **Viciousness** can be upgraded:
Aggressors: Ancient Rome

**Aggressors: Ancient Rome** is a turn-based 4X strategy game by Kubat Software and published by Slytherine, allowing you to relive the brutal centuries of the ancient world and bring the world to its knees.

## Overview

A mix of deep gameplay and rich historical flavor, Aggressors lets you relive history as the ruler of one of the mighty civilizations of the Mediterranean world. Will you bring glory to Rome and conquer the Mare Nostrum? Will you build an immortal trading empire with Carthage? Will you bring the light of Athens to the world? Or maybe you will restore the rule of the Pharaoh? Choose one of twenty available factions and conquer the world.
You can manage all aspects of your empire: war, trade, internal politics, diplomacy, cultural development. Play on your strengths, beware of your weaknesses. The ancient world is brutal, for no mercy shall be given to the defeated. Vae victis!
Rich historical flavor
A lot of time and many sleepless nights were put into historical research in an attempt to give a real historical feeling to the game. The game’s systems are tailored towards a faithful representation of history.
A world which feels alive
Twenty factions, from migrating barbarian tribes to advanced empires which interact with each other through an extremely detailed diplomatic system. Make use of more than ten available diplomatic agreements, including the possibility of forming Federations and Confederations as well as affecting nations and provinces in your Sphere of Influence.
Real strategic decisions
Experience the incredibly deep combat system, with each unit having its abilities and traits, and terrain truly affecting the war outcome in a meaningful way. Army morale and the supply system are crucial and need to be taken into account. You will need all your guile and strategic mastery to triumph on the battlefield.
Detailed political & economical representation
Rule your empire by managing its internal politics and developing its economy. Establish trade routes to reap wealth, ensure the loyalty of your citizens, manage demography, technological research, internal reforms, laws… the tools at your disposal are endless and seamlessly integrated with each other. Citizens react to the current situation and they can move to other places when they are not happy.
Customize your own world
You have complete freedom: you can decide to start with an advanced nation surrounded by newer civilizations, or you can decide to start as a young tribe, ready to take on an older and decadent empire… or you can decide to completely randomize the map and play in a randomly generated world. The choice is yours!
Easy to learn
Aggressors is very easy to learn thanks to the extremely clear tutorial and tool tips. Dive in the game gradually and explore all the options available to you.
You find a Jake sitting by the side of the road.

You find a Jake sitting by the side of the road. He is visibly injured. He gets up, painfully, as you approach.

1. Grifter, I have an offer for you!

Sal: I'm listening...

I've got a package deal. Three units of the finest improvised weaponry this side of Grout Bog.

They really pack a punch! I can tell you that from experience

### Options:

#### Offer to buy *some* of the weapons

Sal: I don't need that many. How much for just one?

(Jake): Sorry, I gotten move all of these. You have to take them as a package.

#### Ask about (Jake)'s injuries

Sal: Are you alright? You don't look alright.

(Jake): I'm fine. I just... let's say these items were hard to come by.

#### Ask for a better price

Sal: You're going to have to do better on the price...

(Jake): Nope, can't do that. I almost died getting these items.

(Jake): They're already priced to move.

#### Take them forcefully

You will have to fight an injured Jake lifter

### Options:

#### Ask what the Rise is doing in Murder Bay

Sal: You're a little far from home, aren't you?

(Rise): These weapons were stolen by (Jake), and we followed his trail here.

(Rise): We're headed back to the bog as soon as we've recovered our property.

#### Intimidate the Rise Rebel

You will have to negotiate against the Rebel. If you didn't fight the Jake lifter, he will help you. Defeating the Rise Rebel will make the Jake lifter love you.

#### Defend yourself!

You will have to battle against the Rebel. If you didn't fight the Jake lifter, he will help you. Defeating the Rise Rebel will make the Jake lifter love you.
Yote

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

The **Yote** is an animal that can be encountered in Griftlands. Short for **Crayote**, Yotes are fierce scavengers and will occasionally attack travelers. They are sometimes captured and trained as attack animals by Spree and Grifters.

For Pet Yotes, see: Pet Crayote

## Variations

**Yotes** come in different forms, each with different attacks and stats. **Wild Yotes** are the most common variation found in Murder Bay, while **Spitting Yotes** are fairly common in Grout Bog.

### Wild Yote

Abilities/Attacks:
* Bristle - Gains 2 power for the first use or 2 **defense** if used more than once
* Savage Bite - Deals 3-4 **damage** twice
* Gnaw - Deals ~6 damage and applies 2 **bleed**

### Horned Yote

Abilities/Attacks:
* Information needed

### Spitting Yote

Abilities/Attacks:
* Information needed

## Trivia

Yotes are almost never found roaming alone and sometimes attack in packs >4.
Yotes are seemingly quite intelligent, being able to understand basic verbal commands and emotions from their owner.
You come across a plant that you recognize from a book

## Taste the leaves

Heal 5 Resolve

If more than one is selected, Gain negotiation card: Horrible Rash

## Taste the berries

Nothing

If more than one is selected, Gain negotiation card: Horrible Rash

## Taste the flowers

Heal 5 Resolve

If more than one is selected, Gain negotiation card: Horrible Rash

First Flower - Next Leaves = 10 heal and get card

First Leaves - Next any = 5 heal and get card

First berries - Next any = 5 heal and get card

Horrible Rash

Horrible Rash is a unique status card that applies Flustered when drawn.