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Grafts are items that can be collected by the player that have a range of effects, with each grifter being able to install a limited amount of grafts. Grafts come in two varieties, Battle Grafts and Negotiation Grafts, come in four different grades of rarity: Common, Uncommon, Rare, Boss and Unique.

Several grafts are also exclusive to each grifter while others are available to all players.

Common, uncommon, and rare grafts can be bought from Plocka. Plocka 'The Swab' also sells additional graft slots for shills, but this also damages the Hero's current health. Unique grafts are available only at the beginning of daily challenges, or with mutators.

Battle Grafts[]

Graft Rarity Installed Effect Upgrade Upgraded Effect

Armor Plating
 Common Whenever you gain Charge, gain 2 Defense.
Stone Armor Plating
Whenever you gain Charge, gain 3 Defense.

Auto Tracker
 Common At the start of each turn, apply 2 Mark to a random enemy.
Boosted Auto Tracker
At the start of each turn, apply 3 Mark to a random enemy.

Buckshot
 Common Apply 1 Wound to a random enemy at the beginning of your turn.
Boosted Buckshot
Apply 2 Wound to a random enemy at the beginning of your turn.

Buster
 Common Whenever you break Defense with an attack, apply 2 Bleed and gain 4 Defense.
Savage Buster
Whenever you break Defense with an attack, apply 2 Bleed and gain 4 Defense.

Company Band
 Common Pets have +10 health in battle.

Note: Also fully heals all pets at time of install


Boosted Company Band
Pets have +15 health in battle.

Dark Cowl
 Common Start combat with 3 Combo.
Rival's Dark Cowl
Start combat with 5 Combo.

First Blood
 Common Your first attack each combat deals an extra 4 Bleed.
Boosted First Blood
Your first attack each combat deals an extra 6 Bleed.

Nailed Glove
 Common When receiving damage, you only lose up to 4 Combo.
Boosted Nailed Glove
When receiving damage, you only lose up to 2 Combo.

Predictive Brawling
 Common Gain 1 Combo at the beginning of your turn.
Rival's Predictive Brawling
Gain 2 Combo at the beginning of your turn.

Recycler
 Common The first time you Expend a card each turn, draw a card.
Visionary Recycler
The first time you Expend a card each turn, draw 2 cards.

Red Bandana
 Common Your allies receive 2 Power at the start of battle.
Boosted Red Bandana
Your allies receive 3 Power at the start of battle.
Rugged Wiring  Common Gain 2 Power at the start of each battle. Lose 2 Power the first time you take enemy damage. Boosted Rugged Wiring Gain 4 Power at the start of each battle. Lose 4 Power the first time you take enemy damage.

Snap Talon
 Common Your attacks deal 2 bonus damage to targets with Bleed.
Boosted Snap Talon
Your attacks deal 3 bonus damage to targets with Bleed.
Twinshot  Common At the start of each battle, gain 2 Charge. Boosted Twinshot At the start of each battle, gain 3 Charge.

Boosted Arterial Scanner
 Uncommon Bleed decays 33% at the end of the turn instead of 50%.
Arterial Scanner
Bleed decays 20% at the end of the turn instead of 50%.

Body Piercing
 Uncommon At the end of every turn, gain 1 Counter for every 3 Defense you have.
Thorny Body Piercing
At the end of every turn, gain 2 Counter for every 3 Defense you have.

Bottom Edge
 Uncommon All attacks gain +1 to minimum damage, up to their maximum damage.
Boosted Bottom Edge
All attacks gain +2 to minimum damage, up to their maximum damage.

Predictive Brawling
 Uncommon Gain 1 Combo at the beginning of your turn.
Rival's Predictive Brawling
Gain 2 Combo at the beginning of your turn.

Serrated Edge
 Uncommon Wound is twice as effective.
Boosted Serrated Edge
Wound is twice as effective and Cripple reduces damage by 50%.

Shell
 Uncommon If you are outnumbered, gain 4 Defense and 3 Counter at the end of your turn.
Thorny Shell
If you are outnumbered, gain 6 Defense and 4 Counter at the end of your turn.

Skeletal Suspension
 Uncommon At the end of your turn, gain Defense equal to 50% of your Combo.
Stone Skeletal Suspension
At the end of your turn, gain Defense equal to 75% of your Combo.

Wounding Barbs
 Uncommon Your first attack each battle applies 3 Wound.
Deep Wounding Barbs
Your first attack each battle applies 4 Wound.

Bloody Mess
 Rare At the start of each turn, apply 1 Bleed to all enemies.
Savage Bloody Mess
At the start of each turn, apply 2 Bleed to all enemies.

Cloister
 Rare Deal 2 bonus damage while you have any Defence.
Boosted Cloister
Deal 3 bonus damage while you have any Defence.

Clot Hammer
 Rare Attacking targets affected by Bleed grants 2 Defence.
Stone Clot Hammer
Attacking targets affected by Bleed grants 3 Defence.

Counter Band
 Rare Whenever you prevent all damage from an attack, gain 2 Combo.
Rival's Counter Band
Whenever you prevent all damage from an attack, gain 3 Combo.
Scan Code  Rare At the start of each battle, apply 3 Scanned to a random enemy.

Booster Clamp
 Boss Gain 1 action at the start of your turn. Enemies no longer surrender.
Visionary Booster Clamp
Gain 1 action and draw 2 cards at the start of your turn. Enemies no longer surrender.

Calamity Jar
 Boss Gain 1 action at the start of your turn. You can no longer own a pet.
Visionary Calamity Jar
Gain 1 action and draw a card at the start of your turn. You can no longer own a pet.

Dangerous Bulb
 Boss Gain 1 action at the start of your turn. Take 3 damage at the end of every turn.
Visionary Dangerous Bulb
Gain 1 action and draw a card at the start of your turn. Take 3 damage at the end of every turn.

Quick Charger
 Boss At the start of your turn, reduce the cost of a random card in your hand by 1 until played.
Boosted Quick Charger
At the start of your turn, reduce the cost of a random card in your hand by 2 until played.

Quick Strap
 Boss Gain 1 action at the start of your turn. Battle card upgrades now have 1 option fewer.
Visionary Quick Strap
Gain 1 action and draw a card at the start of your turn. Battle card upgrades now have 1 option fewer.

Ether Hook
 Unique At the start of each battle, Improvise+ a random Ability card, it costs 0 until played. Unupgradable

Fused Collider
 Unique All cards have a random cost between 0 and 2 and change cost when played or at the end of your turn. Unupgradable

Maelstrom Spine
 Unique Whenever you shuffle your deck, deal 4 damage to all enemies. Unupgradable

Merged Glass
 Unique Defense is halved instead of removed at the start of your turn. Unupgradable

Tomb Relic
 Unique At the start of each turn, gain 1 action for every 6 cards in your discard. Unupgradable

Torrid Clone
 Unique The first card you play each turn is played twice. Unupgradable

Void Chain
 Unique At the start of each battle, a random creature joins your team for the duration of the battle. Unupgradable

Wraith Needle
 Unique Whenever you Expend a card, Improvise a random card. Unupgradable

Negotiation Grafts[]

Graft Rarity Installed Effect Upgrade Upgraded Effect

Cerebral Stimulants
 Common Draw one extra card per turn.
Visionary Cerebral Stimulants
Draw 2 extra cards per turn.

Cludger
 Common At the start of each turn, steal up to 4 Composure from a random enemy target.
Stone Cludger
At the start of each turn, steal up to 6 Composure from a random enemy target.

Keenskin
 Common Gain 2 Composure whenever an opponent's argument is dismissed by a card.
Stone Keenskin
Gain 4 Composure whenever an opponent's argument is dismissed by a card.
Pocket Bomb  Common Whenever you shuffle your deck, deal 3 damage to a random opponent argument. Boosted Pocket Bomb Whenever you shuffle your deck, deal 4 damage to a random opponent argument.

Reflexor: Heads
 Common At the start of each turn, Rig 2 Heads.
Boosted Reflexor: Heads
At the start of each turn, Rig 4 Heads.

Reflexor: Snails
 Common At the start of each turn, Rig 2 Snails.
Boosted Reflexor: Snails
At the start of each turn, Rig 4 Snails.

Shrieker
 Common Deal 1 damage to all enemy targets at the beginning of your turn.
Boosted Shrieker
Deal 2 damage to all enemy targets at the beginning of your turn.

Chemical Regulator
 Uncommon When installed, upgrade 3 random negotiation cards.
Boosted Chemical Regulator
When installed, upgrade 3 additional random negotiation cards.

Disruptive Glanworm
 Uncommon Start each negotiation with 2 Dominance.
Assertive Glanworm
Start each negotiation with 4 Dominance.
Frontal Goad  Uncommon All friendly arguments come into play with 2 bonus resolve.

Luminjectors
 Uncommon One of your arguments gains 2 resolve at the beginning of your turn.
Boosted Luminjectors
One of your arguments gains 3 resolve at the beginning of your turn.

Midbrain Padding
 Uncommon Apply 1 Composure on all arguments at the end of your turn.
Stone Midbrain Padding
Apply 2 Composure on all arguments at the end of your turn.

Mind Spool
 Rare Draw 3 extra cards at the start of your turn. At the end of your turn, take 1 damage for every card in your hand above 3.
Visionary Mind Spool
Draw 4 extra cards at the start of your turn. At the end of your turn, take 1 damage for every card in your hand above 3.

Pons Mite
 Rare Increase the maximum damage of all cards by 1.
Boosted Pons Mite
Increase the maximum damage of all cards by 2.
Weighted Coin  Rare Every 5th time you Gamble, gain 1 action. Boosted Weighted Coin Every 4th time you Gamble, gain 1 action.

Brain Spur
 Rare Your first card played every turn also damages an additional random enemy argument.
Wide Brain Spur
Your first card played every turn also damages additional 2 random enemy arguments.

Coactive Orbslug
 Boss Whenever you gain Influence, deal 2 damage to a random enemy argument.
Boosted Coactive Orbslug
Whenever you gain Influence, deal 3 damage to a random enemy argument.

Contractor
 Boss Whenever you gain Dominance, deal 1 damage to all enemy targets.
Boosted Contractor
Whenever you gain Dominance, deal 2 damage to all enemy targets.

Distributed Processing
 Boss Whenever you draw a Status card, draw a card.
Boosted Distributed Processing
Whenever you draw a Status card, draw a card.
50% chance to Expend the Status card.

Interior Drill
 Boss At the start of your turn, reduce the cost of a random card in your hand by 1 until played.
Boosted Interior Drill
At the start of your turn, reduce the cost of a random card in your hand by 2 until played.

Roller Drum
 Boss Gain 1 action at the start of your turn. All Hostility cards deal 50% less damage.
Visionary Roller Drum
Gain 1 action and draw a card at the start of your turn. All Hostility cards deal 50% less damage.
Shrokian Glamour Stones  Boss Gain 1 action at the start of your turn, bystanders and pets no longer assist you in negotiations. Visionary Glamour Stones Gain 1 action and draw a card at the start of your turn, bystanders and pets no longer assist you in negotiations.

Three Fingers
 Boss Gain 1 action at the start of your turn. When installed, 2 random people will hate you.
Visionary Three Fingers
Gain 1 action and draw a card at the start of your turn. When installed, 2 random people will hate you.

Collapsing Defeat
 Unique Whenever you fully mitigate damage, Incept 1 Doubt. Unupgradable

Critical Expanse
 Unique At the start of each turn, draw one extra card for each card in your hand at the end of last turn. Unupgradable

Dynamic Reset
 Unique At the start of each turn, discard any number of cards and draw that many new cards. Unupgradable

Flawless Casualty
 Unique While you have no arguments, all your cards deal double damage. Unupgradable

Force Compression
 Unique All cards that cost more than 1 action cost 1 action instead. Unupgradable

Immaculate Swarm
 Unique All cards deal 1 bonus damage per friendly argument. Unupgradable

Parlous Concept
 Unique Whenever you shuffle your deck, Improvise a random uncommon or rare card, it costs 1 less. Unupgradable

Twinned Conquest
 Unique Duplicate the first argument you create each turn. Unupgradable
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