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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.
List of Boons[]
Boon | Effect | Source | Notes |
---|---|---|---|
![]() Bolstered Health |
+2 Max Health | Generic Boon (High Combat Strength) | Gaining this boon will also gain 2 Health, while losing this boon does not cause the Health to change. |
![]() Bolstered Resolve |
+2 Max Resolve | Generic Boon (High Renown) | Gaining this boon will also gain 2 Resolve, while losing this boon does not cause the Resolve to change. |
![]() Authorization |
Once per day, an Admiralty member will assist in combat or negotiation. | Admiralty Clerk | This allows the player to bribe an Admiralty for free, making them help you negotiate or fight. |
![]() Piece of the Pie |
At the start of each day, receive 75 Shills. | Admiralty Goon | |
![]() Sparring |
Gain 1 Defense on all cards that apply Defense. | Admiralty Guard,
Admiralty Patrol Leader |
Brawl mode: Cost 200 to gift (change from Liked to Loved) |
![]() Commander |
All allies gain +5 max HP in combat. | Admiralty Patrol Leader,
Admiralty Guard |
Brawl mode: Cost 150 to gift (change from Liked to Loved) |
![]() Informant |
At the start of every negotiation, incept 5 Planted Evidence for your opponent | Admiralty Investigator | |
![]() Doze Bug |
Gain +5 max HP each night after sleeping. | Bilebroker Chemist | |
![]() Inoculated |
Whenever you draw a Parasite card, restore 2 Health or Resolve. | Bogger Cultivator | Whether health or resolve is restored depends on whether it's a negotiation or a battle. |
![]() Bogger Pauldrons |
At the end of your turn, gain 1-3 Defense. | Bogger Clobber | |
![]() Voice of the People |
Start all negotiations with the Argument Voice of the People. | Civilian Laborer | Voice of the People has 4 Resolve and deals 2n damage each turn, where n is equal to the stacks on this argument. |
![]() Heavy Lifting |
Start each fight with 4 Defend and 2 Temporary Power. | Civilian Heavy Laborer | |
![]() Authority |
Adds a random authority card to your draw pile at the start of every negotiation. | Civilian Foreman | |
Celebrity | At the start of each negotiation, gain 3 Renown and 2 Influence. | Civilian Socialite | |
![]() Haggle Badge |
You can negotiate for better quest rewards. | Civilian Wealthy Merchant | Only applies to side Quests. (Meaning useless in Brawl mode)
You can talk to the giver and negotiate for a better reward. See Haggling. |
![]() Mixology |
Restore 4 additional Resolve when drinking. | Civilian Bartender | |
![]() Top Shelf |
Restore an additional 6 resolve when drinking. | Hebbel | |
![]() Bio-Feedback |
Status cards cost 1 less. | Cult of Hesh Priest | |
![]() Grace of Hesh |
Restore 3 Health whenever you win a negotiation. | Cult of Hesh Zealot | |
![]() Bell of Hesh |
Draw an additional card at the start of each negotiation. | Cult of Hesh Luminari | |
Throng | The first argument you create each negotiation has 2 bonus resolve. | Cult of Hesh Luminitiate | |
![]() Bargaining |
All shop purchases cost 20 Shills less. | Jakes Dockhand
Jakes Dodgy Scavenger |
Applies after multipliers.
Cannot drop prices below 1. |
![]() First Aid |
Whenever you remove a Debuff, Heal 5 Health. | Jakes Smuggler | |
![]() Quality Materials |
Whenever you use an item, also gain 2 Defend | Jakes Lifter | |
Envoy Pendant | The first Diplomacy card you play each negotiation costs 1 less action. | Rentorians Foreman | |
![]() Morale Boost |
At the end of their turn, surrendered allies gain 10% of their max health. | Rise Rebel | |
![]() Propaganda Machine |
Start every negotiation with 1 Influence | Rise Pamphleteer | |
![]() War Machine |
Once per day, you can request an RPG from a member of the Rise. | Rise Radical | You can request multiple RPGs from the same person if you have multiple of this boon.
You can only request an RPG from someone who is neutral or higher to you. |
![]() Torpor Fiend |
Sleeping grants full Experience on a random card. | Spark Baron Taskmaster | Can be a negotiation card or a battle card.
Can be a Hatch card(likely will get fixed). |
![]() Spark Visor |
Mark 1 random enemy at the start of your turn. Attacking that enemy grants 3 Defend. | Spark Baron Professional | |
![]() |
Receive a random item card every morning. | Spark Barons Security Guard | Brawl mode: Give 100 shills to change from Liked to Loved |
![]() Surprise Attack |
Gain 1 action point at the start of combat. | Spree Thief | |
![]() King Hit |
Your first attack in combat deals +4 damage. | Spree Thug | |
![]() Regimented |
All bandit allies have +10 max HP in combat. | Spree Raider | |
![]() Savagery |
+1 Bleed to all cards that apply Bleed. | Spree Captain | |
Cozy | Gain 2 maximum resolve and 2 maximum health. | Fssh | |
Hard Knocks | After playing 10 cards, your next attack deals 8 bonus damage. | Brut | |
![]() System Shock |
If you didn't attack last turn, gain 2 Temporary Power. | Sparky | |
![]() Drone Mastery |
Allied mechs have 10 additional max Health. | Jeol | |
![]() Sharpened Blades |
All your attacks apply 2 Bleed on your first turn of battle. | Zyn | |
![]() Steady Hands |
Every 3rd turn in battle, draw 3 additional cards. | Hanbi | |
![]() Admiralty Medals |
All friendly arguments gain 1 Composure at the start of your turn | Oolo | |
![]() Chieftain |
All allied Spree gain +2 Power at the start of combat. | Nadan | |
![]() Rentorian Battle Armor |
Gain 3 Power at the start of each battle. Lose 3 Power the first time you take any damage. | Threekwa | |
![]() Heshian Armature |
Whenever you gain Fully Charged, gain 2 Overcharge. | Gorgula | |
![]() On The List |
All friendly arguments come into play with 1 additional resolve. | Arint | |
![]() Gear Head |
Heal 1 health at the start of your turn if you took no damage last turn. | Flekfis | |
![]() Scheme |
At the start of each negotiation, gain either 3 Influence or Dominance. Chosen randomly. | Fellemo | |
Excavator | The first item card you play in battle is played twice | Kalandra | |
Fan Mail | At the start of each day, receive 100 shills. | Theroux | |
![]() People Person |
Gain +2 Influence and Dominance at the start of every negotiation. | Sal | |
![]() Grumpy Scowl |
At the start of each negotiation, gain 2 Heated. | Rook | |
![]() Talisman |
Whenever you draw a Parasite card, draw a card. | Grimdellia | |
![]() Weapons Expert |
The first attack card you play each fight costs 0. | Frizz |
List of Banes[]
Bane | Effect | Source | Notes |
---|---|---|---|
![]() Shakey |
-2 max resolve. | Generic Bane | Also reduces resolve when gained. Increase resolve when removed. |
![]() Red Tape |
Admiralty will not assist in combat or negotiations. | Admiralty Clerk | This only prevents the player from bribing Admiralty. Admiralty can still assist through other means |
![]() Hunted |
Enemy Admiralty gain 1 Power at the start of combat. | Admiralty Goon | |
![]() Bully |
Lose 1 Defense on all cards that apply Defense. | Admiralty Guard,
Admiralty Patrol Leader (Experimental) |
|
![]() Spiked Drink |
Add 1 Ulcer card whenever you drink. | Bilebroker Chemist | |
![]() Bog Sensitive |
Whenever you draw a Parasite card, take 2 damage. | Bogger Cultivator | |
![]() Concussed |
If you draw more than 4 cards on your turn, your core argument take 3 damage. | Bogger Clobber | |
![]() Elitist |
Civilians you first meet will dislike you. | Civilian Laborer | Only applies to civilians that you directly talks to that you haven't met before. |
![]() Blacklisted |
At the start of each negotiation, discard one random card. | Civilian Foreman | |
Ostracized | At the start of each negotiation, you gain 2 Vulnerability. | Civilian Socialite | |
![]() Bad Credit |
All shop purchases cost 20 Shills more. | Civilian Wealthy Merchant | |
![]() Tainted Supply |
Drinking adds an additional drunk card. | Civilian Bartender | When drinking, get two copies of Tipsy and Slurred Speech. |
![]() Bad Faith |
At the start of each fight, add a Gnarled Effigy to your draw pile. | Cult of Hesh Priest | This could actually be beneficial to Smith, since he can still moxie from the damage caused by Gnarled Effigy. |
![]() Heshian Obscenity |
Your maximum hand size in negotiations is reduced by 2. | Cult of Hesh Zealot | The default maximum hand size is 10. |
![]() Curse of Hesh |
Lose 1 action and draw a card on your first turn of battle. | Cult of Hesh Luminari | Apparently, not all banes are strictly bad. |
![]() Thin Skin |
The first time you take damage in a fight, gain 2 wound. | Jakes Dockhand | |
![]() Fragile Health |
Take 2 damage any time a debuff is applied to you. | Jakes Smuggler | |
![]() Back of the Line |
All items lose 1 use when added to your deck. (minimum of 1 use) | Jakes Lifter | |
![]() Civil Unrest |
All Allies start combat with a higher amount of Panic. | Rise Rebel | |
![]() Slander |
Lose 2 max Resolve whenever you murder a member of the Rise. | Rise Pamphleteer | You can murder the source of the bane without being affected by it.
This effect applies even if you murder someone in an isolated fight. This effect doesn't apply if they "die from an accident". |
![]() Depleted |
At the start of each battle, discard one random card. | Rise Radical | |
![]() Sketchy Equipment |
Take 1 damage whenever you play an item card in a battle. | Spark Baron Security Guard | |
![]() Crisis |
All allies lose morale at the start of your turn | Spark Baron Taskmaster | |
![]() Faulty Armor |
Start each battle with 2 Exposed. | Spark Baron Professional | |
![]() Outwitted |
Pins 1 card at the start of combat | Spree Thief | |
![]() Marked |
Enemy Spree join fights with less Panic. | Spree Thug | |
![]() Brutality |
Status cards cost 1 more. | Spree Raider | |
![]() Terrorized |
2 random Spree will dislike you. | Spree Captain | The Sprees affected by this bane will still dislike you even if this bane is gone. |
Shellshock | At the end of every turn, lose 2 Defense. | Brut | |
Rattled | Enemy attacks against you deal 1 bonus damage if you have Impair. | Fralx | |
![]() Short Circuit |
Take 2 damage whenever you gain Power. | Sparky | |
![]() Drone Supplier |
Combat Drone cards cost 1 additional action. | Jeol | |
![]() Hemophiliac |
Bleed cards deal 2 bonus damage to you. | Zyn | |
![]() Fumbling Fingers |
Every 3rd turn in battle, discard a random card from your hand. | Hanbi | |
![]() Wrong Papers |
At the start of every negotiation, gain 2 Flustered. | Oolo | |
![]() Kill List |
All enemy Spree gain +2 Power at the start of combat. | Nadan | |
![]() Informed Enemies |
Take 2 damage every time you play a card on the first turn of battle. | Threekwa | |
![]() Gremlins |
At the end of your first turn each battle, take 2 damage per charge. | Gorgula | |
![]() Faulty Connections |
All friendly arguments come into play with 1 less resolve. | Arint | |
![]() Wrenched |
The first card played every battle costs 1 additional action to play. | Flekfis | |
![]() Scandal |
At the beginning of every negotiation, lose 1 maximum resolve permanently. | Fellemo | |
![]() Buried |
At the start of each battle, gain 2 Impair. | Kalandra | |
![]() Wrong Side |
At the start of each negotiation, gain 1 Doubt. | Sal | |
![]() Contagious |
Gain a random Parasite card. | Rook | Actually only adds Twig to the player deck.
The parasite stays even if this bane is removed. |
![]() Bogling |
Whenever you draw a Parasite in negotiation or battle, discard a random card. | Grimdellia | |
![]() Treachery |
You can no longer gain any Defend on your first turn of battle. | Frizz |
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:
Admiralty | Spree | Bilebrokers | Boggers | Cult of Hesh | Deltreans | Civilians | Grifters | Jakes | Rentorians | Rise | Spark Barons | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Admiralty | Loved | Hated | Neutral | Neutral | Disliked | Loved | Liked | Neutral | Liked | Neutral | Neutral | Disliked |
Spree | Hated | Loved | Disliked | Neutral | Hated | Neutral | Hated | Neutral | Neutral | Neutral | Neutral | Hated |
Bilebrokers | Neutral | Disliked | Loved | Neutral | Neutral | Neutral | Neutral | Neutral | Liked | Neutral | Neutral | Neutral |
Boggers | Neutral | Neutral | Neutral | Loved | Neutral | Neutral | Disliked | Neutral | Neutral | Neutral | Disliked | Disliked |
Cult of Hesh | Disliked | Hated | Neutral | Neutral | Loved | Liked | Liked | Neutral | Neutral | Neutral | Neutral | Disliked |
Deltreans | Loved | Neutral | Neutral | Neutral | Liked | Loved | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral |
Civilian | Liked | Hated | Neutral | Disliked | Liked | Neutral | Loved | Neutral | Neutral | Neutral | Neutral | Liked |
Grifters | Grifters | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Loved | Neutral | Neutral | Neutral | Neutral |
Jakes | Liked | Neutral | Liked | Neutral | Neutral | Neutral | Neutral | Neutral | Loved | Neutral | Neutral | Neutral |
Rentorians | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Loved | Neutral | Neutral |
Rise | Neutral | Neutral | Neutral | Disliked | Neutral | Neutral | Neutral | Neutral | Neutral | Neutral | Loved | Hated |
Spark Barons | Disliked | Hated | Neutral | Disliked | Disliked | Neutral | Liked | Neutral | Neutral | Neutral | Hated | Loved |