The Messalith Wiki
How Messalith works, from the game's own rules and data: the world, a fight turn by turn, the exiles and their powers, the enemy, the campaign and the camp.
Messalith is a turn-based squad-tactics game set across Europe six million years ago. Exiles from a far future cross a one-way Rift, wake psychic powers through Neuro-Crowns and fight two off-world peoples for the land around a dried Mediterranean.
This wiki covers the game as it stands in the current build. The tables and figures are generated from the game's own data, so when a number changes in the game it changes here the next time the wiki is built. Anything the game doesn't do yet is left out.
New to it? Start with the Rift and the exiles, then turns and actions and Will. If you want the numbers, every power form is on the disciplines pages, every enemy on the enemies pages and every recipe in the crafting section.
Lore and world
The world of Messalith: the one-way Rift, the Neuro-Crowns, the dried sea, the two off-world peoples who got here first, and the life of the period.
Rules
How a fight in Messalith works, turn by turn: action points, sight and fog of war, cover and high ground, hit chances, Will, panic, falling and ranks.
Exiles
The people in the squad. Every Messalith recruit is generated with a past, a body, skills, a reason for leaving and a talent waiting for a crown.
Disciplines
The four psychic disciplines in Messalith, how powers change form from Glimmer to Zenith, the branch choices, and every form's Will, cooldown and reach.
Enemies
Every enemy in Messalith, from the Glass Court's Wardens to the Brine Choir's giant Bourdon: how the enemy thinks, how pods work and how a force is built.
Campaign
The Messalith campaign: a war for a lost Europe, region by region. The map, who holds what, the places worth taking, sieges, strikes and how it ends.
Camp
The exiles' camp in Messalith: work orders, outposts, research, the crown forge, the training yard and the defences that stand when a strike comes.
Crafting
The Messalith workshop: period materials and where they come from, the camp's facilities and work orders, every recipe, and every item for the field.
