Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Camp

Research

The camp's research tree. Every study of Court crystal, Choir brine-glass and craft, what it needs, what it costs and what it opens.

How a study works

Research happens at the study hut, a facility the camp builds first. An exile on the Study order puts in 1 work point a week plus their level in the study's skill. A study's materials are paid when the first week of work begins. Several exiles can work the same study.

Studies sit in 5 strands and come in steps: a study can only start once the studies it needs are done. There are 19 in all.

Alien study

StudyNeedsSkillMaterialsWorkOpens
Court Crystal
First studies
-Lore & Languages 1+2 Court crystal8How the Court grows its crystal: opens the crystal studies.
Brine-Glass
First studies
-Lore & Languages 1+2 Choir brine-glass8What the Choir's glass remembers: opens the brine studies.
Glass Fletching
Second step
Brine-GlassLore & Languages 2+2 Choir brine-glass8Brine-glass points: 2 a batch.

Crowns

StudyNeedsSkillMaterialsWorkOpens
Crown Lattice
Second step
Court CrystalPower & Electronics 2+4 Court crystal16The crown forge: forge Tier I crowns.
Tuned Lattice
Third step
Crown Lattice, Brine-GlassPower & Electronics 3+6 Court crystal, 3 Choir brine-glass18Re-forge a Tier I crown into Tier II.
Resonant Lattice
Fourth step
Tuned Lattice, Cell ResonancePower & Electronics 3+10 Court crystal, 6 Choir brine-glass, 1 power cell28Re-forge a Tier II crown into Tier III.

Cells and salvage

StudyNeedsSkillMaterialsWorkOpens
Salvage Bench
First studies
-Power & Electronics 2+1 Court crystal10The salvage bench: a rifle comes home damaged, not lost, from a won mission. Repair it.
Cell Resonance
Second step
Court CrystalPower & Electronics 3+3 Court crystal14The charging frame: recharge spent power cells.
Rift Pharmacy
Second step
Brine-GlassMedicine 3+2 Choir brine-glass10Refill empty Rift med-kits at the apothecary.
Deep Charge
Third step
Cell ResonancePower & Electronics 4+3 Court crystal, 2 Choir brine-glass20The rifle carries a cell more every mission.

Crafting

StudyNeedsSkillMaterialsWorkOpens
Bellows
First studies
-Earth Sciences 2+nothing8The forge's bellows: iron recipes take 1 less work.
Draught Kiln
First studies
-Engineering 2+nothing6The kiln's draught: 3 charcoal a batch, 2 clay shot.
Herbal Lore
First studies
-Life Sciences 2+nothing6The apothecary's drying loft: 2 poultices or tonics a batch.
Lattice Iron
Second step
Court Crystal, BellowsLore & Languages 2+2 Court crystal12Lattice-iron points: +1 damage that never shatters.

Camp and field

StudyNeedsSkillMaterialsWorkOpens
Fieldworks
First studies
-Engineering 1+nothing6The ditch and the gate.
Drill Manuals
First studies
-Combat Arts 2+nothing8The yard teaches up to Flare, and a trainer takes 3.
Watch Towers
Second step
FieldworksEngineering 2+nothing8Watch towers on the works: high ground, and a week's warning.
Outpost Logistics
Second step
FieldworksCommand 2+nothing10A third outpost.
Crystal Ward
Third step
Cell Resonance, FieldworksLore & Languages 3+4 Court crystal18The crystal ward: a strike on the site comes a force weaker.

What the strands are for

  • Alien study is where it starts: Court crystal and brine-glass, which open almost everything else.
  • Crowns leads to the crown forge: first making Tier I crowns, then re-forging them up a tier at a time.
  • Cells and salvage keeps the future's tools working: recharging power cells, repairing rifles, refilling med-kits.
  • Crafting improves the workshop: the forge's bellows, the kiln's draught, the drying loft, lattice-iron points.
  • Camp and field builds the camp up: ditches and gates, watch towers, a third outpost, the crystal ward and a better training yard.