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

The week

What happens between one Messalith mission and the next: the debrief, XP and loot, then the weekly tick of outposts, work, wounds, news and the war.

After a mission

  1. The debrief. The dead go to the memorial and their bonded mates grieve. The rifle comes home, comes home damaged or is lost with its carrier. Exiles who deployed together grow closer, and a save in the field (a Mend, a dressing, a revive) closes the gap further.
  2. Experience. Every survivor's deeds become XP, and promotions are announced. A promotion can change a power's form, or ask for a branch choice.
  3. Loot. A won mission brings home what the squad found. See resources.

The weekly tick

  1. Outposts. Each pays its upkeep and sends its haul. Exiles travelling to or from one arrive. See outposts.
  2. Work orders. Everyone at camp works their standing order: gathering, crafting, building, studying, forging, fortifying, teaching or training. The squad that was in the field skips the week's work. See work orders.
  3. Held regions send their signature resource.
  4. Wounds heal by a week, faster with a staffed infirmary.
  5. Relationships drift, and the week's news goes in the camp log.
  6. The world moves. New exiles arrive, held forges send crowns, garrisons recover, the rival war turns over a region, and the powers announce their strikes. See the war.

What carries over

Everything is saved between missions: the roster and its relationships, the stores, the facilities, the research, the outposts and their staff, the crowns and the salvage, and the map. The campaign is ironman, so there is no going back to an earlier week.