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.

Campaign

Places and sieges

The cities, strongholds and refuges on the map, the three-mission sieges, and what each place gives the exiles when it falls or joins.

Fortified places

The powers' capitals, cities and keeps are taken by siege. A siege is 3 missions, one stage at a time: the outer works, the walls and the citadel. Every stage must be won. Progress is kept between attempts, so a lost stage can be fought again later. Each stage past the outer works brings more enemies, and every stage brings the power's heaviest unit: a Lucent for the Court, a Bourdon for the Choir. Exiles still standing when a citadel falls earn extra experience.

When a fortified place falls, its effect fires, and every region of that power next to it loses 2 garrison.

PlaceRegionGarrisonTo take itWhat it is, and what taking it gives
Saltcrown
Capital, The Glass Court
The Stepping Stones53 missionsThe Glass Court's seat. Every crown in the west answers to it.
Every Glass Court garrison -2.
The Anvil
City, The Glass Court
The Iron Hills53 missionsWhere the crowns are forged from the hills' ore.
Unlocks Tier III crowns, the first at once, then another every 6 weeks.
Stormlantern
City, The Glass Court
The Old Shoulder43 missionsThe Court's eyes on the ocean and its signal line inland.
Every garrison on the map shows, and counter-attacks come with 1 week's warning.
The Span
City, The Glass Court
The Drop43 missionsThe Court's cell-works, where salvage is charged.
+3 power cells for the rifle on every mission.
Causeway
City, The Glass Court
The Burnt Hills43 missionsWhere taken exiles are counted and sent to the mines.
3 exiles freed from the pens at once.
The Receiving House
Keep, The Glass Court
Canyon of the Long River53 missionsNew exiles step out of the Rift into the Court's hands here.
A new exile every 2 weeks.
The Deep Chantry
Capital, The Brine Choir
The Bottom of the World53 missionsThe Choir's heart, where its voice is loudest.
Every Brine Choir garrison -2, and no Brine Choir counter-attacks for 6 weeks.
The Singing Mere
Stronghold, The Brine Choir
The Salt Deep4one missionFaces Saltcrown across the salt. The only way onto the ridge runs past it.
No special effect: it holds the ground.
The White Hollow
Stronghold, The Brine Choir
The Sunken Hearth3one missionThe Choir's nearest hold to the camp.
No special effect: it holds the ground.
The Last Pool
Stronghold, The Brine Choir
The Eastern Pans4one missionThe Choir's eastern reach.
No special effect: it holds the ground.

Strongholds with no siege are taken like any region: win the attack and they are yours.

Refuges

Free exiles hide in a few refuges. A refuge joins the exiles when they take its region, and then sends a new recruit every few weeks. Owl Hollow, near the Anvil, also shortens the Anvil's siege: with it, the walls are skipped and the citadel comes straight after the outer works. A refuge still under a power's hand is fought for in its own village.

PlaceRegionGarrisonTo take itWhat it is, and what taking it gives
Owl Hollow
Refuge, The exiles
The Iron Hills--Free exiles living within sight of the Anvil's smoke.
Joins when you take its region: a new exile every 3 weeks. The Anvil's siege needs 1 fewer mission.
High Shelter
Refuge, The exiles
The Snow Saddle--A refuge in the high passes.
Joins when you take its region: a new exile every 3 weeks.
The Ledge
Refuge, The exiles
The Lion Mountains--The most distant refuge.
Joins when you take its region: a new exile every 3 weeks.
The Camp
Camp, The exiles
The Joined Isles2-Home. It can take a few hits. If it falls, the campaign is lost.

Victory

The campaign is won when 2 places have fallen: Saltcrown, the Court's capital, and the Deep Chantry, the Choir's heart.