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

The war

The war around the exiles in Messalith: strikes against held regions and the camp, the rival war between Court and Choir, new arrivals and how it ends.

Strikes

The powers strike back. Every 4 weeks each power strikes one region the exiles hold on its border, choosing the weakest. The Choir and the Court strike in different weeks, so a defence comes at most every other week.

  • The force is the garrison of the power's strongest neighbouring region, less 1 for every point of the exiles' garrison there above the first. Defences built at the site blunt it further.
  • Answer it and it becomes a defence mission: hold for 8 rounds or beat the force. Lose, and the region falls.
  • Ignore it and the region falls after the squad's next mission, whatever that mission was.
  • Outposts draw strikes. A region with an outpost counts as weaker when the powers choose a target.
  • Warning: strikes normally come without warning. Holding Stormlantern, or a watch tower or watch post at the site, shows them a week early.

The camp

The camp can take 2 hits before it can fall. A lost or ignored defence of the camp costs it one. It mends a hit every 4 weeks after the last one, and a palisade lets it take one more. Only a defence lost with no hits left ends the campaign. The first time a Court strike breaks into the camp or takes a held region, a story mission opens. See campaign missions.

The rival war

The Court and the Choir fight each other too. In any week there is a 50% chance that one takes a border region from the other: the weakest one it can reach, never one with a fortified place in it. Both sides' garrisons there drop by 1. Watch for it. A region the powers have just fought over is the cheapest one to take.

New exiles

  • A stray finds the camp every 2 weeks, whatever the map looks like.
  • Refuges send one every 3 weeks once they have joined.
  • The Receiving House, once taken, sends the Rift's arrivals to the camp.
  • Causeway's pens free a group of exiles at once when it falls.
  • Story missions can bring freed captives home.

How it ends

  • Victory: Saltcrown and the Deep Chantry have both fallen. The campaign can carry on after it.
  • Defeat: the camp falls, or no exile is left to send.