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.

Crafting

Items

Everything the workshop makes for the field. Kit, weapons, points and edges, sidearms and the field pack, and what quality does to each.

The loadout

Gear comes out of the stockpile at squad select. Each exile takes their main weapon with points or an edge on it, a knife as a sidearm if the store has one, a field pack, and 2 kit slots, 3 with the pack. The rifle's carrier puts points on their spear. An opened kit item never goes back to the store.

Kit

Kit is used from the action bar in a fight. Ammunition and antiseptic work on their own, with no action.

ItemWhat it doesUsesCostsBy quality (crude / standard / fine / masterwork)
Dressing kitHeal 2: self or a wounded mate beside you. It takes the turn. It can't get a downed mate up.1the turnamount 1 / 2 / 3 / 4
Splint and tourniquetA downed mate bleeds out a turn later. Saves lives, never revives.11 APuses 1 / 1 / 2 / 3
Antiseptic spiritThe carrier's next heal on anyone is +1.1freeamount 1 / 1 / 2 / 3
Herbal poulticeHeal 3 over the next two squad turns.11 APamount 2 / 3 / 4 / 5
Bitter tonicRestore 10 Will (the Dirge's bite first, like a Mend). Once per mission per exile.11 APamount 5 / 10 / 15 / 20
Broadhead arrows+1 damage on the next 3 arrows.3freeuses 2 / 3 / 4 / 5
Fire arrowsSet a tile you can see alight for 2 turns: it burns whoever stands there and blocks movement.2the turnuses 1 / 2 / 3 / 4
Fired clay shotTrue round shot: +5 Aim on the next 3 throws.3freeuses 2 / 3 / 4 / 5
Iron shot+1 damage on the next 3 throws.3freeuses 2 / 3 / 4 / 5
Rift med-kitRift salvage: heal 4, self or a mate beside you. It can't get a downed mate up.11 AP-

Dressing kits, poultices and med-kits heal, and never get a downed mate up. Only a Mend or a trained medic's Field Dressing does that. A fire arrow sets a tile alight for 2 rounds: whoever stands there takes 2 at once and 1 each round they stay, nobody can step into it, and scrub or a fallen log on it burns away. A bitter tonic works once per exile per mission.

Weapons

WeaponWhat it isRange (best)DamageBy quality (crude / standard / fine / masterwork)
Atlatl and dartsA spear-thrower: between sling and bow, and better the more Combat Arts.12 (7)3-4damage -1 / 0 / +1 / +1
Composite bowHorn and sinew: a longer reach than the bow.16 (10)2-4damage -1 / 0 / +1 / +1

Points and edges

PointsWhat they doFitBy quality (crude / standard / fine / masterwork)
Bone and horn pointsBows and the atlatl reach a tile further.bow, composite bow, atlatldamage -1 / 0 / +1 / +1
Iron spearheadThe rifle carrier's spear: +1 damage.spear, knifedamage -1 / 0 / +1 / +1
Court crystal edges+2 damage, until the edges shatter after a few hits.bow, composite bow, atlatl, spear, knifehits before it breaks 2 / 3 / 4 / 5
Brine-glass pointsArrows, darts and shot ignore half cover.bow, composite bow, atlatl, slingdamage -1 / 0 / +1 / +1
Lattice-iron pointsIron grown through Court crystal: +1 damage that never shatters.bow, composite bow, atlatl, spear, knifedamage -1 / 0 / +1 / +1

What each kind of edge does, and what it fits:

EdgeEffectFits
Stoneplain-
Bone and horn+1 rangebow, composite bow, atlatl
Iron+1 damagespear, knife
Court crystal+2 damage, shatters after 3 hitsbow, composite bow, atlatl, spear, knife
Brine-glasshalf cover doesn't countbow, composite bow, atlatl, sling
Lattice iron+1 damagebow, composite bow, atlatl, spear, knife

Sidearms

SidearmWhat it isFights asBy quality (crude / standard / fine / masterwork)
Flint knifeA melee backup for any exile.Knifedamage -1 / 0 / +1 / +1
Iron knifeA melee backup: +1 damage.Knifedamage -1 / 0 / +1 / +1

The field pack

PackWhat it doesBy quality (crude / standard / fine / masterwork)
Field packA third kit slot.-