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.

Disciplines

Disciplines and powers

The four psychic disciplines in Messalith, how powers change form from Glimmer to Zenith, the branch choices, and every form's Will, cooldown and reach.

A crown wakes one of four disciplines. Shapers move stone by force. Menders close wounds and pull the downed back up. Seers see through rock and help the squad shoot straight. Voices get into the enemy's mind. An exile who wears no crown is Uncrowned, and carries the squad's salvage.

Powers that change in kind

A psychic's powers don't just get bigger as they rank up. They change form: a single target becomes an area, a heal at touch becomes a heal at range, a whisper becomes a command. At one rank per power the player chooses a branch, and that choice sets the power's form for every rank above it. The branches do different jobs, so the choice is about what the squad needs.

  • The rank that counts is the exile's working rank in that discipline: the lowest of their potential, their training and their crown's cap. See experience and ranks.
  • Until a branch is chosen, the power stays at its form from the rank below the branch point. An owed choice never stops anyone deploying.
  • The first choice is free. Changing it later costs a week of retraining and a missed mission.

Paying for powers

Every power costs Will, paid on the cast. Prices come in whole steps of 10. Cheap forms stay castable under the Brine Choir's Dirge, whose floor is 10. The bigger ones have to be budgeted, and the Dirge silences them. A cooldown is the number of turns before the power can be used again. A power either costs 1 AP or ends the turn. See Will.

Every form

FormDisciplineRankBranchWillCooldownAPReach
HurlShaperSpark-202ends the turnrange 7
Scree BurstShaperFlareScatter202ends the turnrange 7
Driven StoneShaperFlarePierce202ends the turnrange 9
RockfallShaperBeaconScatter303ends the turnrange 7
WrenchShaperBeaconPierce2031 APrange 6
LandslideShaperZenithScatter404ends the turnrange 8
AloftShaperZenithPierce4041 APrange 7
Raise StoneShaperFlare-2031 APrange 5
RampartShaperBeaconWall3031 APrange 5
UpheavalShaperBeaconUpheaval2031 APrange 5
Standing RingShaperZenithWall4041 APrange 5
Fault LineShaperZenithUpheaval304ends the turnrange 7
MendMenderGlimmer-10-1 APtouch
Steadying MendMenderSpark-10-1 APtouch
Far MendMenderFlareReach10-1 APreach 4
Rime WardMenderFlareWard10-1 APtouch
WellspringMenderBeaconReach3021 APtouch
Hold FastMenderBeaconWard2031 APtouch
Second LifeMenderZenithReach4051 APreach 3
Take the WoundMenderZenithWard3031 APtouch
UnveilSeerSpark-2041 APradius 16
SightlineSeerFlareFar2031 APrange 24
VigilSeerFlareWatch2041 APradius 10
Marked QuarrySeerBeaconFar2031 APrange 20
Shared SightSeerBeaconWatch2031 APradius 4
Guided ShotSeerZenithFar303ends the turnweapon range
Long WatchSeerZenithWatch304ends the turnradius 6
MurmurVoiceGlimmer-1011 APrange 8
DreadVoiceSpark-2031 APrange 8
PhantomVoiceFlarePhantom2031 APrange 8
EchoVoiceFlareSound2031 APrange 12
HaltVoiceFlareCommand2031 APrange 10
VeilVoiceBeaconPhantom2031 APreach 6
FalteringVoiceBeaconSound3031 APrange 8
CompelVoiceBeaconCommand3041 APrange 10
Phantom HostVoiceZenithPhantom4041 APrange 8
CountersongVoiceZenithSound3041 APradius 6
DominateVoiceZenithCommand4051 APrange 10

In this section

  • ShaperForce and terrain. The Shaper throws stone, drags and lifts foes, and raises walls out of the ground. Every form, rank by rank.
  • MenderHealer and medic. The Mender knits wounds, clears panic and the Dirge, and brings the downed back to their feet. Every form, rank by rank.
  • SeerScout and sharpshooter. The Seer sees through rock and shadow and makes the whole squad's shots count. Every form, rank by rank.
  • VoiceMind and deception. The Voice plants doubt, fear and phantoms in enemy minds, and at the top can turn a foe for a turn. Every form, rank by rank.
  • UncrownedUncrowned exiles in Messalith: no psychic powers, but they carry the rifle, patch up the wounded with Field Dressing and keep the squad steady.