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

Mender

Healer and medic. The Mender knits wounds, clears panic and the Dirge, and brings the downed back to their feet. Every form, rank by rank.

Discipline

Mender

Menders keep the squad alive. A Mend heals, clears panic and lifts the Brine Choir's Dirge, and at touch it brings a downed mate back up. Mend's price sits at the Dirge's floor, so a Mender can still work when the song has silenced most of the squad.

RankWhat the exile has
GlimmerMend
SparkSteadying Mend
FlareFar Mend or Rime Ward
BeaconWellspring or Hold Fast
ZenithSecond Life or Take the Wound

Charges

Mend forms run on charges as well as Will. A Mender at Glimmer has 1 charge a mission, and from Spark up 3. Every Mend form spends one.

The revive exception

A Mender short of Will can always revive a downed mate at touch. She pays what Will she has, never more than plain Mend's price of 10, whatever form her Mend has taken. When one of the dearer forms is on cooldown, the Mend slot still works as a plain touch revive, so a Zenith Mender is never worse at getting someone up than a Glimmer one.

Mend

At the branch point Mend becomes either Reach, which spreads thinner healing wider, or Ward, which protects before the blow lands.

BranchFlare → Beacon → Zenith
ReachFar Mend → Wellspring → Second Life
WardRime Ward → Hold Fast → Take the Wound

Glimmer

Glimmer

Mend

10 Willno cooldown1 APtouch1 charge

Knit a mate's wounds at touch: +4 HP, clears panic and the Dirge, brings a downed mate back up.

Spark

Spark

Steadying Mend

10 Willno cooldown1 APtouch3 charges

Mend at touch (+4 HP, clears panic and the Dirge), and the calm stays: the mate and you hold +10 Will until your next turn.

Flare · the branch point

Flare · Reach branch

Far Mend

10 Willno cooldown1 APreach 43 charges

A thread of breath to a mate within 4 you can see: +2 HP, clears panic and the Dirge. Revives still need touch.

Flare · Ward branch

Rime Ward

10 Willno cooldown1 APtouch3 charges

Frost a mate at touch: +1 HP, clears panic and the Dirge, and the next hit before your turn takes 2 less and drains no Will.

Beacon

Beacon · Reach branch

Wellspring

30 Willcooldown 21 APtouch3 charges

Cast on yourself: every standing mate within 2 (you too) gets +2 HP and the Dirge lifted. One charge for all.

Beacon · Ward branch

Hold Fast

20 Willcooldown 31 APtouch3 charges

Steady a mate at touch until your next turn: the first blow that would drop them leaves them at 1 HP. Clears panic.

Zenith

Zenith · Reach branch

Second Life

40 Willcooldown 51 APreach 33 charges

Every downed mate within 3 rises at 3 HP, acting from the next turn. Pick any of them. Short of Will, only a touch revive.

Zenith · Ward branch

Take the Wound

30 Willcooldown 31 APtouch3 charges

Draw a mate's wounds into yourself: they rise or heal to full, clear of panic and the Dirge. You lose half that (never below 1).