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

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.
| Rank | What the exile has |
|---|---|
| Glimmer | Mend |
| Spark | Steadying Mend |
| Flare | Far Mend or Rime Ward |
| Beacon | Wellspring or Hold Fast |
| Zenith | Second Life or Take the Wound |
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.
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.
At the branch point Mend becomes either Reach, which spreads thinner healing wider, or Ward, which protects before the blow lands.
| Branch | Flare → Beacon → Zenith |
|---|---|
| Reach | Far Mend → Wellspring → Second Life |
| Ward | Rime Ward → Hold Fast → Take the Wound |

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

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.

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

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.

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

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

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.

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).