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.

Exiles

Skills

The knowledge skills in Messalith, from Medicine to Command: the levels from None to Luminary, what each skill gives in a fight and what it does at camp.

Levels

Every recruit rates from 0 to 5 in each skill.

LevelWord
0None
1Hobbyist
2Trained
3Professional
4Expert
5Luminary

What each skill does

Skills mostly matter at camp, where they decide who can gather, make, build, study, forge and teach, how fast and how well. In a fight they give small edges and never outweigh a crown.

SkillIn battleAt camp
Medicine3+: Field Dressing, heal 2, 1 use a missionBuilds the apothecary, studies, tends the infirmary, makes 4 kinds of thing
Life Sciences-Gathers birch bark, gathers joint-pine, gathers plantain, makes bitter tonic and makes herbal poultice
Earth Sciences-Builds the bellows, builds the forge and bloomery, forges crowns, makes 5 kinds of thing
Engineering-Builds defences, builds the drying loft, builds the drying racks and tannery
Power & Electronics3+: +5 Aim with salvageBuilds the charging frame, builds the crown forge, builds the salvage bench, makes power cell and makes salvaged Rifle
Craft-Makes 9 kinds of thing
Survival3+: +1 SightBuilds defences, gathers bone, gathers charcoal
Combat Arts+2 Aim per level with primitive weaponsDrills and teaches, studies
Lore & Languages-Builds defences, studies, makes Court crystal edges and makes brine-glass points
Command4+: allies beside them +10 WillStudies

At camp, a worker puts in 1 work point a week plus their level in the order's skill, and a recipe's quality roll gets +10 for every level above the recipe's minimum. Only a Luminary can make a Masterwork. See work orders.