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.

Rules

Attacks and damage

How a hit chance is built in Messalith, term by term: range, high ground, spotting, cover and Defence, then crits, damage, conduction and every weapon.

The hit chance

Every attack's chance to hit is the attacker's Aim with these added and taken away:

  • the weapon's own Aim modifier
  • range: 3 off for every whole tile past the weapon's best range (melee has no range penalty)
  • high ground: +10 for each level above the target, up to +20
  • a Seer spotting: +10 when any other standing Seer with Spotter can see the target
  • skill and traits: Combat Arts with primitive weapons, Power & Electronics with salvage, and the Romantic, Disgrace and Grief traits
  • an ability's bonus, such as Hurl's +15
  • powers on either side: a Voice's whispers, a Marked Quarry, a dazzling Glare
  • cover: the target's half or full cover, unless the weapon ignores it or the target is flanked
  • the target's Defence

The result is held between 5% and 95%. Nothing is ever certain, and nothing is ever hopeless. Hovering a target shows the whole breakdown before you commit.

Crits

A hit can be a critical hit. The base crit chance is 10%. Against a flanked target it rises by 50, and a Thrill-seeker adds their own. A crit adds 2 damage.

Damage

Damage is rolled evenly across the weapon's range. A crowned exile adds their crown's tier to every primitive weapon's damage, and a Shaper's Driving Force multiplies that by 2. Salvage never gets the bonus. See crowns, conduction and gear.

The dice always fall in the same order: the hit, then the crit, then the damage.

The squad's weapons

Range is in tiles, with the weapon's best range in brackets. Aim is the weapon's own modifier. Conduction says whether a crown adds to its damage.

WeaponRange (best)DamageAimCoverConductionNotes
Bow14 (8)2-40countsyes-
Sling10 (6)2-30countsyes-
Spearbeside it3-5+20ignores ityes-
Salvaged Rifle18 (12)4-6+10countsnoone power cell a shot

Every exile carries a bow or a sling unless they take the salvaged rifle. The squad has at most 1 rifle, and its carrier keeps a spear for when the cells run out. The workshop adds more:

WeaponRange (best)DamageAimCoverConductionNotes
Atlatl12 (7)3-40countsyes+1 Aim per Combat Arts level
Composite Bow16 (10)2-40countsyes-
Knifebeside it1-20ignores ityes-

The knife is a sidearm, carried beside the main weapon. Points and edges change these numbers again. See items.

Hurl, the thrown stone

A Shaper's Hurl uses the same hit and damage rules, as a primitive weapon with conduction:

WeaponRange (best)DamageAimCoverConductionNotes
Hurl7 (7)3-50countsyes-