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

Experience and ranks

Experience and ranks in Messalith: XP for deeds, the ranks from Glimmer to Zenith, what training adds, what caps a power, and branch choices.

Experience from deeds

Exiles earn experience (XP) for what they do in a mission, counted by the game as it happens:

DeedXP
Each enemy you bring down2
Each Mend or Field Dressing on a wounded mate1
Each downed mate you bring back up2
Free the captive2
Survive the mission (carried out downed counts)1
Be standing when the mission is won1
Be standing when a siege's citadel falls2

The debrief shows each survivor's XP and any promotion.

Ranks

There are 5 ranks above Dormant. The same names serve two jobs: a recruit's potential in each discipline, and their training rank, which rises with XP and never falls.

RankNameWhat it meansXP to reachTraining addsLowest crown
0DormantNothing to awaken---
1GlimmerPassives onlya crown+2 Aim, 0 HPTier I
2SparkFirst active ability5+4 Aim, +1 HPTier I
3FlareSecond active ability25+6 Aim, +1 HPTier II
4BeaconImproved abilities55+8 Aim, +2 HPTier III
5ZenithThe signature power95+10 Aim, +2 HPTier III
  • Glimmer comes from a crown. XP never gives Glimmer: it lifts an exile from nothing straight to the rank after it. Putting a crown on a new recruit wakes them to Glimmer for good.
  • Training makes a better soldier, crown or not: every rank adds Aim, and some ranks add HP. Training rank is also what the psychic powers grow with.
  • Veterans: the exiles a new camp starts with have lived through months of this already. They begin at Spark with 5 XP. Recruits who arrive later start at nothing.

What caps a power

An exile's working rank in a discipline is the lowest of three things:

  1. Potential: how far their talent goes in that discipline, fixed when they are generated. See recruits.
  2. Training: their training rank.
  3. The crown: the cap of the crown they wear, if it is attuned to that discipline. See Neuro-Crowns.

So a Zenith talent with a Tier I crown fights at Spark at most, however long they have served. An Awakened exile's strongest discipline works without a crown, up to Spark.

Powers that change as they grow

At each rank a psychic's powers change form. At one rank per power the player picks a branch, and the branch carries up the rest of the ladder. Until a branch is chosen, the power stays at the form below the branch point, so an owed choice never stops anyone deploying. The first choice is free. Changing it later costs the exile a week of retraining: Retraining takes the week: the exile sits out the next mission. Every form is on the disciplines pages.

The training yard

At camp, veterans can teach the green at the training yard. It is slower than the field, and it stops at a ceiling.