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

Walls, gates and buildings

How castles, Tuatha city walls, the exiles' palisades and Firbolg salt walls work in a fight: cover, sight, the walk on top, gates and what breaks.

Walls, towers, gates and buildings are made of pieces laid on the grid, and they play exactly as they look. There are four sets: a stone castle, the Tuatha Dé Danann's crystal city, the exiles' own camp of stakes, poles and hide, and the Firbolg's walls of salt.

In a fight

  • Walls block movement and sight and give full cover. The battlements on top alternate: a merlon is full cover, the gap beside it half.
  • The walk along the top of a castle or city wall is walkable ground at its own height, so whoever holds it holds the high ground.
  • Stairs and ladders are ramps: the way up from the ground to a deck.
  • Gates are wall while shut and a doorway while open. Only the squad works them. Enemies never open or close a gate.
  • Breakable pieces take a set number of hits from a Shaper's Hurl or an area blast. Timber also burns, so a fire arrow damages it. A broken palisade drops to half cover, and a broken gate leaves an open doorway.

Nothing about a wall is drawn one way and played another. What blocks the eye blocks the shot.

Where they stand

The home camp's palisade, gate and watch tower come from the camp set. The map editor's Build tool lays out every set: wall lines that join themselves at corners and crossings, gates set into a run, buildings dragged to size, and decks painted along the top. It refuses an edit that would leave the map unplayable, and says why.

The Tuatha city and Firbolg sets are in the editor now. The campaign's own generated maps still use their older walls.

The sets

The castle

A dash: it doesn't break. On a wall with battlements, what breaks is the gap between the merlons.
PieceKindHits to breakBurns
Curtain wallWall1no
Parapet (on a deck)Wall1no
Inner wallWall-no
Flanking tower 3x3Tower1no
Flanking tower 4x4Tower1no
Gate (arched, two leaves)Gate4no
Postern (one leaf)Gate3no
GatehouseGate5no
Gatehouse mouth (portcullis)Gate5no
Postern mouthGate3no
Door in a low wallGate2no
Inner gateGate3no
Stone stair (two levels)Stairs-no
Stone step (one ramp)Stairs-no
Wall walkDeck-no
Terrace (one level)Deck-no
KeepBuilding-no
Stone buildingBuilding-no
Fallen masonryDressing2no

The Tuatha city

A dash: it doesn't break. On a wall with battlements, what breaks is the gap between the merlons.
PieceKindHits to breakBurns
City wallWall1no
BalustradeWall2no
Spire tower 3x3Tower1no
Spire tower 4x4Tower1no
Crystal gateGate4no
Wicket (one leaf)Gate3no
Spired gatehouseGate5no
Balustrade archGate-no
Pale stair (two levels)Stairs-no
Pale step (one ramp)Stairs-no
Wall walkDeck-no
Terrace (one level)Deck-no
Crystal spireSpire-no
Tuatha hallBuilding-no

The exiles' camp

A dash: it doesn't break. On a wall with battlements, what breaks is the gap between the merlons.
PieceKindHits to breakBurns
PalisadeWall4yes
BreastworkWall2yes
Wattle fenceWall1yes
Gate on cord (two leaves)Gate3yes
Wicket (one leaf)Gate2yes
Breastwork gapGate-no
Works gate (posts and a leaf)Gate-yes
Watch tower (lashed poles)Tower-no
Tall watch towerTower-no
Fighting platformDeck-no
Ladder (one level)Stairs-no
Ladder (two levels)Stairs-no
Pole-and-hide hutBuilding-no
Log store (bark roof)Building-no
Lean-toBuilding-no
Drying rackDressing1yes
WoodpileDressing1yes

Firbolg salt walls

A dash: it doesn't break. On a wall with battlements, what breaks is the gap between the merlons.
PieceKindHits to breakBurns
Salt wallWall3no
Salt rampartWall1no
Salt tower 3x3Tower1no
Brine-glass gateGate4no
Salt-wall gateGate3no
Salt stair (two levels)Stairs-no
Salt step (one ramp)Stairs-no
Rampart walkDeck-no
Salt terrace (one level)Deck-no
Brine-glass screenDressing1no
Brine-glass spireSpire-no
Domed salt houseBuilding-no