Solasta: Crown of the Magister: Difference between revisions
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* Random battles can be safely turned off without impacting gameplay or balance. They seemingly just exist because they are a rule in tabletop. | * Random battles can be safely turned off without impacting gameplay or balance. They seemingly just exist because they are a rule in tabletop. | ||
* If you want to use the crafting system, be advised that getting real use out of it requires a | * If you want to use the crafting system, be advised that getting real use out of it requires a bit of fiddling and some rare components and isn't necessary to invest. | ||
* Items you acquire that say things like "splendid longsword" are not just +1 longswords. If you identify it, you can sometimes find out they have otherwise hidden properties. | * Items you acquire that say things like "splendid longsword" are not just +1 longswords. If you identify it, you can sometimes find out they have otherwise hidden properties. |
Latest revision as of 08:07, 27 August 2024
- A lot of treasure can only be gained if you have traversal spells. There's one that lets you jump further, one that lets you climb walls and one that lets you teleport. This treasure is generally worth it, so investing in those spells is a good idea.
- Make sure you have a someone with Detect Magic and Identify, the former lets you detect if an item is magic and worth casting the latter on.
- If you find an item that is described as "Magnificent" or "Superb" then it is magic, don't sell it!
- Cantrip spells are viable attack spells throughout the game, wizards don't need to really bother with having a bow or something to fight with, like in older DnD versions
- Light is important! Make sure you have a way of creating light, or you'll be screwed (unless you rolled an Elf/Dwarf party since they all have darkvision).
- On a related note, Light is good versus many kinds of undead (especially vampires).
- The level cap without DLC is 10, with DLC is 16. You will nearly assuredly hit these numbers without doing all side content or any random encounters.
- You can't really control what your characters say. Regardless of what you pick personality-wise during character creation, they will just be assholes sometimes. Don't re-roll hoping you can be nice to everyone; it also doesn't matter how rude you are ever anyway.
- The game is not kidding, if something is tagged as not being used in the main campaign it is completely pointless to have unless it makes you feel good.
- The difficulty settings hide lots of QoL and experience options like speeding up the travel screen which is otherwise pointless or turning off helmets while in cutscene and talking.
- Random battles can be safely turned off without impacting gameplay or balance. They seemingly just exist because they are a rule in tabletop.
- If you want to use the crafting system, be advised that getting real use out of it requires a bit of fiddling and some rare components and isn't necessary to invest.
- Items you acquire that say things like "splendid longsword" are not just +1 longswords. If you identify it, you can sometimes find out they have otherwise hidden properties.
- Enemy resistances are not evenly spread. One source of damage is never resisted and sometimes deals double damage (radiant), while others are resisted or negated with frequency on top of having weaker offensive options (cold).
- Tying to the above, if you have a good source of the good damage type, the difficulty is very broken in your favor. It's not that you can't beat the game otherwise, but it's comical how much of an advantage having multiple sources of that are and how easily you can defeat what are supposed to be optional super boss encounters.
- Solasta really, really cares about light and visibility. Having light on your characters or darkvision or both is just a good idea at all times.
- The hardest encounter in the game bar absolutely nothing is at the end of the first dungeon, following a campsite where you can long rest beforehand. If you can get through that you're fine.