Solasta: Crown of the Magister - Myzzrym
Hey there folks!
Where did .75 to .91 go? Well little Timmy, to the farm with all the other good game versions. They will live there forever, bug-free and happy. No, you can't go see them, sorry. But look at .92, that's a nice version too isn't it! Here, let me show you how cool it is.


Changelog
  • You will now be able to select which save file to load on the Game Over screen instead of automatically loading the latest save.
  • POI: Importing Level 12 Characters will now reset their XP to 100,000 (the start of level 12). Previously, characters in CotM and LV would stop leveling but keep on accumulating XP - which meant that some would immediately level up to level 13 or even 14 when starting Palace of Ice.
Bugfixes
  • Fixed switching between Mouse & Keyboard and Controller sometimes creating weird text spacing issues.
  • Fixed a rare crash that could occur when using the Blueprint Map with a Controller.
  • Fixed some Poisoned Conditions such as the Vrock's Spore or the Hezrou's Stench not being properly dispelled by Protect From Poison.
  • Fixed a freeze that could occur if you shoved an enemy while they were making a decision. The AI simply did not expect you to be so rude, can't you wait a bit?
  • Fixed a couple of faulty localization strings.
  • Fixed Hezrou's Bite attack allowing a DEX saving throw for no reason (DM got confused and mixed up different attacks).
  • Sudden Death Improved Critical Range has been lowered to 19-20 (from 18-20) as it was causing some unforseen issues.
  • Fixed lipsync being broken with one of the tieflings' faces.
  • Fixed Breastplate of the Sandraven not giving protection against the Frozen condition.
  • Fixed Shock Arcanist's Greater Arcane Shock self-damage being maximized too. With great power comes great self-harm apparently.
  • Fixed some additional missing text in Chinese & Russian versions.
  • Fixed a very weird bug where you would get a game over if you finished the fight after doing a specific set of actions. It's like a very shitty Konami Code that straight up eats your quarter instead of giving you infinite lives.
  • Half-Elves no longer look like Valheim characters when increasing the Muscle slider
  • Fixed a nasty bug that would occur when trying to stack multiple Demon Greases on the same item. Told you that shit's dangerous.
  • Fixed more areas where you could move and shoot through certain rocks / walls.
  • Fixed Snow Dwarf Immunity to Frozen being displayed as None in the Character Creator.
  • Fixed Spirit Tiger and Spirit Eagle using the wrong portraits.
  • Fixed Prone Immune creatures displaying "Immune to Prone" every time an attack of opportunity hits them. We get it, no need to show off.
  • Fixed Restrained Condition not preventing special movement (Jump, Fly...) when applied during a Reaction (such as Judgement Paladin's Weight of Justice).
  • Fixed the game sometimes not understanding that Raise Dead does not have the 10 rounds limit that Revivify has, giving you a Game Over for no reason.
  • Fixed a couple of beards flying all over the place on Tiefling faces
  • Fixed Spirit Tiger having wrong AC & HP values displayed. The base values before the Druid's modifiers are applied are now 9 AC and 11 HP.
  • Fixed a couple of wrong camera angles during cutscenes.
  • Fixed upcasted Chain Lightning not affecting more targets.
  • Fixed Dragon Breaths sometimes targeting too low. As in, the floor. Or even below that.
  • Added more quest markers to help players.
  • Fixed Oblivion Cleric Mark of Oblivion disappearing from the UI at level 14.
  • CotM: Fixed a strange bug that creeped back in during the Tutorial, where the Alpha Wolf would hover in the air after the bridge collapsed. Looney Tunes physics be gone.
  • LV: The Lost Giant quest now properly fails if Rose Fairwind dies.
  • LV: Swamp Witch Hut quest now fails if you kill the Avenger Ghost.
  • POI: Fixed Captain Ashdown using a female voice during combat.
  • POI: Fixed Heldon Surespell scamming you by giving you a Tome of Quickness when you ask for a Tome of Understanding. Hate that guy. Can't trust him.
  • POI: Fixed being able to trigger a cutscene in Einareum while leveling up, causing all kind of nasty issues.
  • POI: Fixed Repel the Eastern Attack optional objective being incorrectly set as complete when lighting the beacon.
  • POI: Fixed the Speaker both lying unconscious on the floor and yet fighting next to you during a certain encounter. Doppleganger be gone!
  • POI: Made certain exit area easier to reach when using the Game Pad.
  • POI: Fixed incorrect animations playing during The Lost Convoy quest
  • POI: Fixed a Glabrezu sometimes appearing invisible during a certain fight... for no reason. Guess it just didn't want to be seen that day.
  • POI: Fixed a pack of Soraks missing from Necropolis if the party is above level 11.
  • POI: Fixed a bug which could make the Elder in Elven Settlement disappear from cutscenes. Guess his time has come, he was getting too old.
  • POI: Fixed Greybeard's friends not defending him if you attack him. Some friends they are!
  • POI: Fixed an Elven Ranger spawning spawning in the sky and falling to the ground in the Elven Settlement. We'll just say it's an Morrowind reference. Yea, that'll do.
  • POI: Fixed an issue which could cause part of the ending cutscene to not play properly.
Dungeon Maker
  • Added short Tavern Ambiance to the list of available tracks.
  • Added small / large exterior tiles to Dwarven Exterior.
  • Added Languages as potential dialog choices when creating dialogs.
  • Virtual Dialog gadgets can now be enabled / disabled via activators.
  • Reverted change that prevented Unique NPCs & Bosses from being used twice (or more) - we still advise against doing so, but you are no longer blocked from saving custom campaigns if you have duplicates.
  • Fixed duplicate Bear Carpet assets being available and fixed their orientation.
  • Fixed Town's different Road assets not being at the same size.
  • Woodland's Corpse D & F should no longer be covered in snow.
  • Fixed a strange yellow arrow that would appear in Snowy Forest tile.
  • When using the Exit to Campaign Map gadget, the exit lore is now correctly displayed
  • Fixed the virtual exit not correctly working with activators.
  • Fixed Random Encounters sometimes not properly spawning all monsters
  • Fixed location nodes always showing a Necropolis image
  • Fixed Dominion soldiers being displayed as Friendly when spawned as monsters in Random Encounters.
  • Fixed Mountain Caves Small Room C not showing the correct blueprint.
  • Catacombs low ground room should now accomodate walls and openings.
  • Virtual Dialogs now properly appear in the Adventure Log
  • Fixed Custom Loot Packs not correctly dropping from Custom Monsters
  • Fixed NPC filter wrongly appearing overlapped with item filters.
  • Fixed Frost Giants being tagged as POI instead of LV.
  • Rails can now be placed in openings.
  • Added Stalactite Trap gadget in Mountain Cave.
  • Reduced vegetation density in Jungle environment to improve performance
For our non-English friends
While we are not able to localize our game in every language (even though we'd love to), if Solasta is not available in your language know that there are talented community members who have made mods to help you enjoy the game! Among others, Unfinished Business mod supports many additional languages (on top of adding multiclassing, new ancestries and subclasses): https://www.nexusmods.com/solastacrownofthemagister/mods/225?tab=description


The list of additional languages available with Unfinished Business (which you can select in the regular option menu of the game):
  • Italian
  • Spanish
  • Korean
  • Japanese
Note: Remember that if you install Unfinished Business, you can only play with other players who have Unfinished Business active!
Solasta: Crown of the Magister - Myzzrym
Hey there folks,
We're here today with a much larger update than the previous times! Including a healthy dose of bug fixes, but also some balance changes and adding some previously missing stuff!


Note
Some players have reported having issues with audio suddenly being jumbled up. This seems to be due to Steam's newest update. One person reported fixing it by disabling In-Game Overlay.

In the Steam Client, click on Steam (top left) => Settings => In Game (between Cloud and Controller) => Untoggle "Enable the Steam Overlay while in-game".

Please let us know if that fixed it for you!

Changelog
  • Added new faces for Tieflings without the facial marking and fixed several existing bugs.
  • Tiefling marks can now be selected as Body Decoration.
  • Magebane Barbarian: Spellcrusher now takes a Bonus Action (instead of an Action) and recharges on a Long Rest (instead of Short Rest)
  • Tradition Bard: Manacalon's Perfection now recharges on a Short Rest (instead of a Long Rest)
  • Court Mage: Spellshield Temporary HP now scales with 4x your level (instead of 5x your level)
  • Heroism Bard: At Road's End now heals for 4d12 + CHA modifier HP (instead of 1 HP)
  • Spellblade Fighter: Arcane Escape now grants the benefit of Dodge when activated (instead of +3 movement speed)
  • Clerics now have access to Divine Blade (level 8 spell)
  • Druids now have access to Gravity Slam (level 7 spell) and Thunderstorm (level 8 spell)
  • Wizards can now learn Thunderstorm, Spellward and Sunburst (level 8 spell)
  • Added the following items: Javelin +2/+3, Handaxe +2/+3, Greatsword +2/+3, Scimitar +3, Gauntlet +3 and their corresponding crafting recipes.
  • Added a new icon to the following existing items: Javelins +1, Maul +1, Spear +1/+2
  • Necklace of Focus now grants a bonus to your Max Ki Pool equal to half of your proficiency bonus (instead of +1)
  • Dungeon Maker: Periapt of the Master Enchanter has been replaced by a DM-only version that also grants Abyssal Agitator crafting proficiency.
  • Shove will now correctly automatically succeed against incapacitated creatures (as long as they can be shoved).
  • Monsters will now be able to use an action to attempt to break out of Black Tentacles
Bugfixes
  • Monks starting pack now properly contains Slippers of Spiderclimb instead of Ring of the Ambassador.
  • Fixed Blindness not allowing for a saving throw each turn
  • Fixed Scimitar of Sharpness requiring Attunement
  • Fixed the recipe for Longsword of Perfection erroneously being a duplicate recipe for Longbow of Perfection.
  • Fixed some older campaigns having issues due to removing some internal placeholder icons,
  • Fixed one lore document missing in the Palace of Ice campaign
  • Fixed a poor Winter Wolf being stuck in the background in Gallivan Border.
  • Fixed a poor Vrock also being stuck in the background in Elven Ruins.
  • Added some missing / wrong Quest Markers in the Ruins of Telema, The Lowlife & The Missing Piece quests (CotM),
  • Fixed being able to break the game by purposefully blasting vital NPCs with AoE spells outside combat. You deranged murder hobos.
  • Fixed a blocker that could occur in the Elven Questline if you managed to Kallista Prasigon before triggering her dialogue.
  • Optimized performances in White City.
  • Fixed a Fire Giant spawning inside a wooden platform in the "Evil Deeds" quest.
  • Fixed being able to scribe a spell that you already know if you're carrying multiple spellbooks.
  • Fixed Scourge of the Hidden showing up twice in the combat log when attacking an enemy that is both a shapeshifter and has darkvision.
  • Fixed Way of the Light appearing twice in the spellcasting UI for no reason
  • Fixed User Locations being selectable in Multiplayer, leading to a crash. As a reminder, only User Campaigns are playable in Multiplayer, not User Locations.
  • Fixed Sunbeam sometimes dealing wild amounts of damage (18d6 in one beam let's go).
  • Fixed several places where characters could move / shoot through walls and other elements of the background.
  • Fixed a fight not triggering automatically when first entering Lava Tunnels
  • Added some missing flight corridors that prevented aerial movement in certain combat areas
  • Fixed some Bestiary entries being duplicated in Palace of Ice when importing a Lost Valley save file.
  • Fixed dying characters showing Sleep VFX (they're not supposed to show that they're just pretending)
  • Added a leap movement to Peak Abominations to help them reach enemies in battle.
  • The Crown of the Magister is no longer invisible when worn by a Gnome (preciouuuus)
  • Fixed Remorhaz playing a strange animation when the combat starts
  • Fixed Captain Ashdown being teleported back to camp if you save / reload during the start of the Eastern Front quest (wut).
  • Fixed being able to duplicate items in Multiplayer if two players loot the same container at the exact same time.
  • Fixed Symbol - Sleep spell making targets act all weird like running in place instead of peacefully sleeping on the floor. Also fixed not being able to wake the victims, even by attacking them.
  • Fixed some more desync issues in multiplayer that could occasionally due to small differences in pathfinding calculations between Xbox and PC.
  • Fixed Cloudkill / Incendiary Cloud VFX and actual area of effect not being aligned since the cloud slightly moves on its own each round.
  • Fixed summoned creatures sometimes being immuned to AoE spells cast by the party.
  • Casting a spell summoning multiple creatures will now show markers on the ground while your selecting where to summon each creature.
  • Fixed Decadence Legendary Crossbow not ignoring Half-Cover as it should.
  • Fixed Melek not having a proper icon in the bestiary.
  • Fixed Drag and Dropping an item in the same slot it came from during combat consuming your free item interaction.
  • Fixed a very specific freeze that could happen with two characters playing exactly one after the other - if the 1st character went down and the 2nd already unconscious character stabilized immediately after, the space time continuum self-destructed.
  • Fixed a spectral ally in the last act of Palace of Ice being particularly confused and who was attacking the party instead of the enemy.
  • Trolls no longer abide by the rules of the Ministery of Silly Walks.
  • Player characters hit by Sessroth no longer pretend to be hit before the blow even lands. Amateurs.
  • Reduced the waiting time before being able to control your character again after killing an enemy. The dead can wait, the living cannot.
  • Kebra will no longer have a clone waiting outside the volcano after it blows up in CotM
  • Fixed severe performance issue that could occur if the game constantly switched between gamepad and mouse/keyboard
  • Fixed a few inconsistencies and bad camera angles in certain cutscenes.
  • LV: Fixed being able to get the Dominion Officer Ring twice through pickpocketing.
  • LV: Fixed Gail Hunt skipping their turn when engaged in combat.
  • DM: Fixed Destroyed Caravan A having the wrong dimensions
  • Improved Use Item UI menu when equipped with more than 8 items with active components (Spell scrolls, potions, etc...).
  • Fixed the number of Indomitable uses not being displayed correction in the reaction pop-up window.
  • Fixed a blocker that could occur during the "Evil Deeds" quest where Marduk would no longer be present in town if you decide to spam long rests at the tavern. I guess he got tired of waiting for the party and left on his own.
  • Disabled powers can now be selected with the gamepad to allow reading their tooltip.
  • Items should no longer be lost in Multiplayer if a save is made while someone is drag & dropping an item.
  • CotM: Fixed Auroc not having darkvision.
  • POI: Fixed Gilmar being able to die in sidequests, potentially blocking the questline.
  • POI: Fixed a brief black cutscene that could occur when leaving Lava Tunnels
  • Fixed an error that could occur when stacking Fly / Levitate multiple times on the same character.
  • Hopefully fixed a bug where some creatures would have incredibly high Perception scores, making it impossible to stay stealthed against them.
  • Fixed being unable to attune to anything if two instances of the same magic items were found in the character's inventory.
  • POI: Fixed a strange bug where attacking an enemy while stealthed at the Giant Camp would turn Hjlamar hostile. Guess he despises sneaky little thieves!
  • Removed Scroll of Animal Shapes from the game (the spell does not work, it's a placeholder).
  • POI: Fixed a strange bug that could permanently disable the long rest firecamp at Gallivan Border.
  • POI: Fixed choosing "It's Too Dangerous" when talking to Isrid Farsky playing the wrong cutscene.
  • POI: Fixed a blocker that could occur when using stealth / invisibility to bypass the trigger for the 1st fight of The Eastern Front to light the beacon.
  • POI: Fix a blocker that could occur when aborting travel after completing Gallivan Border Castle.
  • CotM: Fixed a rare case where characters could be teleported outside the fighting area during the final fight, preventing the game from continuing.
  • DM: Fixed Plate activators
  • DM: Fixed Virtual Dialogs
For our non-English friends
While we are not able to localize our game in every language (even though we'd love to), if Solasta is not available in your language know that there are talented community members who have made mods to help you enjoy the game! Among others, Unfinished Business mod supports many additional languages (on top of adding multiclassing, new ancestries and subclasses): https://www.nexusmods.com/solastacrownofthemagister/mods/225?tab=description


The list of additional languages available with Unfinished Business (which you can select in the regular option menu of the game):
  • Italian
  • Spanish
  • Korean
  • Japanese
Note: Remember that if you install Unfinished Business, you can only play with other players who have Unfinished Business active!
Solasta: Crown of the Magister - Myzzrym
You get a hotfix! You get a hotfix! EVERYBODY gets a hotfix!
  • Fixed the legendary Jakarbuckler shield missing its model. Although an invisible shield could have been a cool idea, that wasn't the plan.
  • Fixed the party getting stuck if they re-entered the Glendale Castle after having finished The Wyvern's Nest quest. The castle isn't intended to be some twisted run-ending trap.
  • Fixed another issue in Glendale Castle where a party member could spawn inside the Castle after a cutscene and remain stuck in there.
  • Fixed the Experiment Room in Telema missing fly tunnels, preventing flying creatures from crossing the rift. The DM's argument was "Uuuhhh yea dangerous magic currents or something", but considering it was a stupid excuse we decided to override it.
  • Fixed Custom Campaigns menu not properly showing its content on Microsoft & Xbox versions.
  • Fixed some Russian & Chinese texts not properly appearing in the UI.
  • Fixed an issue where Soraks could be neutral or completely missing from the mines in Kaupaapunki, blocking the main quest. We assume they saw what you did to their brethren and simply gave up. We reminded them that it ain't much, but it's honest work - they're now back and ready to fight.
  • Fixed an issue where the "Attrition" quest flow could be broken by triggering the convoy fight before getting close to it.
  • Fixed the Barbarian's rage ending early even if they took damage the previous turn. Rage on little guy!
  • Fixed Globe of Invulnerability sometimes causing an internal error.
  • Fixed a rare issue where Vigdis and Missouk could be missing from their own cutscene, making the discussion pretty awkward to say the least.
  • Fixed being able to teleport to the Ruins of Telema before teleporting to Violet's House, bricking the main quest. Little Violet does not appreciate being ignored.
  • Fixed entering the Temple of Arrivad with a level 13+ party not spawning any enemy, blocking the main quest.
Known Issues
  • If a character has two (or more) of the same magic items in their inventory, they are no longer able to attune to anything. While we work on a fix, simply find what item that is and give it to another party member to fix the issue.
  • Do not abort the travel back to White City after completing the Gallivan Border Castle as this will block the main quest.
  • During the "Going on an Adventure" quest with Isrid Farsky, choosing the option "it's too dangerous" plays the incorrect cutscene.
  • During the quest "The Eastern Front", using stealth / invisibility can bypass the trigger for the 1st fight, breaking the main quest flow when activating the beacon later.
For our non-English friends
While we are not able to localize our game in every language (even though we'd love to), if Solasta is not available in your language know that there are talented community members who have made mods to help you enjoy the game! Among others, Unfinished Business mod supports many additional languages (on top of adding multiclassing, new ancestries and subclasses): https://www.nexusmods.com/solastacrownofthemagister/mods/225?tab=description


The list of additional languages available with Unfinished Business (which you can select in the regular option menu of the game):
  • Italian
  • Spanish
  • Korean
  • Japanese
Note: Remember that if you install Unfinished Business, you can only play with other players who have Unfinished Business active!
Solasta: Crown of the Magister - Myzzrym
Hey there folks!

We're back with more fixes! MORE! MOOOORE!
  • Fixed our Xbox build machine going rogue and attempting to sabotage the company. Man prevailed over machine... This time.
  • Fixed a potential blocker that could occur when teleporting at the wrong location after having finished the Ruins of Telema area.
  • Fixed some saves being unable to be imported due to active powers such as Paladins' Channel Divinity. If you still have a save that can't be imported and that's not modded, make sure to send it to us on Discord.
  • Added some safeties in order to combat the infinite white loading screen after Bridge Ambush. Hopefully that should prevent it from happening, but please let us know you run into this bug again.
  • Fixed Wildshape cloning Druids in Custom Campaigns. Druids can think creatively. You will find they are immensely superior to Droids.
A few known Issues we are working on (amongst others):
  • Some users report being stuck in the Thieves Among Us quest (hehe amogus hehe). If that happens to you, reloading a save from before going into the mines seem to fix the issue.
For our non-English friends
While we are not able to localize our game in every language (even though we'd love to), if Solasta is not available in your language know that there are talented community members who have made mods to help you enjoy the game! Among others, Unfinished Business mod supports many additional languages (on top of adding multiclassing, new ancestries and subclasses): https://www.nexusmods.com/solastacrownofthemagister/mods/225?tab=description


The list of additional languages available with Unfinished Business (which you can select in the regular option menu of the game):
  • Italian
  • Spanish
  • Korean
  • Japanese
Note: Remember that if you install Unfinished Business, you can only play with other players who have Unfinished Business active!
Solasta: Crown of the Magister - Myzzrym
Hey there folks!

Hope everyone's having fun with the new campaign! We're here with our 1st round of Hotfix to make sure we exterminate as many bugs as possible.
  • Fixed more "WaitForEvent" errors, which as the name implies are errors that make the DM stand up to grab a coke in the fridge while the players are patiently waiting at the table for them to come back, probably making dice towers in the meantime (one example would be when upcasting Magic Missile).
  • Fixed Lost Valley's Intro Cutscene Video lagging on some rigs.
  • Fixed a couple more desyncs. The neverending game of cat and mouse continues.
  • Fixed a certain monster being invisible in one of the final fights of Palace of Ice. And by invisible we don't mean "I cast invisibility!", but rather "now where in tarnation is that monster's 3D model!"
  • Fixed an issue that could cause items to be lost in Multiplayer if dragging items around while someone is getting disconnected.
  • Fixed Rock Gnomes getting +DEX instead of +CON
  • Improved performance when destroying certain pillars. That's all we're going to say to avoid spoilers.
  • Fixed some performance issues on the Eastern Front maps
  • Fixed being unable to apply demonic grease / poison on weapons (from the inventory)
  • Fixed some inconsistencies that could occur in the last act of Palace of Ice.
A few known Issues we are working on (amongst others):
  • Some save files cannot be imported due to powers (like the Paladin's Channel Divinity) being active when the save was made. We're working on a fix - in the meantime, you can try importing a previous save instead.
  • Infinite loading screen after Bridge Ambush. This seem to happen at random, so if it happens to you try to save before the dialog, quit the game completely (return to desktop) and restart the game. Some people also state that not skipping the final line of dialog avoids the issue (I'll take the first watch). Also remember to verify your game file integrity!
  • Wildshape duplicates Druids in Custom Campaigns - please don't feed the Druids after midnight, they break the game and the save files when they proliferate.
  • Some users report being stuck in the Thieves Among Us quest (hehe amogus hehe). If that happens to you, reloading a save from before going into the mines seem to fix the issue.
For our non-English friends
While we are not able to localize our game in every language (even though we'd love to), if Solasta is not available in your language know that there are talented community members who have made mods to help you enjoy the game! Among others, Unfinished Business mod supports many additional languages (on top of adding multiclassing, new ancestries and subclasses): https://www.nexusmods.com/solastacrownofthemagister/mods/225?tab=description


Note: Remember that if you install Unfinished Business, you can only play with other players who have Unfinished Business active!
Solasta: Crown of the Magister - Myzzrym

Palace of Ice Full Release Trailer is now out!
Palace of Ice DLC Content:
  • The Palace of Ice campaign is now available in single and multiplayer, a level 10-16 adventure that will take 25h+ to finish!
  • Added save file import for the Palace of Ice Campaign (characters need to be level 12 or below and have no custom items).
  • Added the Gnome and Tiefling to the Character Creator
  • Added Snowy Forest, Dwarven Interior, Dwarven Outdoor and Mountain Cave environments to the Dungeon Maker
  • Added Palace of Ice monsters to the Dungeon Maker
  • Added 3 new Palace of Ice musical tracks to the Dungeon Maker
  • Added 30 Achievements for Palace of Ice

Solasta: Lightbringers Edition
New to the world of Solasta? Grab your torches and join us with the Lightbringers Edition! Get the full experience of Solasta with all its DLCs in a single package - with all the ancestries, classes and subclasses unlocked. Be it alone or with friends with our Online Co-op, enjoy hundreds of hours of playtime through the three official campaigns: Crown of the Magister, Lost Valley and Palace of Ice. And if that's not enough, check out all the Custom Campaigns made by talented members of the community... or become a dungeon creator yourself with the Dungeon Maker tool! The Solasta Lightbringers Edition contains:
  • Crown of the Magister: The original level 1-12 campaign. From fledgling adventurers to saviours of Masgarth, this 40h+ campaign will take you through the Badlands in search of ancient artifacts to stand against a mysterious threat.
  • Palace of Ice: A level 10-16 campaign, it is the continuation of Crown of the Magister and Solasta's last DLC. Venture north into the lands of the Snow Alliance to help your allies and end the Sorak menace once and for all! Also unlocks the Gnome and Tiefling ancestries.
  • Lost Valley: A stand-alone level 1-12 campaign. Trapped by accident in an isolated valley where Manacalon's ancient traditions still rule, the party must find a way to escape by allying with various factions jumping at each other's throat. Also unlocks an additional subclass for each class.
  • Primal Calling: Unlocks the Barbarian & Druid classes, as well as the Half-Orc ancestry.
  • Inner Strength: Unlocks the Warlock, Bard & Monk classes, as well as the Dragonborn ancestry.
  • Supporter Pack: Enjoy additional dice to choose from in the option menu, as well as a plethora of high-quality concept art from the development of the game!
Free Content Update:

While downloading the update, come and watch the Community Video for more details on the DLC content.
General
  • Solasta is now playable on Steam Deck! Hurray!
  • AI should now make decisions faster during their turn.
  • Made more optimization changes in all locations which impact the entire game, such as paladin aura or areas with a lot of vegetation.
  • Loot that would drop in unreachable areas (for instance when an enemy is shoved into a pit) will now spawn at one of the party member’s feet.
  • Level 13 to 16 are now available in Custom Campaigns. Note that Crown of the Magister and Lost Valley are still capped at level 12 due to balance reasons and to avoid making the save files incompatible with Palace of Ice.
  • Humans, Elves, Dwarves, Halflings and Half-Elves are all receiving 6 new faces to choose from (3 Male / 3 Female).
  • Incapacitated tooltip now correctly states that it prevents taking action, reaction and movement (unlike the Tabletop rules, incapacitated in Solasta has always been a “skip turn” condition).
  • Frightened tooltip no longer states that target can’t get closer to the source of their fear (this feature had never been implemented so the tooltip was incorrect).
  • The Attunement Menu now separates magic items in each character inventory (instead of showing all magic items) to make it easier to find the magic item you want to attune to.
  • Added feedback when an attuned item effect is not currently active because it is not equipped correctly.
  • Changed the “Allow Attuning Unknown Items” optional setting into “Auto Detect Magic & Identify Items”.
  • Concentration now properly breaks when Incapacitated, Stunned or Paralyzed.
  • Level 5 Spell Mind Twist now affects ALL targets in the AoE instead of enemies only. The spell was just too strong in its current iteration with its AoE CC & damage, overshadowing other spells of the same level and even higher level ones - it’s still as powerful as before but you will have to be more careful about positioning your party.
  • Druid’s Wildshape forms now display the different attacks in the combat UI.
  • Added the Subtle Spell Metamagic (Sorcerer), which prevents enemy from casting counterspell when used.

Items:
  • Armors now have a different icon depending on the character’s body type.
  • Maul of the Destroyer now stuns for 1 round instead of 1d3 rounds.
  • Fixed one version of the Souldrinker Dagger dealing +1d4 force damage instead of dealing +2d4 psychic damage.
  • Fixed some magic weapons giving +1 ATK bonus without giving +1 DMG bonus.
  • Fixed some magic weapons giving +1 / +2 DMG bonus multiple times (once per damage type).
  • Fixed some magic items not having the correct rarity.
  • Fixed passive magic properties not being active if the item isn’t identified and doesn’t require attunement (according to the TTRPG rules, as long as the item doesn’t require attunement, passive bonuses are active whether you are aware of them or not while active bonuses however need to be identified to be used).
  • Rapier of Harmony can now also cast Haste once per day and its bonus psychic damage can no longer be halved by succeeding a WIS saving throw (considering it needs to be attuned and is limited to Bards, we wanted to give it a little more oompf).
  • Removed class restriction for a few magic items, such as Cheater (dagger).
  • Flaming, Corrosive & Flash Arrows / Bolt now deal +1d4 (instead of +1d6) but no longer allow for a DEX saving throw (I mean the arrow already hit the enemy, that’s what the AC is for).
  • Levitating boots can now correctly be used at will (instead of once per hour).
  • Removed Attunement Requirement on some more situational items: Boots of Elvenkind, Boots of First Strike, Bracers of Sparkles, Chime of Opening, Pipe of Haunting, Ring of Darkvision, Ring of Feather Falling, Ring of All Words, Ring of the Ambassador, The Amendment.
  • Added Attunement Requirement on Belt of Regeneration and magic items giving damage resistance.
  • Ring of the Lightbringers can now cast both Shine and Light at will.
  • Fixed Staff of Metis giving +2 to Int Skill Check instead of just +2 INT.
  • Staff of Fire’s spells are now DC 17 instead of DC 13 (Staves in Solasta unfortunately can’t use the caster’s spellcasting DC).
  • Dwarven Plate’s tooltip now properly states that it also grants advantage on Constitution Saving Throws.
  • Ring of Regeneration and Belt of Regeneration now properly state that they work only when the wearer is above 1 HP. Note that this is different from the level 7 Regenerate Spell that keeps working even if the target is reduced to 0 HP.
Poisons:
Poisons are a neat little way to deal a little more damage, but it often felt like it was just not worth the effort. A single vial could take as much time to craft as a magic weapon, and it’s single use only. In combat, the low DC would mean monsters would often succeed their CON saving throw, completely negating the bonus damage. On top of which, many monsters are resistant if not straight up immune to poison damage! So, we decided to make a few changes to help our poison-loving friends a little.
  • Fixed vial version of Deep Pain rolling a Dex Save instead of a Con save.
  • Fixed the vial version of Ghoul’s Caress, The Burden & The Long Night saving throw triggering at the start instead of the end of the victim’s turn.
  • Fixed the arrow/bolt version of The Long Night not allowing for a saving throw at the end of each turn and not having the proper duration.
  • Buffed all craftable poisons to deal half-damage instead of no damage on a successful saving throw.
  • Buffed all craftable poisons CON DC from 10 - 15 to the following based on their rarity:
    • Common (DC 11): Basic Poison (+1d4).
    • Uncommon (DC 13): Arivad’s Kiss (+1d6), Arun’s Light (Blinded), Brimstone Fang (+2d4), Dark Stab (+1d8), Maraike’s Torpor (Poisoned).
    • Rare (DC 15): The Burden (Restrained), Ghoul’s Caress (+1d8 / Paralyze), Deep Pain (+2d8), The Long Night (+1d4, +1d4 at the end of each turn).
    • Very Rare (DC 17): Tiger Fang (+3d6).
    • Legendary (DC 19): Queen Spider’s Blood (+3d8 / Poisoned).
  • All poisons crafting duration have been massively lowered (read Crafting section below, consumable).
  • The Spider Queen will now also drop a Spider Queen Poison Gland required to craft the Queen Spider’s Blood (was previously missing from the drop table).
Shops:
 As time went by, we’ve come to realize that some powerful items in Solasta simply do not have the correct price. While there isn’t any issue shelling a couple hundreds of gold coins to get a small boost such as boots that gives you +3 to your initiative rolls, being able to set your Strength to 19 for a mere 1,500 gold by purchasing a Gauntlet of Ogre Power is a little too much. Originally, we wanted to have players find most of their magic items through combat and exploration, with shops (and crafting) being here to compensate for poor RNG. As such, we have decided to make some adjustments to the prices of more powerful magic items. Please let us know after playing some more how you feel about it, as it’s possible further adjustments will be needed.
  • Adjusted the price of most magic items depending on their properties and rarity.
Crafting:
I’m sure those of you who’ve tried crafting magic items noticed, crafting can sometimes take a long time... a... very... long... time. While the long travel distance between locations often offsets that issue in Crown of the Magister, those who’ve experienced Lost Valley probably felt that quite keenly - with many just deciding to chain multiple long rests in order to finish crafting their magic item. Another problem was that the existing system had some inconsistencies, with some uncommon items requiring up to 48h of crafting while some rare ones only needing 24h. This is why we also decided to make some tweaks to the numbers. Once again, if after playing for a while you feel like some things don’t work out quite as you’d like, please make sure to let us know.
  • Base Duration for crafting has been massively decreased to 10h / 12h / 14h / 16h / 18h (Common => Uncommon => Rare => Very Rare => Legendary), while Crafting DC has been increased to DC 10 / 14 / 18 / 22 / 25.
  • Consumables (like poisons and potions) take even shorter to encourage crafting & using them more during your adventure instead of hoarding them, with a base crafting duration of 2h / 3h / 4h / 5h / 6h (same DCs).
This should result in lower rarity items to be much faster to craft, while rarer items actually require a party member to be highly proficient in Arcana (not just anyone can craft very rare items without problems). Don’t be misled by the lower base crafting duration, a higher DC means you will fail crafting rolls more often - so very rare and above items are still a large time investment.
  • Standardized the price of enchantment crafting recipe to 10% of the cost of the final item.
  • Standardized the price of all primed items to cost 100 gp more than the base item.
  • Without taking the primed items into account, the price of the combined ingredients in a enchantment recipe should cost around 50% of the price of the final item.
  • Standardized the names of +1 (Acuteness / Smashing / Accuracy), +2 (Sharpness / Shattering / Sharpshooter) crafted weapons, and +1 (Sturdiness) and +2 (Robustness) crafted armors. Note: Hide Armor of Wilderness is an exception (replaces Sturdiness).
  • Added missing +1 / +2 weapons / armors crafting recipe: Studded Leather +1/+2, Hide +2, Chain Shirt +1/+2, Breastplate +2, Shield +1/+2, Mace +2, Morningstar +1/+2, Rapier +2, Quarterstaff +1/+2, Spear +2, Warhammer +2, Greataxe +1, Greatsword +2, Maul +2, Handaxe +1/+2, Javelin +1/+2, Light Crossbow +2, Longbow +2, Heavy Crossbow +2.
  • Renamed existing Mace of Smashing (+1d6 bludgeoning damage) to Crushing Mace to avoid confusion.
  • Crafting Manuals now have a slightly different icon between consumables, wondrous items, armors and weapons.
  • Tweaked a few recipes to now use all the existing ingredients (some ingredients prior to this update were never used in any recipe).
  • Removed some faulty crafting recipe and items from the Dungeon Maker, such as the scroll of Warding Bond or the duplicate crafting recipe for Potion of Healing.
  • Added Crafting Manuals for level 5, 6, 7 & 8 Spell Scrolls.
Crown of the Magister:
  • Heavily rebalanced the four faction shops so that they all start offering more interesting items on par with the Antiquarians.
  • The Antiquarians will still be offering Wondrous Items (including additional ones that they were not selling before).
  • The Arcaneum will now sell rare Crafting Components and rare Crafting Manuals for Weapon & Armor on top of the Primed Gear necessary to create them. Also lowered the Faction requirement for Primed Gear to avoid locking the crafting system behind a single faction.
  • The Circle of Danantar will still be selling all +1 / +2 weapons and armors - including missing ones that were added as well as the +1 & +2 Wands of the War Mage.
  • The Tower of Knowledge will now sell the Crafting Manuals for Wondrous Items, Magic Staves and Wands on top of selling the existing Poison Crafting Manuals.
  • Spell Scrolls and Crafting Manuals for Spell Scrolls have been redistributed between the Antiquarians, Arcaneum, Tower of Knowledge and the three priests of Caer Cyflen (Priest of Arun, Priest of Maraike, Priest of Pakri) - including the previously missing level 5 and 6 spells.
  • Dalon Lark now sells Potion Crafting Manuals, Bardic Instruments (all 8 of them!) and a few magic items.
  • Gorim’s crafting kits and tools are now sold by Hugo Requer instead. Also added missing Maul & Breastplate to her shop.
  • Added Wand of Identify and Wand of Detect Magic to Hugo Requer’s shop, as well as all previously missing magic focus. He also now sells all the different types of gems, including the valuable 300 Diamond required for Revivify; as well as Crafting Manuals for Basic Poison and Healing Remedy.
  • Circe Gerardoirin (the recipe vendor in the Manacalon Ruin) will now sell Crafting Manuals for +1 / +2 weapons and armors (Acuteness, Sharpness, Sturdiness, Robustness...). The Crafting Manuals for named weapons and armors are now mostly sold by the Arcaneum.
  • A few rare Crafting Manuals have been dispatched to some existing smaller vendors in the world. Make sure you check what they offer!
  • All items in shops except for Crafting Recipes and named magic items will now be re-supplied after a certain amount of time (can be very long for rarer items!).
  • Crafting Components that are neither sold by Arcaneum nor Hugo can now be found in Caer Lem once the Scavengers re-establish their base there.
  • Wilf Warmhearth and Atima Bladeburn in Coparann will now have more furnished inventories similar to those of Gorim and Hugo.

Supporter Pack
  • Added 68 new Wallpapers of Concept Art from Crown of the Magister, Lost Valley and Palace of Ice on top of the 37 original ones for a total of 105 Wallpapers.
  • Added 27 Concept Art of monsters from Solasta.
  • This content can be found in your Steam Folder ...\steamapps\common\SOLASTA\SupporterArtPack
Dungeon Maker:
General:
  • Added a World Map Feature to the Dungeon Maker. Add your different locations on your World Map with paths between them, and create biomes and random encounters to spice things up!
  • Added the NPC Follower System. NPCs can now switch factions and join the party under your control! Note: Not all NPCs can properly fight, make sure you are using those tagged as Companions.
  • Added new Merchants Template to make it easier on new creators (Dalon Fall with all Ingredients & Primed item, Magic Smith with all +1 items, Scavenger Store merchant with all standard tools and items, Wandering Merchant with many cheap wondrous items).
  • Added Tools & Languages to the Ability Checks & Dialog Roles.
  • Added NPC & PC portraits to the new dialog UI.
  • Added Basic Arrow & Crossbolt Recipe Books in the Dungeon Maker.
Items
  • Removed DLC lock for all items outside Palace of Ice exclusive ones (legendary items).
  • Handy Haversack & Bag of Holding are now classified under Magic Devices instead of Adventuring Gear.
  • Healing Remedy is now also classified under Magic Devices like the rest of the potions.
  • Added Restorative Ointment (& crafting manual) to the DM.
  • All music instruments (Bongo, Conch, Drum, Dulcimer, Flute, Horn, Lute, Shawn) are now properly classified under Adventuring Gear.
  • Mutated Dire Wolf Pelt is now correctly tagged under Ingredients (instead of Adventuring Gear).
  • Added Spider Queen Venom to the Dungeon Maker.
  • Arcane Shieldstaff is now tagged under weapon.
  • Added Commoner’s Clothing (Masgarth, Dominion, Northern) and Noble Clothing (Masgarth, Dominion, Northern, Cherry, Green, Orange, Pink, Purple, Red, Blue) to the Dungeon Maker - those are just simple clothes, but sometimes the party may want to dress up as well!
  • Added 10 GP & 1,000 GP “items”, completing the selection of gold piles (1 GP, 10 GP, 100 GP, 1,000 GP and 10,000 GP items are now available) to make it easier to give specific amount of gold.
  • Removed Periapt of the Master Enchanter and its Crafting Recipe from the Dungeon Maker and replaced it with a DM specific version that grants proficiency with the Abyssal Agitator Tool.
Conditions
  • Added 26 new conditions from the official campaigns to the 20 already existing ones. Make your Custom Monsters even more dangerous!
  • Distracting Gambit: Reduce AC by 1.
  • Constricted: Restrained & take 2d6 bludgeoning damage every turn.
  • Blinding Sickness: Disadvantage on WIS Checks, Saving Throws & Blinded.
  • Filth Fever: Disadvantage on STR Checks, Saving Throws & Attack Rolls using STR.
  • Mind Fire: Disadvantage on INT Checks, Saving Throws & Confused.
  • Seizure: Disadvantage on DEX Checks, Saving Throws & Attack Rolls using DEX.
  • Slimy Doom: Disadvantage on CON Checks, Saving Throws & Stunned for a turn when taking damage.
  • Cursed (Attack Rolls): Disadvantage on Attack Rolls against the creature that inflicted it.
  • Cursed (X): Disadvantage on X Checks & Saving Throws (STR/DEX/CON/INT/WIS/CHA).
  • Dazzled: Reduce AC by 2 and unable to take reaction.
  • Reduced Armor Class: Reduce AC by 3.
  • Borrowed Luck: Disadvantage on next Saving Throw.
  • Distracted: Disadvantage on Concentration Saving Throws.
  • Frightened (Fear): Run away from the creature that inflicted it.
  • Sickened: Disadvantage to Attack Rolls & Saving Throws.
  • Feeble Minded: INT, WIS, CHA set to 1 and can’t cast spell.
  • Hit By Dirty Fighting: Blinded & Incapacitated.
  • Incapacitated: Can’t take actions, reactions or move.
  • Insane: Can’t take action & Move erratically.
  • Silenced: Can’t cast spells with Verbal components.
  • Demonic Influence: Controlled by the enemy.
  • Removed Invisible (custom monsters can only inflict conditions on their target, not on themselves. Turning their target invisible doesn’t really help them).
  • Removed a duplicate Restrained Condition (there were two instances of Restrained).
  • Fixed Drained Condition not appearing in the Dungeon Maker.
Known Issues
  • Scrolls of Identify are defective and don’t work no more. The Wizard who scribed those scrolls probably wrote a typo somewhere, we’re on our way to fix it.
  • Demonic Greases don't properly work when applied to weapons for now. Our best dwarven smiths are still trying to figure out how to apply them correctly, this isn't exact science. 
  • Rock Gnomes played a little prank by copying the Shadow Gnome's homework and currently have +1 Dex instead of +1 CON. We'll be reverting that once they are out of detention.
  • DM: Mischievous Sprites have taken over the NPC Multi-line dialog boxes, making using them a huge pain as each key stroke will take you out of the dialog box. We've sent a squad of Fey-hating Rangers to take them down.
Upcoming Content & Adjustments (not in current patch)
  • Barbarian Magebane: Spell Crusher changes to Bonus Action (vs Action), can be used Prof. Bonus per Long Rest (vs short rest).
  • Bard Tradition: Manacalon Perfection changes to once per short rest (vs 1 per long rest).
  • Spellblade Fighter: Arcane Escape changes to grant Dodge until the start of your next turn (vs giving you +3 cell movement).
  • Court Mage: Spell Shield Temporary HP changes from 5x Level to 4x Level.
  • Heroism Bard: At Road’s End Heal changes to 4d12 + CHA HP (vs 1 HP).
  • Adding new weapon icons for: Spear +1, Spear +2, Maul +1.
  • Adding missing magic weapons: Greatsword +2, Greatsword +3, Scimitar +3, Gauntlet +3, Javelin +2, Javelin +3, Handaxe +2, Handaxe +3.
  • Fixed Barbarian’s Mindless Rage not working against Hypnotic Pattern.
  • The Unconscious tooltip now states that Short Resting will restore downed characters to 1 HP even without spending any Hit Dice.
  • Looting ammo will now replenish the ammo slots in priority before being stored in the backpack.
  • Fixed Kindred Spirits sometimes losing their HP & AC bonus when changing locations.
  • Fixed some Kindred Spirits not having the correct stats.
  • Fixed being able to equip shields by double clicking even without shield proficiency.
  • Fixed some spells AoE indicator not correctly highlighting enemies that are at the edge of the spell radius (but still within range).
  • Hopefully fixed once and for all the long delay that could occur when a Minotaur uses their charge attack.
  • Finally fixed a bug where inspecting a character sheet after cancelling Character Creation would show every skill modifier at -5. Thank you random person on Discord who helped us find the cause, I’m sorry I forgot your name!
  • Fixed text issues on Studded Armor of Leadership, conjured weapons such as Flame Blade, Barbarian Rage, additional damage dealt with legendary weapons, some recipe in the crafting menu, Beacon of Hope, Primed Shield & Armors, Expeditious Retreat condition, Sash of Transmutation.
  • Fixed some primed items missing their Primed tags.
  • Fixed some monsters making less attacks per round than they should be able to. Hulk smash. Many times.
  • Fixed looting containers not properly showing the looted items in the combat log. You can now see what the rogue yoinked from the barrel while the rest of the party was fighting for their life.
  • Fixed True Strike not properly following RAW. It is now back to being completely useless, and the world is safe again!
  • Fixed enemies being able to do a melee attack even if they get pushed outside melee range before completing their attack (for instance running in melee into a ready action Repelling Blast Warlock).
  • Fixed regular clothing mistakenly adding a penalty to Stealth calculation as if it were armor.
  • Made the background of the action panels and spell labels slightly darker to improve legibility in more luminous environments.
  • Fixed Leaf Scales (Greenmage Wizard) not working against ranged weapon attacks. Also updated its description to state that the damage reduction does not stack with successful spell saving throws (Leaf Scale will no longer trigger in that specific case).
  • Fixed Chain Warlock “Bind Sprite” granting them Fire Resistance for no reason.
  • Fixed Prayer of Healing upcasting only working per 5 spell levels.
  • Fixed Primed Wand not being tagged as Spell Focus.
  • Fixed Blade Barrier not having the “Concentration” tag.
  • Fixed Produce Flame not correctly adding Spell Attack Bonus when used as a Ready Action.
  • Fixed casting Levitate with Quickened Metamagic consuming the caster’s main action.
  • Fixed Blight not properly inflicting max damage on Plant Creatures.
  • Fixed Half-Orcs under the effect of Death Ward consuming both Relentless Endurance and Death Ward when reduced to exactly 0 HP.
  • Arcane Recovery / Natural Recovery now only appear after a short rest if spell slots have been spent.
  • Fixed Eyebite not having the proper Saving Throw behaviour for Asleep & Sickened.
  • Fixed Stoneskin not properly granting resistance to Non-magical Piercing Damage.
  • Fixed Blindness condition sometimes preventing line of sight from updating even after being removed.
  • Fixed the icon for +2 Leather Armor, +1 & +2 Studded Leather Armor, Warhammer of Acuteness, Scroll of Hilarity, Scroll of Dreadful Omen, Scroll of Malediction.
  • Fixed characters without proficiency in Sleight of Hand always rolling it with disadvantage.
  • Fixed Scholar of the Elements (Elemental Cleric) not working as intended.
  • Fixed Swift Retaliation (Shadow Tamer Ranger), Retaliation (Berserker Barbarian) and Swirling Dance (Freedom Monk) not working if the equipped weapon has the Thrown tag.
  • Fixed Holy Retribution (Law Cleric) hurting the Cleric instead of the attacker under specific conditions (something with it sometimes triggering even if an enemy was outside range, the Cleric hurts itself in its confusion).
  • Fixed Verbal Onslaught (Tradition Bard) not dealing the correct amount of damage.
  • Fixed Eldritch Blast having a lower range than Chill Touch.
  • Fixed Fast Aim (Marksman Ranger) potentially causing a freeze if a dead / dying creature is close to the Ranger.
  • Fixed Legendary Creatures sometimes skipping their turn after being CC’d even if the condition is removed.
  • Fixed Martial Art (Monk) not mentioning that it doesn’t work when wearing armor.
  • Fixed Gift of Life (Balance Druid) incorrectly stating that it heals at the start of the Druid’s turn instead of the target’s turn.
  • Fixed Greater Restoration not correctly removing Exhaustion.
  • Fixed Scale Mail of Robustness using the wrong crafting components.
  • Fixed Marked of Fate (Law Cleric) not allowing retargeting after death and fixed its saving throw occurring at the start instead of the end of turn.
  • Fixed being unable to learn a ritual from a scroll for Pact of Tome Warlocks in multiplayer.
  • Fixed invoked creatures turning hostile after being granted temporary HP and then having it removed (by taking damage from enemies for example).
  • Fixed AI sometimes being able to use two reactions in the same chain of actions.
  • Fixed characters attempting to interact multiple times with the same gadget if the player spam clicks on it.
  • Fixed Fiendish Resistance selection being cut offscreen after a rest if the character is in position 4.
  • Fixed Sorcerer clothes clipping into the leg of more muscular humans and dragonborns. GAME IS FINALLY PLAYABLE!
  • Fixed a very rare bug where a character could lose access to their spellcasting ability in multiplayer.
  • Reduced the difficulty of some lower level random encounters: 9 Bandits => 6 Bandits, 2 Hags + 2 Wolves + 1 Dryad => 1 Hag + 2 Wolves + 1 Dryad.
  • Fixed magic items / primed items / poisons random loot table to include some missing items added in later updates.
  • Fixed Primed Scepter, Primed Ring and Primed Wand requiring attunement.
  • Fixed Poison Bulb Traps being immune to Necrotic Damage.
  • Fixed Prone Characters making their “hurt” sound even if the attacked against them missed. STOP FAKING!
  • Fixed enemies not taking damage from Spirit Guardian when entering the AoE via special moves (burrowing, jumping...)
  • Fixed Winter Wolves healing when taking Cold Damage.
  • Fixed enemies being able to use Parry-type reactions even when incapacitated.
  • Fixed the Cloak and Dagger feat not showing any feedback in the combat log.
  • Fixed a strange case where having 2 different spellcasters cast Heat Metal on the same target would make subsequent uses of the spell damage the 1st spellcaster instead of the target. Personally I just think the 2nd spellcaster is trolling their friend, but hey.
  • Fixed another strange bug where casting Annoying Bee on target after casting Heat Metal on a different one would make Heat Metal damage the bee’d target instead of the original target. This is the proof that bees have transitive properties and heat travels through bees better than through Heat Metal. Hey stop saying “Neeeeerd”!
  • Fixed a rare case where Court Mage Spell Shield would no longer give any Temporary HP after reaching level 7.
Solasta: Crown of the Magister - Myzzrym
Hiya folks!

How is everyone doing? We're getting ever closer to the release of our next DLC Palace of Ice, for which we'll be announcing the release date pretty soon! While we wait a little more, what say you to some additional information on what's to come? But before that...


A cat?! It's been forever since we last shared a picture, but know that our little furry friends are doing well.

Palace of Ice Community Stream Archive


Didn't manage to catch Palace of Ice Community Stream? No worries, you can watch the session here and take 2d10 psychic damage whenever I start going on unrelated tangents (Developer-exclusive cantrip, DC 12 Wisdom Saving Throw) - but more importantly, get some interesting information on the upcoming DLC. If you prefer the text version, don't worry we've got you covered below!

Palace of Ice - General Information
  • The Gnome and the Tiefling ancestries are added to the Character Creator
  • Palace of Ice is a level 10 - 16 campaign that takes place a few months after the Crown of the Magister campaign. We estimate the playtime to be around 25h.
  • You will be able to import characters along with their gear and inventory from save files, unless those save files are modded, include a custom item from the Dungeon Maker or are way too old such as saves from Early Access versions.
  • Characters below level 10 will be be granted enough experience to reach level 10 when launching Palace of Ice, prompting you to do the standard level up process.
  • You can't import save files where characters are level 13+.


Level 13 - 16 Subclass Features
Now we know what most of you are really curious about - what new features will our adventurers get in order to challenge those higher levels? As a reminder, you do not need to buy Palace of Ice to have access to level 13 - 16 in Custom Campaigns - however, Crown of the Magister and Lost Valley are still locked to level 12 maximum (otherwise we would end up with people unable to import their save files into Palace of Ice).

Important Note: Some features may end up getting slightly tweaked shortly after launch. Also, just like on Tabletop, Cleric Domains and Monk Traditions do not get new features between level 13 and 16.

Barbarians (Level 14):
  • Berserker - Retaliation: When an enemy within 1 cell of you attacks you, you can use your reaction to make a melee attack against them
  • Magebane - Spell Crusher: While raging, you can use your action to cast Dispel Magic with Constitution as your spellcasting ability. You can use Spell Crusher a number of times equal to your Prof. Bonus per short rest.
  • Stone - Last Stand: You deal additional damage equal to your proficiency on your weapon melee attacks.
  • Claw - Frightful Strike: While raging, the first creature you hit each turn with a melee weapon attack must make a Wisdom Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become frightened until the end of their turn.
Bards (Level 14):
  • Lore - Peerless Skill: You can cast Bardic Inspiration on yourself.
  • Hope - Song of Hope: You can use your action to activate Song of Hope. All allies other than yourself within 6 cells gain resistance to all damage and gain advantage on all their saving throws until the start of your next turn. You can use your action to keep singing on subsequent turns, extending the Song of Hope effect. If you take damage while singing, you must make a Concentration Check or Song of Hope ends. You can use Song of Hope once per long rest. 
  • Traditions - Manacalon Perfection: You can use a bonus action to grant yourself and an ally the benefits of a maxed out bardic inspiration die without spending it. You can use Manacalon Perfection once per long rest.
  • Heroism - At Road's End: When an ally within 12 cells is reduced to 0 hit points, you can use your reaction to immediately heal them back to 1 hit point instead. You can use At Road's End once per short rest. 
Druids (Level 14):
  • Land - Nature's Sanctuary: When you deal damage to an enemy with a spell of level 1 or higher, they must make a Strength Saving Throw or become restrained until the start of your next turn. After being affected once, they become immune to Nature's Sanctuary.
  • Kindred Spirit - Spirit Rage: You can use your bonus action to activate Spirit Rage, granting your Kindred Spirit a bonus to their AC and damage rolls equal to your Prof. Bonus, as well as an additional attack per round. Spirit Rage lasts 1 minute and can be used a number of time equal to your Prof. Bonus per long rest.
  • Wind - Unfettered: You are constantly under the effect of Freedom of Movement, and you also gain +1 cell movement and +3 bonus on initiative rolls.
  • Balance - Balance of Power: You can use your bonus action to grant all allies within 12 cells advantage on attack rolls until the start of your next turn. However, enemies also have advantage on their attack rolls against allies under the effect of Balance of Power.


Fighters (Level 15):
  • Champion - Superior Critical: Your weapon attacks now score critical hits on a roll of 18 - 20.
  • Mountaineer - Pack Striker: While wielding a shield, you have advantage on melee attack rolls against your target if you have a non-incapacitated ally within one cell of them.
  • Spellblade - Arcane Escape: After casting a spell on your turn, your move speed increases by 3 cells until the end of your turn.
  • Commander - Lead by Example: The first creature you hit each turn will be marked until the start of your next turn. When an ally (including yourself) makes a weapon attack against a marked enemy, they deal additional damage equal to your proficiency bonus. This extra damage can only trigger once per turn. 
Paladins (Level 15):
  • Devotion - Purity of Spirit: You are constantly under the effect of Protection From Evil and Good.
  • Motherland - Heart of Lava: You are immune to fire and reduce slashing / bludgeoning / piercing damage you take by 5.
  • Tirmar - Sorak's Bane: After making a melee attack against an opponent who has natural darkvision or shapeshifting, you can use your bonus action to make an additional melee attack, adding your Charisma Bonus to the damage dealt.
  • Judgement - Retribution: Whenever an enemy within 6 cells deals damage to you, you can use your reaction to force them to make a Wisdom Saving Throw against your spellcasting ability. They take 2d8 + CHA Mod. Psychic Damage on a failure, or half as much on a success. 
Ranger (Level 15):
  • Hunter - Superior Hunter's Defense: You can select one of the following options. 
    • Stand Against the Tide: When an enemy misses you with a melee attack, you can use your reaction to force them to make that same attack against another adjacent creature.
    • Evasion: When you make a Dexterity Saving Throw, you take no damage if you succeed and only half damage if you fail.
    • Uncanny Dodge: When an enemy you can see hits you with an attack, you can use your reaction to halve the damage you take.
  • Marskman - Extra Attack (2): You can attack three times whenever you take the Attack Action.
  • Shadow Tamer - At Home in the Dark: While in dim light or darkness, you have proficiency in all saving throws. If you are already proficient, you gain a +1 bonus on your roll with the given proficiency.
  • Swift Blade - Uncatchable: Whenever you take damage, you can use your reaction to become invisible until you attack, cast a spell or your turn ends (whichever comes first). You can use Uncatchable a number of times equal to your Prof. Bonus per long rest.


Rogues (Level 13):
  • Thief - Use Magic Device: You can ignore all requirements on the use of magic items (except attunement).
  • Darkweaver - Shadowy: While in dim light or darkness and not in an enemy's line of sight, you can use your bonus action to become hidden and invisible until the end of your turn.
  • Shadowcaster - Shadow Casting: You can use your Sneak Attack when damaging enemies with spells requiring an attack roll as if you were using a finess or ranged weapon. All the other rules for Sneak Attack still apply.
  • Hoodlum - Dirty Fighting: You can use your bonus action to force an enemy within 1 cell to make a Constitution Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become blinded and incapacitated until the end of your next turn. After being affected once, they become immune to Dirty Fighting.
Sorcerers (Level 14):
  • Draconic - Dragon Wings: You can use your bonus action to sprout a pair of wings at will, gaining flying speed equal to your current speed.
  • Mana Painter - Mana Balance: You heal 5 HP per sorcery point you spend.
  • Child of the Rift - Riftwalk: You can use a bonus action to teleport up to 6 cells to an unoccupied space you can see. Any enemy with 1 cell of your target destination take force damage equal to your CHA modifier. You can use Riftwalk an number of times equal to your Prof. Bonus per long rest.
  • Haunted Soul - Soul Drain: You regain 1 sorcery point whenever you kill a creature of CR 1 or above with a spell of level 1 or higher. You can't regain more than 1 sorcery point per turn.


Warlock (Level 14):
  • Fiend - Hurl Through Hell: After hitting an enemy with an attack, you can banish them until the end of your next turn. Upon their return, they take 10d10 Psychic Damage. You can use Hurl Through Hell once per long rest.
  • Hive - Antimagic Chitin: You have advantage on saving throws against spells and magic effects.
  • Tree - One with the Tree: You gain +2 AC and you are always considered under the effect of half-cover against ranged attacks. Piercing Branch now deals an additional 1d6 Poison Damage when it triggers.
  • Timekeeper - Time Warp: You can activate Time Warp to take an additional action on top of your regular action. You can use Time Warp once per long rest.
Wizards (Level 14):
  • Shock Arcanist - Greater Arcane Shock: You can use your bonus action to make all spells you cast until the end of your turn roll maximum values on their damage dice. Additionally you must make a DC 16 Constitution Saving Throw, taking 7d6 Psychic Damage on a failure or half on a success.
  • Loremaster - Arcane Professor: You gain one extra level 1, 2, 3 and 4 spell slots. Additionally you learn 4 cantrips from any classes, they count as wizard spells for you.
  • Greenmage - Weakening Entangling Shot: When affected by Entangling Shot, the target also has disadvantage on all saving throws until the end of your next turn.
  • Court Mage - Expanded Spell Shield: Spell Shield cast range is now 12 cells and affects an extra ally.


High Level Spells
More levels also mean more spells! Here is the list of spells you can look forward to when leveling up.

Level 7:
  • Arcane Sword
  • Conjure Celestial
  • Delayed Blast Fireball
  • Divine Word
  • Finger of Death
  • Firestorm
  • Gravity Slam (Replaces Reversed Gravity): Deal massive amount of bludgeoning damage in a large AoE and inflict Prone & Incapacitated on a failed STR Saving Throw
  • Prismatic Spray
  • Regenerate
  • Resurrection
  • Symbol

Gravity Slam on the entire party with one person being protected by Spell Ward

Level 8:
  • Divine Blade (Homebrew): Create a blade of pure divine energy in your hand, allowing you to make melee spell attacks with it. On hit, deals 6d8 radiant damage and briefly stuns the enemy on a failed WIS Saving Throw. Concentration, 10 minutes maximum.
  • Dominate Monster
  • Earthquake (Heavily Modified): Creates a large area of difficult terrain, dealing bludgeoning damage and inflicting Prone on a failed DEX Saving Throw each round. Also randomly pushes affected creatures by 1 cell each round.
  • Feeblemind
  • Holy Aura
  • Incendiary Cloud
  • Maze
  • Power Word: Stun
  • Spell Ward (Replaces Antimagic Field): Create an Improved Globe of Invulnerability that can be moved with your bonus action. Any creature inside it is immune to spells of level 8 or below. Concentration, 1 minute maximum.
  • Sunburst
  • Thunderstorm (Replaces Control Weather): Deal large amount of lightning and thunder damage in a large AoE and inflict Stun on a failed CON Saving Throw or Blind on a success.

Thunder Thunder Thunder Thunder Thunder, you've been Thunderstruck!

Alright folks, this is the end for today! As always thank you for reading, and check out our Forums and our Discord Server to chat with other players :D

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks!

It's been quite some time since our last Dev Stream, hasn't it? Well, we're back on Friday with some new sneak peek for the upcoming Palace of Ice DLC! Come and join us for a nice little chat and some cool previews.



Join us on Twitch Friday March 31st at 9 am PDT / 12 pm EDT / 6 pm CEST for a Community Stream! We'll be sharing more information on the Palace of Ice DLC, show some concept art, share some anecdotes and give you a sneak peek of some new snowy environments.



To celebrate D&D Direct 2023, Wizards of the Coast are hosting a franchise sale on Steam. Go and grab some classic gems or snatch some of Solasta's latest DLCs at a discount!

Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey hey people,

Around New Year, we said that we were working on something big... And you've been patient. Very patient! Now, it is finally time for us to reveal the new upcoming DLC: Palace of Ice. By far the biggest update we've worked on so far, Palace of Ice is not only a new adventure - it is the continuation and the conclusion of the Crown of the Magister campaign.

Palace of Ice DLC coming up May 2023

As Caer Cyflen rejoice over the Soraks' defeat in the Badlands, the Snow Alliance cries for help. With the Kingdom of Gallivan suddenly declaring war on their neighbours, there is little doubt that these insidious creatures have agents everywhere – and that they always had contingency plans well prepared.

The Palace of Ice DLC is a high level 10 to 16 campaign that will take your party into the frozen lands of the Snow Alliance. The allies of Caer Cyflen need your help now more than ever, for Soraks are not the only foes that have been sighted lately. Other ancestral creatures have joined the battle, and there is little hope for victory without experienced adventurers to face them.


Don't forget to wishlist Palace of Ice on Steam to help spread the word!

This adventure features:
  • 2 New Ancestries. The Gnome and the Tiefling will become available in the Character Creator!
  • A continuation of the Crown of the Magister Campaign. Unveil the Soraks’ master plan and put an end to this threat once and for all!
  • Returning faces. Import your save file from a previous campaign to continue playing your previous party at higher levels, and meet characters from both CotM and the Ruins of Telema demo! Note that you can also create new characters if you so desire, as they will start at level 10 in Palace of Ice.
  • High-level encounters. Ready yourself, for you are not facing just goblins anymore! Get ever stronger up until level 16 to defeat the mightiest of foes! 
  • Co-op with up to 4 players! Just like the two other official adventures, Palace of Ice is ready to be tackled solo or with friends.
New Dungeon Maker content:
  • Four new environments: Mountain Caves (indoor), Dwarven City (indoor), Dwarven Settlement (outdoor), Snowy Hills (outdoor)
  • New monsters: Monsters from Palace of Ice will be available to use in the Dungeon Maker
  • [FREE] New World Map System: Place your locations on one of the three existing World Maps (Crown of the Magister, Lost Valley & Palace of Ice), link them together and add some spice with Random Encounters during travel!
  • [FREE] New NPC Follower System: Create follower NPCs who can join the party (controllable) to give them a hand during combat!
Free content update for all!
  • Humans, Elves, Dwarves, Halflings and Half-Elves will all be receiving 6 new faces to choose from for free (3 Male / 3 Female)
  • Level 12 - 16 will be unlocked in the Dungeon Maker! Note that the Crown of the Magister and Lost Valley campaigns are still locked to level 12 max due to balance reasons.




Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice
Solasta: Crown of the Magister - Myzzrym
Hey there folks!
The Tactical Adventures team wishes you all a happy 2023! Here's to another year of adventures at your side <3

And for those who are curious... Keep an eye out, we've got interesting stuff coming up!


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