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Solasta II Hands-on Preview: Family Matters


Only a few decades after defeating the Sorak menace, dark winds stir once again in the world of Solasta. On the mana-rich island of Neokos, the enigmatic sorceress Shadwyn prepares to unleash a tide of corruption across the land. In Solasta II, a family of heroes will gather their party and venture forth to bravely confront Shadwyn and her legions of stone soldiers.





Solasta II is a turn-based tactical RPG based on Wizards of the Coast’s SRD 5E ruleset. Even in its pre-alpha state, the demo is a substantial improvement over its predecessor, Solasta: Crown of the Magister. France-based developer Tactical Adventures has pulled out all the stops, sparing no expense to fully realize their artistic vision for this chapter in the world of Solasta. And last week, I had a chance to sit down with an early release of the upcoming demo for Solsta II.








The preview introduced our adventurers as they arrived in the village of Tor Wen. This enchanting and serene fishing village is built... Read more

Dev Update #09 - Ready for the Demo?

Hello there you fine folks!

The free demo is right around the corner, just a few days left! Soon, hordes of adventurers will land upon the shores of Neokos, blackening the beaches as they start slaying the local fauna for loot and XP… Wait, I'm being told we’re not developing an MMORPG - Neokos is safe, it will only be a party of four!


Yea Neokos may be safe but you won’t if you don’t stop scratching me while I’m trying to nap.

[h2]But I don’t know how to play D&D…[/h2]
You know what? That’s fine! We all had to learn one day, and we’re here to make sure you can enjoy Solasta II whether you’re a hardcore veteran or a brand new adventurer. Even though we’re releasing a demo, it will feature illustrated tutorials when you come across new features or actions. And if you missed them or want to read them again, you can find them by pressing Escape!

To be fair, D&D isn't really light on rules so having a compendium of tutorials can't hurt!

Also, just like in Solasta I we have enabled “Helpful Dice” by default for all new players to lessen the chances of getting long streaks of bad RNG (which we know can be veeeery frustrating). Feel free to disable them in the gameplay options if you want to go with some pure undiluted RNG - just make sure you’re prepared for the inevitable moment of when you’ll feel the gods have cursed your dice!

RNG! Destroy my enemies and my life is yours!

There's quite a lot of options to play around already so make sure you take a look at the settings menu!

[h2]Meet our heroes[/h2]
As we’re still cooking up the Character Creator, this upcoming demo will have you play as a party of four premade level 3 characters (just like in our Solasta I Ruins of Telema demo, oooh how nostalgic). The adventure should last you around 2h to 3h unless you’re rushing to the end - but you’ll probably miss quite a bit of content by doing so! And like we said previously, you can jump in without fear of getting spoiled as this is a standalone adventure that won’t be available in the final game - so don’t miss it!

One day this demo will be no more, vanishing into nothingness like a bag of holding into a portable hole (probably less violently though)

Quick reminder: this demo will only be playable solo and you also won’t be able to level up for now - but starting at level 3 should allow you to get access to interesting combat options already with subclass features and level 2 spells already being available. With that said, are you ready? Time for you to meet the crew!

Look at them fresh and doe-eyed, about to tackle their first adventure!

[h2]Knut, the Dwarven Paladin[/h2]
If you follow our news articles, chances are you’ve already met Knut through the concept art we’ve shared! Frontliner of the party, this Dwarven Paladin has sworn the Oath of Liberation - a brand new subclass available in Solasta II aimed at those who would see all slaves freed from the shackles of their oppressors.

Don't make me waste a smite on you, buddy. Keep those pincers away from my legs.

As a level 3 Paladin, Knut will already have access to Channel Divinity. True to his oath his powers will help him in rescue others and shake away would-be pursuers, with Blinding Castigation allowing him to blind an enemy from afar for up to 1 minute.

And now for my next trick, I will take away your sight! Daisy, feel free to proceed with the stabbing now.

Be sure to make good use of him to protect the other party members, as Knut both has a large HP pool and Armor Class to prevent him from getting damaged by conventional attacks. He can also offer some heals in a pinch with his Lay on Hands, or dish out heavy damage with the Paladin’s signature Divine Smite!

[h2]Neyra, the Human Fighter/Cleric[/h2]
We promised it, Neyra is the proof of it - Multiclassing will be a part of Solasta II! Now, we know this is no Sorcadin or Coffeelock, but we needed to start with something simple!

Does somebody need a pick-me-up? First one who says "Healer adjust" gets a mace to the face.

Neyra has a fairly simple level 2 Fighter / level 1 Life Cleric build, getting access to both Action Surge and Second Wind from her Fighter levels, and Disciple of Life passive and divine spells from her Life Cleric ones. For those who aren’t too familiar with D&D Life Clerics, they have a decent health pool and access to heavy armor - and with the fact that she’s part fighter, Neyra is also a frontliner that can stand her ground next to Knut in combat.

En garde, crab! You are about to get pounded into fine dust!

That said her Armor Class will be lower than her paladin friend due to her wearing scale armor and not plate armor - but with both healing spells and Second Wind at the ready, she won’t go down easily!

[h2]Joralas, the Elven Sorcerer[/h2]
Wait wait wait, not a Wizard but a Sorcerer? That’s correct, we wanted to change a little from the usual suspects of Rogue, Fighter, Cleric, Wizard - which is why we’re having a Paladin and a Sorcerer this time!

Freeze, criminal scum! You shall shuffle no further!

As a level 3 Mana Painter Sorcerer (subclass from Solasta I), Joralas will be your primary source of AoE damage, with access to spells such as Burning Hands or Shatter to quickly dispatch your foes when they are grouped up. And while spells are powerful on their own, don’t forget his ability to use Metamagic! That’s right, Sorcerers may have access to fewer spells than Wizards, but they can empower their magic through Metamagic.

Make sure you toggle on Metamagic on your action bar for those options to appear when you cast a spell!

Now, normally Joralas should only have access to two Metamagic options, but in this demo we implemented the full spectrum:
  • Careful Spell, which allows allies to roll their saving throw with advantage when they are “unfortunately” next to enemies and you’re casting an AoE spell.
  • Distant Spell, to cast spells from even further away by doubling their range like a cowar- I mean tactical genius.
  • Empowered Spell, to make sure you don’t low roll your damage by re-rolling 1s & 2s (that’s a lie you know you’ll still low roll)
  • Extended Spell, to double the duration of a spell if you thought putting your enemies to sleep for a full minute wasn’t enough.
  • Heightened Spell, for when you really don’t want your enemies to succeed on their saving throw by forcing them to roll with disadvantage.
  • Quickened Spell, to cast even more spells on your turn by making it a Bonus Action instead of an action (note: even though it is not intended, in this demo it is possible to cast multiple level 1+ spell on your turn with Quickened Spell)
  • Twinned Spell, to target two foes instead of one for when you are indecisive of who should receive a Firebolt to the face.
Get away from me or I'll blast you to smithereens.

Make sure Joralas is well defended because he does go down faster than the rest of the crew, even if he has access to the Shield spell to increase his armor class in a pinch! If you run out of spell slots, remember that Sorcerers can turn extra Sorcery Points into more spell slots - and Mana Painters can Mana Drain an enemy to regain Sorcery Points as well.

[h2]Daisy, the Halfling Rogue[/h2]
Let’s round up the team with a classic - a good old Halfling Rogue. Daisy is a level 3 Scavenger Rogue - a new subclass in Solasta II inspired, of course, by the Scavenger faction of the first opus. Note that it is quite possible that we will change the name of this archetype in the final game as Scavengers are not present in Neokos! (although there is a group that will share a similar function, so don’t worry you won’t have to carry every rusty weapon you can find).

Hello good sir, you're about to get stabbed.

As a Scavenger Rogue, Daisy loves to tinker with her gear. Thanks to Serrated Edge, she will inflict an additional 1d6 slashing damage to the first creature she hits every turn, making her even more of a menace on top of her Sneak Attack. Just make sure you target someone that’s next to one of your buddies! Her role in combat is one of a damage dealer, both melee or range depending on the situation as she can quickly adapt, switching from shortbow to twin daggers. We have removed the limitation when it comes to swapping already-equipped weapon loadout on your turn for now, so go nuts!

Little sneak peek of our revamped character screen, which has a bit more personality than in Solasta I!

While Daisy is slightly more durable than Joralas, thanks to a higher health pool and armor class, she is still not the best when it comes to tanking blows. Make sure you use Cunning Action to disengage with your Bonus Action if too many enemies are starting to crowd around her!

[h2]Community Stream #06 Friday 21st[/h2]
Guess who can finally show you some gameplay? That’s right, at last yours truly has been permitted to stream the demo! Come and join me on Twitch as we uncover the first half of the demo in this session filled with fun facts and anecdotes about the development of this adventure.



https://store.steampowered.com/app/2975950/Solasta_II/

Article by Tactical Myzzrym

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Dev Update #08 - Welcome to Neokos!

Hey there friend!

I hope you are doing well in these trying times? The Badlands must be terribly cold at this time of year. Still hunting for artifacts with your crew there, are you? Are these big-wigs at the Tower of Knowledge even paying you decent rates? You know what, I have come upon a golden opportunity - come to Neokos and seek me out, you won’t regret it.


Poupou is making you an offer you can’t refuse, friend - Poupou would hate it if you made the wrong decision.

https://store.steampowered.com/app/2975950/Solasta_II/

[h2]Experience Solasta II on February 24th![/h2]
You were many to ask, when is the Demo! When is the Demo?! Well folks, the Solasta II Demo will be available very soon, on February 24th right on time for the Steam Next Fest! Don’t believe my words alone? Watch the video below.

[previewyoutube][/previewyoutube]
You have to admit the crab makes an excellent point.

We will talk in more detail about the demo next week, so be sure you don’t miss the next Dev Update article! For now, just know that it’s a standalone adventure crafted for the purpose of showing you a glimpse of the game. You will be playing a premade party of 4 level 3 adventurers, heading to visit your friend in Tor Wen…

So what ARE we talking about today? Why the demo, of course! But we won’t exactly be talking, in this article we’ll be mostly going with the good old “show don’t tell”. Can’t risk spoiling the entire demo for you! Alright, are you with me? Let’s start!

After a long journey filled with random encounters and campside stories, you finally arrive at your destination.

[h2]Welcome… To Tor Wen[/h2]
Our adventure will be taking place around the seaside village of Tor Wen, a quaint little place mostly inhabited by fishermen and a few traders and artisans who benefit from the bounty of the sea. Quite an idyllic rest stop… were it not for the recent tremors plaguing it.

Take a breather, city dwellers. Here is a place of peace and leisurely strolls.

… Though the tremors did damage our infrastructure quite a bit. Ah but you can jump, just don’t look down!

How do we get to the sea? Oh, nothing a little bit of engineering cannot resolve.

Your investigations will soon take you to the bottom of the cliff upon which resides the villagers, and you will navigate the blue coastline filled with floating rocks due to the residual manaflows surrounding it.

Be careful on your way down there, and don’t lean over! We haven’t repaired the safety fences yet!

Nice view eh? Just don’t come back too late, no one's manning the elevator at night.

If you go by the beach just be careful about the giant crabs there, they can get real aggressive! You’ve seen how feisty the one featured in our demo teaser was!

Digging deeper, you will find yourself in caverns illuminated by bioluminescent flora. What will you find there? Will you uncover the source of the tremors, and solve the villagers’ woes?

Beware the caves, I’ve heard Kobolds have taken camp there. Who knows what they’re up to?

Some paths may only open at low tide, so be careful not to get trapped inside!

Are you sure it’s that way? Are we lost again? I knew we should have hired that ranger at the inn.

And that’s it for today! Come back next week for more information about the upcoming demo.

https://store.steampowered.com/app/2975950/Solasta_II/

Article by Tactical Myzzrym

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Dev Update #07 - Class Spotlight: The Paladin

Hello, faithful readers!

From Rogues straight to Paladins, what a trip! It is no secret that those two classes can easily clash due to how they are typically represented - with Rogues often being depicted as thieves and used as an example of Chaotic Neutral characters, and the Paladin formerly being locked into the Lawful Good alignment in previous D&D editions with a strict moral code to follow lest they lose their power. Buuut when there’s a will, there’s a way - it’s up to the players to figure it out!


Me when the Paladin slaps my hand away from their backpack (they used smite). Don’t worry Selma (the cat) is unharmed (I’m not).

[h2]It is by smiting that one becomes a Paladin[/h2]
Fun fact, we French don’t say “Practice makes perfect”, but “It is by smithing that one becomes a smith” - and it’s surely by smiting that one truly becomes a Paladin, for Divine Smite is most definitely their most well known power. A huge burst of guaranteed radiant damage that you can decide to add after you hit your target - and up until the 2024 ruleset, usable multiple times per turn for free, making them the terror of bosses (and DMs) alongside high-level monks spamming Stunning Strike.

For the Paladin comes with a fairly strong fantasy - a holy warrior following a strict moral code of conduct and, in return, being empowered by that very same oath they swore. They are durable frontliners with access to divine magic and great damage output, whose only weakness lies in their fairly limited mobility and range options.

Another class-defining feature is their Aura, granting incredible boons to their party members. Even just the base Aura of Protection boosts Saving Throws to such amounts that it easily breaks the concept of bounded accuracy when compared to parties without Paladins - prompting some to say that if this feature never existed and was instead revealed today in an Unearthed Arcana supplement, many would consider it too powerful.

Early drawings to decide on what our Dwarven Paladin should look like.

At the end of the day however, everyone is happy to have a Paladin in the party, as they boost the survival rate of the entire crew by quite a lot! They reduce your chances of failing an important saving throw, they can stand and take blows for the more fragile members, they can heal and remove nefarious conditions… What’s not to love? So swear an oath and you too can become a Paladin today!

[h2]The Paladins of Solasta[/h2]
So! What about our Solastan Paladins, where do they stand? Can they stand up to the rest of the crew and shoulder the heavy weights a Paladin should?

I like to imagine a painter asking for different poses and the Paladin getting more and more annoyed at the exercise.

[h2]Oath of Devotion (SRD)[/h2]
The Devotion Paladin is what we would call the “Vanilla” Paladin, or the Paladin Paladin - you can’t Paladin any more than that. They uphold the ideals of justice, virtue and order, and follow the line of their ancestor from previous editions when Paladins could only be Lawful Good (although with a little more leeway).

And they are good not only in alignment but also in power! Sacred weapon, although costing you an action to use, greatly boosts your chances to hit tougher enemies for an entire fight (1 minute) without the need for Concentration. And it provides light too so you don’t have to worry about holding a torch! The 2024 version is even better by removing the action cost, increasing the length to 10 minutes (in case the fight drags on) and even allowing you to choose to inflict Radiant damage which is rarely resisted by monsters. What’s not to like?

There is a tradeoff though, the 2024 Devotion Paladin no longer gets Turn the Unholy - which was quite useful against Fiends and Undead especially if your party did not feature a Cleric. Although you can’t damage turned creatures, they are effectively out of the fight for an entire minute (as they don’t get another saving throw at the end of each of their turn!) - which heavily alleviates the danger of the encounter while you pick off the remaining non-turned enemies.

Quick sketch to define our Dwarven friend’s facial features.

Fun fact: RAW (Rule As Written), a turned creature has to Dash every turn to get as far as they can from you… which made hunting them down extremely tedious in-game, as they would do that for an entire minute! We had to implement a distance limit to avoid the unending game of cat and mice at the end of each fight where you would use this feature.

Aside from their Channel Divinity options, Devotion Paladins also have a good support spell list with spells such as Lesser Restoration or Beacon of Hope - further buffed in Solasta as we gave them the Shield spell which, let’s be honest, pushed them way above their normal power level as Paladins already have very high AC. Looking back at it, we should have given them Shield of Faith instead.

Last but not least (okay kinda least), they get Aura of Devotion which, in Solasta I, did not really do that much as there are fairly few creatures who can charm. But hey the rest of the package was so stacked that you could do with a weaker Aura!

Final Verdict? Oath of Devotion is a great subclass both in flavor and in features. It’s simple, straightforward and does what it intends to do very well.

[h2]Oath of the Motherland (Crown of the Magister)[/h2]
The Motherland Paladin is another one of our OG subclasses, back when things were moving very fast for a very small team! The theme here was a little less straightforward, with “Motherland” being used in lieu of “Badlands” as these paladins swore to restore these lands to its pre-Cataclysm state. A very interesting theme that does fit the Paladin’s fantasy of devoting themselves to a greater cause.

Funnily enough, the powers they get are all fire-related. Why you might ask? Well, to survive the post-Cataclysm Badlands one had to withstand its violent and volcanic nature (especially in the early years)! This effectively turned the Motherland Paladin into the “Fire Paladin” - a simple and straightforward concept, with a few caveats.

Subclasses themed around a single damage type are unfortunately a little hard to balance, as we already briefly mentioned during our previous article when talking about the Darkweaver’s penchant for poison. As soon as you encounter enemies with resistance (or worse, immunity) to this damage type, your day is ruined - Motherland Paladins a bit less so, as they are are still Paladins meaning they get access to Radiant damage with Divine Smite and other more “normal” damage types with their weapons.

Slowly locking down the different elements for our Paladin’s look.

Furthermore, Motherland Paladins not only dealt in fire damage - they had fire resistance which they shared with nearby allies thanks to their Volcanic Aura. Considering fire was quite a frequent damage type in Solasta, this made them invaluable to a party in many encounters, even if their Channel Divinity options were a little weak.

Final Verdict? I’d say it was one of our better early subclass designs! Sure there were a few wonky elements such as blinding for 1d4 turns (which is more 3.5e than 5e), or needing a flat DC 10 DEX Save AND an action to extinguish the fires of Fiery Wrath, but overall with a tiny bit of cleaning up the archetype can stand proud on its own. Plus, the idea of a paladin engulfed in righteous flame and fury barrelling down a corridor is hilarious (and terrifying).

[h2]Oath of Tirmar (Crown of the Magister)[/h2]
The Tirmar Paladin has a fairly kickass theme - their order is a remnant of the Tirmarian Inquisition dead set on hunting down Soraks wherever they can find them. They notably have the ability to deal significant increased damage against them, making them easy prey once in melee range.

This makes them a perfect fit for Solasta I and its main campaign revolving around the Sorak menace, but… a very poor choice in any other situation. In fact, it suffers from the very same issues plaguing the Ranger - conditional features. You have very cool powers that only work against a certain type of enemies, and otherwise just feel like a Paladin without subclass when not facing them.

In order to counteract that, their power was made to also work against creatures with natural darkvision. This… did end up getting a chuckle out of a few players, as it was a little arbitrary - it’d be like dealing bonus damage against colorblind people. It also had a fairly unfortunate internal name that we translated word-for-word from French until we noticed that its meaning in English could be… uh… pretty bad. So we changed that, thankfully before implementing it.

Because their powers were so in sync with their theme, the Tirmar Paladin was probably the hardest archetype to rework in our Tabletop Sourcebook to make them work on Tabletop outside a Sorak-centric campaign. We kept the anti-shapeshifter theme going but added some more general anti-magic capabilities, such as a Dispel Magic effect on their Channel Divinity, or short-range blindsight to counter illusions instead of a mere darkvision aura as many playable species have access to darkvision already.

Last few details regarding the armor, color, shape, patterns.

Final Verdict? The Tirmar Paladin is a very powerful and fitting archetype for Solasta I, but not so much outside of it. And with its rework widening their area of expertise, we could see it lightly stepping on the Oath of the Watchers Paladin’s feet, whose whole shtick is protecting mortals against otherworldly threats - and that is something we wish to avoid. Therefore the Oath of Tirmar is likely to stay within the confines of the Crown of the Magister campaign!

[h2]Oath of Judgement (Lost Valley)[/h2]
Ahhhh, the Oath of Judgement, the distant cousin of the Oath of Vengeance. We wanted to have a more offensive Paladin archetype for Lost Valley, one who would go well with the story of the DLC - and what Paladin would be better suited to answer the call of the Dominion than Judgement Paladin?

Our original elevator pitch was basically “Judge Dredd” but as a Paladin. One who upholds justice in their own way - with a little less violence maybe to soften it up - but who never turns a blind eye to it, no matter how small the infraction.

Their powers are all well-known by our players, being able to snare enemies or purge allies of negative conditions with their Channel Divinity, but mostly defined by their Aura of Righteousness… which adds your Proficiency Bonus to all damage rolls. Now this was not 100% intended - and by that I mean, we first thought about limiting it to attack rolls, but then we thought “hey, wouldn’t it be nice if it could benefit AoEs as well? Surely giving a +3 damage to Fireball wouldn’t break the game”. And yes I hear you, Fireball and other AoE spells scarcely need buffs, but we thought it’d be nice if the Judgement Paladin could work in tandem with spellcasters and martial classes alike. What slipped through our mind was that people would abuse the hell out of Magic Missiles since it’d basically double or triple the damage of each missile. This was eventually fixed in the Sourcebook by reverting it back to requiring an attack roll to work.

Final Verdict? We like it! The Oath of Judgement paints a clear picture of what a Judgement Paladin would be like, and its features deliver on that aggressive character one could imagine when making one.

And there we go! One Dwarven Paladin, ready to go!

[h2]The… ??? (Solasta II)[/h2]
The other (and last) Solasta II subclass that will be revealed in the demo will be the Paladin’s! What do YOU think this new subclass’ theme will be?

[h2]Community Stream #05 Friday 7th[/h2]
Our last Community Stream before we start showcasing the demo! Let’s talk Classes & Subclasses - both from Solasta and official ones from 2014 and 2024. I’m interested to hear about your favorite archetypes!



Article by Tactical Myzzrym

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Dev Update #06 - Class Spotlight: The Rogue

Hello there fine folks,

Who here loves playing Rogues? Fail their Stealth roll at the worst time? Fumble their Sleight of Hand check putting themselves in a very awkward situation? No one? Okay maybe I’m not selling the class very well. For every Rogue out there low rolling on their Sneak Attack damage, there’s another throwing a bucket of dice thanks to a crit (more. MORE!) - and good lord does that feel good, am I right fellow dice goblins? No, just me?


Sherlock knows you’re lying. Everyone loves rolling dice. More dice is more fun. It’s not me having a problem.

[h2]They see me stabbin'[/h2]
If there is one thing the Rogue is known for, it’s their signature Sneak Attack. As long as you have advantage on your attack or a (still very much conscious) friend nearby, you’re doing damage baby! Roll them damage dice! 

The Rogue is also a slippery fellow with Cunning Action, which makes them one of the rare classes who can attack and get out in the same turn without getting slapped back. If that doesn’t sound fair, it’s because it isn’t - fighting fair is for LOSERS. 

Only thing that matters is who’s alive at the end, eh? No hard feelings.

The last thing Rogues are well known for is their versatility. They not only get plenty of skill proficiencies to climb, run, sing or even think better, they even get expertise to get an even better bonus. Yes sometimes that means you outsmart the 20 intelligence wizard at the spelling bee contest even though you should barely be literate, but hey that’s just how the game goes. 

More likely though, you’ll be the one in the party sneaking around undetected, looking out for traps and opening locked doors and chests. You’ll be the one who “knows a guy” to get your friends to places you’re trying to go. You’ll be the one stabbing that smug gloating villain when and where they least expect it, and you’ll make it hurt. 

[h2]The Rogues of Solasta[/h2]
You thought just because you’re a D&D expert we wouldn’t have anything for you today? Wrong, my friend! And that’s not because I artificially increased the Investigation DC to 35 for you to fail (which I totally did not do, nuh uh).

I mean aside from all the cool Rogue-related concept art and research doodles you get to see, like this one to select a pose for the character.

For you long-time players, we’re offering our very own retrospective on the subclasses of Solasta I. It’s been a few years - what do we as developers think of them?

Before we start, just a small reminder that our current goal is to attempt and implement all 12 classes for Solasta II 1.0 release, with each class getting 2 subclasses - one from Solasta I, and one new from the continent of Neokos. It’s important to keep in mind that we are not certain yet if we will be able to achieve that (budget / time constraints), but it’s very much something that we want to have if we can. 

[h2]The Thief (SRD)[/h2]
Let’s be honest, the Thief was mostly there because we decided early on during Solasta I’s developpement that we would have all SRD subclasses. It ended up being… not that well suited for Solasta I, mostly because its features aren’t centered around combat when our game was very much about combat.

You mostly get to climb faster and sneak better - and while its defining feature allowing you to use items as a Bonus Action instead of an Action is good, it’s limited by what items exist in Solasta I (compared to your vast imagination on Tabletop). 

And you get to wear a fancy leather armor while doing so! Well okay every rogue gets to wear fancy leather armors.

One really fun thing the Thief got in Solasta was that they were able to use all magic items without restrictions, allowing for some fantastic utility… but it only came at level 13. Plus when you take into account the fact that most powerful items need attunement, you’re still limited to 3 slots in the end. Damn! 

Final verdict? It was just not that great of a fit in Solasta I, but we probably couldn’t have done things much differently for the Thief due to it being SRD and us wanting to keep it faithful to the tabletop version. 

[h2]The Darkweaver (Crown of the Magister)[/h2]
Oh boy, what a mess the Darkweaver was! As the name implies, it was themed around spiders, meaning it had something to do with poison and climbing - and honestly, that sounds pretty cool on paper! Poison is something that’s not very well explored in 5e so we could build on that, and climbing goes perfectly with Solasta’s verticality! Problem is… while it was thematically sound, its features were all over the place and didn’t really do much for you.

You were proficient with the Poisoner’s Kit, which could be achieved by simply selecting a background. Climbing didn’t cost you extra movement - but hey, Thief got that too. You can climb difficult terrain surfaces… but what is a difficult terrain surface? Attacking enemies who are below you gives you bonus damage equal to your proficiency, but Rogues synergize with more dice rolls and not flat damage because they only attack once per turn. Your melee weapons (why melee? I thought you wanted to shoot arrows from above to get bonus damage?) became permanently coated in poison forcing a flat DC 13 (why flat DC?!) Constitution Saving Throw to avoid 2d6 extra poison damage and being poisoned for… one whole hour?! Finally, you could go invisible until the end of your turn using your Bonus Action when not in Bright Light and out of line-of-sight from all enemies… which you could more or less already do by using Cunning Action to stealth, which required the same prerequisites and didn’t dispel at the end of your turn. 

Let’s be honest, the Darkweaver was far from our best work - in fact, it was one of the earliest ones when we did not yet take the proper time to sit down and think about how the whole kit would play out. Just to give a little more context: the earlier designed subclasses are generally the more messy ones, because the team was much smaller the amount of time one could allocate each of their tasks was very limited. And for the very same reason, once a feature was implemented we could rarely justify going back to change it (which would require us to code a completely new feature most of the time), instead of working on the rest of the game. So even if a subclass wasn’t great… as long as it worked, we kept it as is. You’re seeing the result of just that, a real piece of history frozen in time!

As much history as this premium doodle of a female halfling rogue!

As you can see, the idea is here but the execution was lacking. Thematically the Darkweaver is pretty interesting - especially with how much Solasta made an emphasis on verticality. Being able to climb around, shoot and poison enemies. We reworked it pretty extensively in the Solasta Sourcebook to lean more into the poison fantasy and make its feature synergistic. For example, you now simply gained climbing speed, and attacking enemies below you triggered Sneak Attack instead of gaining flat damage. You also gained the ability to bypass poison resistance and partially negate poison immunity, which was the main reason why the “Poisoner” fantasy never really worked at higher level in D&D - with most creatures immune to poison. Granted that last one was a little controversial when we playtested it, because as far as I know nothing in the official rules can bypass immunity…

Final verdict? A funny window into the past, one that we can’t be too proud of but that reminds us of where we started from. And also the indication that as long the theme is solid, we could rework it to make it interesting. The Darkweaver is not very likely to be the subclass we choose to keep in Solasta II due to its reliance on specific vertical environments (like cavern walls) and poison (which is a system that is developed in the later stages), but we love it all the same.

[h2]The Shadowcaster (Crown of the Magister)[/h2]
The Shadowcaster suffers from a few similar issues as the Darkweaver, being designed in the earliest days of Solasta I - but to a much lesser extent as it mostly relies on spellcasting, which is already well charted. The original idea was to have a more lethal version of the Arcane Trickster, less centered around the theme of subterfuge and misdirection and more about being a magically empowered assassin. 

The challenge here was, of course, mostly trying to make it different enough from the official 5e Arcane Trickster, which ended up in the Shadowcaster getting access to… Divination, Illusion, Necromancy and Abjuration schools. Which, let's be honest, didn’t give them a great selection of spells for what they were intended to do.

Another limitation was that you couldn’t cast most spells while dual wielding, so it forced Shadowcasters into using bows. And until level 13, there wasn’t any great synergy between the fact that you were a Rogue and your ability to cast magic - before that you basically had a Misty Step on a short rest, and the ability to retaliate using a cantrip when enemies targeted you with magic. But the kit was already fairly solid, it only needed a little shaking up! 

Let’s take a mandated break from all the reading with another bit of research on armor visuals. Options, options…

When we reworked it in the revised Sourcebook version, we changed it to the Conjuration, Evocation, Necromancy and Transmutation schools instead, greatly improving their spell list, and allowing them to Sneak Attack with attack spells at level 3 instead of 13 (thus making it the defining feature of the Shadowcaster). A fairly simple change, but one that brings out its identity right out of the gates.

Final Verdict? I think the Shadowcaster is interesting and always had potential, which we unfortunately didn’t manage to bring out straight from the start. It’s one of the more likely subclasses to appear in Solasta II, if we decide we want to include a spellcaster Rogue archetype. 

[h2]The Hoodlum (Lost Valley)[/h2]
The last of the four brothers and the biggest of the bunch, who joined the crew with the release of Lost Valley. The Hoodlum’s whole shtick was “what if the standard bully / brute henchman you’re used to meeting and beating up in the back alley became an actual archetype”? It is a result of Solasta I not having Multiclassing, which made us experiment with more hybrid subclasses - what about a Strength Rogue? 

So it was born, able to sneak attack with non-finesse weapons, use medium armors, shields and martial weapons, giving enemies disadvantage when hitting them with a sneak attack, and getting a strange power to blind enemies which, let’s face it, is basically pocket sand. 

This archetype came up later and stood fairly solid on its own, giving players an option to live a very different fantasy - play dirty and hit very hard with a single blow every turn - which many enjoyed, quite a bit. Which is not to say it was without flaws, with the biggest issue being that it fell into the design issue of “I have to know in advance that I’m going to make a Hoodlum Rogue”. You would usually dump Strength and stack Dexterity as a Rogue, but the Hoodlum made you want to have Strength to use all these non-finesse weapons, so you’d end up having to play a weird Strength Rogue at level 1 & 2 with no real synergy. And pocket sand, although funny and thematic of fighting dirty, is a little ridiculous - ideally we would have loved to have something else. 

Final Verdict? Honestly, the Hoodlum fits a role - being able to Sneak Attack with non-finesse weapons is something unique to this archetype. However, in Solasta II classes will only have two subclasses at 1.0 launch, so is it a good idea to lock one archetype behind a weird Strength build when the vast majority of Rogues want to build Dexterity? 

Maul-wielding rogues are fun and all, but they don’t necessarily appeal to the primary Rogue fantasy.

[h2]The… ??? (Solasta II)[/h2]
Now I wouldn’t want to spoil the surprise too much. As stated before we are experimenting on new subclasses for Solasta II, and you will see some of them in the upcoming demo - although please keep in mind that they may yet change!

What do YOU think this new subclass’ theme will be?

Article by Tactical Myzzrym

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