Solasta: Crown of the Magister

File information

Last updated

Original upload

Created by

Javier Loustaunau

Uploaded by

lugaruclone

Virus scan

Safe to use

Tags for this mod

5 comments

  1. AustinJ352
    AustinJ352
    • member
    • 0 kudos
    Hey, Lugar, this is Therian from over on Reddit!

    So, I played through this a little while ago. Consider this post my review of the module. Spoilers: It's good.

    I ran into Lugar on Reddit, asked him to upload this to the Nexus, since some of us don't have/don't like Steam. He uploaded immediately, basically. I shot him a PM and said I'd play through it, and let him know of every bug, exploit, and flaw I could. Warned him I'd be pretty critical. He was fine with it. So, all the bugs, exploits, and shiz that got patched, that was partially because of me.

    Anyway, I started up Mysts. Ran with a Paladin, Rogue, Wizard and Ranger. One of the most OP team comps in Solasta. Tank, minor heals (not really needed when you can abuse potions.... cause Solasta actually gives you potions), DPS, and AoE fuckery. 

    So, Pros:

    • Decent story, though a bit sparse
    • Nice enemy variety
    • The puzzles were very interesting. I really liked them
    • an actual hub town with merchants!

    Cons (most of them should be fixed):

    • No high ground in most of the areas, including outside, so running a Darkweaver Rogue is kinda pointless
    • Using the Spiderwalk item you get doesn't improve this. You can't walk up most walls, trees, stand on any of the rocks, no climbable boxes.... there is 2-4 high ground areas in the whole module 
    • Several recipes are given to you, allowing you to get powerful items (much stronger than you need, honestly)
    • Why is this an issue? Well, you never get the materials to craft them. You wanna make the Storm Bow? Well, f*#@ you. No Cloud Diamond in the module. 
    • The difficulty is a bit low. But, it's a hard thing to balance, any more difficult and it'd be a slog

    I did manage to make one of the bosses (not gonna say which, cause plot spoilers) a total fucking joke, though. Rogue, hidden, Tiger Fang Poisoned Bow shot the boss. Crit. Sneak Attack. Dropped it from 98% life to 2% in a single shot. Based on us being level 3ish at the time, and the amount of health it had, it was supposed to be a pretty hard, but balanced fight. You know, like a boss should be. My rogue went "Yeah, f*#@ that", and nearly one shot it xD

    Over all, it's a good module. After the updates are thrown in, assuming they haven't been, you'll no longer be able to climb across the wall into the Alchemy Room Guild Hall upgrade. I found that exploit. Reported it. And don't worry about all the lights in the floor in the later dungeons. Reported them too. 

    Final score: 7.5/10. Once all the fixes are implemented, the score will increase to 8.5/10. I only have one serious complaint:

    It's too damned short! I wanted more. Dude knows what he's doing. Left me hungry for more.
    1. lugaruclone
      lugaruclone
      • premium
      • 23 kudos
      I had been kinda quiet because I wanted to do the big update with dialog, quests and such. I took into account a few of these changes and it should get a sequel soon to 'pick up where you leave off' facing 3 more lords of dread. 
  2. opac451
    opac451
    • premium
    • 0 kudos
    What's the max level on this campaign? I'm playing through it now and I like the combat in the first mansion.
    1. lugaruclone
      lugaruclone
      • premium
      • 23 kudos
      You should max out around level 6. There is not a 'ton' of XP awards and level 6 should be able to beat the final boss. 
    2. AustinJ352
      AustinJ352
      • member
      • 0 kudos
      It's 6 my dude. More than enough to make a mockery of the final boss. Well, depending on your team comp