Classes in Solasta: Crown of the Magister are styles of play for each character of the game. In Solasta, players are given the chance to select their Class during Character Customization. Apart from that, upon reaching a certain level for each class, players will be able to choose a secondary classification which is Subclasses that further develop the character by adding feats, abilities, and more. Each class also gives you a set of equipment that you can customize. This page covers a list of all the Classes presented in the game.
"Clerics are the servants of their chosen deity that are granted miraculous powers."
"Fighters are trained in the arts of combat, they are adept with most weapons but often chose to specialize."
"Rangers are stealthy hunters, excellent trackers, and archers, and also have some spellcasting ability."
"Versatile warriors who are known for their cunning and their ability to launch deadly sneak attacks."
"Sorcerers have magical powers derived from their ancestry, rather than from the laborious academic studies that wizards must undertake."
"Barbarians are fierce warriors from the edge of civilization. Their battle range makes them dangerous combatants."
All Solasta Subclasses
Subclasses in Solasta: Crown of the Magister is a secondary classification that players can choose apart from the main class. Subclasses unlock new feats, powers, and it further develops the character/s of the player.
The Path of the Berserker is a path of good untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedles of your own health or well-being.
Followers of this path have developed a profound hatred for magic and magic-users. For them, phsycial prowess is the only decent way. They despise and distrust magic and magic-users.
Barbarians following this path draw their strength form their connection to stone. They are known for their doggedness. They never give up in the face of adveristy and thrive in hostile environments.
The Circle of the Land is amade up of mystics and sages who safeguard the anicent knowledege of the Old Faith. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
At the beginning of time, ther ewas harmony between animals and sentient beings. Some of them even forged an unbreakable bond, melding tow minds and souls in two bodies so that the two bodies shared their bond. This ancient bond has been preserved in the Circle of the Kindred Spirit, an order of druids preserving this sacred bond.
Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed But no so for the Circle of the Winds. They felt the mana currents carried by the winds and through them a connection to nature. Through this, they were able to protect from the worst of teh cataclysm-born depredations.
The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to fire damage and grants you fire-based attacks.
The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to ice damage and grants you ice-based attacks.
The Elemental domain allows a cleric to become one with the elements. The fire sub-domain makes you less vulnerable to lightning damage and grants you lightning-based attacks.
The Sun domain encompasses the powers of cleaning light and warmth of the sun itself. Clerics who embrace this domain are beacons of light in a world of darkness.
The Battle domain grants powerful combat spells. Its clerics can deal damage as well as providing front-line heading.
The Law domain focuses on protecting the innocent and punishing the guilty, granting powers and spells to control and tame the unlawful.
The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life, and grants unrivaled healing abilities.
The Oblivion domain shows the darker aspects of Mariake, that of the goddess of death. Clerics who choose this domain are neither evil nor sinister, but avengers and comforters to those who suffer and grieve.
The Insight domain focuses on learning, memory, and deduction. Those who embrace this domain are renowned for their knowledge and wisdom.
Champions focus on the raw physical power, honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal with devastating blows.
Mountainers are trained to fight in difficult terrain and confined spaces. They are capable skirmishers and know how to take advantage of small spaces, given the right equipment.
Spellblades are as skilled with arcane magic with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.
Paladins who swear the Oath of Devotion uphold the loftiest ideals of justice, virtue, and order. They act with honor in pursuit of the greater good, hold themselves to the highest standards of conduct, and some for better or worse, hold the rest of the world to the same standards.
Paladins who swart the Oath of the Motherland dedicate their lives to restoring the pre-Cataclysm world, undoing the land's decay, and bringing life back, despite its violent and volcanic nature. They reject the term "Badlands" in favor of "Motherland".
Paladins who swear the Oath of Tirmar belong to an older order descended from the Tirmarian Inquisition. Obsessed with their arc-enemies, the legendary Dorr-Akkath, they conduct their rituals in the old language of Tirmar, and hold grudges from the time of the Cataclysm a thousand years ago.
Emulating the Hunter archetype means accepting your places as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face.
Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta.
Shadow Tamers are used to wandering the desolate lands beyond the Marches. They know the lore and languages of darkness and the hazards and customs of those dreadful caves inhabited by monsters.
Thieves have honed their skills in the larcenous arts. In addition to improving their agility and stealth, they learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items they normally couldn't employ.
Darkweavers are trained by a secret society that extends throughout the kingdoms. They have developed techniques to improve their mobility in all three dimensions and mastered the art of poison crafting.
Shadowcasters are trained in arcane magic as well as in roguish abilities. They are tricksters who use magic to make their moves even more unpredictable and unstoppable. Some believe they don't really exist.
Shock Arcanists were the battle mages of the Manacalon Empire. Their teachings have survived the Cataclysm to become a renowned and feared magical tradition, taught in every major magic school.
Loremasters are obsessed with the lost knowledge of pre-Cataclysm times. They know the old Empire had superior magic and they long to learn more about the lost spells and rituals. Their magic is focused on gathering all possible knowledge.
Greenamages are the heirs of the ancient traditions of the sylvan elves. They are wardens of the forest, specialized in nature magic and also reliable bowmen, trained to survive without spells if need be - as they had to in the wake of the Cataclysm.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.
Born out of the mana starvation that followed the cataclysm, certain dwellers of Solasta learned to drain magic from all that surrounded them, locations, objects and even people. They learned to channel scarce mana to cast spells, create potions or scrolls. Whereas their enemies call them mana stealers, they are truly artists of magic.
Another effect of the Rift and its cataclysmic closing was that some people arount it were affected in their blood, gaining an innate ability to cast spells, but in an instinctive way. They very nature of the Rift also changed them deeply, as they are not only flesh and blood, but also mana, light, and shadow.