Locations in Solsata: Crown of the Magister covers the different areas that can be explored in the game. Players can encounter and discover various Enemies, Bosses, NPCs, types of equipment, and much more for each location. Fight monsters in squad-level, turn-based, tactical combat. Solasta's dynamic environment offers some interesting tactical options.
Bridges can collapse, leaving enemies stranded and vulnerable. Walls and columns can be pushed over - on top of your foes if you do it right. The world is your playground. This page covers a list of the various areas that can be discovered in the game.
The magnificent capital of the Principality of Masgarth, Caer Cyflen was a major Imperial city and a strategic base of the Manacalon Empire long before the Cataclysm.
Caer Lem Outpost
This old Imperial fort was reoccupied by the Legacy Council's troops as a Badlands outpost, but the garrison's commander, Captain Henrik, has not sent any reports for some time.
Kythaela indicated that this mining town is important. You have no choice but to follow her, hoping to find one of the Crown's gems.
You have learned that this old tower was probably the home of a powerful Manacalon wizard.. maybe even a Master of the Arcaneum. In a hidden room, you found a mysterious Crown guarded by a group of Soraks.
Near this ruined Timarian monastery, inside a Manacalon mausoleum, you found an elf wizard, seemingly kept in a trance since the Cataclysm.
The ancient Master of Necromancy was hiding with his gem in this massive and forbidding keep, surrounded by undead creatures and other dangers.
Fortress of the Shield
Kythaela finally led you to this place, a Manacalon wizard tower, apparently perfectly preserved and protected by magic, while its surroundings were ravaged by the Cataclysm.
Imperial Outpost Ruins
You passed by these ruins when traveling to Coparann with Kythaela
Ashes of Manacalon: As you traveled through the Badlands towards Coparann, Kythaela asked you to stop near an old ruin..
Silent Whisper Outpost
Bitterroot mentioned this location was an ancient, pre-Cataclysm Silent Whisper outpost. It might have changed a lot, but you might be able to find some archaeological items of great value for some factions.
Cradle of Fire
An underground structure which might hold unexpected riches and dangers. The crownbearer saw a vision of this place- possibly hint from the Crown.
This was the hiding place of the Master of Conjuration, in a magical fortress built by his broken mind.
The mansion and its gardens are the main prize of Tannerson's heritage. The finalization of the will is going to take place there.
You've been sent here to investigate a possible group of Arivad cultists
Apparently, this was an Imperial prison. Kythaela said it dated back to the Elven Wars
Lost Valley DLC Locations
The Verdant Valley
Palace of Illusions
Important Notes on Traveling & Locations
Click the Map button to open the location map. As you explore, you will find waypoints. They give you information about the role of various structures, the lighting levels in the area, and other gameplay modifiers. The map indicates the presence of important NPCs such as merchants. A portrait generally means you can interact with the NPC.
The map also shows locked doors, unopened chests, and traps that you've detected but not triggered or disarmed. Enemies that you have spotted but not fought are also visible, so you can decide whether to attack or avoid them. The map updates automatically as you explore a location.
Fast Travel and Fast Exit
You can use the map to instantly travel to a waypoint on the map, as long as the path is clear and you can travel there on foot, if not, you'll be told that the path is blocked. Also, if the waypoint is a location exit, you can use it to go directly to the travel map.
Merchants sell and buy items. They can also detect and identify magical items in your inventory. Some of them are affiliated with certain Factions and you will benefit from having a good reputation with those factions.
The five council factions have representatives in Caer Cyflen. They can sell you equipment, spells, and many other things. The better your relations with a Faction, the more they have to offer, and the lower their prices. However, these factions are in competition with each other, which means you can't please them all. Various sub-quests will give you opportunities to improve your relations with one faction or another. Keep an eye on the Faction section of the Journal.
When your party is low on health and spells, you can take a long rest as long as you are in a safe location and you have one food ration per character. A long rest heals all your hit points and recharges most of your powers, as well as giving back half your max. hit dice.
Use the arrow keys to explore the map. Click on a destination to plan your travel. While en route, adventurers can gather food by foraging or hunting. They can also find crafting ingredients and encounter travelers, remarkable locations, or even monsters.
A slow pace lets you move cautiously, trying to remain hidden from monsters. A normal pace is faster but riskier. A fast pace is the quickest of them all but can be dangerous. Rangers will be very useful while in their preferred terrain. You will find more food and are less likely to be surprised.
You can set up travel so you don't need to micro-manage your party. Whenever someone can level up, a long rest can be started immediately without finishing the day's travel. When a crafting task is complete, so you can set up a new one without losing time. You can open the post-rest window after a long rest, for instance, to modify your prepared item.
Your heroes normally plan their travel so that they are always fit and ready for anything. This routine requires them to travel no more than 8 hours a day and leaves enough time to eat and sleep, and for other activities such as crafting, talking, playing games, playing an instrument, etc.
Sometimes, the normal routine will be interrupted and your heroes will need to travel while they should be resting. This will add fatigue and may lead to exhaustion. Adventurers know how to push themselves temporarily and then return to their normal routine, limiting camping activities to get more rest so that fatigue is reduced. Do not let them get exhausted, as this can end terribly.
You can always interrupt your travel manually by pressing the Interrupt button. Then you can click on a character's portrait to open their inventory and possibly start a new crafting activity, change equipment, or check anything you like. Just click the Resume button to continue traveling.