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Solasta 2 Cheats

Solasta 2

Hints and Tips:
---------------
Submitted by: David K.

Solasta II rewards tactics over shortcuts. There is no menu code, password, or working
save edit that hands you gold or XP, so your real edge is the hints below. The only
reliable way to undo a bad outcome is to reload an earlier save, covered in the last
tip.

-= Beat the light mechanic =-
If your attacks keep missing, check the lighting. Striking a target standing in
darkness gives you Disadvantage, so the game rolls two dice and keeps the lower one.
Light your enemies before you swing by casting Light, Sparkle, or Dancing Lights, or
by holding a torch. Attacking from darkness into a lit target grants Advantage, while
attacking from light into darkness gives Disadvantage, and Darkvision only treats
darkness as dim light rather than bright light, so it is no substitute for a real
light source.

-= Position for advantage =-
Flanking a foe with one ally on each side grants Advantage on melee attacks, so try to
pincer enemies instead of lining up. Combine flanking with high ground and good
lighting for the best odds, and remember that attacking a hidden, prone, restrained,
or otherwise impaired target also gives Advantage.

-= Build a balanced party of four =-
You design all four Colwall siblings before the adventure starts, so cover the four
roles up front, namely durability, healing, control, and damage. A reliable lineup is
a Fighter (Aether Warden or Commander) on the frontline, a Life Domain Cleric for
healing and support, a Wizard (School of Ruin) or Sorcerer for spell damage, and a
Shadowcaster Rogue for traps and utility. Keep every hero at Constitution 14 or higher
so nobody folds in one hit, and leave a caster a free hand, since most spells need it
and a shield blocks casting unless a subclass says otherwise. If you plan to
multiclass once the level cap rises, hold it until level 5, where classes get their
biggest spike, and remember multiclassing needs at least 13 in the primary ability of
both classes.

-= Pick backgrounds and feats at creation =-
Under the 2024 ruleset your Background, not your Ancestry, grants your +2/+1 ability
bonuses and your Origin Feat, so choose it as a mechanical decision first. Ability
modifiers only improve on even scores, and most level-4 feats also give +1 to a stat,
so set your main stat to 17 and a feat pushes it to 18, or take 16 and use the level-4
Ability Score Improvement to reach 18. Human is a strong ancestry because it adds an
extra Origin Feat and grants Heroic Inspiration for a free reroll after every Long
Rest.

-= Feats and cantrips worth taking =-
Sentinel is a standout feat on a Fighter or Paladin, since it stops enemies from
stepping away and lets you punish foes that strike your nearby allies. The Guidance
cantrip is easy to forget but adds a die to ability checks out of combat, so keep it
on a Cleric for locks, persuasion, and investigation. A Fighter's Second Wind is a
free self-heal, and Action Surge at level 2 buys an extra Action in a tough round.

-= Use Weapon Mastery and the action economy =-
Every weapon has a Mastery effect, such as shoving a foe or striking several at once,
so match weapons to the fight. Each turn gives you Movement, one Action, one Bonus
Action, and an automatic Reaction. Dash to close distance, Disengage to leave melee
without provoking an opportunity attack, Dodge to impose Disadvantage on attackers,
and Ready an action to trigger it on a condition, which spends your Reaction.

-= Scout for traps before you fight =-
Early dungeons are heavily trapped, and a missed trap can wipe the party before the
first attack roll. Keep at least one character with Perception and Investigation
proficiency, usually the Rogue or a high-Wisdom Cleric, and move carefully into new
rooms instead of rushing the next encounter.

-= Always choose the high ground =-
On almost every map you'll notice there is some high ground you can turn to your
advantage, so it is worth crouching and sneaking into position before you engage in
combat. From a raised vantage point your party hits harder and enemies are far more
likely to miss with ranged attacks. Sometimes it will not make much of a difference,
such as when fighting specters that ignore standard physics, but it is a good idea to
assemble your party in an advantageous spot for the long haul instead of haphazardly
leaping into a fight without any preparation.

-= Open fights from stealth =-
Lead your highest-Stealth hero and engage from hiding to catch foes off guard. A
successful ambush can impose the Surprised condition, which makes enemies roll
Initiative with disadvantage so they act later in the order, and starting hidden
grants attacks with advantage. Rogues shine here, since attacking with advantage from
stealth feeds their Sneak Attack, and if you strike from far enough away the enemy may
waste its first turn just dashing into range.

-= Mind the Detection Gauge =-
Once an enemy wanders into your Noise Ring, a Detection Gauge appears to track its
growing suspicion. If you remain stationary the gauge rapidly fills and your stealth
breaks, so movement is required, so rearrange the party, use cover, and break line of
sight. This is a dynamic stealth mini-game whenever hostiles are nearby. The fill rate
is based on your party's mean Stealth skill compared to the enemy's Perception, so the
higher your Stealth the better, and the higher their Perception the quicker it fills.
Watch light sources, since torches and light spells significantly increase your
visibility and accelerate detection. Darkness is your ally whenever stealth is
involved.

-= Rest smart with Short and Long Rests =-
In a safe place your party can take a Short Rest to regain some uses of specific
abilities and powers and to spend Hit Dice for healing. Each hero has as many maximum
Hit Dice as their level, and spending one heals by the number rolled plus their
Constitution modifier. Short Rests are cheap, so take one every couple of encounters,
even after a fight you think you survived cleanly, because ambushes on the road punish
an unprepared party. A Long Rest at a campfire fully restores Hit Points and spell
slots but consumes Food Rations, and when slots run low you can also fall back on
Potions of Healing, scrolls, or Hit Dice.

-= Sell your valuables =-
You'll come across all sorts of gems, books, and other treasures, and while it is fine
to hold them for a while, eventually you'll need to let them go. Vendors won't haggle
with you, so you simply sell the items for gold. Keep the rarer items, like magic
items you may want to identify later, but extra weapons and armor can be exchanged for
gold, which can then buy potions, rations, and better equipment. There is plenty of
loot to go around, so don't hold onto everything until the final boss "just in case."

-= Loot everywhere and manage rations =-
The bird's-eye camera makes it easy to miss things, so check behind your party when
you enter a new map for forageables, crates, and other interactables that often hide
potions or magic items. Stock up on Food Rations before heading onto the world map,
since Long Rests eat into them and Force Marching on an empty movement meter inflicts
a party-wide penalty. There is no fast travel, so plan routes and favor roads, which
cut down travel time as you backtrack through cleared areas.

-= Reload to beat bad luck =-
Solasta II uses true dice rolls, so even a 90% attack can miss several times in a row.
Encounters also cascade with only short pauses and no full rest between them, so
manage spell slots and Hit Dice carefully. When a key roll goes badly, reloading an
earlier save before the attempt is the built-in workaround, with no extra tools
required.
 
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