SanctuaryRPG: Black Edition

SanctuaryRPG: Black Edition

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Newbie guide -How to be OP-
By (Farkon) 2m_anylootboxes
This guide is designed to get you started on the path of being op as hell.

It's pretty easy actually, and although it depends on your class on what stats/gear to focus on, there are some basics that can not be ignored if you want to be op.



-In progress March 17th-
   
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The Basics/Starting out
Want to do crazy stuff like this?




Read below.



Barbarian is the easiest class to start out with. Do the tutorial, you don't have to understand everything, most important part is to just make sure to -reposition- if an enemy is charging [1] [2] unlocks this after you land an attack.

-For every class-
On Gear, focus on Vit and STR, with enough mp regeneration so that you can heal if need be. STR increases attack by 1 and 1 hp per attack, while vit increases health and healing. Everything else is suboptimal....having max crit is pointless if your base attack is low.

When leveling up, always put points into whatever increases your damage, skill points into hp, and masteries into what suits your class.


-Leveling-

Barbarian - STR Health(early on) armor,Maul/Mace (You don't focus on crit anyways, and at full mastery you do 80% bonus damage, pretty close to a crit.)
Paladin - ??? INT, Health(early on) armor, Magic/Wand (I don't play this class, i'd assume it's INT, Health, Magic/Wand for mp regen. Maul/Mace is never a poor option though.)
Wizard - INT,Health(early on) armor, Maul/Mace (You don't focus on crits and the Maul/Mace gives the most damage output.) Consider putting a few points into vit/Health since wizards are pretty squishy, at least until they get barrier and enough WIS to sustain it. Also, since mana regeneration is more important on a wizard then normal, consider Magic/Wand
Assassin - Dex, Health(early on) armor, Axe/Polearm (You focus crit so get crit damage for scaling attack)
Druid - ???? INT, Health(early on) armor, Ranged/bow Or Maul/Mace (I don't play this class enough but marks seem to give enough mp and since you don't focus on crits, maul/mace it is)
Ranger - ??? Dex,Health(early on) armor, Bow/Crossbow (I don't play this class, but you get boatloads of dodge, and when you can't dodge you'll need some amount of health...)

Why Health? Because being to fragile can get you killed from a Gigantic/Vic enemy in one/two shot while not sacrificing your damage.When you're at a comfortable level of health, switch to something else, armor perferably.

If an enemy is charging you, make sure you're able to get out of the way... Can't stress this enough,.

Always check your health. Then MP, if you don't have 20 mp to heal you waste the turn and die (ususlly)

Crafting is simple really, always use strong, then light, until around the time the progress bar is green, then strong/wait until durability is near 20, then medium/light until you finish.

After you unlock the town, explore it and get familar with it it. To maximize power/profits upgrade the tavern to 5 or so and always check bounties, save up scrap metal if your weapon is good enough, if not then dump it into the blacksmith.

Always save up enough gold for prem weapons from the blacksmith. 10k is good enough early on.

Try not to break your combo to inflict massive damage, to achieve this, you'll need some form of healing and great defense, mantra of healing and high strength helps, but it also depends on your class and if you can, combo into your life-on-hit combos while repositioning only once against charges.

Keep in mind, ripose does not break your combo, use it to dispel wounds and such to keep your combo going.

Late game, fights will start taking longer, even with 10k hits, plan your build accordingly (if you plan to go into the late game that is.)
Classes and Race
There's a guide for this already here...


To add for assassin is that you wil eventually encounter enemies that negate dodge and ults, so to avoid being over reliant on that, be a Goern.

-Tier list-
Note: These are based on my own opinion, thus no matter how skilled or insightful someone is, two heads are better then one.... Usually.

S
Barbarian - STR stacking makes you hit and hit-heal HARDer then any other class. [Q] near death special is very strong. Very solid even if an enemy can negate dodging and ults, due to the hit-heal and overal survivability.
Assassin - DEX stacking with heavy mastery means you'll be dealing as much damage as Barbarians due to crits, but instead of hit-healing as much as a barb, you dodge instead. Enemies that negate dodging and ults shake up the assassin a bit, however, by then, (assuming if you've been getting armor and a proper shield) you generally can negate damage enough as it is.

A
Ranger - DEX stacking Ranged/Bow makes a dodge king, damage isn't as high as a barbarian or assasin, but nothing to sneeze at. Have to bring ranger to A because of the slight setup needed for damage and dodging hurts a ranger more then an assassin.
Wizard - With the Kraste race, the passive damage you do a turn is amazing, meaning you can be defensive all you want with barrier/repositioning while slowly killing the enemy. Tons of freezing as well. Damage tampers off late game though, so plan accordingly.

B
Paladin - Lots of surviability, but not so much damage, Kraste helps with damage though. Weak against enemies that stack damage in some way though.
Druid - Druids are actually quite solid, but nothing with the kit is amazing since everything requires setup to deal masasive damage, something that assassins/barbarians already do without setup.
Crafting made simple.

Crafting is simple really, always use strong, then light, until around the time the progress bar is green, then strong/wait until durability is near 20, then medium/light until you finish.


You unlock other techs as your skill levels up(from crafting) Everything else other then Dampen/Fill/Shell is generally worthless

[Q] Quench - Only use this is you messed up and durability is at 1 or so
[W] Warp - Could be useful if 30% reduction wasn't there
[E] Enchant - Fill is better, much better.
[R] Rumble - A more random Strong... Not recommended but could use more research.
[D] Dampen - Useful before you start, don't over do it though
[F] Fill - Useful at the end, also regresses progress which is good if it's almost maxed while you have some durability left.
[S] Shell - Useful before using Fill at the end. No reason to ever take it off.

At higher crafting levels, you'll be using Fill more often instead of strong at the end.
Comboing
TL:DR hit 1, 2, 3, 3 for the most damage, repeat 1 or 2 if you need to reposition. Don't reposition twice in a row or your combo breaks.


You have 2 pages of combos,

When you first start a battle, the first page typically has the first 3 attacks as starters for your combo


The first page generally has synergy with your class, for example my wizard's [2] electrocute has a chance to shock, and my fireball does more damage based on my rage meter. The finisher has a higher chance to crit.

note: Rage requires 5 hits to be active and ult, but you can use your ult as early as 4 hits for a weaker effect, sometimes necessary to stun an enemy charging at you!

and the 2nd


The second page generally has life stealing to keep you going, the finisher on this page is especially powerful with a proper crit build.

If you combo with both 1 and 2, your 3rd attack will upgrade as seen below.


Notice how your 3rd attack has more damage? Tasty.
Note: If you use your [1], then your [2], will be stronger as well! The same applies to the opposite.

Oh wait, what's this repositioning thing??? Well, generally...

Reposition will reduce the distance of your opponent, restore some mp, BREAKS GUARDING, Break your combo after two consecutive uses, and will negate the charging of an enemy. It also has various other effects based on class.
However, you don't attack this turn which means the enemy does. Reposition works best with LIGHT armor since LIGHT armor gives you a bonus chance to dodge.

You also have a chance to hit confirm or charge, but charging will reset your combo if you miss, so be aware. If you're close enough to the opponent, you'll occasionally have the oppertunity to grapple after a reposition (and randomly) which does devistating damage and breaks GUARDING, but exposes you if you DON'T grapple when it comes up.


Hit x to grapple btw.



To be more tactical in battle, you can store your repositions and combo state if you reposition twice, however you BREAK your own combo chain.... But wait... if you reposition 4 times in a row, you gain a state called AMBUSH!




This will give you 6 combo points when you attack, which is useful if you had to reposition multiple times.

One last thing, Your attacks might change also based on your state, for example, barbs can break snares with thier first page [1], thus the attack is changed.
Town, What you really need to know.
-Placeholder-

I've pretty much have a rotune going with the town and it's function.
I always get quests and bounties.

[Q] Blacksmith - always check for prem weapons. If no weapon, then use scrap to get something. Always get mercs if they're available, the 1 measly gold they drain per turn hardly even matters. Wizard seems the strongest since he/she can randomly confuse the enemy.
[W] Marketplace - Sell stuff for enough gold to get prem weapons, otherwise meh.
[]Temple - Burn the pamplets for a chance to get a charm, better spent on selling unless you have a junk charm or really need raw materials. Wouldn't recommend increasing difficulty, loot is what makes you strong, not levels since enemies don't scale to your loot level, thus while you're getting stronger, your items might not keep up with you and you'll be facing tougher creatures outside of your item level. Raising difficulty doesn't do anything for items.


aka your level 100 with a 50 str,50int, accessory. Instead of someone who's leveled up their crafting and has 200str,200int accessory.
[] Library - Can do research only during the day to burn time. Books that have a chance toi give you xp appear here.
[] Campground -
Crafting Bench - You need one mat from charm crafting to set up a bench. It's epic for a reason.

From ~stealth_villain~
Soul shards: Used only for crafting. You bust them down in to lots of other materials. Very useful.
Wardrobe: These can be equipped at your camp. You get them from doing the procedural dungeons. Honestly it's not worth equipping a wardrobe item unless you can level it up through adornment shards. Once you get enough adornment shards, then they provide pretty significant benefits... but at lvl 1, the "negative" buff I think far outweighs the "positive" buff.
/
[2][3][4] Dig Hole - Random chance for an item on the intial dig, once you dig deeper, you mine ore for weapons and shields while using energy, recharges over game time. Get shields since weapons are easier to come by.
[R] Rest - Only useable during the night. Resets digging somewhat and gives you energy to dig deeper. Can combo with reaarching in the library for unlimited power without even having to fight monsters.

From ~stealth_villain~
Mysterious artifacts. I stumbled across a random encounter in Act 3 where I actually turned in a mysterious artifact. Gave me a TON of crafting materials. Other than that, haven't found a use for them.
Best methods of getting loot.
-Placeholder-

Weapons = Blacksmith's premium weapons [11] [22] [33]
Armor = Craft it
Charm = Craft it
Shield = Tough one, hard to get a good shield, consider mining and later crafting kit this.

Save scrap metal if you have a decent enough weapon and decent overall equipment.

Never use your community kit for insta armor and charms.... It's not that good compared to crafting.
25 Comments
medicineisgone 6 Nov, 2022 @ 2:05am 
thx
Wunderforce 7 Jan, 2022 @ 2:33pm 
For new players, I would highly recommend crafting as early as possible. If you can craft into the 80-90 range early, you will likely get broken gear that can carry you for about an act.

I kept dying by around the minatour stage untill I started crafting, and then things became super easy.
Tao BMS 24 Aug, 2019 @ 11:08am 
How much health would be a comfortable amount? I've not gotten all too far yet, so not sure what to really scale it up to.
(Farkon) 2m_anylootboxes  [author] 5 Aug, 2019 @ 9:43pm 
Play a barbarian if you have trouble early on to unlock races., although I got to act 4 with a non-optimal wizard the first time. Took a lot of time though.
Cain 26 Jul, 2018 @ 9:33am 
Not a fan of the fact that every single guide tells you what to use, but none tell you how to survive through acts 1-4 to unlock those races.
Aleccia Rosewater 25 May, 2017 @ 2:06pm 
I assume that the purpose behind Dampen and Fill is to take a small gamble in exchange for a chance at getting a higher quality piece of equipment? Won't one or two uses of Rumble fit in with that?
_galaxy 24 Apr, 2016 @ 10:52am 
also I found out that if you entertain patrons before selling drinks to them there is a higher chance of them giving you gifts. I recommend only with 10+ patrons though...
_galaxy 24 Apr, 2016 @ 10:32am 
is a good idea to burn silver keys and go to procedural dungeons?
Boobs 22 Feb, 2016 @ 11:46am 
(continue from the previous post)

equipment priority: umbral weapon > +vit > heavy gears > armor + charm option

for mercenary: either paladin (25% -2 expose) or wizard (25% confuse enemies) is a good choice

crafting:
heat meter 0-4 and durability > 30, [3] (max durability lose = 20)
heat meter 5-6 and durability > 15, [2] (max durability lose = 5)
heat meter WARNING or more, [4] (returned heat meter to 4 or less) (max durability lose = 5?, not sure about this one)
only use [1] when you need some progress (max durability lose = 3)
Boobs 22 Feb, 2016 @ 11:41am 
cheese for paladin: pour everything in vit (only upgrade int to equal to your level, int is only important early game for heal. and stop at 50~60 int)

for gears: focus on +vit first, then heavy armor and heavy shield if possible (shield can be light, medium or heavy, each one have their own use), umbral weapon is a must (for max survivebility), ignored the attack value since you will dealt damage mainly from mantra + bloodthurst (but have at least 100 wis for passive mp regen is recommend, due to sap may be a problem if you don't have some wis), for armor and charm option: cloaking (-1 expose), deflecting (-5% damage), enraging (+1 rage per turn to refil rage meter after cursed), voodoo (reflect 100% damage, this not help your survivebility so choose it carefully) and mending (heal 1% per turn, worse option that other choices, but better than nothing)