SanctuaryRPG: Black Edition

SanctuaryRPG: Black Edition

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Class/Race Synergy Guide
By Neøn
This guide will tell you the best three races for each class and what the benefits of using them are. It is very indepth and will help you improve your game!
   
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Barbarian
Number 1: Grokarn

Their stomach acid can corrode entire cities.
CONSUME TIN: 10% Chance to HEAL for your damage per turn
COPPER MEAL: If HP is less than 33%, gain 2 rage per turn
DIGEST BONE: 5% Chance to deal 300% ATK as damage each turn


Grokarn synergizes well with the barbarian because of its heal for damage. That ability can save your life by itself. It rage generation for low hp is also awesome for the barbarian because the barbarian need that rage so it can get ANGRY! HULK SMASH! Digest bone being in there is just awesome because occasionally you will just smack the crap out of your enemy and it can turn the battle in your favor.


Number 2: Guukin

These beasts dwell in underground huts.
POWER DRILL: Deal 33% more damage to BLEEDING enemies
HYPER GRAB: Using GRAPPLE will BLEED enemies
POWER SLAM: Deal 33% more damage if RAGE is maxed


Guukin is wonderful if you are playing a very agressive character. Level your strength and have enough vitality to tank a little bit and you are unstoppable with this race. Max out your rage, grapple for a bleed and all of a sudden you are doing 66% more damage to that enemy. You can take out enemies pretty quickly if you can get a weapon that bleeds enemy. It is also great for taking down bosses. All around fun race with not to many debuffs. It runs the best with barbarian but can be used with assassin well too.

Number 3: Krogg

Nothing lays on the hurt like a good old lumbering tree.
LIMB SMASH: Deal 2x damage when combo count is less than 5
DEEP ROOTED: Reposition does not increase distance from enemy
NATURALIZE: Repostioning reduces your current HP by 20%


Krogg is an interesting race. Its repostion is heavily nerfed and is basically useless, it even does damage to you for repositioning. However what makes this class viable is its Limb Smash, deal 2x dmg when combo count is less than 5. This buff is insane once you get you attack pretty high. use your ult when it comes and keep resetting your combo. It can one shot skeletons with certain attacks. This race is difficult to play but once you have it down it is devastating.
Paladin
Number 1: Jotunnar

Dwarven inhabitants of Jotun, pain is their pleasure.
IRON MAIDEN: Enemies also take damage when you are BLEEDING
FURY WHIP: Ultimate deals bonus damage to weakened enemies
PAINBRINGER: When HP < 25%, 10% Chance to +10% MAX HP (TEMP)


Jotunnar Paladins are really good. This may be confusing because paladin is all about healing, however you already have your innate healing just by being a paladin so this race just adds to that. All of its abilities help you to damage the enemy and it does not take a lot of skill to play this race. Painbringer can completely change the pace of a big boss battle, when you go down in health then heal back up you have more health. Its amazing. I know it doesnt sound like much but it works really well in practice.

Number 2: Slavas

Attempting to awaken them will probably get you mauled.
HARDER SKIN: Take 50% less damage from MEGA-PUMMELS
BETTER WILL: If CURSED, HEAL 10% of MAX HP per turn
FASTER LEGS: Reposition moves you TWICE as far away


Slavas is a great race for paladins because it allows you to tank and survive even better! You no longer have to worry about MEGA-PUMMELS, they don't do all that much damage to Slavas. You can hold a curse and it will just help you. If you get cursed you heal like crazy. If you need to dodge you almost always will with this race as long as you reposition. Everything about this race suits paladin and is helpful in early, middle, and late game. (The only reason this isn't first is because I have a special place in my heart for Jotunnar, my first lvl 99 character was a Jotunnar Pally.) These daft punk themed creatures will get you through the game no problem!

Number 3: Silian

Machine, robot, biological; one of these they are not.
DATA ROLL: When using HEAL, grant 3% chance to fully heal
OVERFLOW: Regenerate HP when ULT meter is charged (VIT)
AEGIS CHIP: Heal self upon REPOSITIONING (INT)


Silians are amazing for healing. If DATA ROLL works then you get an instant full heal which can save your life in some situations. You can hold onto your ult and regen HP really fast, then use the ult for even more damage. Reposition even heals you! If you level your VIT you can just heal out of any damage that comes your way. This race is the ultimate tank and its healing synergizes really well with paladin. I love running Silian Paladins when I just want to survive for extra long.
Assassin
Number 1: Wyspera

These dark shadow-creatures are truly one with nature.
SHADOWRUN: Dodge chance is passively increased by 5%
DARKLING: Deal bonus damage with your ULTIMATE (DEX)
WALLFLOWER: Regenerate 15% of MAX MP during REPOSITION


The Wyspera make amazing assassins. Their dodge is increased so less hits you. You should already be leveling DEX as an assassin so this race just makes your ULT extra powerful, almost OP. Once you start leveling your character the 15% mp regen is a life saver and it works really well if you get hit a bit too hard or get MANA-THRESHED. All this makes your assassin even better if you are running standard assassin stats.

Number 2: Jondas

These surly warriors prefer the darkest shadows.
SILENT PREY: Dodging attacks increases combo by 1
LOST VOICES: Attempting to run increases combo by 1
OVERWHELM: 20% chance for DOUBLE damage on attack


The Jondas are wonderful assassins as well. Its all about combos with this race. Your passive dodge chance should get your combo pretty high. I would be careful trying to run to get it higher with attempting to run in case you actually do run away! The 20% chance for DOUBLE damage is nice to have just as a bonus sometimes. These warriors pair well with assassin because of the crazy ult damage they can do with high combo from dodge.

Number 3: Goern

These, tough amphibians reside on land, but love the water.
IRON SCALES: Grant 50% resistance against BLEEDING
HARD SELL: Using HEAL will heal a bonus amount (DEX)
EVASIVE TOE: Dodge chance increases as your HP gets lower


Goerns are good if you want heals as an assassin. Your DEX helps your heal which you should have already been leveling. The 50% BLEED res is great because BLEEDING can just be a pain in the ass sometimes. This can help you live through it. This race is also really hard to kill as an assassin because of EVASIVE TOE. Once you have your dodge high if you get to low HP pretty much nothing hits you. You just dodge everything. Goern Assassins are what I call Tanky Assassins because they actually survive for a little while early game and can be a huge help for new players.
Wizard
Wizard

Number 1: Kraste

A nomadic race of ice people, they love to procreate often.
ICY COMPLEX: Grant 5% chance to freeze enemies per turn
NIGHTSHADE: Deal bonus damage per turn to the enemy (INT)
SENESCENCE: Enemy takes damage equal to your MP per turn


Krastes are born to be wizards. Their ICY COMPLEX is nice and can save your life
if you are lucky but that is not why they are good for wizards. If you have a
high INT as you should as a wizard the the bonus damage per turn is really OP.
It can ping away and put a hurting onto enemies, even in the early game. On top
of the INT damage per turn you also hit them for you MP every turn as well. That
combined can really hurt enemies. Kraste Wizard gives an extra buff to wizard
that it really needs to be viable in the early game. This synergy makes it my
favorite race for wizard.

Number 2: Human

As typical as they come, in all shapes and sizes.
UPPER-CLASS: Start with an addition 20 EXTRA MP
HOMEOSTASIS: Generate +2 to RAGE meter per turn
BOOTSTRAPS: Heal self upon REPOSITIONING (INT)


Humans although average any many aspects (they don't breathe fire or anything, I
mean come on) make pretty good wizards. Their extra 20 MP is great early game
and keeps your MP up as you go through the game. The extra RAGE is nice and it
makes for more FERAL ULTS. The INT you should have high will be good for keeping
you alive as a weak wizard with the heal on reposition as well. All in all
pretty average but if played correctly can make a good wizard.

Number 3: Marselon

These elementally-charged beasts roam vast caverns.
SHOCK AURA: If enemy is CLOSE, 10% chance to SHOCK
FLAME AURA: If enemy is CLOSE, 10% chance to BURN
FREEZE AURA: If enemy is CLOSE, 10% chance to FREEZE


The Marselon are not actually that helpful for synergy or the class. What it is
good for is status effects and wizards thrive on status effects. Every turn you
have a 30% chance to get some kind of status effect on the enemy. It is all
passive so the race doesn't do much but its effects are nice to have if you just
want to play a more vanilla wizard.
Druid
Number 1: Owambaku

These noble hunters disregard personal space.
SUSTENANCE: Focus attack trigger chance is doubled
HYPER FOCUS: Focus attacks deal 300% ATK as damage
PALM STRIKE: If enemy is CLOSE, Focus deals 600% ATK


Owambaku is insanely OP for the druid. The druid already excels at close
quarters combat. It gets +50% ATK if it is exposed so if the enemy is close you
will be doing extra damage. The focus will most likely appear because of the
double chance. Hit it and hit the enemy with 650% ATK, it is really good and
synergizes really well with druid. Just make sure to watch for grapples and
focus attacks!

Number 2: Sonite

At a glance, their skin could be mistaken for soft stone.
TENACITY: Grant 50% resistance to POISON status
ABSORBANT: Using HEAL temporarily increases max HP (VIT)
CRUMPLE: Reduce enemy CHARGE damage by 20%


Sonites are really good tanks. If you want to survive for a really long time, go
Sonite. Its 50% poison res is amazing because poision is really, really
annoying. The MAX HP increase is nice to tank incoming damage. The CHARGE damage
reduction is awesome because you have to worry less about getting hit by a
charge. Everything about this class is strong and tanky, that is what makes it
great for survival. It is also good for Barbarian.

Number 3: Huskian

Standing at over eight feet tall, these giants are unshakable.
LIFELINK: Grant 5% chance per turn to heal 25% of MAX HP
BLOODSCENT: Gain +1 RAGE if either you or enemy is BLEEDING
GUARD CRUSH: Has 33% chance to break enemy GUARD each turn


Huskians are great if you want to play agressive and be tanky at the same time,
EXACTLY WHAT YOU WANT FROM A DRUID! The LIFELINK is nice if you can roll it, the
RAGE helps take down a enemy that constantly bleeds you, and GUARD CRUSH will
destroy guards early game before you get ADRENAL SMASH. It is a lot of fun to
play so that you can be comfortable being aggressive while knowing you wont die
super fast.
Ranger
Number 1: Slythin

These snake-like creature inhabit the swamps of Tarsaris.
PATIENCE: If enemy is FAR, increase MP by 10% per turn
DISCIPLINE: If enemy is CLOSE, +20% to dodge chance
CUNNING: 33% Chance to MOVE away from enemy per turn


Slythins make amazing rangers. Their ability to run away really helps in combat.
As a ranger you always want to keep your enemy at a FAR distance. The 33% chance
to move away is helpful to keep you far away. The Slythin's PATIENCE is helpful
for a passive ability to keep your MP up while attacking, the DISCIPLINE is
extremely useful for when an enemy gets into CLOSE distance. You can dodge when
they are close and keep them at bay, that is why Slythin is the best race for
rangers in my opinion.

Number 2: Slavas

Attempting to awaken them will probably get you mauled.
HARDER SKIN: Take 50% less damage from MEGA-PUMMELS
BETTER WILL: If CURSED, HEAL 10% of MAX HP per turn
FASTER LEGS: Reposition moves you TWICE as far away


Slavas is good for rangers because they allow the ranger to stay alive and tank
a bit more while being able to reposition to a far away disatnce. Keeping the
enemy in the FAR distance is the most important thing as a ranger so that you
can get the buffs. FaSTER LEGS is the reason that the Slavas are in in the top 3
for rangers, its double distance reposition is extremely uselful to keep enemies
at range.

Number 3: Jondas

These surly warriors prefer the darkest shadows.
SILENT PREY: Dodging attacks increases combo by 1
LOST VOICES: Attempting to run increases combo by 1
OVERWHELM: 20% chance for DOUBLE damage on attack


The Jondas are good for combos as always. Comboing with the ranger can be useful
to put out high damage especially being able to break a charge very easily with
the ranger. If you can get a combo high the ranger can unleash massive damage on
the enemy which can be very useful in battles against non-IMMUNE enemies.
OVERWHELM is a nice chance ability to have on the side as well.
Links
7 Comments
halotrixzdj 18 Mar @ 11:07pm 
The first link now leads to a Japanese WordPress page for software engineers trying to learn English.
madmiscue 25 Mar, 2021 @ 6:22pm 
Well, at least you didn't put in any of the cheese combos... Marselon anything works great honestly. 20% chance to stop the enemy from doing anything (since burning doesn't "stun" them) is OP, but the game seems to really not like those via luck factors.
Cain 26 Jul, 2018 @ 9:33am 
None of these guides tell you surviving to the acts to unlock stuff like act 1-4 races.
Prophetbot 31 May, 2016 @ 4:28pm 
The links at the end of the guide lead to a chinese(i think?) porn website.

wtf. <.<
Ultimate Warrior! 19 Feb, 2016 @ 7:48am 
will they ever add more classes , such as bards and Clerics, warriors/fighters
Redvenge 20 Dec, 2014 @ 10:29am 
I think that Kroggs make better Wizards than Barbarians. The Krogg's inability to move away from a target causes Exposes to stack up. As a Wizard, a Krogg can use Barrier to reduce damage from Exposed attacks. Wizards get an attack bonus per level of Barrier, which gets the double damage bonus if the combo count is less than 5. Reposition causes a Krogg to lose significant health. This makes it harder for them to regain mana. This lends it's self to putting points in wand/staff Mastery for the passive mana regen bonus. While you can use wands/staffs as a Barbarian, the Wizard's combo attacks get a bonus for Int, so the synergy is slightly better. They also get a slight mana regen bonus if the enemy is [BURN] or [FROZEN], so Sorceror or Frostborn specializations are a good pick to help regain mana without Reposition.
Redvenge 20 Dec, 2014 @ 10:28am 
I think Slavas make better Assassins than the Goern. Reposition does not always move you away from an enemy, so it is very possible to be Exposed any round you don't Reposition. Slavas is the only race that seems to move at is guaranteed to move least 1 movement distance away from an enemy when you Reposition. This not only reduces damage, but increases your damage, since Assassins get 25% bonus damage when not Exposed. Enemy abilities such as (VICIOUS), (GIGANTIC), and (VENGEFUL), make the "you get 'x' when your HP is low" abilities really risky. (PUNISHING) or <THORNS> makes those abilities suicidal. Fighting a monster with (FOCUS) negates any benefit from dodge. On the other hand, taking 50% less damage from MEGA-PUMMEL when fighting an enemy with (FOCUS) is supremely useful.

Overall, an excellent synopsis. Guukin Barbarians are OP once you unlock the Brawler specialization and the Ravager attack.