Sanctuary Saga: Prelude
Table of Contents
Battle System Overview
Guide a hopeful band of guild leaders as they traverse the Untamed Wilds with their charges seeking a new land to create a budding city-state. Command your heroes on the battlefield utilizing their unique skills to bring victory in this 90’s inspired JRPG. Enlist help from the various guild members to obtain information and barter for gear upgrades to tackle progressively more challenging enemies. How deep must you traverse before a suitable location can be found? Only one way to find out!
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Expert trailblazer with an eye for trade, Syrena has earned the trust of her Explorer’s Guild through leading from the frontlines. Rarely is she seen resting on her haunches while work needs to be done. With the Senior Council of Terrn repeatedly showing a lack of empathy for the trade caravans,, Syrena’s group have had enough. One too many commands have left Syrena with no choice in her eyes but to join with Dolgrim in a pact negotiated by members of the Celestial Missionaries to settle new lands in the dangerous Untamed Wilds. Will she regret her potentially foolish choice? Maybe; but Syrena knows the current system will never lead to a healthy lifestyle for her and her crew.
Proud and brash leader of the 7th clan of Dengar, Dolgrim knows due respect will never be given from the other dwarven clans due to his birth as a bastard son (though losing that clan war probably didn’t help either). Voicing his concerns to Marie over several pints lead to the idea of forming a caravan with other pariahs from various nations to create their own haven. With her travels Marie was well aware of numerous candidates and within a half-year’s time had formed the alliance. Dolgrim knew the work would be mighty but was never lacking confidence they could succeed with his leadership.
With a life spent mastering the subtle paths of the smuggler and spend-thrift, Ethan invests his resources in caring for a pack of orphans. Ethan has a general disdain for the upper class citizenry and will exclusively target them with his “procurement” exploits. Once word reached his Thieves Guild of the agreement between a Dwarodwarf and a Sylphelf, Ethan knew there was going to be plenty of rewards to be reaped from just such a situation. Upon discovering they would need to traverse the Untamed Wilds for their destination even his ego could not be tempered by such an impossible sounding task.
Marie knew right away that connecting Syrena’s frustration and Dolgrim’s ambition would yield explosive results. Within six months of forming the connection and fostering the communication channels between the two of them with her abilities, Marie convinced her order from Font, the City of Unity, to send a contingent of Celestial Missionaries to assist the convoy. Kind in nature but candid demeanor, Marie will do everything in her powers to ensure safe travels and a successfully established settlement in service to her order and all peoples regardless of race.
Blessed with the gift to connect with anyone, Jenivive excels in smoothing tempers and monitoring logistics. This connection seems to bridge even those she doesn't share a common language with, tapping into some form of innate bond. Tasked with tracking logistics for the caravan, Jenivive is a stickler for accountability and keeps the best track of records because of it. Maternal to the last she also spends her time serving the under-privileged in the guilds. Jenivive is also a devoted wife and mother, harnessing this motivation to push her every forward..
In regards to Cylus many at the Academy in Aerin view him to be somewhat of a prodigy. If you would speak to others; he would be considered a nuisance. Inquisitive to a fault and constantly experimenting regardless of danger, he has grown on many of his peers for his eager demeanor and childlike awe. Once he agreed to venture with other Free Kingdoms’ people to join Dolgrim’s venture, several others within the Academy agreed to come along. Cylus doesn’t seem phased by this unexpected influence on others as he is far too focused on what knowledge could be gained from such an expedition.
Battle System Overview
Battles in Prelude are triggered when a player gets within a certain range of an enemy. Players may automatically run from fights if they feel they are unable to win versus the enemy but each active party member will gain Argument each time. The enemy will remain on the map until they are defeated so many encounters will not be avoidable to advance game progress. Every enemy in Prelude has their own unique skills set, so pay attention to their behaviors in order to utilize your heroes’ strengths in defeating them!
Enemies and Heroes will be lined up in one of four rows for each side. Multiple characters can belong to the same row. Certain skills can only be used from specific rows and may alter the formations for one side or the other (and sometimes both sides). The front row (1) is the row closest to the opposing side, and count proceeds away from there. So skills that are labeled Row 1-2 can only be used when in the character is in the two closest rows to the enemy. Additionally: Melee attacks may only target the closest enemy row, which is the first occupied row of the opposing force. Magic and Ranged attacks can target any row.
Each enemy and hero possesses a number of unique Skills with varying effects from healing and buffing allies to damaging and debuffing opposition. Each hero Skill will provide you a brief description, as well as state which Row the character must be in to use it and if it will move the user or target to a different Row. Pay close attention when setting up your strategy as you don’t want to find out part way through execution a character is in the wrong Row!
Explore various combinations of the six Guild Leaders and test them in different roles/rows to discover a wide array of strategies. If you find your favorite party isn’t able to conquer your current Adventure, identify the weakness in your composition and engineer a new party to overcome the challenges!
Various skills in combat can move the user or the target to different rows. If an enemy has a particularly strong attack, use your skills to move them out of the row(s) it can be used from. Need to use a hero’s powerful skill? Make sure to get them in the correct row before the fight engages with the Row command in the Menu.
Basic Attack and Guard can be used by any hero. Attack will perform a Melee attack and move the user forward one row. Guard will provide a percent DEF bonus and move the user back one row. Utilize these to position your heroes for their more powerful skills.
The heroes each are well adept at avoiding otherwise lethal blows in combat. When a hero is above 1 health, if they would take damage that would reduce them to 0 or less they instead activate Second Chance which sets their health to 1. The next damage they would take while at 1 health will cause them to be Knocked Out. Be sure to heal any of your heroes while they are on their Second Chance!
If a hero is Knocked Out during an Adventure they are not able to participate in combat until the party returns from a successful Adventure to the Caravan. Players can still swap these characters out of the Active Party using the Formation screen in the Menu. Be careful not to lose too many heroes to Knocked Out during an Adventure: many fights will end up being too difficult when the Active Party is less than four characters.
The Guild Leaders of the Sanctuary Caravan may be united in a common goal but will not always agree on the best route to achieve it. Particularly in high stress situations such as battles. Various effects can raise or lower character Argument. When a character hits certain thresholds, there is a chance they will ignore the player input for their turn and instead argue with others. This negates the action and skips their turn. The higher their argument threshold is the more likely they are to spend their turn Arguing. Keep a close eye on hero Argument gauges and utilize whatever skills available to lower their Argument if it starts to get too high.
Various Skills can cause buffs, debuffs, damage over time (dot), heals over time (hot), or negative effects (like stun or confuse). These are called Status Effects. Most of these effects have an icon associated with them so players can identify which characters are under what effects. Please use the diagram below to quickly identify what Status Effects are active during combat.
The Untamed Wilds are the home to a vast number of beasts and warriors, forgotten to those from more populated nations. The heroes of Sanctuary will occasionally encounter one of these and will need to overcome tests of strength and prowess or battles to the death. Pay particularly close attention to the skills and attack patterns of these fights to overcome the unique challenges presented. Don’t forget to save but you may want to wait until your health and Argument scores are under control before doing so.
At the end of each Adventure into the Untamed Wilds, the Guild Leaders will have a chance to rest and restock supplies in the caravan. Take this time to barter with artisans for upgraded gear and work with the caravan’s scouts to identify the next path to take. Work through enough Adventures to progressively level up the party, allowing them to delve deeper and deeper into the Wilds! Eventually they just may be able to locate a suitable location for Sanctuary’s founding...