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Sanctuary - Fully Custom High Difficulty
 Worldserver Name: Sanctuary
 Server Version: [U]
 Server Status: UP
 Players Online: 8
 Average Players: 9
 Max Players: 50
 Registered Name: Sanctuary - Fully Custom High Difficulty
 Server Type: Legit, Custom, PvE
 Class: Preferred
 Server Owner: zerjz3
 Website: http://discord.gg/rTFnAPH
  • Fully custom, brand new world to explore and conquer
  • Open world sandbox gameplay
  • No tiered content - horizontal progression
  • Player housing
  • Crop farming and gardening
  • Compatible only with RoF2
  • 30 classes to play

    We live in an age of cookie cutter games and virtual theme parks. The modern expectation for an MMO isn't a world to live in - it's a game to play in and some buttons to mash; easy and rapid bursts of dopamine. Actions aren't held accountable because everyone is self sufficient, there's never a need to socialize, never a reason to help another out. Gone are the days of forging relationships, friendships, partnerships - they have been replaced by offline auction houses and cross server dungeon queues. Immersion is a thing of the past, as you are constantly being reminded that you're playing a game: buy this, click here, follow the glowing trail to the next quest hub. Players rely on mercenaries, bots, and boxes: artificial group members, treated like robots and used solely to propel through the content as fast as possible, rushing through the journey to arrive at the destination sooner. Quest dialogue is skipped, barely skimmed through, and condensed into a single list of objectives: kill and collect like a drone; seek and destroy.

    Sanctuary is none of those things.

    We don't believe in instant gratification. For us, it's about the journey, not the destination. Our players aren't just warm bodies to fill group slots, they are people, each with their own personalities and distinctive play styles. We cater to the heart and the soul, not brute strength. To progress through the content of Sanctuary, a player will need to use strategy, cleverness, creativity. Trying to smash your way through our content will result in death and its harsh penalties. Using your mind will result in satisfying rewards with real purpose and meaning, not just a bigger number on your sword.

    Things will be slow. You will start out with nothing - naked, cold, and alone. What you wear will be sewn yourself, from materials you gather yourself. There are no quest hubs... there are no tasks with clearly defined objectives for you to idly complete while you watch a movie. Your weapon, if you choose to use one, will be handcrafted from the resources of the earth. Your character will be whoever and whatever you define it to be through your chosen style of play and through your actions and decisions. You may start as an Adventurer and decide that combat isn't really for you, and you would rather spend your time crafting unique goods and selling them to the other players, happily living out your days as a Merchant. That same Adventurer may choose to be on the front lines of battle, training to be a fierce Warrior. Both of these are completely different play styles, and both are totally viable options for the same base class.

    Our game is designed for a player to play one character, focusing on its growth and development, and teaming up with friends and allies when the going gets rough. We do not design our content for "boxing" multiple characters, dragging them along behind you like robot butlers, and this play style is unsupported. Players of Sanctuary will get a much more rich and fulfilling experience by choosing one main character to play and sticking with it, as there is a lot of "horizontal progression" that doesn't necessarily get reflected in numbers and stats, and trying to spread this type of progression across multiple characters at once can be underwhelming.

    Player economy is vital to Sanctuary. Many tradeskill recipes are kept exclusive to certain classes, subclasses, and progression points in our world. Each player is not intended to master every tradeskill, in fact, that would be impossible. Success with tradeskills comes from choosing one or two to master, and the opportunity for fame and fortune is ripe with our complex and elaborate tradeskill system. Start simply, combining a stick and coal to make a torch, and with some time and effort, you'll be a master woodworker, crafting ornate bows from the rarest woods available.

    Our world is full of exploration potential, and when encountering what seems to be a brick wall, find a way to chip away at it until you can progress. If your ideas don't work, ask a friend, as two heads are always better than one. When brute force isn't doing the job, look around for resources that may help you come up with another solution. There is never just one way to solve a problem, and solitude and isolation from the community will get you nowhere. Use what has been given to you and strategize a way to find more resources to work with.

    As you're playing Sanctuary, always keep in mind that here, the journey is more important than the destination. Enjoy your journey, build your community, and have fun!



    This rough-and-tumble spirit is always ready for anything. Upbeat and hearty, this fast moving adventurer takes the lead in any situation and never backs down. Possessing high proficiency in most weapons, and able to wear all kinds of armor, this is a good choice for those who want to stand on the front lines of battle and discover treasures and secrets before anyone else.


    - Warrior
    - Merchant


    Noble and just, Dragoons serve as natural champions for the causes they see fit. Taking the moral high ground in any situation, Dragoons are a trustworthy and valuable partner. Dragoons specialize in two handed weapons, particularly giant broad swords and lances, with which they are also able to bash their opponents. Dragoons wear heavy armor and plan their attacks strategically, sometimes opting to stand in the back and throw heavy spears.


    - Knight
    - Dragoncaller


    Monks are a sect of priest that have taken a vow to remain pure and chaste. They diligently train their bodies to ignore earthly temptations and needs. A Monk's ultimate goal is to achieve a state of enlightenment that transcends the mortal plane. Pacifist by nature, a Monk will defend himself if necessary, using hand to hand weapons, blunt objects, deadly shurikens, and sharp katanas.


    - Samurai
    - Sensei


    Summoners are mages who specialize in the creation and invocation of supernatural objects and creatures. Pulling these things from seemingly nowhere, these summoners are deeply connected to a plane of existence that no one else can see.


    - Etherealist
    - Geomancer


    An Occultist does not possess innate magical abilities, but rather has delved deep enough into the occult that he can invoke void magic through rituals and sacrifices. Many of the Occultist's spells are contained within dark grimoires and texts that are only legible to a highly trained occult scholar. Being that the Occultist is a person born out of the magical realm, he has training in all armor types and can wield most weapons.


    - Faustian
    - Galaxian


    Witches are highly attuned to nature and the protection of the natural world. Witches have such respect for plants and animals that they will avoid harming them at all costs, instead seeking guidance and comfort in their presence. Every Witch has a familiar with whom she has a deep and lasting relationship. Witches are natural healers and spiritual leaders, offering both physical and mental aid to her friends and allies.


    - Hedgecrafter
    - Vodouist


    Enchanters are masters of the material world, augmenting and altering objects as they see fit. With a wave of the hand, they can curse and uncurse items, supercharge their allies, and severely weaken their opponents. Enchanters are also able to communicate with the supernatural realm, calling forth a friendly magical wisp to aid them on their travels. Many Enchanters choose to specialize in the art of jewelcrafting, as precious gems are particularly conducive to their enchantment magics.


    - Jeweler
    - Puppetmaster


    Alchemists are primarily interested in the conversion and transference of one material to another - at a cost. The main pillar of Alchemy is that of Equivalent Exchange: For every gain, there must be an equal loss. Alchemists can create amazing potions unseen elsewhere in the world, using specialized waters and plant materials. They can also create poisons, able to be applied to weapons, food, drink, and used directly on the target of the poisoning. Alchemists are able to imbue precious metals, and even convert them to new metals altogether.


    - Philosopher
    - Shaman


    The Assassin is a master of dealing death unexpectedly. Lurking in the shadows, one never knows when an Assassin may strike. These clever rogues are proficient in using piercing and slashing weapons for a clean, quick kill. The Assassin is able to talk his way out of almost any situation, and will be quick to flee when things don't go according to his plan.


    - Imp
    - Ninja


    The Archer is a master marksman, luring her prey into snare traps and then picking them off from a distance with her bow. A capable scout and hunter, the Archer can aid allies by foraging for food, fishing, leatherworking, and providing basic medical care.


    - Soldier
    - Trapper


    The messengers and entertainers of the world, Bards possess great musical talent. They chronicle the adventures of their allies, retell historical events, and provide comfort and entertainment to all.


    - Aristocrat
    - Dervish


    Stern and revered, these members of the clergy dedicate their lives to theological studies. Their connection to the gods grant them divine powers, able to heal the most tainted of souls with a splash of holy water and prayer. Some priests delve into the world of politics, moving their way up the ranks of the churches, while others go their own route, choosing to live a life of isolation and solitude.


    - Vampire
    - Bishop


    More than just mere dabblers in the macabre, Necromancers are truly undeath itself. They are responsible for bringing the undead into the world, and over time have served as the mortal planetary grim reapers. Necromancers help the lost spirits of the dead find their way, and a Necromancer will almost always be spotted at the scene of a murder or death, collecting the lingering ambient souls.


    - Grim Reaper
    - Demonologist


    Tamers have wilderness survival in their blood. With their animal companions, a tamer spends all of her free time out in nature. They are exceptionally skilled in hunting, gathering, foraging, fishing, woodworking, and first aid.


    - Breeder
    - Shifter


    A Sorcerer's philosophy is simple - magic in its purest form is the greatest gift to all mankind. Viewing other magical specialties as inferior and watered down, a sorcerer constantly tries to sharpen his mind and stay focused on his craft. Knowledge is literal power to a sorcerer, and he looks down upon those that don't expend an effort to learn and develop.


    - Chronomage
    - Sage
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