[Sacred Seasons MMORPG] A Seasoned Player's Guide to the Game

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Tip of the Moment: Save your gold! Using it before level 200 really isn't going to have any effect in the long run.


Hey guys, Bob10110 here! I decided to write a guide for Sacred Seasons, covering the basics of the game. Hopefully this serves as a place where everybody can go to find the information they need.

Table of Contents



Starting Out

So you have found yourself in this world, adventurer. The spirits of the Cycle have seen a great threat looming on the horizon, and have summoned you to Shikaakwa. Your first decision is a fairly large one: What will your spirit be incarnated as?

(In other words, what class do I pick?)

Having sufficient experience with several classes, I will give advice below based on certain things you wish to accomplish. And do not forget that you can change your class at ANY time outside of battle; you effectively have all 16 classes saved on your account at whatever levels you achieve with them.

There are three main roles in the game: Healer, Buffer, and Attacker.

  • The best Healers from mid-game onwards will have a full-healing ability, though most other classes can play as Support Healers for easier battles.
  • The best Buffers have a massive buff of some sort for either attack rate, physical Defense, or magical Resistance; ideally this is a buff that affects the entire group at once though there are certainly some single-ally buffs worth using as well. In late game there are also Buffers whose job is to debuff the enemies; Skill, Speed, Luck, and attack rate debuffs are generally the useful ones.
  • The best Attackers typically attack with a faster battle timer and don't have anything better to be doing, such as healing.

If you're just here for the badges: I'd probably go with the Shaman, who is one of the Spring classes. She is a very versatile Magic character with a fast battle timer, useful healing, and enemy debuff skills. Shaman is fun to play overall, and not a bad choice if you actually decide to stick with the game.
If you want to know what each class is like: Here's a list.
  • Summer

    • Sun Witch: She is rather solo-capable with a large amount of good single-ally heals at her disposal. Notable characteristics are her low Health and high Magic power.
    • Desert Bandit: He is infamous for full heals that are effective and cheap, but also unfortunately a risky gamble. Players may wish to stick to Snake Juice 2 as the main healing skill when it is not necessary to full heal; not only is it 100% reliable, but it is still a good heal.
    • Pathfinder: She has a fast battle timer, making her a rather decent attacker. She is also well-known for her massive group-healing skill, Blackberry 4, which is learned at level 91 and continues to scale with her level.
    • Hypnotist: He is very solo-capable as he is the tankiest character in the game, possessing exceptionally high physical Defense and magical Resistance, and comes with a potent group physical Defense buff to boot (the second most powerful buff to that stat). His Time Warp 2 ability is also well-known for being a modest attack rate buff on the entire group. His Magical attacks are fast, but weak.
  • Spring

    • Scout: He is a character based entirely around speed. Both his Speed stat and his attack rate are among the best, and he has a group buff to massively speed up the attack rate of the entire party. His downsides are low Health, poor physical Defense and magical Resistance and lack of any healing abilities; if he fails to dodge attacks with his high Speed he'll fall quickly.
    • Shaman: She is a versatile character, possessing a quick attack rate and great healing abilities including a full heal at level 91. Her Area-of-Effect skillset is the only notable one below level 150, and as such she can grow very quickly in the right places.
    • Evergreen Soldier: He is a somewhat tanky character with high health and a decent single-ally physical Defense buff. He can also keep the group fairly healthy with his near-endless supply of small group heals.
    • Charmer: She is by far the most efficient single-ally full healer, having a large amount of SP for her abilities and a decently quick attack rate. Her drawbacks are her low health, physical Defense, and Magic power.
  • Fall

    • Savage: She is a savage attacker with her fast attack rate, though her healing ability is fairly expensive costwise. She is well known for Blood of the Fire Wolf 2, a great single-ally attack rate buff learned at level 91.
    • Thaumaturgist: He is a tanky Magic user with moderately decent group buffs for both physical Defense and magical Resistance. He also has the highest damage output per attack, though with one of the slowest battle timers don't expect him to hit nearly as often as others. He also lacks a significant healing ability.
    • Harvest Soldier: She is a solo-capable character possessing a good amount of health and a full heal ability. She also has the best group physical Defense buff in the game, learned at level 150.
    • Clown: He is a beefy attacker capable of using either attacking style, but he does not possess any healing abilities. One of his tricks is a useful group slow debuff for his enemies, unlocked at level 82.
  • Winter

    • Arctic Soldier: He has the strongest physical Attack, the highest Health, and the best physical Defense in the game. Also notable is his single-ally magical Resistance buff, which is the second most powerful buff to that stat. His shortcomings are in having the worst magical Resistance, one of the slowest battle timers, and the lack of any healing abilities.
    • Clairvoyant: She is a powerful Magic character famous for her level 91 attack rate buff Astral Travel 3. She also wields the most potent group magic Resistance buff in the game. However, her low Health and Defense leave her open to physical Attack based opponents.
    • Medicine Man: He is a solo-capable character similar to the Harvest Soldier, possessing decent Health and full-heal abilities. His group magic Resistance buffs are cheap and fairly effective.
    • Snow Bandit: She is a somewhat balanced character, not particularly excelling in anything but not particularly horrible in anything either.

Regarding classes without (at least decent) healing abilities: You'll often find soloing to be a hard or sometimes even impossible task. Arctic Soldiers, Clowns, and Scouts will need to party up often in mid-game and late-game (read: doing endurance-challenging "arenas" at 200+). Thaumaturgists and Evergreen Soldiers may also need to seek others.

One final note: Once you've picked a class, note that its true potential will start to be seen around level 200. Just because a class is great (or sucks) now does not mean it will be such later on.

 
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Your First Quest

So you’ve decided upon a class to play as. It’s time to take your first steps into becoming a champion.

Controls in this game are entirely mouse-based. To move around, simply click on a patch of (open) ground and your character will walk to it. Moving around the world is accomplished through the use of portals, which will take you to another screen. If you see another player, you can click on them to view their level and stats. You can also send them whispers via the pop-up interface, or add them as a friend. More about this later, though.

In your travels you will see many NPC’s, and many of them will have quests for you to do. When you first start, you’ll be able to get your first quest from Jona who is on the third screen. The game goes out of its way to point out Jona to you; click on Jona and you will automatically accept his quest.

Jona wants you to take care of some of the monsters in the cave outside of town. You may notice the white portals in the bottom right of town; use any of these to leave Shikaakwa and enter the region of Bellroot. It may take a few moments to load the first time.

In Bellroot, you’ll notice an NPC standing next to a red portal, which generally indicates a dungeon entrance. Talk to the NPC if you wish to read some of the basics of fighting in dungeons. Once you’re ready, enter the cave. There will be three battles here, all of which need to be cleared to finish Jona’s first quest.

(Important note: For purposes of quest completion, only those players that were inside the final battle of the dungeon will get credit for clearing the dungeon. You do not need to take part in any other battles to get this credit.)


Here I will explain the basics of battle. Each player and monster has a certain attack rate, amount of Health and Skill Points (only players can use skills), and six stats:

  • Attack/Magic: You use one of these two styles for your “standard” hit, depending on which type of weapon you have equipped. Try to maximize the stat you’re using as much as you can.
  • Defense: This will reduce damage received from attacks of the physical “Attack” style.
  • Resistance: This will reduce damage received from attacks of the magical “Magic” style.
  • Skill: This stat mainly affects accuracy, though it also slightly improves the effectiveness of your skillset and damage.
  • Speed: This stat mainly affects dodge rates, though it also slightly improves the effectiveness of your skillset and damage. (Does NOT affect attack rate at all.)
  • Luck: This stat mainly affects your chance to critical strike for twice your usual damage. It also improves the effectiveness of your skillset and damage.

Battle consists of combatants taking actions (whether it be attacking, using a skill, or using an item) and then waiting out their timer before selecting another action. I would generally advise sticking to simple attacks most of the time. The goal is to reduce all opponents to 0 HP, thus defeating them. Being reduced to 0 HP yourself sends you to Shikaakwa with fully restored Health and Skill Points, but there is no other penalty.

If you are still alive at the end of the battle, you will get experience and silver depending on how many other players were fighting with you and what monsters you fought.


Once you have cleared the dungeon, your Health and Skill Points will be fully restored to their maximum values. You will also have completed the quest, so go back to Shikaakwa and speak with Jona again. You will automatically accept any reward the quest offers (if there is an experience reward, it gets put on your currently selected class only). Several quests will unlock new areas to explore, and this is one such quest…you will find that there is now a white portal towards the top of the screen.

Congratulations, you have finished your first quest! Seems easy enough, right?


How about we try another quest? Go through this newly unlocked portal at the top end of Shikaakwa, and you’ll be able to speak with Edgar. He will have a quest for you titled “Edgar’s Redemption” and if you cared to read his dialogue he just can’t stand spiders. Let’s go squish them for him; head back to Bellroot.

Once in Bellroot, you’ll notice that there is another white portal unlocked here as well. Explore to the north and you’ll find more dungeons…yes, there’s more than one dungeon. Wait, which one do we need for the quest? You could try to find it yourself, or hover your mouse over the hint below for a spoiler:

(( Hey, I’m a hint! ))

Once you finish the correct dungeon, head back to Edgar and he will give you that well-deserved reward for squishing the spiders. You’ll also have achieved the Easy Kongregate badge for this game! From here on out keep exploring the world, and if a quest is too hard for you now, train yourself or find friends.

Oh, and avoid Fatal Fortress if you don’t know what you’re in for. ;)

 
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Reaching Your Potential

In your travels you are likely to meet new friends. Having a large number of players to call upon for help will be invaluable as you play the game, since training with a friend or two in the right places will get you more experience and be more fun. Here are some tips on how to be liked by the community:

  • First, be willing to do some things on your own. Sometimes you’ll find that we’re all busy with other things, waiting for a group to do arena runs with, or offline.
  • Be able to chat in sentences longer than one word. Even writing so much as “Hey, Bob.” makes me feel much more inclined to reply than just “Bob” on its own. If English is not your first language, players will at least appreciate any attempt at translating more than one word.
  • If nobody really wants to add you as a friend or take you through some arena you want done right now, take it in stride and find something else to do. Don’t sit there for three hours asking for the same thing over 9000 times.
  • Players assisting you with an arena quest far above your level really don’t want to see you die halfway into the arena. If you are receiving help for something, let them take care of the battles while you sit outside patiently. You only need the final battle for quest credit, and they will call “in” when they’re ready to deal the final blow to that battle.
  • Generally it’s good etiquette to ask a friend via whisper if you can teleport to them before joining them. This avoids the situation of being asked to leave by the player you teleported to (on the basis that they would rather train alone or the arena run they’re about to do already has enough people).

For your convenience there are a few chat commands you can use to do things with friends, among other things:

/w (player) (message) – The whisper command allows you to privately message anybody if they are online. Exact letter case is needed for the player’s username.
/add (player) – The add command allows you to send a friend request to anybody if they are online, and not currently in a battle. The receiving player will need to confirm or deny the request. Again, exact letter case on the player’s username is necessary.
/g (message) – The guild chat channel allows you to hold conversations with all of your guild members at once. Obviously, you need to be in a guild for this to work.
/s – The server command displays a message in the in-game chat console showing what server you are on. You will probably need to scroll down to see it.
/p – The password command displays a message showing your Sacred Seasons account password, if you wish to play from the Sacred Seasons website instead. Do NOT share this password with ANYBODY, for ANY reason. And if it gets compromised, use this password reset link to scramble your account password into something else. (You do not need to remember this password to play through Kongregate.)


You’re interested in the game now, and you want to know how to level up faster than your friends. Here’s how I’d advise doing it. This guide will assume you’re soloing though it will work decently alright for groups as well; the goal is to one-hit everything you can and thus clear battles quickly.

First, some notes: Save all the gold you get for these equipment items: Your class’s level 200 enhanced armor, the level 100 Buffalo Horns or Magic Hat, and at least the level 200 season weapon. Anything below that in level is really not useful.

Also, never ever share either your Kongregate password or your Sacred Seasons account password with ANYBODY. Sharing your Sacred Seasons account is likely to get it permanently banned.

Under level 50: At this point in the game, feel free to just run around and enjoy some of the storyline the game tries to offer you. Stick to the Bellroot, Summerville, West Hills, and Coldwoods dungeon quests. Avoid the “Fatal Fortress” and “A Hero Is Born” quests, since those aren’t for ordinary dungeons but rather endurance-challenging “arenas”. If someone offers to help you get a few levels feel free to take it, but don’t constantly beg to be levelled up by others.

For Magic classes (level 20+), ask if anybody is willing to help you get Kolenya’s War Staff.

For Attack classes (level 33+), ask if anybody is willing to help you get the Sword of Thorns.

Level 50-100: You’ll be training at the Snakes dungeon in Death Dunes. Snakes have 1k or 1.3k HP depending on their type. Ideally you won’t be using more than 2 standard hits to take down a snake. Shamans will excel here once they unlock their level 57 Area-of-Effect skill Nature’s Judgement 2, but this dungeon will be good experience for any class.

Also, being level 50+ means you could do all of Rosie’s Map Quests on your own (assuming you already have the Bleakwoods quest “Into the Fire” done already) and thus unlock the Underworld. This is something you’ll want to do at some point in this level range. Use this Wikia page to assist in finding the NPC’s to get the map quests from and the necessary monster to defeat for each map piece.

Level 100-200: You’re still in Death Dunes for experience. Consider asking friends of similar levels if they’d like to train with you, since you can both get more experience that way. It’s also feasible to try the Underworld dungeons if you want to gather silver for your mid-150’s silver weapon, as the Underworld offers the best silver gains period. Below are guidelines on where to train for exp/silver.

  • 3k+ damage: You may consider trying the 5-Mumma grind two map squares “west” of the Death Dunes entrance (from West Hills). Do the first battle with 5 Mummas, and then immediately leave the dungeon to make it refresh that battle (the other two battles have much lower exp). So far as the Underworld goes, it’s possible to do the easiest dungeons but I’d avoid it for now in favor of gaining more experience.
  • 5k+ damage: The Scorpions dungeon in Death Dunes becomes your best experience. For silver, you may consider starting the Underworld dungeons now; go with either the “Feed the Otter 1” dungeon or if you prefer a bit of a challenge you can attempt the Choppers dungeon in the southeast corner.
  • 7.5k+ damage: The popular Scarabs dungeon in Death Dunes is now the go-to spot for experience. For silver, go with just about any dungeon with trolls in it (The right half of “Too Many Trolls” is advised, especially if you’ve unlocked a level 150 Area-of-Effect damage skill).
  • 9k+ damage: Scarabs still remains the experience king. Silver gains are best done at Choppers now since you can one-hit everything there.

Level 200+: Start thinking about running arenas for experience now, such as Bellroot Arena. Read the below post for more detail.

 
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When to Run Arenas

Okay, so you’ve been running around in dungeons for who knows how long and you’d like to try the endurance challenges known as “arenas”. Many of these arenas are very lengthy, with the exception of Coldwoods Arena, Underworld Invasion, and Death Dunes Arena which focus more on enemies with high amounts of hitpoints.

I will include arenas easier than Bellroot Arena, though they will not have good experience rates compared to Death Dunes dungeons.


Arenas to do for quests or silly reasons only

Fatal Fortress [FF] West Hills’ 49-room arena can be soloed around level 40, though the 3500 HP Aseneekiwakas will take a long time to kill. The experience in here is abysmal, so only run it if you have to do so for Jona’s quests.

A Hero Is Born [SVA] Summerville’s 49-room arena can be soloed around level 140 for most. Recommended groups should have at least one level 100+ player as floors 6 and 7 will be brutal to anybody below that. Completing this arena awards one of the two Hard Kongregate badges.

Chilling Treasure [BWA] Bleakwoods’ 49-room arena can be soloed around level 220, assuming only silver equipment. Recommended groups should have players level 150+ that can take the difficult monsters from room (5-4) onwards.

Stolen Pumpkin Seeds [DFA] Deadfields’ 49-room arena can be soloed around level 220, assuming you have the level 200 enhanced armor. Recommended groups should have players level 150+ capable of taking out the 6 Strawman battle in (5-5); if you can do that, the rest of the arena should be a bit easier.


Arenas you can get experience at, and get away with not having a full set of good gold equipment (horns/magic hat, enhanced armor, season weapon)

Bellroot Arena [BRA] Bellroot’s 49-room arena can be soloed around level 300 or so. Groups should generally be level 200+ players, ideally with level 200 enhanced class armor. A general indication of usefulness is dealing at least 20k damage in a standard hit.

Coldwoods Arena [CWA, BI2] Coldwood’s 8-room arena can be soloed around level 450 or so. Groups should generally be level 250+ with a full set of good gold equipment, or probably 300+ without. A general indication of usefulness is dealing at least 40k damage in a standard hit.


Arenas you really need to have gold equipments for (or some really great connections)

Underworld Invasion [UWI] Underworld’s 8-room arena can be soloed at about level 700. Groups generally take it on at 300-350+.

Plagued Grounds Arena [PGA] Plagued Ground’s 49-room arena is a popular choice for high-level players. Groups run it for experience (dying at floor 5 or 6, generally) around level 350-400+, and completion attempts are generally 500-550+.

Bear Invasion 3 [BI3] Shikaakwa’s really weird maze of an arena is a break from the usual monotony of linear arenas, though there exists an ideal “exp route” and “completion route”. Groups are able to run it for decent experience if they can get past the second room, which requires roughly level 300+ players to survive, and generally 400-500+ to help the group clear the battles fast enough to conserve much-needed SP. For completion, get a group of at least level 600-650+ players.

Death Dunes Arena [DDA] Death Dunes’ 8-room arena has only been completed twice as of this writing. To run this for experience, level 700+ groups are advised. To run this for completion, expect level 1000+ groups at the least with plenty of Skill Roars being used. This is the final quest in the game.

 
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500-550 for PGA/600-650 for BI3 = Bob is assuming there is one really fast scout, a DEF and a RES buffer, a group full healer. At least. With all those ready to Roar you off.

I’d put +100 or +200 levels to get those done with…

 
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Originally posted by MrJ17:

500-550 for PGA/600-650 for BI3 = Bob is assuming there is one really fast scout, a DEF and a RES buffer, a group full healer. At least. With all those ready to Roar you off.

I’d put +100 or +200 levels to get those done with…

Those are more the lower bounds, to let people know when they could join such runs reliably. Others may advise the numbers be a bit higher to limit the number of roars used.

 
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Really nice guide, good job Bob. May I suggest some more links to be added up there?
Forum – http://www.sacredseasons.com/forums/index.php
In-game moderators (in case someone needs one) – http://www.sacredseasons.com/forums/viewtopic.php?f=2&t=733
Guild leaderboard – http://www.sacredseasons.com/guildRanks.php

 
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The in-game moderators list might be a nice one to have. I’ll add it in. The SS1 forums would thus be included through the use of the same link.

Guild leaderboards can be accessed by using the leaderboard link at the top, and going to the guild section. ;)

 
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Originally posted by Bob10110:

Your First Quest

(( Hey, I’m a hint! ))

What’s this witchcraft? XD

 
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Originally posted by Bob10110:

  • 3k+ damage: You may consider trying the 5-Mumma grind two map squares “west” of the Death Dunes entrance (from West Hills). Do the first battle with 5 Mummas, and then immediately leave the dungeon to make it refresh that battle (the other two battles have much lower exp).
  • 5k+ damage: The Scorpions dungeon in Death Dunes becomes your best experience. For silver, you may consider starting the Underworld dungeons now; go with either the “Feed the Otter 1” dungeon or if you prefer a bit of a challenge you can attempt the Choppers dungeon in the southeast corner.
  • 7.5k+ damage: The popular Scarabs dungeon in Death Dunes is now the go-to spot for experience. For silver, go with just about any dungeon with trolls in it (Welcome to the Underworld, Too Many Trolls, possibly the Choppers dungeon as well especially if you’ve unlocked a level 150 Area-of-Effect damage skill).
  • 9k+ damage: Scarabs still remains the experience king. Silver gains are best done at Choppers now since you can one-hit everything there.
  • Actually at 3k damage duoing Scorpions or soloing Snakes are better experiencfe (and even easier in Snakes’ case). Mummas aren’t really exp-effective.

    Edit: Quote messed, I’m so pro at this.

     
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    Originally posted by MrJ17:
    Originally posted by Bob10110:
  • 3k+ damage: You may consider trying the 5-Mumma grind two map squares “west” of the Death Dunes entrance (from West Hills). Do the first battle with 5 Mummas, and then immediately leave the dungeon to make it refresh that battle (the other two battles have much lower exp).
  • Actually at 3k damage duoing Scorpions or soloing Snakes are better experience (and even easier in Snakes’ case). Mummas aren’t really exp-effective.

    Edit: Quote messed, I’m so pro at this.

    (Psst, remove the h2 tags.)

    Anyways, this is the dungeon I’m suggesting. Notice how the first battle has a pretty awesome 2055 experience points for five hits, or 411 experience per Mumma. The other two battles are okay, but the time spent waiting on the battles to get to the “Battle Cleared” screen don’t necessarily make them worth finishing.

    It’s better than snakes (average 1250 experience for 4 hits), which gives 277 (Att) or 348 (Mag) experience per Snake. I can see an exception for Shamans that can clear the first and last battles in 2 hits with Natures Judgement 2, but only for that case.

    A duo run may, of course, be faster at scorpions which averages 2160 experience per battle duoing. Duos and trios are definitely known for being a faster and/or funner grind. ;)

     
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    Updated the first post with the new link to the SS Search site: www.sssearch.webege.com

    For details, see this post in the SS forums.

     
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    With how it’s going… how will you get 200 armor with 200 weps without spending real life moneys?

     
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    Originally posted by Krazycat:

    With how it’s going… how will you get 200 armor with 200 weps without spending real life moneys?

    A wild Super_Hippo appeared!

    (Don’t take this seriously ffs)