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FOR ADVENTURERS
FOR DUNGEONEERS
FOR BASE BUILDERS
MAKE YOUR OWN SAGA


WHAT IS REGNUM LAST SANCTUM?
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Enter a world that truly immerses your skills, survival, and imagination! Regnum Last Sanctum is a stylized medieval dark fantasy online action PvP sandbox with the depth of a role-playing game. Immerse yourself in a fully voxelized and evolving world with full construction, destruction, and permadeath. Become an adventurer and uncover the secrets of magicka and hidden forces in the land of Regnum. Rise as a conqueror, build your own thriving settlement, or raid others. Take the risk and enter the Abyss for great power. As malice grows stronger and consumes the world, will there be any hope?


WORK IN PROGRESS




For ADVENTURERS
FOR ADVENTURERS


For DUNGEONEERS
For DUNGEONEERS


For BASE BUILDERS
For BASE Builders
MAKE Your
OWN Saga
MAKE Your
OWn Saga

The Realms Last Sanctuary
arose as the final settlement of Mann in the 4th Era, now known as the Capital. All wisdom and knowledge of Mann are preserved within this magical book, and as the world evolves, so too will the settlement, its foundations bound to the roots of the Astral World. You will witness changes shaping its environment over time. Will it be saved by the last mortals, fall into ruin, or succumb to the ever-growing force of evil? Your actions have consequences—and so will the world take shape.
QUICK IN-GAME OVERVIEW





EXplore the world
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EXplore the world
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Make your way in Regnum Last Sanctum as a Mage, Archer, Swordsman ... or maybe both or all?
This predator dominated World is not friendly and makes every Step you take, without proper preparations, perhaps your last. In this World you are able to find, craft and swap your type of combat to Onehanded, Twohanded, Dualwield, Archery and Magicka at any given time, to adapt at any situations, to survive.
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Choose your Actions wisely
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The World is a dynamic skillbased player driven place, such as where Karma will influence your Tides to the World, Malice your progression to Death and your Actions the Consequences for all.
The Mortal Realms
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The Realm of Mann, known as the physical World, takes place on a Continent called Regnum. It is segregated by three major Realms, that draw the Borders to the cold, temperate and hot Biomes. Known, from North to South, as Nordheim with the Biomes of the Ice and Tundra. Midland with the temperate Grassland and Sudahra with the Biomes of the Savannah and Hot Desert.
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seek the Dungeons
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Exploration and adventure offer you the chance to discover hidden caves, deep dungeons, forgotten ruins, and mysterious temples and portals. Within them, you may uncover secrets tied to the spirits and the world itself. Venture into the Abyss to obtain valuable, rare, or even unique items and powers. Find treasures and gold… or push beyond your limits and descend deeper into the darkness.
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There, you may unlock new skills and face the most ferocious beasts and malevolent creatures unknown to Mann.
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Through all of this, the risk is great, but so are the rewards. Be among the first to conquer the deepest dungeons and claim new forms of magicka, skills, and gear. With these in your arsenal, you will encounter powerful spirits to defeat, and whose essence your weapons may consume, allowing you to grow ever stronger.



MORTAL TRIBES
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The last mortals of Mann inhabit the continent, striving for survival, expansion, and the legacy of their tribes and dynasties. From the cold northern lands hail the Nordheimer, proud warriors, explorers, and expansionists of Nordheim. Resistant to the frost, they live alongside giants and trolls, guided by the spirits of air and ice. They have made the tundra and icy lands their stronghold, and some claim they are the first of Mann, the true rulers of Regnum.
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From the hot southern lands come the Sudahrians, fierce hunters, survivalists, and warmongers of Sudahra. Resistant to fire, they live among golems and centaurs, under the influence of earth and fire spirits. They have claimed the desert and arid savannah as their domain, living more as nomads than conquerors, believing that strength alone defines true power.
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These are the last mortals of Mann who inhabit Regnum, alongside the Nídinger, outcasts who chose freedom or were exiled from their tribes. Mysterious and formidable, they have mastered some of the most ancient and powerful arts of magic and combat.
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As the forces of malice spread across the world, some among Mann began to succumb to its corruption, transforming in both form and nature. Thus emerged new beings, the Elves and the Orcs, who possess heightened mana and combat abilities. Speaking their own tongues and adapting to the shadows, they now walk a different path within the world of Regnum.
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Discover the runes
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The world is surrounded by the forces of magicka and spirit, which seep from the Astral World into the physical realm of Mann.
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Since the 3rd Era-the Age of Darkness, these forces have grown stronger, and the connection to the Astral World has become clearer. In the 4th Era-the Realm’s Last Sanctuary, the race of Mann has learned to harness magicka through the use of Runes. These rune-stones are ancient, orb-like artifacts that transcend time and nature, allowing their users to channel mana and control elemental forces such as fire, air, frost, and earth.
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As you explore the world, you may discover these ancient stones and wield them against powerful spirits and creatures. Yet magicka is no simple tool, it is mysterious and unpredictable. Be warned: the price of its power upon the mortal soul remains unknown.



ENTER THE ABYSS
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Hm ... "Enter the Abyss" ... ... is that a Dare Question?
Well to answer that, you'd have to find that out by yourself! Not that I am sending you to a place where you'll most likely die in pieces and Demons might eat your Soul as a snack. No ... not at all.
As you'll traverse the World you'll meet fancy creatures and spirits that look ready to dine with you ... wait, not dine with you but dine you, dine You! So be prepared when entering that slumber of a demon world, hell or death ... call it whatever you want ... I am losing touch to the words! QUICK BREAK ... ... ...





Malice & Death progression
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Be warned! A venture into the Abyss will not leave your soul unscarred. Your body will evolve throughout the game depending on various factors, your environment, death, karma, and the forces of malice encountered within the Astral Layer. Yet the rewards found there grant powerful magical traits and malevolent forces, necessary to confront ethereal spirits and formidable bosses infused with dark energy.
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Where can you find an entrance to the Astral World?
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Seek out hidden temples containing Astral Portals. Once you enter, your spirit will move forward while your body remains behind, allowing you to walk the Astral Layers.
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Make haste—the entrance is bound by time. If your spirit becomes trapped, dire consequences will follow. Your soul may be lost forever within the Abyss… or in the Deep.
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Whatever might happen to your body ... we're not at fault!





Conquer the lost WORLD
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The lost world awaits your conquest. By clearing spirits from the lands you claim, you can build your own domain and secure new resources. As a voxel-based world, it allows you to shape and interact with the environment in countless ways.
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Prove yourself as a clan leader, or as a lone survivor, and tame the world to endure.
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ThE ABYSSAL LAYERS
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Alright ... where were we? Yes! So ... coffee slurp ...
the Abyss is the deepest and the most dangerous Layer of the Astral World, a swirl of collective consciousness and malice, it is there where you would find the Idea of Evil. Yet do not be afraid, it won't be that easy to get there as you would have to pass three other Layers first.
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First comes the shallow layer - the Interstice, which intermingles significantly with the physical World, where various weaker astral beings such as Ghosts reside.
Then comes the what we would call the middle layer -
the Qliphoth, home to stronger evil Spirits such as Trolls and Ogres. And then the profound layer - the Deep, known to have unimaginable landscape to Mann, there exist ethereal beings so profound and dissimilar from most others as to be considered divine. Such beings include Demons, Angels, Gods of polytheism and Vampires.


Settle the REALM
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Destroy the malice that has consumed the realm of Mann and establish your own foothold. Build it into a village and a safe haven, or turn it into a ruthless domain alongside other players, for other players.
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Rise as the King of Regnum by conquering lands across the continent, gaining political power and influence within the Capital. Lead your people and shape the future of the tribes of Mann.
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As you roam the world, danger will grow. Creating a small den to call home may secure your path. In time, others may do the same, leaving traces behind for those who follow. What begins as a single shelter can become something greater, if found by the right people. Rumors may spread, and overnight a den can grow into a village… and soon into a thriving settlement, offering refuge to those fighting for survival and legacy.



Prove your mettle
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Nevertheless, not every story ends well—and not every player has good intentions. As your settlement thrives, it may attract darker forces: players seeking to profit from your success by raiding or destroying your home.
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Experience true real-time combat, where every action is yours to command and personal skill determines the outcome.
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This is open-world PvP—anyone can attack you at any time. The only place offering relative safety is within a shrine. Even there, you remain vulnerable, but any aggressor will suffer severe karma and reputation penalties.
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Such actions may lead them to become outcasts… or even face the risk of permanent death.




Create your own Dynasty
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Now, the possibilities are endless, and your desire is only a fraction of them. The world is vast and open, ready for your ideas and feedback, which are essential for its growth and survival.
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Become a hero to many… but a murderer to one. Become a leader to many… but a tyrant to all. Become someone defined by your actions and accomplishments in this world.
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Create your own saga or become the foundation of another.






