Auto-translated
A story about the Faction that is nicknamed "frogs" on the forum :D.
Sanctuary is definitely not the strongest Faction. But the quality of their troops is definitely the best :). And that is why they don't excel in growth.
The starting base is weak. But quite viable.
Shark Warriors - a slow, low-initiative unit. But when they finally bring their mace down on someone's head, it's not pleasant :).
Coral Priestesses - here! This is the basis for survival at the beginning. In patch 1.3, Medusas are a strong ranged unit with no penalty to their ranged attack :). The strongest basic unit, and also a healer. And, by the way, she is also the best healer - she has 2 charges of "Wave of Refreshment", but each of them lasts for 3 (!) turns.
Kappas - the Kappa jump now has its own animation :). And with this jump (and Kappas are by no means weak), there is a separate tactic for the start:
in the first turn, we wait for the enemy to approach, and then we jump. In the next turn, the Kappas go first, we cast "Forward!" on them, and they return to their starting position. But, of course, if the enemy reaches our troops within the second turn, this tactic is meaningless.
The elite troops of Sanctuary are truly elite :).
Snow Spirits - they should be built first, as they are another powerful ranged unit with no penalty to their ranged attack!
Kensei - they are not very impressive in their unupgraded form, but with the upgrade, they become much stronger, because thanks to the "Four Waves" ability, if they get a morale bonus, they can attack one enemy four times per turn! But this is only if they attack the same enemy.
River Spirits - the spiritual connection did not impress me, but the damage and the return of enemy damage make them a good combat unit.
You need to get a feel for the Kirin. Perhaps they are the most interesting unit in Sanctuary.
Celestial Kirin - their health is depressing, but the damage and growth are undoubtedly pleasing :). The useful "Celestial Trail" ability allows two other melee units to literally follow the Kirin's trail to the enemy! But this ability needs to be understood, as it is long to describe. In addition, the Sacred Kirin has abilities that use water. A very worthy champion.
In conclusion:
Playing as Sanctuary is a real balm for the soul - all the troops are pleasing to the eye, and the soundtrack for them is beautiful and melodic. In an open field, they will tear everyone apart, except for Necropolis, thanks to the Kirin, high initiative, and two ranged units with no penalty. But playing as them during a castle siege is very sad - they don't have a single flying creature!! When I stormed a Necropolis castle with Nagas (danger - small, and the danger of my hero to the Necropolis hero - high), Sanctuary lost. But when defending a castle, they will be very good, as their special ability "Honor" and the reputation abilities of the Tears of the Warrior Hero also contribute to the defense.