The Saltborn (Salt and Sanctuary) Character Blog

 The Saltborn Character Blog

(Salt and Sanctuary)


 

“Failing this mission would surely plunge us into darker days. I awoke to the sounds of waves washing on rock, and I knew I was alive. I must find the princess.”


Rumors are spread of sailors, knights and scholars going missing at sea, great storms emerge at night, sending those aboard ships to an icy tomb. For you, the Saltborn, you’re sent out by ship to escort the kingdom’s princess across the sea, however, perhaps the rumors should’ve been listened to. You awake deep at night from a raging storm, the ship is being attacked by marauders and the ship’s guard is being whittled down; the princess hides in fear. You reach the surface of the ship to find a great, icy beast. The Unspeakable Deep, a Kraekan Beast from the sea, has come to drown the ship in the endless dark ocean. You try your hardest to slay the beast, but to no avail; you lose consciousness, your vision goes white.


You awake to the sounds of waves upon rock, your eyes open to a cold, white beach. You might’ve been the only survivor of the storm, but you have to make sure, you have to find the princess. As you journey on, you encounter deadly beasts, rogue knights, malevolent spirits, others like you, and most importantly, Sanctuary; for we are all born of Salt, bound by Sanctuary. Can you, the Saltborn, find the princess and find salvation? Or will you instead choose power, ultimate dominion over the anomalous island you’ve landed on?  

Before we Begin…


Of course, when covering a game like this many things may be especially vague. In relation to feats and such, I’ll try my hardest to make it much clearer, so in advance in case anything is wrong, I apologize. Another thing I want to bring up is that while this game has quite a lot of cut content, I of course will not be including them (such as the unimplemented Frost Damage mechanics). Lastly, please go support SKA Studios by trying this game out, it’s such an amazing hidden gem and I highly recommend it, DO NOT read this blog if you wish to avoid spoilers of Salt and Sanctuary.


Skill, Experience and IQ



Like many Souls-likes, the Player Character barely has any backstory besides sometimes general themes, and the Saltborn is no different; however, we can at least gauge these three aspects off of what they do in-game. With basically all of the weapon types you can obtain, the Saltborn has abnormal mastery of these weapons; being able to perform expert levels of weapon handling with all sorts of weapons, from scythes to staffs. So it’s safe to assume they at least have great skill, but we can’t really tell what their experience is. As for IQ, the Saltborn is definitely gifted when it comes to intelligence, being able to quickly adapt to situations and fight with great skill in the magical arts of Fire and Sky.

Equipment

Swords



The most basic of a knight’s arsenal, the Saltborn has his own array of trusty swords to use in battle. These swords include the following:


  • Arming Sword - The most basic of blades, the Arming Sword is relatively weak compared to other swords.

  • Corsair’s Backsword - A classic for pirating marauders, this basic sword with a knuckle guard is well known for allowing for fast slashes compared to other swords.

  • Varangian Spartha - Not much to say about this blade, while being very basic, it is slightly better than the Arming Sword.

  • Tachi - This katana-like blade is used for very fast and graceful slashes, with speed comparable to that of a dagger.

  • Flint & Steel - An extremely unique blade, this single blade sword constructed by the Choir of the Dome of Light has the insane addition of having a wheelock revolver grafted into its hilt. While this is crazy, the minds behind the blade somehow made it work, allowing for up-close combat with a blade and the unique addition of blasts from a gun.

  • Virulent Scimitar - A crude iron scimitar covered in a thick layer of rust and grime, this blade has been used over the years to cut through toxic and poisonous vegetation, permanently coating it in deadly toxins.

  • Lowlander’s Greatknife - A larger single-edged sword whose graceful blade is a signature of lowland mercenaries. 

  • Kraekan Longsword - A heavy ornate longsword used by Bronze Knights in their patrols. While much slower in speed than most swords, it’s higher damage and longer range makes up for it.

  • Branding Iron - A machete-like blade made blunt for excessive torture in the Red Hall of Cages, this blade infused with fire is highly used by those usually unskilled in the arcane arts.

  • Shikeimaru - Another katana-like sword, this blade used by Split Swordsmen is soaked in the blood of innocents from countless bloody executions, infusing this blade with an arcane element.

  • Leviathan - A holy sword painstakingly forged from the ashes of Skourzh, Lord of Storms, this runic blade courses with what remains of Skourzh’s divine power, infusing it with a holy element.

Maces/Hammers



A heavier weapon with slower speed that’s made up for its higher damage from swords, maces and hammers are also good for bashing against those who hold their shield up too much. These maces/hammers include the following:


  • Flanged Mace - A simple yet sturdy iron mace with an elegantly flanged head that’s especially effective against armored foes.

  • Iron Pot - A cast-iron pot used for reducing stocks, simmering stews and, in a pinch, cracking skulls.

  • Morning Star - A simple, iconic weapon with its spiked ball head, this weapon was commonly used by peasants and soldiers alike.

  • Harmen Mace - A faithful replica of the mace wielded by Harmen the Condemned, a paladin of Devara who perpetrated acts of unforgivable cruelty in the name of justice. This unique mace is great when paired with weapon imbuing.

  • Barbarian’s Cudgel - A makeshift stone club as ugly as it is effective. Primitive and heavy, it demands of its wielder a strong arm and a suitably barbaric disposition.

  • Cephalopounder - An odd ceremonial weapon, this weapon is especially known for giving the wielder great poise.

  • Tetruncheon - Fashioned from the shell of a giant sea urchin, this spiked mace is known for its abnormally higher slash damage compared to other maces and hammers.

  • Mountain Breaker - A mighty hammer made from a single large block of granite, this large hammer was seen as a symbol of the mountain lord’s unbreakable resolve.

Axes



A common tool used by peasants and warriors, the axe provides faster attack speed than a mace/hammer, but at the cost of slightly less damage. These axes include the following:


  • Woodsman’s Axe - A common tool used by woodsmen to bring down trees, this axe can also be used as a decent, fairly uninteresting weapon.

  • Battle Axe - A broad-edged iron axe with a wide head tapered into a curved beak for piercing armor, this axe is commonly used by guardsmen and footsoldiers.

  • Raider Axe - A twin-headed axe with an iron head cast from brittle, unrefined pig iron. Still sufficiently lethal in the hands of the raiders, whose ferocity more than compensates for its shoddy construction.

  • Batsuichi Tsuka - While clearly not an axe, it is classified as one in-game. This is the hilt of Ronin Cran’s broken greatsword with a little bit of the blade still intact, it remains serviceable even in this sorry state owing to its newfound lightness and speed.

  • Stone Cleaver - A massive cleaver knapped from a solid slab of flint. These stone axes are usually used by dwelling Cave Keepers.

  • Red Guillotine - An unusually long and heavy machete used in the Red Hall of Cages for executions. Its weighted blunt tip, broad blade and single-beveled edge are designed for severing cervical vertebrae with a single downward cleave; hence it is wielded as an axe rather than a sword.

  • Aster Monolith - The head of this exquisitely-crafted battle axe was cut from a massive slab of star quartz and finely mirror-polished by one of Markdor's master weaponsmiths. Star quartz, a rare piezoelectric crystal occurring in the continent's mountain strata, is highly prized for both its exceptional hardness and the intense electrical charges it generates when subjected to pressure and impacts.

  • Venom Arbelos - A makeshift weapon improvised by lashing a jagged iron blade to the split end of a fallen branch with sinew. While crudely constructed and primitive in its own right, it has been coated with highly-toxic Swampspider venom for which its unevenly-serrated edge serves as an ideal means of delivery.

  • Kraeken Axe - An ornate bearded axe wielded by the enigmatic Bronze Knights, taciturn protectors of this nameless island. This larger axe is comparably slower than most axes.

  • Axe of Splendor - A ceremonial axe cast from pure gold, carried by followers of a hedonistic cult as an everlasting symbol of quintessential splendor. Never actually intended for battle, it is in fact absurdly impractical as a weapon due to its crushing weight and malleable composition.


Whips



A weapon and a tool, Whips have long reach with decent damage, the end of whips do especially more damage than normal hits as well. The whips include the following:


  • Bullwhip - A single-tailed whip of braided leather used on ranches and in stockyards for driving cattle. Although these humble pastoral tools are much more closely associated with idyllic country landscapes than blood-soaked battlefields, they are serviceable as weapons in a pinch and require considerably less strength than conventional arms such as axes and swords.

  • Martial Flail - A makeshift flail improvised from a heavy iron chain. While arguably better-suited for battle than their leather counterparts, implements of this sort are rarely seen in the hands of professional soldiers due to their lack of practical value in all-out combat.

  • Wraithclaw - The business end of this chain whip sports a wickedly-honed shearlike claw. Formerly the arm of a Blade Wraith, it is composed of an unidentifiable but extremely lightweight metal whose matte surface is oddly devoid of any signs of wear.

  • Searing Manacle - A flail modified from the chains used to bind and torture prisoners in the Red Hall of Cages. Crafted from alternating links of carbide and ordinary steel which generate blazing sparks upon impact with one another, allowing it to inflict fire damage with a sufficiently forceful blow.

  • Scorpion Tail - A most pernicious whip whose leather plaits have been interwoven with strips of Kadanian tarvine, imbuing its attacks with potent toxin. Clearly intended for purposes far more sinister than merely driving cattle.

  • Sacrificial Garrote - A ghastly tool of ritual sacrifice to an unknown, nameless evil. Consisting of human vertebrae bound with a core of human hair and skin, this hideous device would be wrapped around the neck of the condemned and twisted until hypoxia set in or the sharp bones severed the victim's carotid arteries.

  • Construct Coil - A wicked flail of barbed chains and tendons scavenged from The Unskinned, crowned by a weighted head bristling with iron spikes. This sadistic weapon seethes with the twisted life force that once animated the abomination from which it was derived, inflicting terrible burns and lacerations upon the skin of its victims with each merciless lash.

Poleaxes



The poleaxe is a long range stab and slash weapon, providing quick attacks with a variety of versatility. The Poleaxes include the following:


  • Oar - A large wooden oar scavenged from the wreckage of a longboat. It bears no modifications for use in combat but is a perfectly functional weapon without them.

  • Infantry Poleaxe - This variation of the standard halberd sports a crescent blade rather than a traditional convex axehead. Slightly more ornate than its utilitarian counterparts but considerably less practical as a result.

  • Guardsman’s Halberd - A standard halberd with a bearded axehead for slashing attacks and a pointed tip for thrusts. Economical and highly versatile.


  • Naginata - A lightweight polearm designed exclusively for slashing attacks. Its single-edged blade has been skillfully honed to an unparalleled sharpness, but is thin and prone to chipping.

  • Kumo Sasumata - An elaborate battle fork which, according to an engraving on its blade in the Kar'hi'i language, was intended for exterminating the giant spiders native to Kar'hi and mainland Kadania. While it appears hopelessly impractical at first glance, its jagged crescent blade is in fact perfectly designed for puncturing exoskeletons and severing wings from a safe distance.

  • Headsman’s Voulge - An executioner's axe fashioned from the Untouched Inquisitor's scythe-like claws. It sports an unbelievably keen edge sharp enough to split a single hair, and its mirrorlike surface is unblemished by so much as a scratch or chip.

  • Tainted Ranseur - A heavy spear with a cross hilt for trapping weapons and dragging mounted opponents from their saddles. Composed entirely of an unidentifiable light-silver metal, this menacing weapon was shaped by the same malevolent arts which gave birth to the tainted knight who wielded it.

  • Trinity Bardiche - A magnificently-gilded bardiche commonly depicted in the hands of The Judge, found abandoned among the shambling husks occupying the tomb of the New Gods. Though clearly of fine craftsmanship and fully functional as a weapon, whatever divine power it once housed has almost entirely faded.


Daggers



A very quick and nimble weapon with low damage and range, daggers are a compact and useful weapon for any warrior. The Daggars include the following:


  • Midshipman’s Dirk - A fighting dagger worn by sailors serving aboard naval vessels. While its slash attacks are relatively weak, it is designed primarily for thrusting and can inflict mortal wounds after a successful parry.

  • Cutpurse Shiv - A curved single-edged dagger favored by thieves for its intimidating appearance and ease of use. Better suited to slashing than stabbing, its design allows for smoother cuts than a straight blade.

  • Kaltic Razor - A concealable covert knife formerly used by a secret society of assassins known as the Kaltic Order.

  • Pessklaw - An unusual wooden knife wielded by the headhunters of Kadania's swamp forests. Carved from tarvine, a tropical liana whose sap has long been extracted by native tribes to produce the lethal poison known as Pessmud.

  • Eviscerator - A grisly blade used in unspeakable ceremonies. Specifically designed to hook and rend the internal organs of living victims.

  • Opal Tusk - An opalescent crystal dagger carved from the tusk of a divine beast known as a Lightkin. Glimpsed only in the deep forests surrounding remote temples and shrines, these regal felines are thought to be attracted to holy sites and are widely regarded as omens of good fortune.


Spears



A long reach weapon used majorly for stabbing, this classic weapon is a must have for many warriors. The Spears include the following:


  • Pitchfork - An agricultural tool consisting of a three-pronged iron head affixed to the end of a wooden shaft. Arguably better-known as a makeshift weapon taken up by destitute peasants and angry mobs than for its intended purpose of pitching hay and compost.

  • Soldier’s Spear - A common polearm in widespread use throughout the continents, typically as a complement to shorter weapons such as maces and swords.

  • Trident - An ancient tool of humble pedigree whose barbed tines were originally designed for spearing and hooking fish.

  • Breach Pike - A wooden shaft with an elongated iron head designed for penetrating armor. Several variants exist for use in different situations; this one sports a tapered tip balanced for melee combat and is capable of piercing even a plate hauberk in the right hands.

  • Razorback - A steel spear whose jagged head is sawtoothed on one edge for lacerating and straight on the other for severing.

  • Stardust Spire - The finely-polished head of this ornate spear was cut from a large shockstone cluster by one of Markdor's master craftsmen.

  • Adder Fang - A spear carried by the headhunting natives of Kadania's forested swamps, who fashion these ingenious weapons by grafting living tarvine onto mature hardwood branches and adorning the tips with indigenous toxic flora.

  • Umbral Partisan - An enormous jet-black partisan forged for Duke Carsejaw of Tristin, whose deception and violent oppression of his people earned him the moniker, "Carsejaw the Cruel." Styling himself a righteous arbiter of justice, Carsejaw incited the populace first against his political opponents and then, when none remained, against each other.

  • Overlord’s Bident - A fearsome battle fork wielded by the Nameless God, master of the mortal realm yet slave to His own insatiable avarice. The bident has long been regarded as a symbol of death, and it is by no mere coincidence that those lost at sea ultimately find themselves imprisoned within this accursed purgatory.


Reapers



Reapers, or Scythes, are sharp, long range high piercing weapons that give wandering warriors a very unique way of battle. The Reapers include the following:


  • Haymaker - A tool intended for mowing grass and harvesting crops, but often modified for fighting by the destitute and the wicked alike.

  • War Scythe - An ordinary farm scythe rejigged for use in battle, likely by one of this forsaken island's innumerable castaways. Improvised though it may be, its modifications allow for formidable sweeping slashes at a safe distance from one's foes.

  • Red Eclipse - A torturer's scythe whose crescent blade evokes a baleful moon blotting out the sun. Noble only in name, the heartless lords of the Red Hall of Cages employ these distinctive weapons more often for inflicting pain than for outright slaughter.

  • Purifier - A peculiar weapon forged from the remains of the Untouched Inquisitor, self-ordained arbiter of the Dome of Light.

  • Rusted Greatladle - A gigantic iron spoon whose chipped and corroded surface betrays the telltale wear of battle. Its original purpose is unclear; no living creature possesses both the size and the intelligence to make effective use of it as an eating utensil, though the headhunters of Kadania are known to revere such items for reasons only they fully understand.

  • Gravedigger - This ominous scythe is constructed entirely from the mandible and vertebral column of a Kraekan. The sun-bleached bones appear to have lain exposed on a beach for ages and were likely scavenged by an enterprising castaway.

  • Saltreaver - A terrifying scythe forged entirely from vanadium alloy and designed for the sole purpose of hunting Kraekan. Its massive serrated blade, sharp enough to rend the scales of any abomination to swim forth from the lightless abyss, answers only to those of unparalleled strength and skill.


Greatswords



Large, heavy swords used only by the strongest of swordsmen. The Greatswords include the following:


  • Kureimoa - A two-handed sword first carried by the highland clans of Dor Isle, but now widely popular throughout the continents owing to its versatility and relative ease of use.

  • Shrouded Bulwark - This colossal greatsword once belonged to Sir Francis the Resolute, a martyred hero of Tristin who later arose in cursed undeath as the Sodden Knight.

  • Chitin Obelisk - This curious weapon began its life as the heavily-modified hunting appendage of an Armor Mite, a gargantuan species of predatory arthropod found in subterranean environments.

  • Black Widow - Regalia of the Kingdom of Liven. Originally carried by the country's founding matriarch, Gandra the Warrior, and handed down through generations of her successors until finally reaching the hands of Queen Lenaia. The rivers of blood spilled by this cursed sword over the ages are said to have swallowed its prior owners, all of whom descended into violent madness after falling under its influence.

  • Seawolf Cutlass - A horrifically warped cutlass pried from the cold, dead hands of Dread Pirate Hager... or what remained of him. Throughout the continents it is often said that there are fates worse than death. This mangled blade and its grotesquely-mutilated former owner are chilling proof of that somber adage.

  • Scharfrichter - A deceptively lightweight blade of matte carbon. Commissioned by the pretender Duke Carsejaw of Tristin for ceremonial executions, its finely-honed edge is so sharp that the very fabric of space seems to part before it.

  • Trinity Greatsword - A divine blade wielded by the Forgotten Knight. Once symbols of justice and courage, this now-decrepit sword and its former owner lay abandoned and powerless in the Crypt of the Dead Gods even as the faithful continued to pray for their guidance.

  • Blade of Envy - An impossibly massive weapon barely recognizable as a sword. Carried by the Nameless God, this malevolent blade was forged in the flames of His envy and radiates an intense avarice which threatens to devour its wielder's very soul. Shackled to a mortal destiny by mortal desires, the Nameless God knew only seething rage and abject despair. In being freed from this cruel fate by mortal hands, perhaps He was finally able to know peace as well.


Greathammers



Extremely slow, and extremely strong, these ultra-blunt weapons are perfect for crushing your foes to dust. The Greathammers include the following:


  • Warhammer - A two-handed cousin of the humble hammer, this somewhat unwieldy instrument is designed for combat rather than carpentry. Its considerable weight makes it difficult to use effectively but also provides its spiked face with unparalleled striking force.

  • Monstrous Mace - A large, crudely-fashioned club of wood and stone. Its studded head is caked with dirt and covered in dark stains which bear a suspicious resemblance to dried blood.

  • Obsidian Pillar - An enormous jet-black warhammer used by the Armor Guardians of the Castle of Storms. Few living creatures can withstand a blow from this veritable mountain of hardened iron and fewer still can so much as lift it, let alone carry it into battle.

  • Bonecrusher - A titanic sledgehammer wielded by the Crypt Keepers, soulless automatons that guard the Crypt of the Dead Gods. Its colossal granite head is heavy enough to reduce an armored knight to thin paste in a single blow.

  • Trinity Scepter - Scepter of the Forgotten King, one of the divine trinity known as the New Gods. Retrieved from the desiccated hands of a shambling corpse, this symbol of irreproachable authority appears completely devoid of power, but might make an effective blunt weapon provided that it doesn't crumble to dust as did its previous owner.


Greataxes



Similarly to greathammers, these huge axes are slow yet highly damaging with heavy slash damage. The Greataxes include the following:


  • Outlaw Greataxe - A two-handed axe wielded by the opportunistic bands of pillagers native to the Eastern continent. While they normally prey upon lightly-guarded merchant caravans, these lawless guerillas have been known to occasionally target remote settlements and established border towns.

  • Headtaker - A beastly two-handed cleaver wielded by the Kraekan Cyclops. Although crude and primitive at the first glance, even the minimal level of sophistication required to craft this monstrous weapon seems inconsistent with the outwardly brutish creature that carried it.

  • Iron Butterfly - Twin-headed greataxe carried by the heavy infantrymen of Markdor's Iron Legion. Produced in limited numbers by the country's oldest and most venerated blacksmiths' guild, which traces its roots nearly to Markdor's founding and has held the sole commission for outfitting the Dorian military ever since.

  • Earthsplitter - A gargantuan axe of solid granite wielded with terrifying ease by the Crypt Keepers, who bring these mighty weapons to bear with such incredible force that the sundered earth seems to cry out in agony.

  • The Coveted - A crude greataxe of rough-hewn diorite with an inexplicably keen edge, originally the tool of an estranged executioner and widely believed to be haunted by his avaricious soul.

  • Castaway’s Greatadze - A makeshift weapon fashioned from the anchor of a small skiff, which has been lashed to a broken spar with a length of halyard and its flukes sharpened into adze-like blades. Clearly improvised by some forlorn survivor of one of the countless shipwrecks littering these desolate shores, its design incorporates a limited array of available materials with commendable ingenuity.


Greatscissors



An extremely unique weapon, the greatscissor is a cousin to the greatsword, built to allow the user to pull two blades apart like large scissors. The Greatscissors include the following: 


  • Jaws of Death - This peculiar weapon represents the culmination of an Askarian inventor's pioneering efforts in the emerging industry of military scrap recycling. Constructed by joining two modified greatsword blades at a central pivot to form a double lever, it is capable of standard slashes and thrusts as well as a devastating two-handed shear. As terrifying as it is innovative, the aptly-christened "Jaws of Death" has achieved remarkable success in preliminary field tests, leading to its approval for wider deployment among Askarian forces in the near future.

  • Northern Cross - An elaborate weapon crafted by a swordsmith from Markdor who, upon learning of the Askarian Army's Jaws of Death, was loath to be outdone by a rival nation and set about the task of improving upon the original design. Several years and countless failed prototypes later, the project finally produced its first successful model by shaping one blade from piezoelectric star quartz and the other from conductive duralumin. Dubbed the "Northern Cross," this masterpiece of Dorian craftsmanship did indeed surpass its Askarian counterpart but, ironically, large-scale production proved impossible due to the rarity of star quartz.


Sword-Whips



A unique combination of whip and sword, the Sword Whip is a segmented sword that allows the user to slash enemies with a normal sword, and achieve longer range by extending the segments apart like a whip. The Sword-Whips include the following:


  • Steel Centipede - An elaborate ceremonial sword composed of multiple segments with hollow cores held together from within by a loose steel chain. The interlocking segments can be released by a trigger in the hilt to form a bladed whip, providing a dramatic increase in range. Named for its resemblance to a venomous arthropod feared throughout the Western continents as an omen of death, this weapon was first employed in Tristin during Duke Carsejaw's political purges for the public execution of convicted witches by flogging.

  • Phoenix Tail - An innovative weapon devised by a shipwrecked blacksmith based upon a design originating from Tristin. The interlocking segments of its blade have been forged with red iron and Emberskull ash, imbuing its attacks with searing flame. The blacksmith, in a display of pardonable pride, has named it to evoke the fiery plumage of a legendary bird revered as a symbol of longevity.


Bows



The classic long-ranged weapon for any wandering warrior or hunter, this is a must have for anyone wanting to attack without being close. The Bows include the following:


  • Self Bow - A simple bow cut from a single curved hardwood branch and strung with sinew. Used mainly for hunting small game, bows of this type require only a few basic materials and are relatively easy to construct.

  • Vilehawk Bow - A powerful longbow carried by the Vilehawks, rogue hunters whose agility and ruthlessness have earned them a fearsome reputation in their home territories.

  • Bloodwood Bow - An elegant bow of polished bloodwood, a species prized by craftsmen for its exceptional durability and striking crimson pigmentation.

  • Aegis Greatbow - An intricate bow forged of goldensteel, a pliable alloy often substituted for wood in the Southern continents where trees are scarce. Its composite, all-metal construction enables unrivaled performance at the cost of increased weight, and merely drawing its string requires considerable strength.

  • Recurve Bow - A high-quality longbow of varnished elm, handmade by a professional bowyer for military use. It exhibits a recurved design common throughout the Eastern continent, and its riser bears the seal of the Askarian Army above a blank plaque upon which its owner's name would normally be engraved.

  • Gravewalker Greatbow - An enormous and unbearably heavy greatbow constructed from the remains of a Gravewalker. The rocks which form this weapon are still held together by residual energy from the now-purified Kraekan soul, providing its limbs with sufficient flexibility for launching arrows at near-supersonic velocities.


Crossbow



The one-handed alternative to the bow, the crossbow is a great off-hand weapon for those who still want to wield a close-ranged weapon. The Crossbows include the following:


  • Platoon Crossbow - A basic, mass-produced crossbow commonly issued to light infantry regiments and soldiers on guard duty. Designed more for large-scale economy than actual effectiveness in battle, its simple components and solid construction nevertheless provide great reliability.

  • Bloodwood Crossbow - A heavy crossbow handcrafted from burled bloodwood. Top-quality models such as this are the work of master tradesmen and are usually issued to high-ranking soldiers or purchased by wealthy private collectors.

  • Hellfire Arbalest - An ornate siege weapon with cast-bronze fittings designed to evoke the head of a Kraekan Wyrm. Based on ancient technology, this impressive machine was meticulously reconstructed from surviving records by a team of military scholars and professional weaponsmiths. It utilizes a complex system of gears, pulleys, a flintlock mechanism and a reservoir of pine pitch to set its bolts ablaze before launching them at unimaginable velocities.

  • Predator Lockbow - A bizarre crossbow with a multitude of backswept blades radiating from its limbs. The twisted mind responsible for this masochistic device must have had minimal understanding of physics and a faltering grip on sanity, for the blades are so angled as to be more dangerous to the wielder than the target.

  • Adrasteia - A grim weapon crafted from the bones of fallen warriors, with their skins stitched together into a protective shroud covering its delicate internal mechanisms. It is still haunted by the vengeful spirits of its constituents, whose inescapable bloodlust guides its bolts toward their mark with deadly impetus and unerring accuracy.


Pistols



The much more explosive alternative to the crossbow, Pistols are shorter ranged than bows or crossbows but pack much more of a punch. The Pistols include the following:


  • Flintlock Pistol - A simple lever-action pistol that utilizes a flintlock mechanism to ignite a charge of black powder, propelling forth a cluster of small projectiles. Mass-produced with quality materials by a reputable gunsmith, this weapon is designed to fire a variety of ammunition types including elemental and poison loads in addition to standard lead shot.

  • Dragoon Espingole - A large-bore flintlock pistol issued as a sidearm to heavy infantry and cavalry units in the militaries of more advanced nations. It is capable of inflicting grievous injuries at close range and can handle a variety of ammunition, but suffers from dramatically reduced accuracy at greater distances.

  • Lucent Musketoon - A hybrid firearm reinforced with plates of blessed silver, issued to elite paladins of Devara for use against lycanthropes and the undead.

  • Mephitic Arquebus - A stygian matchlock embellished with skeletal fittings encasing the entirety of its stock and barrel. Mummified scraps of rotted flesh still cling to the unsanitary bones, exuding a noxious miasma which permeates any ammunition fired from this ghastly weapon with a most odious toxin.

  • Mosaic Culverin - A portable cannon assembled from the magnetite lodestone bricks of Ar'ho Tu'ume, the Temple of Judgment. This improvised but unquestionably lethal weapon utilizes the interlocking stones' irregular shapes and intense ferromagnetic force to hold its individual components together, boasting unprecedented muzzle velocity with manageable recoil.


Staves



The main conductor used for magical arts, staves are two-handed weapons used to channel magic spells. The Staves include the following:


  • Scrimshaw Cane - An ivory staff carved from the bone of some enormous oceangoing beast. The runes engraved upon its surface act as elemental focal points, allowing its user to channel the ambient energies of Fire and Sky into physical manifestations known as "magic."

  • Rowan Crosier - An enchanter's crook fashioned in the classic style from Rowan, a dense and resilient hardwood said to be capable of warding away evil.

  • Channeler’s Rod - An octagonal staff of wrought copper whose brilliant verdigris betrays its considerable age. Each of its eight faces has been stamped with a series of channeling runes spanning end to end, and centuries of wisdom accumulated from previous owners seem to permeate the ancient metal.

  • Purgatory Scepter - A conduit of the black arts crafted by a necromancer from human bones. While ordinary staves channel elemental energy through inscriptions in a manner consonant with nature's laws, this abhorrent instrument forcibly bends Fire and Sky to its master's will by consuming his humanity as a catalyst.

  • Saira’s Staff - Staff of Saira, Witch of the Lake. It was once an ordinary instrument of clean and natural alchemy, but prolonged exposure to increasingly horrific experiments has corrupted it beyond recognition. The aberrant energies released by these unspeakable rituals gradually fused metal with flesh, and Saira's staff became an extension of her own body.


Wands



The off-handed secondary alternative to Staves, while not as powerful as Staves, Wands still provide the same spell casting abilities while being carried in an off-hand. The Wands include the following:


  • Saltwood Branch - A branch cut from a common saltwood tree, stripped of its bark and carved with a series of runes allowing it to channel the ambient energies of Fire and Sky.

  • Antler Baton - A wand fashioned from the shed antler of some unknown cervid, intricately carved with a series of runes arranged on its tines so as to channel the latent elemental energy that surrounds and permeates all things.

  • Necromancer’s Virge - The slender fibula of a sorcerer sacrificed to a nameless evil in a most ghastly ritual. It has been engraved with a series of forbidden runes which channel the energies of Fire and Sky by consuming its wielder's humanity, a heretical perversion of the process whereby these elements are normally manipulated.

  • Rostrum Scepter - A silver scepter crowned with the beak of a Mother Merle. It serves as an exceptionally powerful conduit for the elements but is still pervaded by the birdcage golem's singular maternal obsession, which clouds its wielder's mind with deleterious thoughts.

  • Cocoon Battledore - An ornate silk fan graced with a delicately-embroidered butterfly motif. Woven with gossamer from the wings of Murdiella Mal, Queen of the Moonless Sky, this elegant instrument grants unparallelled mastery of elemental forces but answers only to those with the ironclad will to tame its tremendous power. The gentlest wave scatters a trail of ethereal scales in its wake, sowing devastation even as it flutters serenely amid the shimmering aster.


Shields



The perfect defensive tool for any warrior, the shield allows the user to block and parry any attack coming their way. Smaller shields are better for parrying, and larger shields are better for blocking. The Shields include the following:


  • Wooden Targe - A simple round shield constructed from hardwood bound with iron rivets. Common and inexpensive, shields of this type are a staple among would-be warriors unable to afford better equipment; this one bears numerous dents and scuffs which indicate that it has already seen considerable use.

  • Buckler - A small steel shield designed for parrying. The convex boss at its center allows it to deflect blades with ease while its lightness facilitates swifter responses than those possible with a heavier shield. Typically carried by trained swordsmen skilled in agile fighting styles, the buckler is effective for turning away standard weapons but inadequate against mighty blows from tougher opponents.

  • Heater Shield - A lighter and more maneuverable adaptation of the older kite shield. Constructed from wood overlaid with a thin sheet of leather or steel, shields of this style are a staple among fighting forces of all sizes and can be found on virtually every battlefield throughout the continents.

  • Escutcheon - A large, slightly convex heater shield with a central boss for deflecting blades. Constructed from solid hardwood covered by a sheet of steel and painted with the arms of a low-ranking noble family, this shield offers substantial protection from conventional weapons.

  • Palatine Kite Shield - A large and heavy kite shield crafted from a thick sheet of steel riveted to a base of dense hardwood, with the crest of the Order of Devara proudly displayed upon its face. Blessed with Devara's protection by the high clergy, these shields are provided only to paladins in the order's service and may not be carried by the unordained.

  • Cleric’s Kite Shield - A small kite shield made entirely of hardwood and painted with the seal of the Church of Devara. Carried by missionaries and clergymen traversing sparsely-patrolled or otherwise lawless regions, these blessed shields provide their owners with respectable protection from the metaphysical as well as the mundane.

  • Teuthis Shield - A large heater shield forged entirely of steel. The relief upon its face depicts a writhing squid, a symbol of the Federation of Coastrock borne by ranked soldiers in the nation's sizable military. As the cold and rugged Southern continent offers little arable land for agricultural use, the Federation and its constituent states subsist chiefly on a market economy of fishing and heavy industry.

  • Raider’s Targe - An iron roundshield of the style carried by Markdor's Gray Raiders, a notorious band of outlaws known for their brazen attacks on caravans and merchant shipping. The Gray Raiders rose to infamy after thwarting repeated attempts by the Dorian military to stamp them out, but the group was finally eradicated by Askarian mercenaries after the High Council branded them enemies of the state and issued bounties for their heads.

  • Vinemesh Peltarion - A peculiar ceremonial shield of interwoven vines. Used in ritual dances by the headhunting tribes of Kadania, these shields are formed by painstakingly training certain dense species of liana into a complex symmetrical mesh and allowing them to inoculate.

  • Sunset Kite Shield - A wooden kite shield painted with a sunset motif. The fast-growing saltwood tree depicted upon its face is popular as a symbol of prosperity, and the shield's inverted teardrop shape is a hallmark of the peacekeeping forces in Dor Isle's bustling trade cities.

  • Gangplank Mantlet - An enormous and unbearably heavy shield which appears to have been improvised from the remains of a large ship's gangplank. The rough oak timbers are still solidly bound with iron battens and seem sturdy enough to turn away a broadside, though the sheer weight of this veritable wall of wood is certain to compromise its wielder's mobility.

  • Askarian Scutum - A large wooden shield of simple design carried by legionaries of the Askarian army. Light enough to be held in one hand yet sturdy enough to repel blades and projectiles alike, these shields afford an unrivaled degree of protection and versatility to which Askaria largely owes its multitude of successful military campaigns.

  • Silver Shield - An embossed heater shield forged primarily from silver, a precious metal widely believed to ward away evil. The blessed silver provides substantial protection from supernatural attacks, but its exceptionally high conductivity leaves the wielder desperately vulnerable to electricity.

  • Phoenix Rondache - An iron targe crafted at the Citadel as one of countless experiments in imbuing mundane objects with elemental energy. It bears a stylistic image of a divine bird said to be perpetually bathed in searing flames, and its unique enchantment enables it to completely deflect fire attacks.

  • Bloodbrow Scutum - An oval shield crafted from a lightweight alloy and engraved with a complex arrangement of protective symbols. The Bloodbrow Society began in part as a splinter cell of outspoken acolytes from the Citadel who denounced the strict, often arbitrary precepts governing their practices. Departing Liven to pursue their research unhindered, they formed a clandestine school of forbidden arts whose achievements laid the foundations of modern alchemy.

  • Mirror Shield - A unique gilt shield with an unusual shape. While it bears no arms, insignia nor any other clues to its origins, its flawless surface exhibits a magnificent mirror polish indicative of ceremonial rather than practical purposes.

  • Kraeken Greatshield - A massive gilded shield chiefly composed of what appears to be bronze alloy. Formerly wielded with unsettling deftness by a Bronze Knight, this shield bears neither arms nor ensigns but instead merely a blank, mirror-polished face that coldly reflects its victims' last desperate moments of life.

  • Boeotian Greatshield - A large shield of wood and bronze specialized to accommodate polearms. The scoops on its sides allow spearfighters to strike from a position closer to its center, minimizing exposure to enemy attacks while allowing for improved mobility on the battlefield. Its unusual design originates in Liven, where shields of this type have been in widespread use since the times of Queen Gandra the Warrior.

  • Flayer’s Rack - A grotesque makeshift shield of the type carried by the Red Lords. Fashioned by stretching flayed human skins over a grid of dungeon ironwork, this unsanitary device functions more effectively as a tool of intimidation than one of personal defense; its blood-soaked tapestry of scarred hide tells a wordless tale of chilling cruelty and unspeakable agony.

  • Pendragon Targe - A heavy iron targe crafted from Kadanian bog iron and embossed with a relief of a dragon. The untamed tribal lands of Kadania have recently been discovered to possess rich veins of several valuable ores, leading an increasing number of would-be entrepreneurs from the industrialized nations of Markdor and Coastrock to negotiate with local chieftains for mining rights to their territories.

  • Type 46 Tower Shield - A large and heavy shield of highly-refined steel. Mass-produced in the Federation of Coastrock by means of industrial-scale sand casting, this model was designed for issue to heavy infantry units in the nation's enormous army. Its all-metal composition reflects Coastrock's plentiful mineral resources and perpetual shortage of military-grade hardwoods.

  • Carapace Pavise - A distinctive shield crafted from the carapace of a giant marine isopod. Artisans of Coastrock's Tetraodon tribe reinforce these naturally tough and resilient shells with leather to enhance their strength while preserving their remarkable lightness; the resulting shields' large surface area provides exceptional protection from projectiles such as arrows and stones.

  • Umbral Aegis - An extremely heavy kite shield of black iron bordered with gold. A relief of a solemn ash tree graces its surface, indicating that it originally belonged to a member of Tristin's elite Ducal Guard. Most of the guard remained loyal to Carsejaw throughout his blood-soaked reign, which resulted in their brutal lynching by vengeful mobs following the Duke's death.

  • Oppressor’s Greatshield - Steel shield of the Dread Horsemen, elite officers of the Dorian occupation forces stationed in neighboring Taenibir. These combat-hardened veterans excel in all forms of warfare, employing both mounted and dismounted tactics as circumstances demand; their disciplined tenacity and the imposing armaments they bear into battle have garnered a fearsome reputation extending far beyond the borders of their native Markdor.

  • Ashen Effigy - An immense shield of carved granite smuggled from the forbidden Jinderen Archipelago by an unscrupulous merchant. Apparently once part of a much larger mural, its chiseled surface bears a low relief of interlocking bones surrounding a chilling effigy of Death. Owing to several terrifying and inexplicably widespread rumors, few outsiders venture to Jinderen and little is known of its inhabitants even today; the fool who courted their ire to pillage this demonic artifact was surely more driven by greed than common sense.

  • Iron Rampart - A gargantuan tower shield crafted from thick plates of reinforced iron. Although this prototype was originally commissioned for King Jaret's royal guards, not a single one managed to lift it and the production model was ultimately redesigned to take advantage of the Armor Guardians' near-limitless strength. It offers unrivaled protection from virtually any attack at the cost of being nigh-on impossible to wield.

  • Pruina Scutum - A lightweight shield crafted from layered sheets of hickory wrapped in leather and canvas, commonly used by Askarian legionaries. It bears the snowflake insignia of an elite force known as the Cocytus Cohort, distinguished by their specialized training in cold-weather operations. Members of this unit must endure intensive survival exercises and undergo rigorous acclimatization to high altitudes, but those who persevere are compensated handsomely for their prestigious achievements.

  • Tainted Greatshield - A menacing horned shield composed entirely of an unidentifiable light-silver metal. It emanates a sickening aura of unbridled malevolence and was presumably woven with the same abhorrent arts as the Aklymancery Knight that once carried it. Although this shield's twisted energy is corrosive to the bodies and souls of saltborn, one with the strength to resist its caustic effects will find it to be an exceptionally powerful - if unlikely - ally.


Spells



Born from the power of Fire and Sky, spells provide a large array of ways to attack, and defend. The Saltborn can utilize these spells with a Stave or Wand. The Spells include the following:


  • Dark Coil - Summons a coil of foe seeking arcane tendrils, The Betrayer promises his followers the blood of their foes, but he is sure to claim as much blood from his followers.

  • Flashfire - Summons a small bolt of flashfire, a low level fire spell.

  • Lightning Barrage - Summons a rapid-fire stream of lightning orbs.

  • Dark Reach - Summons a burst of arcane fog, Azredak the Betrayer blesses his followers with a glimpse of his dark reign to come.

  • Fireball - Summons a devastating ball of fire to ignite your foes.

  • Flamestar - Summons a burning star of flashfire.

  • Lightning Ball - Summons a concentrated ball of lightning.

  • Lightning Bolt - Summons a bolt of lightning.

  • Flame Barrage - Summons a rapid-fire stream of flashfire.

  • Lightning Arc - Summons a powerful arc of lightning.

  • Dark Arrows - Summon an arcane orb that launches barrages of arcane arrows at foes. Blood magic is a powerful tool, but it is cast with great cost. A blood magic caster sacrifices a bit of himself with every spell he casts.

  • Dragonfire - Summons a searing plume of flame similar to that of a Dragon’s fire breath.

Incantations



Incantations are spells performed without the use of Staves or Wands, they range from offensive to supportive in usage. The Incantations include the following:


  • Venomous Blade - Call forth the Sky of Bog to infuse your weapon with vile poison.

  • Arcane Weapon - Summon arcane magic of Sky to imbue your weapon with arcane power.

  • Dark Swarm - Summon an array of foe seeking arcane minions. 

  • Wildfire - Summon an eruption of fire from the ground all around you. Also a speedrun favorite

  • Flame Guardian - Conjure a sentient guardian to attack your foes with bolts of skyfire.

  • Flame Orbiters - Summon orbs of flame to orbit the caster, dealing fire damage to anyone foolish enough to step in their path.

  • Lightning Pod - A friendly Spirit of Sky that follows its caster, periodically casting Lightning Bolts at its casters foes

  • Lightning Storm - Summon a storm of lightning to strike down on your foes.

  • Static Geist - A powerful spirit of Sky. It seeks out enemies of its caster, exploding in devastating lightning.

  • Poison Gas - Summons a cloud of poison gas.

  • Undersight - Temporarily gain Undersight, the ability to see that which lurks in a dimension too ethereal to be perceived by mortal vision.


Prayers



Prayers are a form of magic born from divine faith, and are able to be used without a Stave or Wand. Prayers are comprised of mostly buffs and heals, not really used for offensive purposes. The Prayers include the following:


  • Divine Armor - Temporarily improves the caster's defense to physical attacks.

  • Light -  Fills your physical presence with divine purity, bathing the immediate area in holy light.

  • Mend - Restore some health and reduce some wounding.

  • Sacred Linens - Reduce some wounding.

  • Blessed Weapon - Temporarily bless a nonelemental weapon with timeless wisdom, adding Holy damage to your attacks.

  • Cleanse - Removes poisoning from the caster.

  • Divine Will - A prayer for revitalization.

  • Revive - Revives a fallen ally.

  • Spirited Mend - Restore a decent amount of health and reduce a good amount of wounding.

  • Ethereal Intervention -  Temporarily improves the caster's defense to magical attacks.

  • Rejuvenate - Restore a large amount of HP and reduce a large amount of wounding.

  • Sprites - Summon divine spirits to orbit the caster, then seek out foes to deal holy damage to.

  • Divine Blessed Weapon - Temporarily bless a nonelemental weapon with divine wisdom, adding powerful Holy damage to your attacks.

  • Ray of Searing - Summon a ray of divine retribution, searing nearby enemies.

  • Guardian Blade - Summon a divine blade wielded by ethereal agents of light.


Items



While not bladed weaponry or fiery spells, The Saltborn has a large array of items and tools at his disposal. The Items include the following:


  • Antidote - A potion that cures poison.

  • Standard Arrows - A simple wooden arrow, made to be shot from a bow.

  • Return Bell - A magical bell of faith and devotion, it symbolizes the call of gods and spirits. Ring it to return to the sanctuary or shrine you most recently visited.

  • Birian Firepot - A clay pot of Birian Fire. The recipe for true Birian Fire is a closely guarded secret, the stuff in this pot is probably only a close approximation of it.

  • Blessed Page - A page from a blessed tome, the strength of The Thousand Miracles still clinging playfully to it. Apply it to your weapon to add Holy damage to your attacks.

  • Standard Bolt - A simple wooden bolt, made to be shot from a crossbow.

  • Calling Horn - A carved war horn. Sound it to travel to any Sanctuary with a Guide in it.

  • Crystal Sphere - A delicate sphere of polished crystal. It contains a cloud of playful sprites of some divine origin. Crush it in a sanctuary to convert that sanctuary to your creed.

  • Dragon’s Tooth - A pointed metal throwing blade, its handle is wrapped in Pitchfire and Flash Powder.

  • Flame Arrow - A wooden arrow with the tip engulfed in flame, made to be shot from a bow.

  • Flame Bolt - A wooden bolt designed with a pitchfire tip, made to be shot from a crossbow.

  • Flintlock Shot - A small handful of lead balls and a tiny pouch of Flash Powder. It can be fired from a flintlock.

  • Forestfang - A razor-sharp throwing blade, coated in potent Pessmud.

  • Glowing Shot - A small handful of lead balls and a tiny pouch of Bright Powder, a shockstone and Flash Powder mix. It can be fired from a flintlock.

  • Grenado - A heavy iron sphere fitted with a wick and filled with Flash Powder, the "Manifestation of the Thunder of Markdor.

  • Lightvessel - A sealed clay vessel of Lightwater, the bane of all things wicked and undead. Lightwater is said to hold the spit of Devara, and with it, her limitless spite for evil.

  • Pessmud - A vial of highly toxic Pessmud, a sap harvested from trees found deep in Kadani swamps. Apply it to your weapon to add Poison damage to your attacks.

  • Phial of Undersight - A potion of Undersight, the ability to see that which lurks in a dimension too ethereal to be perceived by mortal vision.

  • Pitchfire - A painted pot of the sticky black stuff. When lit, it burns with a hellish ferocity. Apply it to your weapon to add Fire damage to your attacks.

  • Poison Arrow - A wooden arrow tipped with a porous stone blade that has been soaked in venomous Pessmud. It can be fired from a bow.

  • Poison Bolt - A wooden bolt tipped with a porous stone blade that has been soaked in venomous Pessmud. It can be fired from a crossbow.

  • Potato - Potato.

  • Red Shard - A vial of incandescent Red, the mending medicine whose formula is a closely guarded secret to The Three. Sold in black markets and back alleys by scrupulous merchants of The Three. Quaff it to restore some HP.

  • Shockstone - A rare and dangerous stone mined in the mountains of Markdor. It pulses with electrical energy. Apply it to your weapon to add Lightning damage to your attacks.

  • Stained Page - A page from an unholy tome, stained in shifting darkness. Apply it to your weapon to add Arcane damage to your attacks. Crush its brittle pages in a holy place to expunge its sacred light.

  • Steel Arrow - A simple steel arrow, it can be fired from a bow.

  • Tainted Shot - A small handful of porous, Pessmud-coated balls and a tiny pouch of Flash Powder. It can be fired from a flintlock.

  • Throwing Dagger - A balanced metal blade, useful for wounding enemies from afar.

  • Torch - A hardwood branch wrapped on one end with resin-soaked cloth. Provides illumination in dark areas for a limited time but requires a free hand to hold it aloft, preventing the use of shields and limiting weapons to one-handed attacks until it is put away or burns out on its own.

  • Warhorn - A carved war horn. Its sound can be heard in lands where only spirits dwell, where ghosts of ancient warriors patiently listen. Sound it to rapidly regain stamina.

  • Red Flask - A flask of incandescent Red, its cork is stamped with the crest of the Three, and its ownership by apostates is forbidden. Quaff it to restore some HP.

  • Water of Blessing - A phial of incandescent liquid, its colors shift like a prism. Quaff it to restore some HP and gain a few seconds of divine protection.

  • Hearty Roll - A baked roll, it remains warm long after it should have cooled. Eat it to restore some HP.

  • Red Grass - Bright red medicinal grass, it is said that it grows only in the most poisonous corners of the Kadanian swamps, yet it has somehow found its way to the island. Eat it to restore some HP.

  • Flash of Fire - The fire that fuels the soul, made liquid by ancient alchemy of the Keepers of Fire and Sky. Quaff it to restore some HP.

  • Lilyred Wine - Rich magenta wine. Its namesake comes from the lilyred grapes it is made from. Quaff it to restore health, but don't quaff too much in a hurry.

  • Blood Vial - A ceremonial glass vial containing magically treated human blood. With the correct rituals, spilled human blood can not only be prevented from congealing, but can be made to retain the living essence of its previous owner. Quaff it to restore some HP, but at what cost?

  • Spiced Mead - A skin of spiced mead, embroidered with the symbol of The Three. Quaff it to restore fatigue.

  • Cloth of Blessing - A blessed canvas cloth, embroidered with the symbol of the goddess Devara. Rub it to restore fatigue.

  • Blue Crystal - A softly humming crystal, mined by the Mountainsmiths of Markdor. Crush it to restore fatigue.

  • Blue Grass - Bright blue medicinal grass. It is colloquially known as Moon Grass among those who revel in nocturnal dealings. Quaff it to restore fatigue.

  • Bottled Sky - The sky that houses energy eternal, made liquid by ancient alchemy of the Keepers of Fire and Sky. Quaff it to restore fatigue.

  • Iris Wine - Rich bluish wine. Its namesake comes from the iris grapes it is made from. Quaff it to restore fatigue, but don't quaff too much in a hurry.

  • Black Salt - A crystalline cluster of black salt. Salt is earned, salt is spent, and sometimes, salt is forever lost. Lost salt sometimes turns sour, blackens, and crystallizes. Crush it to restore fatigue.

  • Imperial Pitchfire - A painted pot of the sticky black stuff. When lit, it burns with a hellish ferocity. Apply it to your weapon to add heavy Fire damage to your attacks.

  • Imperial Shockstone - A rare and dangerous stone mined in Askarian occupied territories of the mountains of Markdor. Markdor's rich mineral reserves have long been sought after by the Askarian crown, but the eastern nation has thus far only succeeded in occupying a few strategically unimportant mines. Apply it to your weapon to add heavy Lightning damage to your attacks.

  • Orange Phial - A Phial of Divine Orange, crafted to the specifications of Devara's Rites of Orange. Quaff it to restore health and fatigue, and to cure poisoning.

  • Page of Light - A page from a blessed tome, the strength of The Thousand Miracles still clinging playfully to it. Apply it to your weapon to add heavy Holy damage to your attacks.

  • Metal Shockstone - A rare and dangerous stone mined in the mountains of Markdor and cased in fine metal. It pulses with electrical energy. Apply it to your weapon to add heavy Lightning damage to your attacks.

  • Mountain Warhorn - A carved war horn. Its sound can be heard in lands where only spirits dwell, where ghosts of ancient warriors patiently listen. Sound it to rapidly regain large amounts of stamina.

  • Mossy Pessmud - A vial of highly toxic Pessmud, a sap harvested from trees found deep in Kadani swamps. Apply it to your weapon to add heavy Poison damage to your attacks.

  • Wraithfang - A chiseled stone throwing blade coated in potent Pessmud, it is a signature weapon of Woodswraiths.

  • Sky Crystal - A chunk of crystallized ethereal fabric. Crush it to temporarily boost magic.

  • Clarity - A mind-enhancing potion uniquely used by the Keepers of Fire and Sky. In the Citadel, the use of Clarity is restricted to only highly ranked mages, as it can become a crutch in the hands of an inexperienced acolyte. Quaff it to temporarily cause successful attacks to restore focus.

  • Goldenwine - Actually a liqueur. Its namesake comes from the enchanted gold flakes suspended within. Quaff it to temporarily improve your defense, attack, and gold find rate, but don't quaff too much in a hurry.

  • Cleansing Cloth - A gold silk cloth. The embroidery represents snake fangs. Fangs of flesh to poison, fangs of gold to heal. Rub it to remove various status ailments and debuffs.

  • Page of Suffering - A page from an unholy tome, stained in shifting darkness. Apply it to your weapon to add Arcane damage to your attacks. Crush its brittle pages in a holy place to expunge its sacred light.

  • Flask of Defilement - A glass flask filled with tainted blood. Some blood can be made to heal, but this blood does not: any creature touched by this vile stuff will bear a dark curse until it washes off.


Rings



The Saltborn wields a large variety of magical rings found all across the Nameless God’s Island. With these rings, the Saltborn can gain many different buffs and resistances. The Rings include the following:


  • Band of the Humble - A plain wooden ring. The wealthy and auspicious delight in expensive metals and gems, but the truly devout need little to focus on their faith.

  • Bandaged Ring - A ring of powerful healing. Its wearer may suffer injury, but lasting wounds will be made less severe.

  • Bloodflower Ring - A jagged metal ring painted red that increases the wearer’s attack power.

  • Bloodluster’s Ring - A grisly ring bearing an eye similar to that of the Salt Seeker's Ring. But while one ring searches for lost hope, this ring seeks endless bloodshed.

  • Brightcoral Ring - An exotic ring carved of a particularly reflective type of coral, increases the wearer’s willpower.

  • Burning Sky Ring - An impossibly light metal ring. It bears the symbol of Fire and Sky, and lends the brilliance of the Two Eternal Elements to its wearer.

  • Charged Ring - A metal ring set with a rich blue crystal. The crystal softly hums as if charged by the celestial fabric of Fire and Sky.

  • Conduit of Mind - Bond of extreme focus. It allows its wearer to maintain spellcasting ability past the point of normal exhaustion.

  • Crystalmoat Ring - Mind and body are inherently linked, but wise practitioners of mindfulness are able to form ethereal moats of spirit, effectively compartmentalizing the effects of mental and physical tasks.

  • Dancing Ring - A glimmering ring of precious metals and minerals. Its surface seems to dance in the light, and the ring increases the wearer’s defense to slash damage.

  • Defender’s Ring - A heavy iron ring. It seems somehow more solid than metal. It's certainly heavier than it should be. This ring increases the wearer’s defense to strike damage.

  • Faithful Ring - A pale metal ring. Its symbol is one of protection against the sinister and the unknown. Increases the wearer’s defense to Arcane damage.

  • Corroded Ring (Formally Fluke’s Ward) - A rusted copper ring. Aged by intention and not by the sea. A symbol of initiation used by alchemists. Increases the wearer’s damage dealt with thrown potions and explosives.

  • Fused Metal Ring - A rigid metal ring, increases the wearer’s endurance.

  • Goldenstone Ring - A topaz ring. Its band, once gold, has turned into something otherworldly. Increases the wearer’s defense to lightning damage.

 

  • Grasping Ring - A painted white ring depicting two grasping hands. On the continents, a ring such as this would symbolize an unending desire. Increases the salt dropped from enemies.

  • Heartspent Ring - A pink metal ring, increases the wearer’s magic while lowering their health.

  • Impen Crest Ring - Thick metal ring adorned with the Crest of Impen, the mythical Kraekan of flame. Impen was a fairytale, but the magic this ring contains is very real. Increases the wearer’s defense to fire damage.

  • Kismet Stone - A delicate ring carved of a solid chunk of precious gem. Adventurers always seek pilfered prizes, but it seems that whether a slain foe's spoils are all trash or treasure always comes down to luck. Increases the wearer’s item find rate from slain enemies.

  • Link of Fire and Sky - Fire and Sky are powerful elements; casting one over the other may affect the caster with dangerous elemental imbalance. Because of this danger, acolytes of the elemental magics are often given protection in the form of rings like this.

  • Mending Band - A metal band, dyed red, set with a glimmering red gem. The dye is derived from Kadanian Rojiella, the fernlike plant from which most healing poultices are derived. Gives the wearer a slow but passive health regeneration.

  • Mossy Ring - A polished wooden ring adorned in plain moss. Its gemstone is said to link the life of the forest to the will of its wearer. Increases the stamina recovery rate of the wearer.

  • Plated Band - A thick leather ring bearing scales of heavy iron plate. Increases the wearer’s strength.

  • Relentless Ring - A smart metal ring shaped from a tiny metal chain. Constant physical activity can leave one fatigued over time, but a magical bauble such as this is designed to nearly nullify that effect.

  • Ring of Brilliance - A heavy golden ring set with a brightly glowing magical gem. Best to keep it in a leather pocket when not wearing it, as it surely will render its wearer quite hard to miss. Illuminates the wearer’s surroundings.

  • Ring of Meditation - A polished wood ring. Carved in it is the symbol associated with the goddess Devara, though its origin can be traced back farther than the creed. Reduces the cost of divine prayers.

  • Salt Seeker’s Ring - A metal ring with what appears to be a vigilant eye straining through veins and nerves molded into it. When what is lost is easily found, hope is never lost. Points the wearer back to the location of their lost salt.

  • Shroud Ring - A plain metal ring wrapped in a stained page. The two are magically intertwined, bound by strings of hateful lies. Increases the wearer’s defense to holy damage.

  • Stone Ring - A crude ring carved of a single piece of stone. Increases the wearer’s balance.

  • Storm Ring - Elemental imbalance is a dangerous side effect of favoring fire over sky, or sky over fire. While novice mages tend to fear the effect, expert sorcerers must master every aspect of the elements. Amplifies the wearer’s elemental magic at the cost of amplifying elemental imbalance.

  • Symbol of Affluence - A metal ring set with three gold plates. Gaudy by any measure, a band like this would be worn by a merchant enamored by his own success. Increases the wearer’s gold find rate from slain enemies.

  • Trickster’s Band - An elegant metal ring worn by tricksters. Increases the wearer’s dexterity. 

  • Twinmetal Ring - A bluish metal ring resembling twisting thorns. Flesh and bone are weak things, but the fists of this ring's wearer may seem strong as wrought iron.

  • Vile Vines Ring - A green canvas band wrapped in soft vines. Supposedly thick with poison, though it was created to protect against the very same thing.

  • Wrapped Link - A thin metal ring wrapped in cloth. Increases the wearer’s rolling speed.


Charms



Similarly to rings, the Saltborn possesses a large array of magical charms, however, charms are placed on weapons instead of the user, giving these magical attributes to weapons instead of the user. The Charms include the following:


  • Bloodflower Charm - A metal charm painted red. The bloodflower plant has long been used as a red pigment in dyes and paints, but the superstition tying it to bloodlust is relatively recent. Warriors may don bloodflower-painted arms, but a dress dyed in bloodflower would be considered to be in poor taste. Increases the weapon’s attack power. 

  • Goldenstone Charm - A charm of pine and Goldenstone, the mineral also called topaz. Many precious gems are mined in the mountains of Markdor. Adds lightning damage to the weapon.

  • Impen’s Charm - Burnt wooden charm adorned with the Crest of Impen, the mythical Kraekan of flame. It's colder than it seems like it should be. Adds fire damage to the weapon.

  • Lantern Charm - A tiny metal lantern with a gold painted cloth tassel. It houses a brightly glowing magical gem.

  • Mireheart Charm - A charm made of dried roots and the moss from which Kar'hi'i Spidersting is derived. It has been treated to 68 days of thrice daily incantations meant to soak it in the ethereal power of the Sky of Bog. Adds heavy poison damage to the weapon while also poisoning the user every attack.

  • Mossy Charm - A cleverly crafted "living" charm: its wood core is infused with an earthen paste on which living moss grows. Increases the weapon’s attack speed.

  • Pale Charm - A deceptively plain wooden charm. The runes inscribed on it literally translate as "grasp to beyond." Charms like these promised to bless their owners with the unattainable. Increases the reach of the weapon.

  • Redhair Charm - A simple charm of soft red fur taken from a baby arrox. Arrox are fiercely protective of their young, and successfully collecting the fur of a baby arrox requires a particular combination of bravery and foolishness. Greatly amplifies the weapon’s damage when the user is close to death.

  • Saper Charm - A charm of metal and pink alabaster, it resembles the fabled Eaters of Thought, creatures of nightmares and fairytales. Leeches focus from enemies on each hit.

  • Shroud Charm - A ring of bones, wrapped in a leather page. The bones might have been human. The page surely was. Adds arcane damage to the weapon.

  • Silversalt Charm - A charm of wood carved from the roots that dwell in a crypt of dead gods. Its power is incomprehensibly strong, but it draws from the very soul of the man who wields it. Increases the damage of the weapon in exchange for using salt on each attack.

  • Stone Charm - A simple charm carved from solid stone. A charm like this would promise resolve, clarity and will to those who lack those things. Increases the weapon’s stagger damage.

  • Templar’s Charm - A wooden charm coated in iridescent wax. Ironically, charms like these are typically sold as protective talismans. Adds holy damage to the weapon.

  • Vile Charm - A pungent wooden charm, dyed green and wrapped in roots. Poison-drenched flora and fauna thrive in the continents' deepest, darkest woods; most are wise to avoid such dangers, while others find bizarre comfort in the purifying destructiveness of the forest. Adds poison damage to the weapon.

  • Voracious Charm - A charm of wood and metal, the spiral of teeth-like blades seem to shudder eagerly, but only when not directly observed. Leeches health from the enemy when striking them.

  • Whistlebone Charm - An intricately etched charm crafted from hollow bone. Birds are so much weaker than men, yet they somehow stay aloft with ease. Decreases the stamina used from swinging melee weapons. 


Armor



The Saltborn can’t just rely on their weapons and offense in battle, their armor is also an important part of their arsenal. The Saltborn owns a large variety of armor and clothing, from robes to super bulky potato armor. The Armor includes the following:


  • Alchemist Set - Birdlike head protection worn by an alchemist. The beak is filled with pleasantly smelling flowers and herbs to protect its wearer from the illnesses carried by foul vapors. ~ The fur-trimmed canvas robe of a veteran alchemist. It is lined with pockets and phial sleeves for carrying various salves and ingredients. ~ The canvas skirt of an alchemist. It is stained and discolored from frequent spatter.

  • Alkymancer Set - Silk mask of Kaira, the Architect. Written material on Salt Alkymancy is entirely unheard of in the continents, but the symbols on Kaira's mask may offer some clues into the dark art. ~ Silk garments of Kaira, the Architect. Through unspeakable rites and rituals Kaira wielded salt to quicken flesh, composing dozens of the hideous thralls that populate the island. ~ Silk gown of Kaira, the Architect. Kaira's favorite Thrall was the Unskinned: a hulking, gargantuan, clear-skinned creature.

  • Amethyst Set - A silk hood and mask. A garment like this would have been worn by a handmaiden, as hoods are typically reserved for the servantry. ~ An elegant silk bodice. A dress like this could have been worn by nobility, though the design seems more in line with what a highly ranked noble's handmaiden would have worn. ~ An elegant silk skirt. The peasantry would only sully such a delicate fabric.

  • Aristocrat Set - A dyed silk mask. A mask like this would have been worn by royalty or high nobility in the presence of commoners, as it is considered prudent to protect the fairer class from the vapors of the peasantry. ~ A magnificent silk corset. It must have commanded great value on the continents, and have been affordable only by the wealthiest nobles. ~ A magnificent silk skirt. The materials that compose this wrap would have been imported at great expenses and handled only by the highest ranking tailor's guild members.

  • Assassin Set - Black hood of the Silver Fang, an order of assassins. ~ Reinforced black cloth tunic of the Silver Fang, an order of assassins. ~ Reinforced black gauntlets of the Silver Fang, an order of assassins. ~ Cloth black leggings of the Silver Fang, an order of assassins.

  • Beggar Set - A tattered hood of coarse hemp. Scratchy and uncomfortable, it provides basic protection from the elements but causes unbearable chafing of the ears. ~ A torn, ragged tunic of coarse hemp. It is arguably more effective for maintaining some modicum of decency than actually protecting its wearer from the elements. ~ A soiled pair of hemp work gloves. The rough, abrasive cloth all but defeats the purpose of protecting their wearer's hands from blisters. ~ A ragged pair of hemp breeches. This tattered garment serves more to shield others from emotional damage than to protect its wearer from physical harm.

  • Blacksmith Set - A thick leather apron worn by blacksmiths at the forge. It is designed to absorb intense sparks and cushion minor impacts, but is insufficient for turning aside purposeful blows from real weapons. ~ Thick leather gloves worn by blacksmiths to protect their hands from the searing heat of the forge. While indispensable for preventing burns, they are less than ideal for deflecting attacks. ~ Reinforced boots of thick leather worn by blacksmiths. They provide reliable protection from hot coals and stubbed toes, but are woefully inadequate for use in combat.

  • Bloodbrow Set - Bladed plate helm adorned in a red canvas cowl. The Bloodbrow cowl is said to shield its wearer from whatever evil turns animals into nightmarish beasts. ~ Bladed plate and leather armor. The Bloodbrow were a secret society of arcanists from a time when beasts were a more serious threat to man. The society fell into obscurity shortly after an aspiring lord tried to repurpose them into a personal brute squad, sending them to hunt supposed "witches" who in reality were merely political rivals. ~ Bladed plate and leather boots. Centuries ago when nightmarish beasts prowled the land, a group of exiles from the Citadel formed the Bloodbrow, a secret society tasked with hunting and slaughtering vile creatures wherever they may lurk.

  • Boatman Set - The frayed headwrap and sedge hat worn by an ancient boatman, covered in tangles of rotten seaweed. ~ The raggy tatters of an ancient boatman. ~ The raggy wrap of an ancient boatman.

  • Cavalier Set - Iron plate helm of the Dread Horseman. ~ Iron plate chest armor of the Dread Horseman. ~ Iron plate gauntlets of the Dread Horseman. ~ Iron plate greaves of the Dread Horseman.

  • Chain Set - Cowl made of chain links. ~ A chainmail hauberk reinforced with plates in vital areas. Mail is extremely expensive and time consuming to produce, but provides great protection against slashing attacks. ~ Leather gloves reinforced with chain links. ~ Chainmail leggings reinforced with plates in vital areas.

  • Chef Set - A distinctive hat worn by chefs as a symbol of their trade. Despite its rather odd appearance, it serves the entirely practical purpose of keeping its wearer's hair safely out of his guests' soup. ~ A filthy apron. Cooking for peasantry was dirty, grueling and unfulfilling work, but that didn't keep the average chef from lording his status when possible. After all, any man can reach a point where a salted potato is more valuable than a kingdom. ~ Simple cloth trousers.

  • Corsair Set - A sea-worn linen bandana. The Immrian sea can be a treacherous place, and many a vicious marauder finds himself bundled in rags and shivering in fear at the mercy of a mighty storm. ~ A ragged vest of sea-worn wool. ~ Bell-cuff boots of sea-worn leather. Favored by mariners for their superior traction and their resistance to adverse weather.

  • Crimson Set - An elegant cloth hood. ~ An elegant cloth vest. It won't do much good against physical attacks, but its magical enchantments make it a powerful ward against elemental danger. ~ Elegant cloth gloves. ~ Elegant cloth leggings.

  • Demon Set - Scaled leather and iron helm over a foreboding mask. ~ Scaled leather and iron armor, trimmed in elegant silk. ~ Scaled leather and iron gauntlets, trimmed in elegant silk. ~ Scaled leather and iron boots worn over elegant silk trousers.

  • Doppelsoldner Set - Battle-worn horned helmet of the Sodden Knight. ~ Full plate armor of the Sodden Knight. Wrapped in a thick and extremely heavy fur mantle soaked with countless years of sea spray. ~ Steel plate gauntlets of the Sodden Knight. ~ Heavy steel cuisses and greaves of the Sodden Knight.

  • Evanescent Set - Modest cloth hood of the candlelit. ~ Shimmering cloth robes of the candlelit. ~ Shimmering cloth sash of the candlelit.

  • Golem Set - The head of a Crypt Keeper, which can be repurposed as armor now that the unnatural life force within it has been quenched. ~ The steel body of a Crypt Keeper, which can be worn as armor now that the artificial life force animating it has been neutralized. The heart of this island is a crypt for dead gods, and while the Crypt Keepers are powerful guardians indeed, surely if their prisoners are indeed gods, their power has faded considerably. ~ The arms of a Crypt Keeper, which can be used as armor now that the unnatural life force animating them has been quenched. ~ The steel legs of a Crypt Keeper, which can be worn as armor now that the artificial life force animating them has been neutralized.

  • Grim Set - A ghastly headdress crafted almost entirely of human bones. ~ Black cloth armor lined in human bones in a twisted mockery of typical plate armor. ~ Delicately-crafted bracelets made of human wrist, finger and toe bones. ~ A black cloth skirt lined with human bones.

  • Guide Set - Fashionable hat of an adventuring guide. ~ Versatile cloak and tunic of an adventuring guide. ~ Versatile leather gloves of an adventuring guide. ~ Smart leather boots of an adventuring guide.

  • Hunter Set - Hat of a beast hunter. More useful than keeping the rain off one's face during long hunts than for physical protection. ~ Cloak of a beast hunter. ~ Rugged leather gloves of a beast hunter, their knuckles are studded with heavy iron spikes. ~ Rugged leather boots of a beast hunter.

  • Jester Set - The silk cap of a court jester, adorned with bells and antlers. ~ A motley-patterned silk blouse displaying the unique stylings of a court jester. Although the jester trade certainly exists in our world, it is said they do not appear at all in other lands. How strange and sad is a world without the jolly ol' fool. ~ A pair of silk trousers and slippers displaying the unique stylings of a court jester.

  • Kraeken Set - Heavy bronze helm worn by one of the Bronze Knights, mysterious guardians of the island. ~ Heavy bronze plate chest armor worn by one of the Bronze Knights, mysterious guardians of the island. ~ Heavy bronze gloves worn by one of the Bronze Knights, mysterious guardians of the island. ~ Heavy bronze greaves worn by one of the Bronze Knights, mysterious guardians of the island.

  • Lamprey Set - Sharp, spike-laden heavy iron helm that reflects damage back on the attacker. ~ Sharp, spike-laden heavy iron plate that reflects damage back on the attacker. ~ Sharp, spike-laden heavy iron gloves that reflects damage back on the attacker and increase fist damage. ~ Sharp, spike-laden heavy iron greaves that reflects damage back on the attacker.

  • Malva Set - Fine purple velvet hood. ~ Fine purple velvet robes. ~ Fine purple velvet gloves. ~ Fine purple velvet leggings.

  • Merchant Set - An ornate felt cap worn by merchants as a symbol of their trade. Sporting this flashy accessory in any other setting might indicate wealth and status, but here it simply paints a brightly-colored target on one's otherwise exposed head. ~ A silk jacket favored by merchants for cultivating a respectable image. It provides a nominal advantage at the negotiating table, but offers no meaningful protection on the field of battle. ~ Silk gloves worn by merchants to convey a refined, professional air. Although fully functional and in fact quite practical for keeping the hands clean, they are also regarded by some as a pretentious display of unnecessary ostentation. ~ A formal pleated skirt of fine silk, popular among merchants as a touch of exotic flair. The smooth fabric offers exceptional comfort and impeccable style, both invaluable assets to an aspiring trader.

  • Onyx Set - A horned helmet forged with heavy iron plates. These helmets, worn by Tristin's Ducal Guard, came to be associated with fear and oppression during the reign of Carsejaw the Cruel. ~ Chest armor made of heavy iron plate. The Ducal Guard wore black capes not just to confuse and terrify their victims, but to signify their role as de facto executioners. ~ Gauntlets made of heavy iron plates. The Ducal Guard were experts with a wide array of arms, deftly combining strength and dexterity to overcome any combat situation. ~ Greaves made of heavy iron plate. The Ducal Guard wore heavy armor but were masters of speed and agility, able to rapidly sow chaos, confusion, and death.

  • Overlord Set (DEBATABLE, SEE VERDICT NOTES) - Crown of the Nameless God and symbol of His dominion. ~ Armor of the Nameless God. The candelabra affixed to its back symbolizes the desire that ultimately drove Him down the path of darkness. ~ Gauntlets of the Nameless God. The palms are engraved with the image of a candle, symbolizing His hopeless wish to grasp the unattainable in hand. ~ Armored leggings of the Nameless God. The image of a man is engraved on the bottom of the left heel and the image of a woman on the right, symbolizing His contempt for saltborn as He crushed them underfoot.

  • Patched Set - A hood made of tattered patches of sackcloth. ~ A robe made of tattered patches of sackcloth. ~ Gloves made of tattered patches of sackcloth. ~ A rag skirt made of tattered patches of sackcloth.

  • Predator Set - Helm of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. The origin of the Hornet Steel is mysterious, but their similarity to Spear Imps may not be coincidental. ~ Plate Armor of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. ~ Gauntlets of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten. ~ Greaves of the Hornet Steel: armored, winged guardians of the Dome of the Forgotten.

  • Priest Set - Skullcap of a cleric. Modesty is a nearly-universal value among the devout, and the holy men of many faiths demonstrate this by covering their heads. ~ Robes of a holy cleric. The carrying pouch has been fitted with a small metal spike meant to dig into its wearer's ribs when fully-laden, giving literal meaning to the old adage "weight of the wallet, weight on the heart.” ~ Skirt of a holy cleric. Many faiths view shoes as a luxury.

  • Raider Set - A unique fur-lined leather hat favored by raiders. This versatile accessory can be worn in several ways in order to adjust the level of warmth it provides, making it suitable for a wide variety of weather conditions. ~ A fur-lined leather harness worn by raiders. Provides a surprising amount of protection. Raiders are common threats in the forest highlands of the continent of Askaria, but many tribes are willing to work as sellswords to the royal army. ~ Fur-trimmed leather boots worn by raiders. Raider boots are crafted for exceptional durability and emphasize function over form, a necessary compromise given their violent and lawless ways.

  • Raptor Set - Bronze visor of the Vilehawks. Vilehawks viewed themselves as birds of prey, hunters of the vole-like peasantry. ~ Bronze scale armor of the Vilehawks. Wrapped in a green cloak of heavy wool which serves both to camoflauge its wearer and preserve body heat during nighttime hunts in the cold forests of Liven. ~ Bronze greaves of the Vilehawks. This use of bronze may seem odd, but it's not without logic: not only do the greaves protect their wearers' lower bits, but they're constructed in a clever scaled pattern that yields reduced weight, improved flexibility, and, most importantly, unparalleled grip on tree bark.

  • Resplendent Set - Helm crafted of gold-trimmed steel. The stoic face of the Glorious Helm suggests a magnificent serenity of sorts. ~ Plate armor crafted of gold-trimmed steel. Craftsmen who worship the Fool and the Prophet, rich with gold and warmed by wine, designed and built this armor set to represent the eternal glory of the cosmos. ~ Gauntlets crafted of gold-trimmed steel. The Fool and the Prophet are followed by men whose flesh is fading. The craftsman of these gauntlets may have reflected on that contrast: that his wretched, diseased hands, afflicted with Grayrot and bound to dust and decay, could create something so glorious. ~ Greaves crafted of gold-trimmed steel. The craftsmanship in these greaves is impressive: despite being trimmed in gold, they are light enough to wield, perfectly articulate with the wearer, and minimize bending and warping.

  • Rogue Set - A linen hood and mask worn by common thieves. Such garments protect their wearers as much from prying eyes as from inclement weather, and are typically dyed with nondescript earthen tones to avoid drawing unwanted attention. ~ An outwardly plain leather jacket custom-tailored with hidden pockets and carrying loops throughout its lining. A matching linen scarf graces its collar as a dashing yet functional touch. Designed to conceal small weapons and pilfered valuables, coats of this style are commonly worn by thieves as they prowl crowded streets and bazaars in search of an easy mark. ~ A pair of thin leather gloves worn for general protection of the hands and fingers, a thief's most precious tools. In addition to improving grip and preventing cuts and abrasions, they can be easily slipped off to allow their wearer a quick escape from the clutches of angry authorities. ~ An unadorned pair of supple leather highboots. Designed for lightness and agility rather than protection, their soft soles enable quiet movement and provide superior traction.

  • Russet Set - A large mask woven of tubecloth with an inexplicable resemblance to a potato. A tag sewn into the lining reads, "Made in Kadania." ~ A rotund bodysuit with an uncanny resemblance to a potato. Woven of tubecloth, a peculiar Liveni textile manufactured by layering treated hemp fabric interwoven with a fine mesh of tuber roots to form a thick, resilient shell. A tag sewn into the collar reads, "Made in Kadania." ~ A thick pair of tubercloth elbow gloves that bear a bizarre resemblance to a potato. A tag inside the left cuff reads, "Made in Kadania.” ~ A thick pair of tubercloth leggings bearing an inexplicable resemblance to a potato. A tag inside the waistband reads, "Made in Kadania."

  • Scorpion Set - Heavy padded plate helm of the Desert Sentry, royal guard of Kulka'as. ~ Heavy padded plate armor of the Desert Sentry, royal guard of Kulka'as. ~ Heavy padded plate gauntlets of the Desert Sentry, royal guard of Kulka'as. ~ Heavy padded plate greaves of the Desert Sentry, royal guard of Kulka'as.

  • Sohei Set - Beautifully dyed tunic of a warrior pilgrim. Monks exist in most major faiths, but this particular tunic is in the Kar'hi'i style. ~ Bracelets of masterfully carved Tenari, or wooden balls. Each Tenar represents an ideal for its wearer to meditate upon. ~ Sturdy leather boots worn over the beautifully dyed trousers of a warrior pilgrim. Some faiths associate vibrant colors with excess and vanity, but in Kar'hi'i holy culture, color is celebrated.

  • Split Set - Faceguard of a Split Swordsman. The swordsmen known once as the Blue Guard reached their current forms due to a series of disastrous teleportation experiments ordered by Planne the Seeker. ~ Breastplate of a Split Swordsman. The armor set originated with the Blue Guard, an elite squadron to Duke Garldon. The Split Plate style is magically altered to better contain the rendered swordsmen, but itself has no magical properties. ~ Gauntlets of a Split Swordsman. A typical Split Swordsman has fewer than two arms, but matching left and right Blue Guard gauntlets are certainly obtainable. ~ Greaves of a Split Swordsman. This set was alchemically modified to provide mobility to any former Blue Guardsmen who unwittingly surrendered a leg or two to the void.

  • Steel Set - A visored steel helmet. ~ Rugged plate armor shrouded in a smart leather vest. ~ Rugged leather gloves reinforced with steel plates. ~ Rugged leather boots reinforced with steel plates.

  • Stella Set - A ceremonial golden crown. ~ A blue-ringed velvet robe adorned in magnificent golden pauldrons. ~ A pair of blue-ringed velvet gloves with golden trim.

  • Tainted Set - Hooded metal plate helm worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself. ~ Heavy metal plate armor worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself. ~ Heavy metal plate gauntlets worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself. ~ Heavy metal plate greaves worn by one of the unrelenting Alkymancery Knights. It is infused with a salt magic so dark it threatens to corrupt the very thread of life itself.

  • Titan Set - Massive iron plate helm worn by Armor Guardians. ~ Massive iron plate armor worn by Armor Guardians. Wearing this monstrosity requires unparalleled armor skill and an immense amount of endurance, but the benefits quite literally outweigh the drawbacks. ~ Massive iron plate gauntlets worn by Armor Guardians. ~ Massive iron plate greaves worn by Armor Guardians.

  • Umbral Set - Plate helm of Carsejaw the Cruel. ~ Shrouded plate of Carsejaw the Cruel. ~ Shrouded gauntlets of Carsejaw the Cruel. ~ Skirt-wrapped greaves of Carsejaw the Cruel.

  • Warden Set - An iron torture mask worn by the Red Lords as a perverse symbol of their ward. ~ Heavy leather smock of a Red Lord. The smock is flanked by two leather-trimmed iron faulds, rendering it impractically heavy and cumbersome. ~ Thick leather gloves of a Red Lord. Covered in dark stains, scorch marks and numerous scratches from torture implements. ~ Thick leather boots of a Red Lord. Heavily reinforced with scraps of leather and fragments of metal, these bloodstained boots sport a thick layer of unsanitary grime.


Brands



Brands are magical sigils branded onto the Saltborn’s skin, these brands give the Saltborn magical abilities that aid in their journey, and allow them to reach new areas. The Brands include the following:


  • Vertigo Brand - A word of power carried in a brand. Bearing the brand grants its owner power over gravitas. Wear this brand to gain the ability to use Eminent Obelisks.

  • Dart Brand - A word of power carried in a brand. Bearing the brand grants its owner power over impetus. Wear this brand to gain the ability to perform a Mid-Air Dash.

  • Shadowflip Brand - A word of power carried in a brand. Bearing the brand grants its owner mastery of shadows. Wear this brand to gain the ability to perform wall jumps.

  • Redshift Brand - A word of power carried in a brand. Bearing the brand grants its owner power over matter. Wear this brand to imbue your torch with a light allowing you to pass through the red arcane obstructions known as Redshift.

  • Hardlight Brand - A word of power carried in a brand. Bearing the brand grants its owner power over matter. Wear this brand to imbue your torch with a light allowing you to render blue arcane matter tangible.


Powers and Abilities


Superhuman Physical Characteristics



With the many battles the Saltborn has been through, they’ve shown to be able to perform feats far out of the ordinary for a normal person. Including surviving large spreads of bullets point blank, taking down colossal beasts, and tanking belly flops from building sized creatures.


Weapon Mastery



The Saltborn seems to have a great mastery of all kinds of weaponry, from swords to huge hammers and from staves to guns. It’s unknown where the Saltborn gained such expertise with these weapons, but they have more than enough ways to show it.


Immortality (Type 2, 4, 7, and 8)



Let’s go over the types Saltborn possesses in order: first, Type 2 Immortality, or Resistant Immortality comes from the fact that the Saltborn can survive things that would normally be extremely lethal, and be able to perform just fine after taking such damage. Type 4, or Immortality via Resurrection, comes from the fact that the Saltborn will always come back to life at a Sanctuary after being killed, even if their entire physical body is destroyed. After that is then Type 7, or Undead Immortality, which is pointed out by numerous bestiary entries, item descriptions and finally confirmed by Jaret at the end of the game; everyone who dies at sea washes up on the Nameless Island, which exists between Life and Death, so the Saltborn is in fact technically dead already. Then Type 8, or Reliant Immortality, comes from the fact that the Saltborn requires a claimed Sanctuary to come back to life. (NOTE: In the game, you still come back to life if no Sanctuaries are claimed, however this can be chalked up to game mechanics as in lore they require a sanctuary to come back from death.)


Magic



As shown before, The Saltborn has the ability to use a large variety of magical attacks and abilities. The Saltborn can use these with or without Staves and Wands.


Energy Manipulation



This pairs with the Magic power, to perform the acts of magic and prayer, the Saltborn uses their own inner energy and stamina to perform and channel these actions. Along with these, the Hardlight and Redshift Brands give the Saltborn to disband redshift energy and make hardlight energy physical respectively.


Fire Manipulation



Through many ways, the Saltborn can manipulate fire to his advantage. From fire spells and incantations, to imbuing his own blade with fire and throwing pots of fire.


Electricity Manipulation



Similarly to the fire manipulation, the Saltborn possesses great control of the electric element, from summoning geists of electricity to forming small lightning storms above their head.


Light Manipulation



With the Saltborn’s prayers, they can cast Light, which forms a small orb of light above their head.


Holy Manipulation



With how religiously devoted the Saltborn is, it’s not surprising that they have ways to manipulate the holy. Through many prayers such as Divine Mend and Ray of Searing, and items such as Blessed Pages, the Saltborn can weaponize holiness against all those demonic foes.


Arcane Manipulation



You’d be mistaken if you thought the Saltborn only dabbles in the holy arts, they have taken a keen liking to the unholy arts as well. Through many spells and incantations, as well as items, The Saltborn can ward off those holy foes they meet, and he even has the ability to destroy Sanctuaries with Stained Pages.


Poison Manipulation



Along with the Saltborns other elemental weapons, they wield the power of poison through many means. The Saltborn can poison their foes with poison clouds, toxic weaponry and even coated throwing knives to name a few.


Summoning



Using certain incantations and prayers, the Saltborn can summon sentient beings to fight along with them. Including stationary fire guardians, electric spirits of sky, electric geists, living arcane minions and even living holy blades.


Healing



Through many means, the Saltborn can heal themselves and heal wounds. The Saltborn can do this through their many healing items such as Water of Blessing or Flasks of Fire, or through prayers like Mend. They can even heal passively through rings such as the Mending Band.


Resurrection



If the Saltborn were to ever have allies on their side, they can revive them from death if they ever die through the Revive spell.


Statistics Amplification



Through many means, The Saltborn can increase their stats, such as the Bloodflower Charm and Ring which increase the user’s attack power, Rings that increase anything from endurance to willpower and even prayers to increase stamina.


Status Effect Inducement



Specifically with Poison and Fire attacks, the Saltborn can poison or light enemies on fire. Not only this, but the Saltborn can induce Curse status effects on foes using the Flash of Defilement.

Soul/Salt Manipulation



As salt is stated to be what makes up the souls of living creatures, the Saltborn can freely carry and use the salt absorbed from enemies. This includes using it to level themself up, trading with blacksmiths and transmutators to upgrade and transform weapons, and even use the salt to increase their attack power with the Silversalt Charm.


Durability Negation



One of the Saltborn’s strongest parts of their arsenal is the Flask of Defilement, a glass flask with cursed blood within. With the flask, the Saltborn can throw it at enemies, covering them in the blood which inflicts the opponent with a curse that lasts twenty seconds. This curse will always turn the opponent’s defense to 0% unless said defense is holy.


Curse Manipulation



Continuing off of the prior item, using the Flask of Defilement the Saltborn can inflict a twenty second long curse upon enemies that reduce their defense (except holy defense) to 0%. This curse also makes enemies receive 25% more damage than usual, and allows enemies to receive poison status effects faster than usual.


Limited Gravity Manipulation



Using Eminent Obelisks, the Saltborn can reverse their own gravity, causing them to fall upwards instead of downwards, allowing them to stand on ceilings and such. Obelisks can only be found in certain locations and are only usable within set boundaries.


Mid-Air Dash



Using the Dart Brand, the Saltborn has access to a Mid-Air Dash. The Saltborn can only use two of these in the air before needing to land back on the ground for them to recharge.


Non-Standard Interaction



Many ghost-like, or intangible enemies appear in Salt and Sanctuary, including beings such as Whispermen and Whisperladies. The Saltborn has no problem being able to interact and damage these beings.


Dimensional Storage/Hammerspace



As like many video game characters, the Saltborn seemingly has an endless inventory space. While some armor sets show bags and satchels on the Saltborn, it’s simply impossible for the Saltborn to be carrying as much as they do in them.


Enhanced Senses (Soul Vision)



Through the Undersight Status, the Saltborn can see spirits and ghosts. The Saltborn can achieve this state temporarily from the Undersight Vial and Undersight Incantation, the state can also be achieved whenever the Saltborn wields the Umbral Aegis.


Limited Attack Reflection



With use of the Lamprey Armor Set and the Ashen Effigy Tower Shield, the Saltborn can reflect a small amount of the damage they take back on their opponents. Keep in mind however, it will only reflect back physical damage.


Status Effect Removal/Curse Removal



Using the Cleansing Cloth, the Saltborn can remove any debuff, ailment, or curse placed upon them. Even being able to remove the Durability Negation curse inflicted by Flasks of Defilement.

Resistance to Fire, Poison, Electricity, Holy, Arcane, and Wounding



Through the tons of different armor sets, shields, rings and items, the Saltborn can achieve resistances to Fire, Electricity, Poison, Holy, Arcane, and Wounding.


Powers of the Nameless God (See Verdict Notes)



For this section, keep in mind that inclusion of these is debatable, and are only achievable through giving Saltborn Dominion Ending Scaling, I will go into this later on, but if we are to give the Saltborn access to Dominion Ending additions, this is what they’d receive:


Spatial Manipulation & Time Manipulation



According to the game’s bestiary entry for the Nameless God, he’s stated to have “incredible power over time and space”. If we are to take this entry as factual (I’d argue it is, as bestiary information seems to be written to be factual information about enemies and bosses), the Saltborn would gain the powers of Spatial Manipulation and Time Manipulation.


Memory Manipulation



Through many pieces of dialogue and bestiary descriptions, it’s explained to us that the Nameless God used the memories of those drowned at sea to create the locations seen across the Nameless Island, which is why many NPCs discuss how many of the locations seem to be exact replicas of places they knew.

Telekinesis



As seen during the fight against the Nameless God, he can throw his sword into the air and control it with his mind, while he only does this with his sword, there’s no reason to think he can’t do it with anything else.


Life and Water Manipulation



Alright, this one’s a bit more complicated but I’ll try my hardest to explain this well. So, one of the locations in Salt and Sanctuary is called the Salt Alkymancery. This location is used in lore by the witch Kaira, who uses this place to take sea and salt to create living beings, you may be wondering, what does this have to do with the Nameless God? While the Nameless God doesn’t himself use these powers, he DID create the Salt Alkymancery which has the power to create life from salt and sea; With how the Nameless God has control over the entire island, it’s not far-fetched to assume the Nameless God could also utilize this power.


Pocket Reality Manipulation



While not directly stated, it’s not only heavily insinuated but evidence supports the fact that the Nameless Island is a sort of Pocket Dimension of the Nameless God, where those who drown at sea are pulled in, and their memories are used to create areas of the island. The Nameless God has full control over this island, as it is his domain and creation. It is possible to escape this pocket reality, but only by defeating him first.


Creation



While the Nameless God may have created the areas of the Nameless Island from the memories of those who drowned at sea, the same cannot be said for the stars in the sky. Judging by multiple areas of the game, the Nameless Island, or the pocket dimension it’s contained in contains its own Sun and Moon, as well as tons of stars in the sky. Judging by the fact that this pocket dimension was created by the Nameless God, it’s safe to assume he created these celestial bodies as well.


Resistance to Fire, Poison, Electricity, Holy, and Arcane



From the Nameless God’s stats and defenses, the Nameless God carries the highest defense stat to elemental damage in the game, with a full 500 defense to every single one. While the Nameless God can still take damage from these, they’re especially lowered in damage.


Feats


Overall



  • Defeated hundreds of monsters and beasts.

  • Spread their faith and devotion through claimed sanctuaries across the entire Nameless Island.

  • Battled against and defeated warriors, mages and beasts of legend.

  • Claimed multiple magical brands across their journey.

  • Helped multiple fellow Saltborn on their own journeys.

  • Battled against, and defeated the Nameless God, Master of the Mortal Realm.

  • Escaped the island and gained salvation…

  • …Or stayed, and claimed dominion over the island, becoming the new Nameless God.


Power



  • Can punch humanoid, zombie-like enemies strong enough to make them explode into pieces (Wall Level)

  • Can use various weapons to make numerous enemies, human-sized to almost double in size explode into pieces. (Wall Level)

  • Can destroy wooden barrels and boxes with a single hit, even with their fists. (Wall Level)

  • Defeated the Bloodless Prince, who is the size of a building. (Building Level)

  • Defeated Kraekan Dragon Skourzh, who is stated to be able to create storms with ease, and is also the size of a building. (Small City to City Level)

  • Should generally scale above the Kraekan species, the strongest of which can conjure storms (Small City to City Level)

  • Defeated the Nameless God, who should scale above everything else on the Nameless Island (Small City to City Level)

  • In one ending, takes the Nameless God’s place in dominion, quite literally becoming him. With this power, the Nameless God was able to not only create the Nameless Island, but also fill the sky of his realm with stars in the sky. (Multi-Solar System Level) (See Verdict Notes)


Speed




Durability



  • Can tank flintlock pistol fire. (Wall Level)

  • Can survive the Bloodless Prince’s Body Slam attack, a character the size of a building. (Building Level)

  • Can take hits from the Nameless God, who should scale above the entire Kraekan species, in which the strongest ones can easily conjure storms. (Small City to City Level)

  • In one ending, takes the Nameless God’s place in dominion, quite literally becoming him. The Nameless God’s durability should be higher than anything else encountered on the Nameless Island. (Small City to City Level)


Scaling


Kraekan Dragon Skourzh & The Kraekan Species



The Kraekan species is a diverse group of sea monsters that take on many shapes and sizes, and are notorious for the misfortune they cause sailors out at sea. However, none are more notorious than Kraekan Dragon Skourzh, Lord of Storms. Greater Kraeken like Skourzh are stated to be able to conjure and wield storms with ease, and considering the Saltborn can take on and defeat monsters and beings stronger and more powerful, it’s safe to say that the Saltborn should scale to and above the entire Kraekan species.



The Nameless God



The lord of the island, master of the Mortal Realm, The Nameless God. Scaling to the Nameless God is a bit of an odd situation, nothing suggests NG ever uses his full power against the Saltborn, or that his physical power is on par with his Hax/Ability power. The lore even speaks of him being ‘mortal’, which would make sense for him to not be godly in a physical sense. Nevertheless, the NG should 100% at least scale above everything else on the island, such as people like Carsejaw and Skourzh, easily at least being Small City to City Level. Now, as for his full non-physical power, the Saltborn only reaches this if they’re given Dominion Ending scaling, in which they quite literally become the Nameless God. With his powers, the Nameless God was not only able to use the memories of drowned humans to construct his island (which is contained within a pocket dimension of his), but also create a sky full of stars, as well as a sun and moon; allowing the Nameless God to reach Multi-Solar System Level. Nameless God doesn’t have any great speed feats, but he should generally be faster than everything else on the island.


  • The Nameless God should generally scale above everything else on the island, including strength and speed. (Small City to City Level, should scale above the Kraekan species)


  • Should scale above everything on the island in speed, in which all bosses can keep up with the Saltborn. (High Hypersonic+)


  • (See Verdict Notes) The Nameless God created a sky full of stars in his pocket dimension, which includes a sun and moon. (Multi-Solar System Level)


Weaknesses



The Saltborn may be a formidable warrior, but they’re no stranger to having weaknesses. Firstly, many of their items such as healing potions and weapon ammo have a limited number of uses, this number will be refilled upon going back to a sanctuary or dying (ammo does not come back however). Secondly, using spells without the Link of Fire and Sky Ring will increase the Saltborn’s Elemental Imbalance, which damages the user until death with each cast if it reaches too high. Lastly, the Saltborn’s main way of coming back from death, the Sanctuaries, can be destroyed with unholy/arcane magic (See Verdict Notes).


Verdict Notes


This section is what would usually be the “Before the Verdict” section of a normal VS Blog, however, since this is a solo character blog with no verdict, this will include things that should be brought up or talked about in a “Before the Verdict” section if the Saltborn ever makes it into a VS Blog. (which funnily enough, will probably never happen. “What is DIOXIDE doing with his life?” I hear you ask, well, just know that I’m thinking the same thing while making this.)


Dominion Ending, Non-Standard?



Arguably the most important and debatable aspect of Saltborn scaling is the Dominion Ending, and the buffs gained from it. To give a summary, after defeating the Nameless God, the Saltborn is given the choice between Salvation and Dominion, with the Salvation Ending being the “Normal Ending” in a way, while the Dominion Ending is more of a Secret Ending. In this ending, The Saltborn approaches the Scarecrow, which is a recurring character that acts as the voice for the Nameless God, appearing throughout the game to give vague dialogue to the player. Upon the Scarecrow’s head is the helm of the Nameless God, taking this helm and placing it onto their head, the Saltborn is pulled onto the Scarecrow, before transforming into the new Nameless God. This presents an odd question, do we give this to the Saltborn? To answer this, I’m going to go over a few things that I think are important to this, to get a clear vision as to what exactly is going on here.


First, you may be wondering if this is really the Saltborn becoming the Nameless God, or if it’s the Nameless God instead becoming the Saltborn, taking their body. This is a pretty clear answer in my opinion, the Saltborn is becoming the Nameless God, not the other way around. This is very clearly presented as YOU taking control or rule over the island and not the Nameless God keeping his control, even the name of this ending being “Dominion”, which means control over a country or people, makes it pretty clear to us that this is US taking the island for ourselves to rule. Hell, even the achievement description for this ending insinuates this.



Another thing I want to bring up is the weird state of New Game Plus and what that does for the Saltborn, if you do the Dominion Ending then progress to NG+, you will start the game with the Nameless God’s armor set (Overlord’s Set), which is a weird thing to have when you’re no longer the lord of the island; does this weaken the power Saltborn would get from Dominion Ending? To put it simply, no not really. Nothing suggests NG+ should be taken as canon, plus you can quite literally see the Saltborn as the Nameless God in the canon Dominion Ending (As to the question on which ending is the “canon ending”, there’s no real answer, neither are hinted to be more canon than the other).


Lastly, if the Saltborn is given access to this, how should this be used in a VS sense? It would be a bit weird for Saltborn to be on something like Death Battle where they’re just the Nameless God. This to me is a sort of “Chosen Undead Linking the First Flame Situation”, where the battle can just happen right after the Saltborn has killed the Nameless God, giving the Saltborn the chance to perform the Dominion Ending as a final measure/climax of the fight moment. It’s a little unorthodox, but I think it’s viable to use, especially since Death Battle gave Bardock SSJ not on the fact that he has it in the non-canon Episode of Bardock, but because he can technically get it if conditions are right; You could make a similar argument for the Saltborn. So overall, in my opinion I do think giving Saltborn Dominion Ending is valid, and I’d even argue that it’s standard for them. 


THE NAMELESS FRAUD!?!?!?



Alright so, the Nameless God is a bit of an oddity when it comes to Salt and Sanctuary Scaling, where does he actually scale? Well, first let’s talk physical stats, The Nameless God quite easily scales above anything on the island in both strength and speed, meaning he should be stronger and more powerful than characters like the Bloodless Prince and Skourzh, which should easily put him around Small City to City Level (Storm Scaling try not to hard carry SaS Scaling Challenge IMPOSSIBLE)  and due to the Nameless God keeping up with the Saltborn, should easily be equal in speed. However, what about all those stars in the sky? Shouldn’t the Nameless God be Multi-Solar System Level form this?! Well, yeah, he should be, however the big caveat to this is that there’s nothing insinuating that he’s able to use this level of power in physical battle, or even in battle in general. Evidence even leans towards him not being able to use this power in battle; while he may have created those stars in the sky and have “incredible power over time and space”, all those show are his level of Creation and Spatial & Time Manipulation Hax. 


The Nameless God is even described as mortal and fallible, not even being a true god in the sense of lacking a Candlelit Soul that normal gods do possess. So in my opinion, the Nameless God only reaches Multi-Solar System in Creation Hax, while only physically being Small City to City Level. You may be wondering about how he made the island the game takes place on, does this buff him? Well, this isn’t a creation feat in the same vein as the stars in the sky, he created this island from the memories of drowned sailors, not from nothing, this is just Memory Manipulation. And no, in case you’re wondering, the Nameless God is not Universal, he did not make the Mortal Realm; the “master of the Mortal Realm” is definitely a very odd description, but nothing suggests he made it or anything like that.


Sanctuaries and Dead Salt, Better than the Undead Curse!?



Now, you may be thinking that the Saltborn’s immortality through Sanctuaries is pretty foolproof, yet… it’s arguably worse than things like the Undead Curse from Dark Souls. Sure, the Saltborn losing the will to live won’t affect their immortality, but unholy/arcane magic definitely will. As said before, while the Saltborn is technically already dead, the only thing keeping them from being fully dead (as in no soul or physical body) are the Sanctuaries claimed by them across the island, with the Saltborn having a total of 21 sanctuaries across the island. However, these sanctuaries have one huge weakness, they can be destroyed with the use of unholy or arcane magic. In Salt and Sanctuary, you’re able to destroy sanctuaries with the use of Stained Pages, which are “Pages from an unholy tome, stained in shifting darkness”. If all of the Saltborn’s sanctuaries are destroyed, they will be unable to return from death; the person responsible for destroying these sanctuaries may be greeted with waves of Sanctuary Guardians and Warriors upon each destruction, but the point stands.


Conclusion


“Born of Salt. Devour’d by Sea. From Icy Crypt. Deliver Me.”


There it is, the Saltborn Character Blog. This took quite a long time to do, definitely longer than I first thought (That Arsenal section that I hate), but overall this was super fun to do. Making a Vs Blog for something that has barely ever been touched by the dirty hands of powerscaling was a very fun experience and I plan to do more of this. I have to give a huge thanks to the people (person?) who made the Salt and Sanctuary Wiki, a lot of this would’ve been extremely hard and time consuming to do without it. I’d also like to thank Fenic and Pin for proof reading before I published this. Lastly, I'd like to thank Asuko_XIII for their work in making The Drowned Tome, which is an amazing Salt and Sanctuary Lore Analysis. If you'd like to give it a read, here you go. 


As a final note, even though this spoiled a lot of it, I HIGHLY recommend going and playing Salt and Sanctuary, it’s such an amazing hidden gem, a masterpiece that doesn’t get the attention it deserves. I’ve been playing Salt and Sanctuary for a very long time, and making this blog has allowed me to revisit this great experience yet again. Again, I highly recommend going and supporting the developers, who’ve made other games as well that I also recommend.


Next Time…?


Alright so, I know that I said that ENA Vs. Wayne was supposed to be the next blog after Rando Vs. Asgore, and don’t worry, it’s still going to happen! However, it is postponed right now, as we’re waiting for the release of ENA: Dream BBQ before continuing; we’d like Ena to have a bit more content to look at before doing a blog with her. However, I do have a planned Solo Blog after this one. Keep in mind that I will not be confirming that this will be made, as things can come up that could halt or cancel it, plus I might take a bit of a small break after finishing the Saltborn Blog. Anyways, here’s the reveal of the (most likely) NEXT TIME!


C’venash Vishneri (Psychopomp) Character Blog - Coming Soon!


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