баг с лестницей salt and sanctuary
Баг с лестницей salt and sanctuary
Босс расположен на палубе корабля, в любом случае его нельзя пропустить.
Лучшая тактика:
— Класс «Паладин»
— Постоянно быть в движение «Перекаты»
А теперь подробнее.
Как было сказано выше, лучше выполнять это достижение классом «Паладин», т.к. у его стартовой булавы очень неплохой разовый урон. Так же у этого класса при старте дается кольцо регенерации здоровья. Оно может Вам немного помочь, если вы получили урон до того, как дошли до босса. В этом случае стоит подождать, пока восстановится полное здоровье.
Мы появляемся на корабле и двигаемся в доступном нам направление. Мимо вы точно не пройдете.
По возможности не подставляемся под удары. Идем вперед и убиваем всех корсаров.
Перед выходом на палубу заходим в инвентарь и снимаем всю экипировку и даже щит. Оставляем только булаву в руках.
Заходим, наблюдаем название босса и рвемся в бой.
Виды атак босса. Их всего 3.
Применяя такую не хитрую тактику боя, вы легко убьете этого босса, получите достижение, 8000 соли, которая очень вам поможет на старте и Drowned Tome.
Баг с лестницей salt and sanctuary
Орден Предателя (Order of the Betrayer).
Секретнейшая из вер, поскольку далеко не каждый догадается, как в неё вступить.
Это у нас тёмная, таинственная секта, предоставляющая доступ к тёмной магии.
1. Флакон крови (blood vial), восстанавливает здоровье, но при постоянном употреблении НИПы чужих вер будут проявлять агрессию. Снимается этот эффект у свечной дамы в следящих лесах за соль.
2. Чёрная соль (black salt). Восстанавливает выносливость.
3. Страница мучения (page of suffering). Баф на тьму. Если использована у чужого алтаря, происходит осквернение святилища.
4. Фляга осквернения (flask of defilement). Метательный предмет. При попадании сбивает противнику сопротивление.
5. Вырванное сердце (expunged heart). Предмет для повышения преданности. Добывается за счёт убийства стражей в осквернённых святилищах. Грех за осквернение снимается солью у свечной дамы.
Вера с направлением в воинскую направленность. Одна из трёх вер, доступных поумночалу. Не плохой вариант для повторного прохождения.
Маги и клирики так же как и в тройце не предлагают ничего особенного. А вот кузнец может предложить Пару интересных вещей. Так же, торговец предлагает неплохие электрические патроны для пистолетов.
Повышать уровень преданности мне показалось сложнее чем в тройце, ибо некоторые враги или мало где есть, или редко падает лут. Великий рандом.
Важный факт. Если вы не вступите в эту веру с начала игры, то следующая возможность будет более чем через половину игры.
Повышать уровень преданности мне показалось просто. На Новой Игре+ я сразу же мог взять седьмой уровень. Да и монстры не особенно редкие.
Перевод расходников приблизительный.
Интересный факт. Для повышения уровня Девары есть подношение, требующее лишь один экземпляр вещи, а не три, как в большинстве других подношений.
Каменные Корни (The Stone Roots)
Главное святилище находится в Смотрящих Лесах.
В основном, вера подходит для любителей ближнего боя и стрелков. Для первых здесь найдётся большой ассортимент разнообразного оружия; для вторых – отравленные патроны (встречающиеся только в этой вере), а также ядовитые стрелы и болты. Ассортимент товаров будет увеличиваться с повышением уровня преданности вере.
Повышение уровня преданности одно из самых лёгких во всей игре – Лидер Каменных Корней требует достаточно распространённые трофеи, предлагая за них следующие предметы:
Итог: Каменные Корни являются очень полезной верой при первом прохождении (а с правильным развитием персонажа – даже имбалансной); будут одинаково хорошим выбором как для силовиков, так и для ловкачей, подойдут для клириков, а вот магам в этой вере будет не тепло, не холодно, и, если ваш персонаж – маг, рано или поздно захочется найти какую-нибудь более перспективную компанию. На НГ+ эта вера становится вполне обычной и, хоть и не может конкурировать с Домом Великолепия или Орденом Предателя, всё же способна не разочаровать своего приверженца.
P. S. Для вступления в «Каменные Корни» придётся отказаться от одной из трёх начальных вер, тем самым заработать Грех, который можно искупить только у Свечной Дамы в подземелье Деревни Улыбок, заплатив за это своей солью.
Хранители Огня и Неба.
-Keepers of Fire and Sky-
Главное святилище находится в Смоляных Лесах.
Точно могу сказать что эта вера для чистых магов. Остальным классам тут делать нечего. Если вы полу-маг, то лучше идите к предателям или Деваре.
Ассортимент у торговцев этой веры не ахти, но при повышении преданности у них можно приобрести самые мощные заклинания.
>Фляга Огня(Flask of Fire).
Это самая слабая хилка в игре. Её минус в том, что она отхиливает половину хп (около 150 хп), так ещё восстанавливает она в течении 5 секунд. Наверно, это один из самых больших минусов этой веры.
>Бутылка Неба(?) (Bottled Sky)
Баночка, отличающиеся тем, что восстанавливает 50 фокуса от стандартных 40.
>Небесный кристалл (?) (Sky Crystal).
Плюшка, которая даёт +25% магического урона на минуту.
>Ясность (?) (Clarity).
При удачном попадании по противнику восстанавливает капельку фокуса (около 5). Особо ей не пользовался, но для фарма на мелких мобах возможно сойдёт.
Также хочу добавить, что вера будет хороша где-то до нг+4, ну возможно и до нг+5. А при нг повыше лучше перейти к предателям. Просто, прирост урона от кристалла будет меньше, чем при использовании фляги осквернения. Да и хилка там получше будет.
Так… Поскольку все местные Винишки-тян беспробудно бухают и не в состоянии сказать двух слов с своей религии, я взял на себя эту честь и ответственность.
Итак, Дом Великолепия (The House of Splendor)
Главное святилище находится в Проходе Крана.
Дом Великолепия подходит для любителей ближнего боя, лучников и, особенно, клириков, а всё благодаря Золотому вину, главному достоинству этой веры, увеличивающему атаку и резисты на 50%. У вина только один существенный минус – не влияет на урон заклинаний, чар и молитв, не являющихся бафами к оружию (если молитва или чары являются бафом – влияет, как и на урон от любого бафа). Единственный класс, которому эта вера может не понравиться, – маг. Все остальные будут чувствовать себя в своей бутыл. тарелке.
Повышение уровня преданности идентично Троице (у меня создалось впечатление, что разработчик просто положил на это болт) – Лидер Дома Великолепия требует то же самое, что Лидер Троицы, предлагая взамен следующие предметы:
— Лилово-красное вино. Лечилка, по скорости и продолжительности действия идентичная Красной траве Каменных Корней; единственное отличие – эффект опьянения, которое перейдёт в отравление, если прикончить больше 3 бутылок за раз; рекомендую применять перед боями с боссами, когда ожидается серьёзный урон.
— Радужное вино. Восстанавливает часть потерянной выносливости (45 ед.), но даёт тот же побочный эффект – опьянение.
— Золотое Вино. Гордость этой веры. Особенно полезно для клирика с молотом «Обсидиановый столб» и молитвой 4 класса «Божественное благословлённое оружие» – добавив к такой сборке Золотое вино, получим совершенно имбалансного зверя-ваншотника, которому даже испытание «Без лечения» может показаться летней прогулкой. Естественно, имеет эффект опьянения.
— Золотая ткань (2 шт.). Полезная вещь, снимающая негативные эффекты – опьянение, отравление и кровотечение от магии крови или фляг Бессольных.
Ах, да! ПОМНИТЕ: ЧРЕЗМЕРНОЕ УПОТРЕБЛЕНИЕ АЛКОГОЛЯ ВРЕДИТ ВАШЕМУ ЗДОРОВЬЮ.
Баг с лестницей salt and sanctuary
The Unspeakable Deep
Чтобы получить эту ачивку надо завалить туториального босса. В стиме уже есть гайд, целиком и полностью посвященный получению данной ачивки, а потому раскрывать сам бой я не буду. Скажу только, что приз за убийство довольно ценный: 8к соли (абсолютная неуязвимость на первых порах игры), 0-8к залота (смотря сколько успеете собрать), Drowned Tome (или как-то так, предмет для последнего апгрейда боссовских оружий, по 1 на цикл нг) и еще какой-то на хрен никому не нужный хлам.
The Banquet
Завалить первого босса. Не пропустите ни при каких обстоятельствах.
The Village
Завалить босса Queen of Smiles. Простой босс, уязвимый к святому урону. Находится рядом с главным святилищем троицы (Three).
The Keep
Завалить босса Kraekan Cyclops. Чтобы найти его нужно пропрыгать в лесу рядом с королевой улыбок по разваливающимся балкам над пропастью. Осторожно: вы можете его пропустить, если пойдете альтернативным путем через алхимика.
The Forest
Для получения нужно завалить босса Mad Alchemist. Находится рядом с главным святилищем хиппи (или как там этих деревянных звать): от огра наверх и влево.
The Imposter
Убить босса False Jester. Обязательный босс, не пропустите. Находится в верхней части локации с циклопом, перед шутом, дающим вам первое клеймо. К шуту есть 2 пути, так что не пугайтесь, если его не найдете: просто обыщите локацию получше.
The Castle
Убить Kraekan Wyrm. Довольно сложный босс. Защита от огня приветствуется (броня кузнеца + кольцо, лежащее на локации перед боссом (Impen ring). Кольцо придется поискать. Обычно ваншотит своим чертовым пламенем, так что не расстраивайтесь: это нормальная ситуация, ваш запоротый персонаж тут ни при чем.
The Mire
Убить that Stench Most Foul. Ядовитый босс, уязвимый к огню. Оченль простой. Значительно проще локации, которую нужно пройти, чтобы добраться до его задницы. Локация эта, кстати, откроется после убийства Хаска. Вход находится в строении на верхних уровнях Пещер.
The Dome
Убить Untouched Inquisitor. Босс-стеклянная пушка. Дамажит будь здоров, но умирает тоже быстро. Особенно от Arcane урона. Так что закупайтесь у бомжа Stained Page и в бой. Локация находится сразу после верхнего святилища в The Red Hall. Легкая путаница, да?
The Sacrifice
Завалить уродливого некро-попугая the Third Lamb. Проход к нему открывается после предыдущего босса. Атакует молнией, а потому кольцо на защиту от неё желательно. Благо вы подняли его еще по пути к инквизитору (лут около свечей).
The Construct
Побить the Bloodless Prince. Босс с нижних уровней локации Ziggurat of Dust или с верхних уровней локации Ruined Temple. Собственно, попасть к нему до убийства следующего босса вы не сможете, увы. Огромный голем, атакующий не менее огромными АОЕ. Имеет на удивление мало ХП и урона, слаб к рубящим атакам.
The Ruins
Сломать каменный топор the Coveted. Босс средних уровней локации Ruined Temple. Имеет огромные резисты к физическому урону и слаб к аркане.
The Pitchwoods
Упокоить Нито (Carsejaw the Cruel). Босс локации The Pitchwoods, которая является обязательной. При этом самого босса можно легко пропустить, поскольку он находится в её самой правой точке за целой кучей препятствий. Слаб к огню. Также на этого босса желательно иметь щит.
The Lake
Победить няшную Witch of the Lake. Очередной ваншотающий босс-маг. Слаба к огню и святому урону, атакует арканой. Ваншотит ЛЮБОЙ МАГИЧЕСКОЙ АТАКОЙ. Собственно, больше вам ничего знать не надо: вперед и с музыкой
The Crypt
Одолеть зомби-дракона с тентаклями Kraekan Dragon Skourzh. Молниевый маг с кучей хп и урона. Бить можно всем, кроме молнии, но особой погоды это не сделает: резисты у этого босса есть ко всему. Кароч удачи.
Примечание: в игре есть еще боссы, но ачивок за них не дадут. По этой причине они в этом гайде упоминаться не будут.
Find Sanctuary
Без комментариев.
The Three
Присягнуть на верность Троице. Центральной святилище находится перед Королевой Улыбок. Один из стартовых ковенантов.
Devara’s Light
Присягнуть святому кувшину. Главное святилище находится слева от входа в замок с виверной, или справа от локации с первым боссом. Один из стартовых ковенантов.
The Stone Roots
Поклониться окаменевшему желудю (боже мой, эта игра). Находится перед алхимиком, после огра вправо и вниз, в средней части локации The Watching Woods, справа наверху. Кароч найдете!
Keepers of Fire and Sky
Беспонтовый ковенант, до которого добраться тяжелее, чем забить поварешкой последнего босса. Перед свечами рядом с Carsejaw The Cruel (Нито) посмотрите наверх. Видите появляющиеся платформы? Правильно, вам туда. И приготовьтесь к полету: падать вам придется часто.
Devoted
Идем к святилищу. Призываем Stone Leader. Приносим ему нужный хлам (обычно куски мобов). Готово. Для ачивки достаточно апнуть одного лидера до максимума.
Стоит отметить, что в стиме уже есть более подробный гайд по НПС. А потому опишу все кратко, без особых деталей.
6. После убийства Carsejaw справа от арены. Дает 1 King’s Orders и ачивку.
Find Salvation
Прыгнуть в колодец после убийства последнего босса.
Dominion
Выполнить квестовую линию Пугала (аналогично с НПС). Примечательно: этот НПС всегда стоит в комнате с кучей трупов, что поможет вам обнаружить места его возможного появления даже при запоротой сюжетной линии. Итак, где же он появляется:
1. Перед боссом Queen of Smiles.
2. После виверны в замке штормов.
3. Перед боссом Bloodless Prince.
4. В начале локации Crypt of Dead Gods. Тут ему НУЖНО ответить Dominion.
5. После убийства последнего босса, за колодцем (смотрите не упадите, лол). Надеваем шлем.
Branded
Получить первое клеймо. Вы не сможете не получить эту ачивку.
Honed
Заточить пушку на +7. Для этого нам понадобится: 3 Lock of Hair, 3 Soldier Poem, 3 Lords Orders и 1 Kings orders. Также нам понадобится много соли (около 25к). В целом ничего сложного. Волосы и поемы продаются по 500 и 1500 соответственно у бомжа в Замке Штормов, приказы лорда лежат по пути к Carsejaw, приказы короля по пути к Bloodless Prince или с Masterless Knight.
Баг с лестницей salt and sanctuary
Salt and Sanctuary, a game produced by Ska Studios, creators of the Dishwasher series and Charlie Murder, is much like its inspiration, Dark Souls. From story to gameplay, this game oozes with affection and homages to the series that helped create it, making it feel like a game FROM software would of made.
Like them, the developers have an awfully large propensity for cleverly hidden secrets. While experimentation and time will give that obscure knowledge, do you want to spend hours upon hours digging it up yourself? No? Well, this guide for you! I’ll go into detail about all the little secret in S&S, from what up with the weapons, to places you might have not known existed!
Fair warning before I start: this guide asumes you have at least beaten the game once, so their will be unmarked spoilers. Minor ones, really, but spoilers none of the less.
With that out of the way, let us get cracking!
Like its inspiration, S&S has a diverse selection of weapons to rip and tear enemies into gory paste. From the much beloved Greatswords and Greathammers, to the under appreciated Daggers, there is a weapon out there that will suit your purposes.
Amoung these instruments of pain, several of them have additional damage modifiers that add more complexity them, such as poison or magic scaled damage. Most would think that is the extent of these qualities, but the developers have squirled away many attributes that are not mentioned or shown in the weapon text. This adds even more nuance to the weapons, and makes choosing one not as cut and dry as some may like.
If you have wondering why your weapon has been acting quirky, this section is for you!
Items that give this trait: Mossy Charm
As the name suggests, Fast Hitter is an attribute that makes a weapon attack faster than other weapons of its category. Given how DPS can scale the difficulty of the game up or down, a weapon with this quality can make some parts of the game a cakewalk. Because of this, not a whole lot of weapons have this quality, with half of the weapons that do being low rank, and the other half of the selection not being avaliable until late game. Don’t despair, though, since the Mossy Charm, a charm you can get as soon as the Watching Woods, perfectly emulates the effect. If you really want speed, you can even pair it up with weapons that have Fast Hitter to make them attack even faster! Become a whirlwind of death and destruction!
Weapons that have Fast Hitter: Carsair’s Backsword, Tachi, Flint and Steel, Iron Pot, Scharfrichter, Trinity Greatsword, Trinity Spector
Items that give this trait: None
As there is a light side to the dark side, so too does Fast Hitter have Slow Hitter. Weapons with this attribute have notably slower attack speed compared to there contempories (unfortunately), with axes and hammers being inudated with this flaw. Why would you use weapon with this awful drawback? Two reason: These weapon typically have high raw damage to compensate, and most of them have an extra hidden attribute that helps make up for its deficienty (more on those later). However, there is a solution to this problem: the Mossy Charm! It will negate the bad effect, giving you a weapon with all the ups and none of the downs!
Weapons that have Slow Hitter: Kraken Longsword, Mountain Breaker, Batsuichi Tsuka, Venom Arbelos, Kraeken Axe, Guardman’s Halberd, Kumo Sasumata, Saltreaver, Blade of Envy, Monstrous Mace, Bone Crusher, Headtaker, Earthsplitter, The Coveted
Items that give this trait: None
The names of these attribute are somewhat confusing, but it quickly makes sense once the terms are matched to the physical damage types, Slash and Strike. Extra Blade weapons deal more slash damage/ slash damage; vice versa for Extra Blunt weapons. This effect quite useful on weapon that would normally only deal one type of damage. A great example of this are Greatswords, as many of them have Extra Blunt to complement their slash damage. Since so many weapon have one or the other quaility, if you want these attribute, you don’t have go far for them.
Weapons that have Extra Blades: Morning Star, Harmen Mace, Tetruncheon, Battle Axe, Stone Cleaver, Naginata, Tainted Rahseur, Umbral Partisan, Overlord’s Bident, Purifier, Red Eclipse
Weapons that have Extra Blunt: Opal Tusk, Virulent Saber, Branding Iron, Phoenix Tail, Aster Monolith, Scopian Tail, Sacrifical Garrote, Pitch Fork, Adder Fang, Rusted Greatladdle, Gravedigger, Shrouded Bulkward, Chiten Oblisk, Northern Cross.
Items that give this trait: None
Motion is key when it come to this weapon attribute. Weapons with this quality have more horizontal momentum with their attacks, meaning you cover more distance per action than usual. Do not underestimate this ability, as it allows you to intiate an attack from farther away and enables you to keep up with you enemies more easily. Its a blessing to have it on some of the daggers, and the Spears/Poleaxes that have it really do perform better than normal. Most of the weapons with Slide are Dex based in some way, giving those build more variety, but Strength is not totally excluded, as a couple of the axes have this quality.
Weapons that have Slide: Iron Butterfly, Katlic Razor, Pessklaw, Shikeimaru, Raider’s Axe, Headman’s Voulge, Beach Pike, Stardust Spire
Items that give give trait: Voracious Charm (HP), Saper Charm (MP)
Ah, the gift that keeps on giving. These weapon qualities grants Health or Focus (MP), respectively, with each hit. While not entirely useful abilities, with all the Health and Focus restorative option avaliable, they still have their niche. Mending Band+Voracious Charm, combined with HP Leech, can restore a noticable amount of health, while mages and priest appreciate having a weapon that can give them theri mojo back. Still better abilities to have than Slow Hitter, anyway.
Weapons that have HP Leech: Eviserator, Overlord’s Bident, Red Eclipse, Seawolf Cutlass, Trinity Greatsword
Weapons that have MP Leech: Kaltic Razor, Sacrificial Garrote, Gravedigger, Shrouded Bulkward
Items that give this trait: Stone Charm
Stop, drop, smash! Veterans of Dark Souls know all about how important that little stat is, and would love (or hate) weapons like these in the newest instalment. if poise was worth a dink anymore. These weapons deal more stagger damage to enemies, making is easy to stunlock the poor sodden misers. in theory. Remember how I said that Slow Hitters often have a secondary trait? Well, with the exception of the Lump Hammer, Cepholoponder, and Obsideon Pillar, ALL poise weapons, alas, have Slow Hitter as well. Makes sense, as fast stunlocking would make already top tier weapons total BS, but it is not necessarily fun to work with. The Mossy Charm will fix the issue, fortunately, but then there also the Stone Charm, which would stack even more stagger damage. The choice is up to you.
Weapons that have Poise: Lump Hammer, Cepholopounder, Mountain Breaker, Stone Cleaver, Salt Reaver, Monstrous Mace, Bonecrusher, Obsideon Pillar, Headtaker, Earthsplitter, The Coveted
This is less of a weapon attribute and more of obscure game mechanic, but hey, it fits the ‘Hidden Attribute’ qualifier. As I will discuss later in greater depth later, two-handing your weapon opens up new combos for your weapon. Takes less stamina to use too, and increases the stagger damage. For Class 1 weapons and up, you are forced to two-hand you weapon unless you have the next skill node up for that weapon catergory (eg. You need Heavy Macefighter Lv 2 in order to wield a Lv 1 Greathammer/Greataxe one handed).Finally, weapons generally get stronger as you two-hand them.
How, though, is the interesting bit. See, two-handing a weapon does not affect the damage directly, but rather the weapon’s strength scaling. When two-handing a weapon, it gives
1.5X the strength scaling, but only up to 34 point in STR. After that point, diminishing gains kick in, while one-handed still gets the full benefits of scaling up to 50 points. In short, if you plan on two-handing your weapon, you only need 34 points in strength. For weapons with no STR scaling, it makes no difference whether you T-H or O-H, outside of stamina use/ the moveset.
Turns out there is even more secrets behind our somewhat cumbersome equipment then I first researched! Talk about slippery and shaddy, eh? Well, it would be remiss of me not to cover this new knowledge, so here it shall go. Have at you!
Ah, our trusty protecters. From the simple Wooden Targe, to the portable tank that is the Iron Rampart, there always a means to defend against the multitude of enemies on the island. They can also parry them too, leaving them flat footed and helpless as a greathammer comes hurtling toward their supple bodies. Still, this isn’t the extent to all the shields in the game, with a select few having additional properties not apparent at first glance. While the hidden attributes are not as diverse nor as plentiful on shields as they are on weapons, they are still important enough warrent at least some mention!
Items that give this trait: None
Caught in a wizard duel with no magic mojo to back you up? Just use one of these shields to send their spells right back at their gobbsmacked faces! Shields with this attribute have the ablitlty to reflect not only enemy magic, but also some of the magic that is casted by player characters. While the latter use of this attribute use is somewhat debateble, having a way to parry an monster magic is still rather useful ability to have. Probably not useful againt the Witch of the Lake and her magic spam, but against smaller baddies? Hehehehehe.
Shields with this attribute: Mirror Shield, Bloodbrow Scutum
Items that give this trait: None
Want to punish the enemy for even daring to breach you defence? With this attribute, everytime an enemy uses a physical attack while your defending, it will deal damage back to the sodden miser! This works even against bosses, making it possible to passive aggresively whittle down their health to zero. Take about being spiteful! Sad to say, that as awsome, if somewhat impractical, this ability is, only the Ashen Effegy has this trait. Given its unwieldly weight (2nd only to the Iron Rampart) and the fact that its a Class 4 shield, it takes quite a lot of investment to even use it. Quite a barrier to overcome, but if willing, its one of the best shields in the game to have.
As the saying goes, «Dress to impress.» Fashion Souls has always been important to any adventurer worth their salt, but it pays to remember the practical aspects of armor. Like Dark Souls (very inspirational, Souls is), certain pieces of attire have nifty abilities that will assist in most any builds. With the right match up, armor pieces can free up more ring slots, help optimize a build, or are just generally all around useful. I will list them all, just so you don’t have to go testing yourself!
As a warning, many of the attire pieces do not stack with rings, making wearing an piece of armor and a ring with the same effect result in a non-starter combo, but I will note the exceptions. Most of the armor pieces that are listed can be found during normal exploration and progression, but I will note were to find/get them at the earliest convenience. Now, without further ado, ShowTime!
Merchant’s Fez/Mask of Splendor/Resplendent Armet
Effect: Increased Gold drop from enemies and bosses
Location: In chest before Amor Guardian in Dome of the Forgotten (Merchant’s Fez); Purchased from House of Splendor Merchant (Mask of Splendor);Buy from House of Splendor Blacksmith at Rank 6-7 (Resplendent Armet)
Note: Effect stacks with Merchant Idol bonus
Jester’s Crown/Guide’s Cap
Effect: Increased item drop rate
Location: In the chest by where you first meet the Jester (Jester’s Crown); After defeating the Bloodless Prince, go left to find it (Guide’s Cap)
Note: Effect stack with both the Kismet Ring and the Traveler Idol bonus
Ghastly Gourd
Effect: Reduced Wounding (Less permanent HP loss from damage)
Location: In the Village of Smiles; drop down to where the Scarecrow is, then head all the way right until you hit the pumpkin patch. Be quick about getting it too, as there are some nasty enemies guarding that area
Note: N/A.
Frayed Sugegasa
Effect: Increased Stamina Regeneration
Location: Village of Smiles (require the Vertigo Brand): After defeating The Queen of Smiles, continue on until you reach the obelisk. Use it to get to the bottom exit, where there will be a chest that contain this helm.
Note: The Mountain Warhorn item and the Divine Will miracle effect overrides the enhanced stamina regeneration
Clay Mask
Effect: Magic Boost
Location: Can be dropped from the Clay Mask Phantom, or transmuted from any light helm using the Clay Mask Phantom’s Ashes
Note: N/A
Alchemist Mask
Effect: Reduced FP cost of Magic
Location: Found in the Mire of Stench
Note: N/A
Tarnished Crown
Effect: Increased Physical Attack by
10%
Location: Purchase from Nomad Merchant after defeating The Queen of Smiles
Note: Stacks with the Bloodflower Charm for
20% increase in ATK; stacks with blacksmith idol;
stacks with Goldwine physical attack bonus (50%, obtained as a work reward for the House of Splendor)
Steepled Hat
Effect: +3 to MAG stat
Location: Purchase from Nomad Merchant after defeating The Witch of the Lake
Note: Effect stacks with the Charged Ring and Crimson Gloves
Alkymancer’s Veil
Effect: +3 to WIS stat
Location: Purchase from Nomad Merchant after defeating The Unskinned
Note: N/A
Split Mask
Effect: +3 to END stat
Location: Castle of Storms; after defeating The Kraeken Wyrm, obtain the Shadowflip Brand, then go to the small side room that only has a single Split Guardsman. Wall jump up to the platform to obtain it. Alternatively, perform a long jump to get it a little earlier.
Note: Effect stacks with the Fused Metal Ring
Russet Mask
Effect: Increased Salt gained from killing enemies and bosses (
10%)
Location: Pitchwoods (Upper Section); It is in a chest in one of the towers
Note: Effect Stacks with Leader Idol bonus
Blacksmith’s Gloves
Effect: +3 to STR stat
Location: Found in the Village of Smiles sanctuary
Note: Effect Stacks with the Plated Band
Crimson Gloves
Effect: +3 to MAG stat
Location: Watching Woods; From the Village of Smiles Sanctuary, head into the area, then drop down to the alcove just below the two Skull Bats. Enter it to find helm.
Note: Effect stacks with the Steepled Hat and the Charged Ring
Warning: If you do not have the required level of Light/Heavy armor, the special effect will not kick in. Drat.
If you played other Ska games, then it is no surprise that their weapons have some tech to them. Weapons of the same category generally share the same combos, but there are exceptions that will be noted later. In some cases, combos are even shared between weapons categories! If you do not like just spamming light or heavy attack, then try these neat moves out!
Lifter: Any combo the cause you to send an enemy skyward and/or you skyward; generally starts an air combo, or a heavy slam finisher.
Equip: Weight Load ratio. Some combos cannot be done if you are over a certain threshold, so pay attention to your total equipment load.
Slam: Heavy attack after a lifter combo, or just jump+heavy.
Chain: Ability to sequence combo into another combo, often a lifter.
Light/L: Light Attack.
Heavy/H: Heavy Attack.
Most Weapons (Sans Whips, Bows, Crossbows, and Staves) Two Handed
Two light attack, follow by a lifter. The defacto combo, in a nutshell.
This is where dagger excel in, as there fast attack speed allow for rapid combos. Plus, if you want to get the most out of them, you HAVE to learn the combos. Otherwise they pale in comparison to any other type of weapon. Personally, its one-handed combos are its meat and potatoes, and vastly superior to the two-handed, but hey, use your cutty blade however you like!
Jump+Light X 3+Heavy
Standard Air combo, only with a spinning slam finish. Multihit too, so it is great for poison buffs/Pessklaw.
Light+Heavy+Light X 3+Heavy
The above combo, only start with the slash-kick flip lifter combo.
Roll+Light/Heavy
Roll ending with a heavy stab. Treat it like a poke, basically.
Roll+Light/Heavy
Same as O-H
Light+Light+Heavy+Heavy
Two slash, followed by a stab and a delayed slash. Can’t speak for its effectiveness, since I only one-hand my daggers.
The most diverse weapon category in the game! Given its size, it is almost a guarantee that you find something that will suit any build you concoct. Poison build? Virulent Saber! Spellsword? Branding Iron or Shikimaru! Wisdom build? The Leviathan has your name on it. Really, it is a matter of preferance when it comes right down to it, and the one-hand/two-handed combo share this theme. While most of the sword scale heavily in dex, you will still get some benefit out of two handing it, so it is a matter of which combo set you like better.
Light+Light+Light&Up
Two slashes, followed by a leap attack; good for closing the distance, and can be repeated without ending the chain.
Light+Light+Light&Up+Heavy
Same as above, but finishes the combo with a heavy sliding uppercut. Great for bosses, if you have enough time for the full chain.
Light+Light+Light+Heavy
Three Slash combo, followed by the sliding uppercut. Good it you need a fast, but damaging combo.
Light+Light+Light/Heavy+Heavy
Two slashes, followed by a heavy stab. The standard poke combo; can be repeated ad nasum without delay.
Light+Light+Light/Heavy+Heavy+Heavy
The above combo, but with a diagonal slash that finishes the combo.
Heavy&Down+Heavy
Just the heavy stab attack, followed by the diagonal slash. Basically a short, very strong combo.
Brute force has always been the crudest form of diplomatic exchange, but it is almost always the most effective. While some of the weapon in this category are hit with Slow Hitter, they are by no means a bad choose to pick a strength weapon from. From what I tested, these weapon only (apparent) combos are one-handed, so if you want to pull of tricks with them, you will have to forgo two-handing them. The are pretty nice, though, so give them a try before deciding!
Light&Up
A back handed slam. Can be chained into with two light attacks, or can start a Light+Light+Heavy Lifter combo, giving this move some flexibility.
Heavy&Up
Your leap attack. You can not really combo with it, expect maybe with a three hit air combo, so treat it as an first strike against the enemy
Chop to it! Great strength weapon if you are looking for slash damage instead of strike, or if for a blade with a little bit extra. Found only one combo for the thing, and it only one handed, so your out of luck if you want two-handed combos.
Light+Light+Light+Heavy
A combo very similar to the one-handed light-chain-heavy combo, only you can shorten it to two slashes and still pull off the heavy drifting slash.
The ranged melee combat choices for DEX builds, basically. You sacrifice air combos in exchange for outranging most enemies, making ground mobs easier to handle and flying mobs a total nuisance. Functionally, they have the same one-handed and two-handed combo, making transitioning between them convenient, combo-wise. Poleaxes have a couple of unique heavy combos, but aside from that, they work the same.
Light+Light&Up
Light stab, followed by an overhead pinwheel attack. Cannot chain it, and it is the only combo the one-handed move set has, but it is pretty effective none-of-the-less.
Light+Light+Light&Up
The two handed version of the one-handed combo, only with one extra poke.
Light+Light+Heavy
The primary alternative combo chain starter. Two light attack, follow a side winding pinwheel attack. From here, you can chain into two different combos, or just end it there, make it one of the most combos out there.
(L+L+H)+Heavy
Above combo, finishing with the overhead pinwheel. Great for poison and DPS!
(L+L+H)+Light
Primary alternative combo, only finishing with a light stab attack. Less damaging the heavy finisher, but takes less time to execute as well.
Poleaxe exclusive Combos (Two-handed)
Heavy+Light
An alternative lifter combo that starts off with a heavy attack. It has the same speed as the standard lifter combo, so no reason not to use it over the other beside convenience.
Heavy+Heavy+Light
Two have slash combo, followed by an overhead chop attack. A great alternative combo is you need to do a lot of damage in a short amount of time.
Finishing off the trio of ranged melee weapons are the reapers. Unlike their cousins, Reapers are quite the quirky selection of weapons, even by regular standards. Broadly, they can be thought of as the quality weapon of S&S, but that really does not do them any justice. They are pretty strong, though, functioning effectively as the ‘Greatswords’ of the trio, while have similar combo potential. I, personally, say it is better to two-hand these weapons in particular, as its best combos are in T-H, and to get the most out of their strength scaling, but its, as always, up to you.
Light+Light&Up+Light&Down+etc.
A light slash attack, followed by two heavy pinwheel attacks, with the last one acting as an alternative lifter. It is a quite powerful combo to pull off, and it can be chained into an air combo or a slam attack, or stopped there. It takes a while to set up, however, so using the L+L&UP combo will suffice in a pinch.
When all you have is a giant hammer, everything looks like nails to pound in. Like its sister weapon catergories, these tools of destruction excel in turning mobs into a nice, big, blood-stained colored mess. Only instead of dicing enemies, your mashing them instead. If you favor blunt damage, thier are worse weapons you can look for! Unfortunately, like Greatswords, they have absolutely have no combo potential what so ever, outside chaining basic attacks. Given the sheer destructive might of these hammers, though, it not that big of a sacrafice when using these OP weapons.
Want to fufill your dream of being the ultimate lumberjack? Do you have need for a really big axe to grind? Take a gander at these beauts, then! Greataxes are the third category of ‘Great’ weapons, and are partners in crime with Greathammers, given that they share the same skillnode path. If your already using Greathammers or Greataxes, then picking up its counterpart will just about do it for damage type coverage (beside magic mojo, but buffs can cover this deficiency). I am happy to say that, unlike the other Great weapons, they do have a few combo to them, albiet only two-handed. A great find for those that want to combo with the ‘Greatest’!
What it sounds like, only instead of the Greataxe’s standard heavy attack, you get a downward slam instead. Good for just about any encounter.
The standard heavy attack of Greataxes, only that it comes out much quicker. Great when counter attacking after a dodge, or for an opening attack.
Two lights attack that is immediantly followed by a slightly faster heavy spin. A fluid, if slow, combo. Best used against mobs of enemies, or some of the bigger bosses.
These weapons, in addition to not being very good (except staves!), also completely lack combos as well. Not looking to shabby there, weapons.
Alone, these weapons are strong enough to make any enemy beg for mercy. With the right weapon. Magic happen. or grevious gutshot. Take your pick!
One Handed Weapon + Pistol/Wand (Except for Greatswords/Heavy Weapons
Light+Shoot/Cast
A light attack, followed by a quickly firing of your tool of choice. This is much faster than regularly firing the weapon, so work this into your combos to really see the benefits!
Standard combo, follow by a rapid fire off in the air. Great against big enemies and bosses!
Jump+Heavy+Shoot/Cast
Standard Slamm attack, follow by rapid gun/magic fire. Not to useful on its own, but.
Lifter+Heavy+Shoot/Cast
The ultimate combo for Pistol/Wand dual wielding! Depending of the weapon, you can get more/less hits in the lifter setup, so there is that.
Most weapons in there category share the same combo move set. These weapons are the playful exception to this rule.
Basically, these weapons are Greatsword one-handed, but when two-handed, they gain a signature strong attack that give their nameshake. There is really only one combo for these weapons, but its quite the doozy!
Roll+Light+etc.
Rolling, then quickly execute the scissor attack. Its slightly faster than just heavy attacking, and it can be spammed as long as you have stamina, or stop attacking. Fun!
Basically swords, but heavy attack replaced with a whip attack. Have not tested it yet, but I assume it shares combos similar to the sword, albiet with some changes.
You know of the map of S&S? Look above where Shivering Shore is. See that island? Ever wonder what is up with that? Lets find out!
1. Rest at any sanctuary not of your covenant, then defile it.
2. Don’t fight any of the enemies, but escape it before the time runs out. If you fudge this step, either find another sanctuary (not your type) to defile, or die/clease by salt lady/defile sanctuary again.
3. Go to the Festering Baquet, and head to where the Obelisk is. Use it, and kill all the enemies in the tower, so as for them not to interfere.
4. Carefully position yourself just outside the entrance to the tower when you go up from the obelisk (you need to be upside down)
5. Have a Bell of Return selected, then intiate a long jump while simultaniously using the bell. Binding the jump, roll, and the use-key together can help with this step if you have trouble, but all it takes is just practice in the end.
6. If everything went well, you should be merrily flying towards the island. Wait
4-5 secound after jumping, the from the dialoge that should still be open, choose to ‘yes’ to use the bell.
7. If your time was right, you should slam into the island while the bell’s effect is playing out. The screen will fade to black, but instead of dying, you should be on the island!
How does this work? This process utilizies two expliots: Broken Bell and The Long Jump, working in conjuction with how Vertigo Brand works.
Broken Bell works as follows: If you defile the last sanctuary you were resting at, then use a Bell of return, you’ll end up in the same place as you used it. While this seems awful banal, there can be some clever uses to this. Want to get to Minty Skell early? Defile the House of Splendor sanctuary, escape, go to the pit under the boss area and jump into it while selecting the bell and using it. You should ‘die’, but end up at the bottem. You can then go to Mints! In this case, we used it to survive the impact into the floating island.
Long Jump: There is another guide on how to do just this, so refer to that if you do not know what is is.
The island itself contains three NPCs. One is a female merchant that sells all sorts of things, including Class 5 weapons (For 200000 gold) and some unused armor! Another is a cat that is. well. a talking cat. Finally, there is good old Scarecrow, who, if you missed the last one, can get the alternate ending with! Quite a feat and treat, eh? While this secret leans more on the expliot side of things, its still a secret, and a useful one at that. This was first discovered on PS4 by a redditer (creddit in the Epiloge), and I have tested it on PC and found that It works there too! Well, as of Version 1.04 of Salt and Sanctuary. If you want to see the place, you better act fast, otherwise the only other way to get there might be debugging/hacking yourself there. That is, is Ska Studio do not just remove the island.
Still, have fun with this while it lasts!
Per Dark Souls Standards, the backstory and plot of S&S is about as straightfoward as its Skill Tree. You have to talk to every NPC, completely going through the quests lines of the wandering ones, and read all the item descriptions just get a vague idea on what he heck is going on. Well, you might not know it, but there is more information that, funnily enough, is scattered throughout the skill tree nodes. If you read the text in each of those bubbles, you quickly begin to see a pattern emerge, discovering that all that text isn’t just random scuttlebut, but actually several short stories and guide that is divided across mutliple nodes! While I could list them out, I will post a link to where I found the information, and let you read up on these stories. Be warned, though, that the Document is pretty much the largest spoiler for S&S you will find at the internet at the moment, so tread lightly if you want to aviod spoiler city!
PS: There are also several images in the Tree of Skil itself. Can you guess what they are?
Well, that is all the end to all the mysterious things that I have found and research. The guide is still a work in progress, however, so feel free to comment and critizise the the bejesus out of me! It will help out in the long run! And of course, thank you for reading.
Credit to the Fextralife wiki page for Salt and Sanctuary for the information behind the attire and weapons attributes, as well as some of the combos.
Creddit to the S&S reddit for information regarding some of the combos (Thanks, Vinterbot!), the Secret Island Expliot, the hidden lore that in the skill tree (Thanks, Asuko_XIII!), and finally information about how the strength scalling works (Thanks jrlionheart00!).
As for the picture, I got most of them of google search, but The Mad Alchemist pic was made by Black (Star) Rock Shooter. Sweet Picture!















