Salt and Sanctuary

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  • Version 1.9.0 Detailed Changes

    Wand Special Properties


    Saltwood Branch: Reduces elemental imbalance by 25%.
    Antler Baton: Every spell cast deals a random damage type, chosen between fire, lightning, and arcane. 20% of the time, spells spawn an additional projectile with a semi-random trajectory.
    Necromancer's Virge: Each enemy you kill while wielding this wand increases your spell damage and melee attack speed by 2.5%, up to a maximum of 50%. Each hit you take reduces this bonus by 10%.
    Rostrum Scepter: While wielding this wand, the maximum length of your barrages increases from 12 to 18. Each shot in a barrage gets a multiplicative 3% damage bonus. This results in a 70% damage bonus on the final shot.
    Cocoon Battledore: While wielding this wand, your melee attacks shred away t...

  • Version 1.8.2 Detailed Changes

    Staves now have special properties:

    Scrimshaw Cane: Spells cost 20% less focus to cast.
    Rowan Crosier: Scales with Wisdom instead of Magic.
    Channeler's Rod: Lightning spells deal 75% more damage but also incur 100% more magic imbalance. Fire spells are rendered impotent, having negligible damage and imbalance. Damage boost is incompatible with the Link of Fire and Sky.
    Purgatory Scepter: Thorns on block, deals 150% more riposte damage.
    Saira's Staff: Dark spells deal 25% more damage but cost HP in addition to focus to cast.
    ...

  • Version 1.8.1 Detailed Changes

    Armor Break

    Armor break is now a flat reduction instead of a percentage reduction. Each hit received will reduce all defenses by 20 to 100 points based on the raw damage of the attack compared to the max HP of the target. If armor break would reduce a defense to a negative value, that defense is set to 0 instead. After a 5 second delay which is reset on hit, armor break decays at a rate of 100/s.

    Icons will appear above your resource bars when you suffer armor break. Each icons represents 100 points of negated defense.

    Barrage Spells


    Focus cost increased from 1 to 2
    Burst ends if stamina runs out
    Maximum burst length increased to 12
    Damage increased to 7

    These new changes make barrage spells less s...

  • Sunlight armor and Shovel

    This mod replaces paladin armor textures with a look similar to Solaire's gear. It also replaces the look of the paddle with a medieval-style wooden paddle.
    ...

  • Changes

    V1.0

    -New Enemy Placements
    -New Boss Fights and Changed AI
    -Enemy Stats Redone
    -Weapons now have MP or HP Leech
    -Armor/Shields have Effects on each Piece
    -Spell Costs reduced by 50%
    -Much more Treasure found in the World
    -Added Mini-Bosses throughout the World
    -Added Hell Mode: Enemies deal more damage, move faster and some boss fights are changed....

  • Version 1.7.0 Detailed Changes

    Shield Bashing and Kicking

    By pressing the heavy attack button while blocking, you can perform a shield bash. This is a blunt damage attack with base damage equal to your strength, subject to softcap. It deals very high poise damage and can stagger many enemies in a single hit. Additionally, if you hit an enemy's shield while they are blocking, they will be instantly guard broken and can be riposted. Perhaps most importantly, you continue to block while bashing, so you can perform this attack without lowering your guard.

    Shield bashing can be performed with any type of shield. The characteristics are as follows:

    Buckler: 20 stamina, 60 speed, 1x damage, 100 poise damage
    Heater: 25 stamina, 50 speed, 1.5x damage, 150 poise damage
    Kite: 30 sta...

  • Version 1.6.0 Detailed Changes

    Mini-stun Rework

    Instead of a running total of recent poise damage that decays over time, mini-stuns are now based on a queue of poise damage instances. An instance is removed 1 second after it is added. If the sum of these poise damage instances (i.e. the amount of poise damage you've taken in the last second) is greater than a certain threshold, you experience a mini-stagger. The threshold has been increased from 25% to 50% of your max poise.

    Chargeable Attacks

    The following melee attacks can now be charged up:

    Unarmed: Light Attack, Heavy Attack
    Swords: One-handed Heavy Attack
    Poleaxes: One-handed Heavy Attack, Two-handed Heavy Attack
    Greataxes: One-handed Light Attack, One-handed Heavy Attack, Two-handed Heavy Attack

  • Version 1.5 Detailed Changes

    Adjusted two enemies in accordance with player feedback and testing:
    - Crypt Keeper: HP 1200 -> 900
    - Nameless God: HP 5000 -> 3000, poise 360 -> 180, Holy defense 200 -> 100

    Poison resistance has been universally nerfed to prevent poison from becoming a non-factor in the game.
    - Old formula: 3 + def / 20
    - New formula: Sqrt(def) / 2

    Changed NG+ enemy HP scaling:
    - Basic
    Old: HP += HP * 1.5f + HP * 0.5f * (NG+ Level) + (50 * (NG+ Level)) + 80f;
    New: HP += HP * 0.75f + HP * 0.25f * (NG+ Level) + (50 * (NG+ Level)) + 80f;
    - Boss bonus
    Old: HP += 3000f + (NG+ Level) * 2000f;
    New: HP += 3000f + (NG+ Level) * 1000f;

    Increased the base damage of critical h...

  • Less Salty mod discussion: what would like to do and not being able to actually implement it

    Title topic, I would like to:

    .remove black pearls as world item loot, such as the one you find after defeating the sodden knight and the alchemist. I don't feel balance at all with them

    .adjust the skilltree so that hammers and axes are different roads to take, and remove the stat increasing in the nodes of Weapon class proficiency as well in shields and armors. I feel like there should be two node types: stat increases (including potions and mana potions) and item proficiencies

    .add more spells

    .give to strength stat the increase in load capacity, while endurance stat should increase the stamina bar, and lastly willpower stat increase focus (the white bar for spells) only

    .give some staff and wands a scaling on wisdom...

  • Version 1.2.0 Detailed Changes

    When staggered, players and monsters gain immunity to staggering for a short time. Times are in seconds.
    - Bosses: 5 + maxPoise/80
    - Normal enemies: 0.25 + maxPoise/40
    - Players: 0.5 + maxPoise/300

    Poise damage now scales with strength (mult: 0.7 + str * 0.006).

    Critical damage now scales with dexterity (mult: 0.5 + dex * 0.01). Each point of dex after 50 counts for half as much.

    Fixed a bug that caused certain enemy attacks to erroneously inflict poison damage.

    Adjusted monster stats to fit the new mechanics:
    - Drowned Berzerker:  Poise 10 -> 20
    - Bloated Monstrosity: Poise 100 -> 60
    - Lietch: Poise 100 -> 20
    - Dread Horseman: Poise 50 -> 90, now drops Diamond Clu...