About this mod
Rebalances Salt and Sanctuary to be more Dark Soulish.
- Permissions and credits
- Changelogs
- Requires new 1.10 enhanced patch.
- Weapon wielding, and scaling redone to be closer to Dark Souls.
- Better starting classes.
- Knight sword has C/C scaling, and better starting armor.
- Mage starts with a lightning sword.
- Paladin starts with holy mace, and better starting armor.
- Pauper starts with Pitchfork 100% blunt damage, and dexterity gloves.
- Thief starts with longer range dagger, and willpower gloves.
- Skilltree revised, and no longer have to waste 4 pearls on stat nodes to learn Magic/Prayer 1.
- Better balance for Hammers, Axes, Greataxes, Pollaxes, and Elemental Weapons.
- No weapons have slow hitter on them.
- Elemental weapons all have Weapons, Magic/Prayer requirements, but cost less skillpoints to wield compared to enhanced.
- Adjusted weights on some of the weapons, armors, and shields.
- Fixed end game platforming sections for less gravity deaths.
- Added an optional hard mode.
- Weapon wielding, and scaling redone to be closer to Dark Souls.
- Better starting classes.
- Knight sword has C/C scaling, and better starting armor.
- Mage starts with a lightning sword.
- Paladin starts with holy mace, and better starting armor.
- Pauper starts with Pitchfork 100% blunt damage, and dexterity gloves.
- Thief starts with longer range dagger, and willpower gloves.
- Skilltree revised, and no longer have to waste 4 pearls on stat nodes to learn Magic/Prayer 1.
- Better balance for Hammers, Axes, Greataxes, Pollaxes, and Elemental Weapons.
- No weapons have slow hitter on them.
- Elemental weapons all have Weapons, Magic/Prayer requirements, but cost less skillpoints to wield compared to enhanced.
- Adjusted weights on some of the weapons, armors, and shields.
- Fixed end game platforming sections for less gravity deaths.
- Added an optional hard mode.