Salt And Sanctuary Builds

Salt and Sanctuary is a game that you learn, not one that you understand going in. If you’ve come from the Souls games, then a lot of it will be familiar concepts with different names. If you’re new to the ‘souls-like’ genre entirely, then things may seem a little confusing, or at the least, there’ll. Dec 02, 2015  Salt and Sanctuary 02 Dec 2015 Salt and Sanctuary - Currents Trailer Build your character and take on an interconnected world overflowing with monsters and traps.

IntroductionIt’s me, that annoyingly helpful here, with another (hopefully useful) post.I see posts pretty frequently wondering about builds, what weapons should be used, what challenging playthroughs they should try, etc So I’ve put together this build guide designed to help you plan and play your next (or current) character. BasicsThis is information you probably already know, but I’m going to go over it again, because if nothing else, I’m thorough. Feel free to skip this section if you’ve got a good grasp on how stats and builds work.Okay, firstly, when you decide on what kind of build you want to make, you want to plan a few things. Firstly, which stat (or stats) are you going to focus on? This is the most important aspect of the build as it governs which weapons you’ll be using. Each weapon scales with at least one of these stats, meaning that it does more damage (scales better) the higher the corresponding stat is. Each stat soft-caps at 50 points, meaning that after a stat reaches 50, you’ll receive diminishing returns in your damage output for any point going into that stat after 50.

That being said, a sweet spot for Strength is 34 or 35 if you plan on only two handing your weapon, as that puts your strength around 50. Anyway, there’s nothing wrong with building a balanced character, but come late game when you really decide which weapons, armors, and tactics you like, you’ll wish you distributed your points more effectively. The most common stats to base a build around are (please note that the weapon options below are general, meaning that there are certainly exceptions, such as a sword that scales better with Strength than Dexterity):.

Strength: Determines damage output with weapons that scale with Strength. Greatswords, greathammers, greataxes, maces, axes, and hammers tend to scale well with Strength. Only weapons that scale with Strength will receive a (x1.5) damage bonus when 2-handing them. Dexterity: Determines damage output with weapons that scale with Dexterity. Daggers, swords, whips, sword whips, spears, poleaxes, reapers, bows, crossbows and flintlocks tend to scale well with Dexterity.

Magic: Determines damage output with weapons that scale with Magic. Also determines damage output when casting Spells and Incantations. Wands and staves scale well with Magic. There are also a number of late game weapons that scale at least marginally with Magic, making a Magic hybrid build very viable. One very important note for anyone who wants to run a Magic build, taken directly from my: If you start as a mage class you get a wonderful ring called the Link of Fire and Sky which negates elemental imbalance.

Elemental imbalance makes you have to alternate fire spells and lightning spells. If you use too many lightning spells, you'll start to take damage whenever you cast another (indicated by a bar), and the same for fire. By alternating spells, you can keep your elemental imbalance bar low. Balance is key. That said, if you just equip a Link of Fire and Sky, you no longer need to worry about elemental imbalance. Rings are a huge part of a Magic Build, these are the ones you may wish to toy with: Link of Fire and Sky, Burning Sky Ring, Charged Ring, Conduit of Mind, Crystalmoat Ring, and Storm Ring.

Wisdom: Determines damage output with weapons that scale with Wisdom. Also determines the effectiveness of Prayers. There are also a number of late game weapons that scale at least marginally with Wisdom, making a Wisdom hybrid build viable. That being said, there are not that many offensive prayers, so I would not suggest building a pure Wisdom build.Instead of choosing just one of those stats to base your build around, you can choose two or more in what is called a “hybrid build”. This builds can be just as effective (if not moreso) than a pure build (just one stat), but spreading your points too thin is a recipe for a character that doesn’t really excel in anything.The next important thing to consider when planning your build is your armor.

Heavy or light? This ties in to whether or not you want to use a shield, bow, crossbow, or flintlock. You should decide this based on what kind of playstyle you want to run with your character.

Want to have high damage resist and tank hits? Go for heavy armor and possibly a shield. Rather be agile?

Go for light armor and some range for when melee is just too dangerous.Make sure you flesh out your skill tree to exactly how you want it before putting more pearls into the same nodes. Very rarely do I put any points into the same nodes (which you can do up to 5 times for most nodes)on NG.Lastly, when making a build that uses multiple trees (like a sword and shield build) try to keep them even while leveling, unless you have a good reason not to.

For example, if you want both class 4 shields and class 4 swords, get both to class 2, then both to class 3 and so on so as to balance your build.Now that I’ve taught you how to plan your own builds, I’ll give you some build ideas complete with a Tree of Skill image that you’re welcome to try yourself and see what you like. BuildsNotes: Every time I’ve beat NG, I’ve been between levels 70 and 80. Therefore, these builds are planned with level 70 in mind. Difficulty is based on 1 being the easiest and 10 being the hardest. A “O” in a skill tree is a starting point while an “X” is a point that you should refund with a Gray Pearl as you won’t be using it in this build. Please note that my Tree of Skill math is probably not 100% accurate. Also note that most of my builds involve you getting to class 5 in an armor, but if you find an armor you really like at say class 2, you’re welcome to put your points elsewhere.

Likewise, most of my builds include class 5 weapons, but you’ll probably only really end up using class 4 stuff in NG. Tailor your points accordingly. Special thanks to for the high quality Skill Tree images.The Pure Strength Build. Difficulty: 1. Starting Class: Paladin.

Creed: The Iron Ones. You’ll have access to greataxes. Late game it may be nice to access the Order of the Betrayer; those Flasks of Defilement are brutal. Armor: Heavy.

Weapons: Greataxes or greathammers. Consider using the Mossy Charm to speed up your swings or the Whistlebone Charm to lower the stamina cost for those huge swings. Playstyle and Strategy: Want to coast(rock) through the game?

Pick this build. Nothing will stop you. Swing until things stop moving.

I only planned this build up to level 50, because at that point you have your class 5 heavy armor and class 5 greathammer/greataxe. That’s pretty much all this build needs. The reason the swee spot for strength is 34/35 is because when you 2hand a weapon you get effectively 1.5x your strength, which ends up being around 50. If you plan to only 2hand strength weapons and want an efficient build then it makes sense to stop there. I feel like someone on the sub posted a detailed number breakdown for this but thats what it boils down to.Another build i would put on the list is 'jack-of-all-trades'.

It is very fun for anyone who wants to mix up their play style on the fly or really play around woth light+heavy armor fashion salt outfits. Asuko, I love your posts man. You always have such great information. Keep up the good work.Here is my build:Battle Cleric of the Betrayer.

Difficulty: 2/10. Starting Class: Cleric. Creed: Join Devara's Light and max devotion to learn all of the prayers then join the Order of the Betrayer for Flasks of Defilement. Armor: Onyx Set. Weapon: Tetruncheon VII. Tree of Skill priorities: Level up strength as you move from Cleric to Mace Lv.

Put spare points into wisdom to increase the power of prayers. Then put remaining points into endurance until you have under 50% weight for quick rolling with heavy armor(wear light armor until you get enough carry weight).

Playstyle & Strategy: Cast Guardian Blade, Divine Blessed Weapon, Divine Will, Divine Armor, Ethereal Intervention, and lob a Flask of Defilement at the boss. Then beat them to death in the name of the Betrayer!Thanks again for making these great posts. I am so going to do a Richter Belmont build play through!.

BuySince the inception of Demon's Souls in 2009, the explosion of the 'Soulsborne' genre has been seen in almost every format. There have been attempts to re-create the frustrating magic behind FromSoft's genre-defining IP, with many falling short by trying too hard to be exactly like those original titles. There are quite a few games that manage to hit the mark by taking the Soulsborne formula and adding their own flavor to the mix. The latest title looking to take up the mantle, Salt and Sanctuary, comes to us from developer Ska Studios.

Salt and Sanctuary takes the Souls formula and translates it into a 2D, side-scrolling, hack-and-slash adventure worthy of controller-throwing frustration. While the title isn't as mechanically proficient as a Souls game, it takes the basic formula and incorporates the quick pace of a side-scrolling platformer.Starting out, Salt and Sanctuary gives players character creation options by allowing us to choose basic features like class, eye color, hair color and even race. Our character awakens on a ship that's out at sea. We're on a mission to protect a traveling princess, and she's become a target of evil forces. It was a dark and stormy night, and the ship has been boarded by pirates.

This event serves as the tutorial by having us fight our way to the top of the ship. As players learn the controls, fans of the Souls series will encounter familiar gameplay. The dodge mechanic works in a similar fashion, even utilizing invincibility frames to a degree. While these mechanics are standard within the genre, Salt and Sanctuary takes its side-scrolling seriously by allowing players to platform.

Jumps and ledge grabs, along with environmental techniques, allow for free traversal that isn't felt in other Soulsbourne games. This gameplay twist is what gives Salt and Sanctuary a personality of its own, when the meat of the title relies heavily on established themes and mechanics. After failing to save the princess from pirates, our ship sinks, and we find ourselves washed ashore in a strange land.

We encounter an old man on the shore, and he asks us to pick a deity to worship. Depending on our choice, he gives the player a small totem used to create sanctuaries in abandoned places of worship.

Placing a totem on an alter transforms the area into a safe haven, with each deity affording buffs within each area. From here, players can add various merchants to each sanctuary to yield benefits, like weapons upgrades or stat upgrades. The totems we find throughout the world allow us to make offerings to a myriad of NPCs. Some even provide additional services, like cooperative play and fast travel.

The main altar is where we can level up our character and add stat points to their attributes.There are familiar classes, like dexterity, strength, and intelligence-based specs. In addition to these stat points, Salt and Sanctuary offers its own kind of leveling system by providing a skill tree. We're able to build sanctuaries throughout the game that provide us with hideouts and also serve as our base of operations. We can level up every time by paying a salt offering to our religious icon of choice. Salt is the 'souls' that are dropped by enemies. We collect it from fallen enemies, and we also lose it when we die.

It acts as our currency for purchasing certain items and leveling up. We also need to manage actual gold coins that serves as a second form of currency. While using additional currencies helps open more resources for players, it was a feature that felt out of place since we could use salt to purchase everything. Through my gameplay, I could never figure out exactly why we also had gold when salt was the main currency for almost everything, including leveling up.The skill tree is large and allows for classes to branch out and incorporate cross-class skills to build hybrid characters whose stats scale with weapons and gear. Being able to decide how each stat is affected per level creates more nuance in character development, but the skill tree seems unnecessarily large. With the ability to also upgrade gear and weapons, there are a lot of factors that affect stat points. While this is a well-thought-out mechanic, this level of nuance doesn't fit with the hack-and-slash, platforming gameplay.

Lords of the Realm II is a strategy meets resource management computer game developed by Impressions Games and published by Sierra On-Line in 1996. It is the second game in the Lords of the Realm series. It is not so much a sequel as it is a remake that features enhanced graphics and improved gameplay mechanics. The great Lords of England have their eyes on the the English throne! Muster an army and overrun your enemies' castles in this classic, nail-biting strategy game that blends turn-based and real-time gameplay. Lords of the realm ii.

Fighting mechanics extend to multiple forms, as we can wield an assortment of weapons in various ways. From dual-wielding to throwing, we're able to change up our attacks to suit our play style. In some cases, shields can allow for blocking and grant buffs. Whereas other titles in the genre lean heavily on character statistics for strategic gameplay, Salt and Sanctuary can sometimes feel button-mashing because of its hack-and-slash nature. Gameplay is detailed enough, and each big boss has certain mechanics with phase changes.

Basic enemies vary in their attacks throughout the levels, and the level design even allows for shortcuts that feed into each area. Boss designs are daunting, with some even requiring some preparation beforehand, like gathering helpful items. There are secret areas that yield better loot if one is mindful enough (and yes, the game strongly urges 'Fashion Souls'). The development team has done a solid job with boss telemetry, as each boss has choreographed movements that allow us to respond. Even with as much Souls experience as I have, there were still a few bosses that stumped me for a while.

Because the title has such fast-paced controls, it was easy to get greedy and fail so close to success. Salt and Sanctuary's gameplay sets it apart in the genre more than anything else in the title.Even with these distinct features, it's difficult to say that the title has its own personality. There were times in my playthrough when it just felt like another Souls copy ( Side-Scrolling Souls).

Yes, Salt and Sanctuary definitely has its own aesthetic, where it commits to a rock soundtrack and hand-drawn visuals. The Souls IP was a genre maverick, and the gameplay has, with good reason, influenced developers far and wide. It's also a technical gameplay style that fits well with a side-scroller.While Salt and Sanctuary is truly its own game, with themes and elements appealing to fans of the genre, there were moments when it was too similar to its predecessors, and some unnecessary mechanics were added in an attempt to separate itself from the pack. Sometimes, paying homage to something can get caught up in the fine line of copying. However, it is a title that fits well with a 'pick up/put down' pace and gives players a lot of choice in how they wish to play.

Salt and Sanctuary provides ample replay value in a fun title that is fast-paced and challenging enough for anyone seeking a ' Souls-like' game.Score: 8.0/10.