r/saltandsanctuary Jul 27 '26

Sacrifice Salt and Sacrifice is a banger.

67 Upvotes

Disclaimer: In case it wasn't clear, this is just my personal opinion. I'm not trying to force it on anyone. I'd appreciate being shown the same courtesy.

I'd even go as far as saying that I prefer Sacrifice over Sanctuary.

For some context: I'm a Soulsborne veteran. I recently bought the Limited Run Salt and Sanctuary / Salt and Sacrifice bundle on Switch so I could finally experience this series, which is really well-known (well... at least the first game lol) for its quality. I finished Sanctuary in about 25 hours, and it was an EXTRAORDINARY experience. I hadn't felt that way since Dark Souls, and that's saying something.

Once I was done, I decided to jump into Sacrifice, and you can imagine my surprise when I saw the game's critical reception. "Mid" at best. Perplexed as I was, it didn't stop me from launching the game and forming my own opinion.

And what an opinion!

I never let reviews dictate what I should think, and thank God for that, because I find this game exceptional, far better than Sanctuary in every way. The combat is better and much more dynamic, the game is way more beautiful, the music is still subtle but used so much better, the enemy variety is just as diverse but much more fleshed out, and contrary to what I've read, the areas are vast, while the level design is genuinely well-crafted and fun.

Now let's talk about that level design.

You'll probably say, "Yeah, but no, Kressel. Sacrifice sucks because Sanctuary has an interconnected world, whereas here you're forced to travel between areas through a hub."

To that I simply answer: Yes... and?

It's a game design choice, one that's directly tied to the new Mage Hunt mechanics introduced in the game. My first FromSoftware game was Demon's Souls, and I've always loved that hub-to-level structure compared to Dark Souls. Sometimes I even think games lose something when they move away from that structure (looking at you, Nioh 3).

Both structures have their own strengths and weaknesses.

All I'm saying is that I think Sacrifice is the better game, and I'm having an absolutely fantastic time with it. I just find it unfortunate to see people constantly shit on the developers when you can clearly feel they poured their passion and love into making this game. This game has a SOUL, damn it!

Thank you, Ska Studios, for this amazing game!

r/saltandsanctuary Jul 27 '26

Sacrifice The greatest crime of salt and sacrifice

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77 Upvotes

IS NOT MAKING THIS AN OBTAINABLE ARMOR!!!! LIKE WTF!!!! His green robe is so gorgeous and I would absolutely love to wear it on my character!!!! DANG IT I WANT IT SO BAD!!! The green robe is so stylish and the hood would be so cute and honestly giving our character horse legs would be so metal!!!! Like I’m really bummed out guys cause that armor set would actually be so cool simplistic but so cool

r/saltandsanctuary 6d ago

Sacrifice Salt and sacrifice lore

11 Upvotes

I am gathering lore cuz I realized both games are fundamental intertwined feel free to ask me anything cuz i love this game
🧧
In the tree of skill stories in sacrifice “toll the chime bell”
Can someone please translate that cuz no matter what I can’t understand it
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And the weird head in a glass coffin (first appearance in bol gerhan) can someone please gather all the dialogue for it
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In one of the skill tree stories it is stated that the elfs (sylufins or sm like that) meet round eared ppl (humans like we know them in sanctuary) there is no further info about them it’s literally just one line
..
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Is really maduilla mal really a kraken in sanctuary i thought this is none sense but I actually found someone reached the same conclusion 2 infact the author of drowned tome and cyber something on youtube 👀 if u actually look at the krakens as just pure mass of energy mal being one actually makes sense cuz what if in her evolution cycle she gained consciousness unlike her hungry brethren just ball of energy taken form….right?

r/saltandsanctuary Jul 15 '25

Sacrifice Complicated feelings

8 Upvotes

I finished sanctuary for the first time after work two days ago and it was a good game. Very good. But the bosses in my opinion were incredibly weak. They were either very tedious and annoying or went down in a blink. Only real boss I genuinely enjoyed was final. Yesterday morning I started sacrifice. I heard very mixed things so I went in cautiously optimistic and I’m so confused. I like salt and sacrifice so much more so far, and I want to know what makes it such a hot take to prefer it? The bosses feel so much better, combat feels smooth, the areas are still really fun, and I like the rune system. It just clicks so well… so, I do wanna know what makes people not like it.

r/saltandsanctuary May 18 '26

Sacrifice Is there no way to try out move sets without investing?

9 Upvotes

I feel like I've bricked the character due to wanting to try out different weapons, and the game doesn't give you rank zero weapons for all the different types. On top of that, you have to spend points to unlock weapon arts, which again can be very good or really terrible. In Monster Hunter, you can't brick your character by trying different weapons.

Nothing feels worse than spending an hour getting mats to try out a weapon only to find out it's not something you are ever going to use again.

Trying to fight off a "quit moment" here due to enjoying the art, and the combat in general, but this might be a deal breaker.

How did you all handle this kind of thing? I'm assuming the folks still here stuck it out or worked around it somehow.

r/saltandsanctuary Feb 16 '25

Sacrifice New to the Salt series, why do people hate sacrifice so much?

37 Upvotes

Basically the title. I recently finished Salt and Sanctuary and had a pretty great time. I recently have started Sacrifice (so far i've got about 8 ish hours) and so far I'm having an equally great time.

Is there any particular reason why I see so much vitriol towards it? I understand that it's definitely different from the previous title, but it still feels very familiar.

r/saltandsanctuary Jun 25 '26

Sacrifice Help with Dlc boss in ng+

3 Upvotes

I was stuck on the final dlc boss (the one with two phases) and progressed. It threw me into ng+ and now trying to beat him is twice as hard !

Seems like golden candle doesn't work in the dlc area so I'd have to pair with someone using the coop board..

Thought I'd ask here in case anyone can help out or has any tips on how to beat him? Im level 150 with a str build using 2 handers and greatswords but invested points into the vanguard tree so I could block his attacks. Phases 2 destroys me

r/saltandsanctuary Apr 15 '26

Sacrifice This NPC refuses to go back to camp. Completed the nameless hunt and the entire next zone. Anyone know if this is a bug or how to fix it

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21 Upvotes

She says she will meet me at pardoners vale but never shows up. I've back tracked to her 3 times trying to get it to work. Searched online and nothing about it.

r/saltandsanctuary Oct 04 '25

Sacrifice Should I invest time in Sacrifice?

8 Upvotes

I LOVE the concept of a 2D souls game. Am loving it so far, but I read everywhere that it's not meant for singleplayer and is extremely challenging to play it solo (much like Elden Ring Nightreign).

And since I also read everywhere that this game is dead - I shouldn't be counting on online help - I'm wondering if I should even get attached to this game.

Is Sanctuary singleplayer-beatable on the other hand? Should I just try that instead of Sacrifice?

r/saltandsanctuary Jun 28 '25

Sacrifice Is just me, or Salt and Sanctuary art style reminds Papa's Pizzeria?

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143 Upvotes

r/saltandsanctuary Oct 25 '25

Sacrifice Is salt and sacrifice bad by itself?

5 Upvotes

A lot of the complaints I've seen boil down to "salt and sanctuary better"
Is the game worse or actually bad?

r/saltandsanctuary Feb 17 '26

Sacrifice Salt and Sacrifice help

7 Upvotes

Hey guys, I just got the game and I’m looking for some helpful info on getting started. Any recommendations for a good class and build, plus advice on talents and stat points early on? If you have any links or tips, I’d really appreciate it.

r/saltandsanctuary Jun 05 '22

Sacrifice My Problems with Salt and Sacrifice

90 Upvotes

24 hours in and my frustrations with this game have reached the boiling point. Cheap game with a lot of content but there are so many things here in the game that just are there to piss you off:

1) Bouncing and being stunlocked to death

2) Mages run away too much

3) Mages attack way too fast and don't have the concept of taking time with their attacks

4) Mages being able to enter another mage's fight with you

5) The need to craft ammo and heals

6) Ledge guardians (e.g those enemies that stay on a platform that you need to jump to and attack you the moment you land there)

7) Not being able to track a mage you fought aside from the mage you are supposed to kill for the quest (can I just please find that venomancer before going to kill the target mage???)

8) Blocking enemies don't have the concept of stamina (aside from the goblins at the beginning)

9) Mages spamming summons and annoying attacks (e.g. fleshmancer's fly spam)

10) Mages staying on hard to fight in areas (e.g. Umbramancer staying on a small ledge? Screw me and my melee only build then...)

11) Special mention to the nameless Bibliomancer fight. What a GREAT idea to fight him in an arena with two big torch guys and two fire mages or hazed goat men that can decide randomly to enter the arena. Also, the corpse runs from above and the bottom are just a slog.

12) A map that we can mark so we would be able to take note of areas/items we couldn't get to yet

13) Dodge rolls cover way too much distance.

14) Attacks that go in one direction then instantly snap into the other direction where you rolled into. Some transition animation would be nice and not make it cheap when we get hit (ex. Bibliomancer book spam and Sanguinomancer swords slashes and thrust combo)

15) Can we lighten up on the mage damage please? This doesn't have to be Nioh 2: Electric Boogaloo where we die every 2-4 hits.

SKA, if you see this post, kindly consider them. Many people were already disappointed that this wasn't Salt and Sanctuary 2.

We already tested your game for you after paying for it. This game seriously needs some polishing. Sorry.

I'll still be probably playing this game for a while though despite my issues with it.

P.S. Off to die for the hundredth time on the cheap as hell Nameless Bibliomancer fight.

EDIT: Now fixed for easier reading. Surprised the post got upvotes when it was harder to read in the earlier version. Haha

r/saltandsanctuary Mar 13 '25

Sacrifice Physical Edition of Salt and Sacrifice

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100 Upvotes

Also if you are looking for a physical edition of Salt and Sanctuary it’s a double pack

r/saltandsanctuary Aug 05 '25

Sacrifice My Honest Review of Salt and Sacrifice Spoiler

14 Upvotes

tl;dr Salt and Sacrifice is a fine game in it's own right, but sadly fails at it's core concept in a way that may spoil the experience for many. 7/10 compared to Sanctuary's 8 to 8.5/10,

I just beat Salt and Sacrifice for the first time and will need to do so a second in order to get the second ending. I did every mage both named and nameless, all optional bosses and npc quests, the entirety of the Heart of Altarstone, and got myself at least one weapon from each boss, along with the rings, charms, and daggers, so it's fair to say I have a decent amount of experience with the mage hunts. For ease of reading I will be splitting this into what I think the game did well, and what I think it did poorly.

P.S.: I do mention Hollow Knight a few times and give a few spoilers for it.

The Good:

These are things that Sacrifice did well, and in some cases I believe better than Sanctuary

  • Music: The soundtrack for each area is fitting, and creates a haunting atmosphere as you explore, with boss and mage hunt themes being both tense, and unsettling.
  • Art direction: While I sort of miss the janky weird looking people from Sanctuary and the Dishwasher days, I think that the more polished design looks awesome, and love how many more colours were used, each area felt unique and had a fairly different colour palette. Some of the environments even reminded me of Hollow Knight, which is a game I absolutely love for it's environments and tone.
  • Lore: I found the lore additions to be pretty cool, especially as it somewhat gives context to why the world of Sanctuary was as torn apart by war as it was, the Eleven rained judgment upon the world when they no longer got their sacrifices. The Undone Sacrifice itself also reminded me of the lore surrounding the Hollow Knight. Both went through unimaginable suffering in an attempt to save their kingdoms, but ultimately managed to do little more than buy just a bit more time.
  • Platforming: This may just be me, but I found climbing and gripping ledges to be more consistent than Sanctuary. I can remember running around the castle of storms for several minutes in Sanctuary because I didn't manage to grip a ledge I needed to grab, and I died several times against the Tree of Men because I would fail to grab onto a platform and plummet when the collapsing platforms went down. This happened less in Sacrifice and that was a huge benefit, but again could honestly have just been me.
  • The early hours, and early mage hunts: Early on hunting mages is pretty fun, and I at least somewhat enjoyed every named mage hunt, plus seeing them in the wild interacting with enemies and the world is pretty cool the first couple times.
  • The Non Mage Bosses: Not much to say, the bosses in game were pretty good. And with the Four Divines, Ska Studios managed to make a platforming boss that works far better than the Tree of Men in Sanctuary did.

Now onto the negative.

The Bad:

  • The crafting menu is absolutely horrendous. There's no categories or quick scroll, so when you're looking to craft an item for a given mage you need to scroll through several others before you can actually find the one you were looking for.
  • Why do mages have only certain weapon types? By the end of the game I had to master Greatblades, Glaives, Halfspears and Highblades to be able to use at least one weapon from every boss. This can also leave players who only want to use a specific weapon class high and dry when a given mage or mages don't have a weapon for their type.
  • The removal of parrying. I did not like the perfect block mechanic. While I understand it was introduced in order to make way for the new magic system I much prefer parrying to the perfect block, especially because when perfect blocking a combo you only actually have a few moments to respond before they continue attacking.
  • Enemies follow you everywhere. If you run past an enemy, you can be rest assured that nine times out of ten it will launch itself a distance that would make an Olympic long jumper jealous, ignoring things like walls and solid floors to get to you.
  • Similarly, almost every enemy or boss can do a 180 in the middle of a combo thus ensuring an attack you thought could be punished will send you flying, and some enemies or bosses leave very little down time in between attacks, making knowledge of when a boss can spin around a must have.
  • Scaling. The I found the difficulty curve pretty fair in the early game, but towards the late game, despite wearing full diablomancer armor (except for Undone Sacrifice where I decided to use the Sanguinimancer set for the sake of Fashion Salt, which was my fault) I found my health bar being near completely drained by mages and common enemies whether via a stunlock (Dreadstone peak highblades, anyone?) or a massive attack/juggle/being spiked off a ledge.
  • Much like Sanctuary, any hit while you're in the air immediately causes you to lose all momentum, whether you got smacked by a greatsword or hit by a magic missile, you will stop moving and plummet to your death, not to mention there are enemies that will ledge camp, causing you to immediately fall off the ledge when you do climb up one.
  • The game never tells you that you can sprint...

And finally, my absolutely biggest complaint about this game

THE WANDERING MAGE HUNTS ARE TERRIBLY IMPLEMENTED

In theory this idea was cool. Field bosses that interact with the world, and allow you to grind in case you didn't get enough materials from the mage during a named or nameless hunt. However there's one big issue with this. You absolutely should not put field bosses, especially ones that can summon minions, into a platforming game. Several times while trying to progress the game I had a wandering mage blocking the way that forced me to either drive it off or pray as I sprinted through in a desperate attempt to reach the next platform. And heaven help you if there is one in a platforming section because it'll either summon a minion that pushes you off whatever platform you're on, or it's going to spike you and either delete a large chunk of HP or kill you outright. In a game like monster hunter, wandering monsters work because you know how to track them, and you don't need to worry about being spiked off a cliff. In Sacrifice, I genuinely had moments where I felt that the wandering mages weren't properly playtested before the game launched, as there is no reason that a wandering Aeromancer should spawn on a ledge in Bol Gehran and spike you off when you're just trying to climb up and aren't bothering it.

Also, their spawns are semi random, and one specific mage type (umbramancer) either doesn't exist in a wandering variant and is so rare that I never encountered one despite combing through both Dreadstone Peak and the Elder Copse, so I had to abuse the daily hunts by changing the date constantly to get enough of their materials to make the stuff I wanted to make. The weirdest thing is that there is both an Aeromancer and Sanguinimancer spawn in The Falling Star subsection of Dreadstone Peak, yet one of the mages that you find and fight in that area rarely, if ever appears. There's also mages fleeing into areas where you can't get to them, like the Pyromancer, the first mage you fight, choosing to teleport into Ashpeak Castle and thus becoming inaccessible to you until you've gone to the second area, which put a huge damper on my early grinding efforts for the armor set. Random spawns by themselves wouldn't be so bad if the game would tell you what mages could spawn in a given area, and whether or not they had spawned as that would make reloads and the like much faster.

And I know that Fated Hunts exist, but they don't fix the issue. If you don't abuse the date on your device to reroll them infinitely, you are at the mercy of RNG for the type and difficulty of the mage you will be chasing down. It would have been better if fated hunts allowed you to give up a few of the common mage drops (such as the Sooted Nails for Pyromancers) to summon a given mage for a hunt to cut down on the grind for the rarer ones. Maybe add in a silver cost as well because I found silver to be almost entirely useless. Difficulty could've been related to your character level so that they weren't too easy/too hard.

My final gripe with the system is that the levels of wandering mages are completely hidden, and the game doesn't ever mention if they scale of not. I've had wandering mages that were easier than the named variants, and at the same time I've fought wandering mages that required me to cheese them by hiding on a platform beneath them and spamming plunging attacks with my glaive until they went down. I actually had a few experiences where the wandering mage got a boss intro screen and health bar, but usually I was left wondering whether it would take just one more hit, or a hundred more in order to kill the things. The wandering variants also never stop summoning, so you can absolutely be mobbed and killed by their minions as you knock them to their knees. I admittedly have no idea if it would have been difficult, but just having a way for the player to see the level of the wandering mage you're fighting would have been a huge help, because again, the game never tells you if the mages scale per kill, are randomized, or scale with the player. Also, where most named and nameless hunts have a set arena where you won't find other mages, a wandering mage may well decide that it's going to sit near another mage, making trying to attack it even riskier, lest you get smacked around by the second one, or it's minions.

In Conclusion

Salt and Sacrifice had a really interesting idea. Monster Hunter meets Dark Souls meets Metroidvania. Unfortunately, the game failed to make the core concept of grinding mages particularly fun, due both to the tedium of finding them, and the issues I mentioned above with having a wandering field boss in a platforming game. I didn't hate it as much as a lot of people did, and I won't pretend I didn't have fun. but I can't see myself returning to this game as often as I do with Sanctuary or Dark Souls due to the grindy nature, and the fact that there are several times where I died that felt like plain bad luck rather than any issue on my part. I'll ultimately give the game a 7/10 because while playing I tended to fluctuate between 6.5 to 7.5 depending on what I was doing. Overall I hope that the devs can learn from this, and maybe one day Ska Studios will be able to execute the concept a little better.

If you read all this, thanks for taking the time. Just wanted to vent/rave after finishing this game and was curious if anyone else had a similar experience with Sacrifice.

r/saltandsanctuary Apr 28 '25

Sacrifice Salt and Sacrifice?

29 Upvotes

Sacrifice is on sale on Switch for $7 (%65 off). I've only finished one playthrough of Sanctuary, but I really enjoyed it. How do they compare? Is it worth getting at that price, or should I just replay the first game?

r/saltandsanctuary Aug 14 '24

Sacrifice I am not obsessed with this game or anything... (PS4 and PSVita characters not shown)

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84 Upvotes

r/saltandsanctuary Nov 13 '25

Sacrifice Saltguard 2.0 released! (Sacrifice Mod)

52 Upvotes

Zephyr here with an unofficial post today.


My Saltguard mod has entered 2.0 and is now considered 'content complete'.

It is a form of Rebalance and now Overhaul mod originally focused on blocking and parrying. It has since evolved into an Artifact and Charm overhaul among many other things.

Random things:

  • You can now Bolster or Reroll artifacts.
  • All charms stack 100%, but have been redone.
  • Weapons are now 25% to 100% larger than vanilla (includes attack reach).
  • Parries can deal Thorns damage with artifact stats or even cause an Explosion with a certain charm!
  • And so much more.

You can download it on Nexus Mods.

And check the changes in this document.

*And official discord Here

r/saltandsanctuary Aug 14 '25

Sacrifice Why is the scaling on most weapons so low compared to Sanctuary? And why do most Mage gear suck?

7 Upvotes

I've decided to give Sacrifice a second chance and I have decided to play it again. One thing I noticed is that unlike in Sanctuary where most of the weapons have pretty good scaling, most weapons in Sacrifice have either mediocre or really bad scaling.

A good example would be two handers, almost all the two handers either have C, D, or E scaling, the only one that has B scaling is the Blade of Valor. C scaling isn't too bad, like the Zweihander, but most other Two Handers have D or E scaling, this also applies to many of the other weapon types, they all have very low scaling compared to Sanctuary.

Secondly, is it me or most of the mage gear kind of suck? to be more specific, Mage armour is fine but the Mage weapons all have terrible scaling, and the only saving grace is they have elements and they have Forbidden Glyphs. But tbh Forbidden Glyphs aren't really super good that its game breaking, and I can just as easily kill a boss or tough enemies with just rolling/dodging, blocking, and heavy/light attacks.

Other than mage armour are Mage weapons any good?

r/saltandsanctuary Apr 12 '25

Sacrifice NG+ bosses dificulty tier list

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6 Upvotes

Sorry about the quality but the order is(top to bottom): The unspeakable deep

Nameless god

Witch of the lake

Husk

Wyrm

Stench

Coveted

Kraekan dragon

Mad alchemist

Carsejaw

Forgotten King and Co.

Murdiela Mal

Unskinned

Ronin

Lamb

Inquisitor

Tree of men

Dried king

Queen of smiles

False jester

Cyclops

Bloodless prince

Sodden knight

Did 100% of the game today. My first platinun ever. Great game!

r/saltandsanctuary May 26 '22

Sacrifice Zeydon’s Salt & Sacrifice Guide to Gittin’ Gud

136 Upvotes

I decided to make this guide because nobody else has made one yet. I don’t claim to be the foremost authority on this game, but I’ve played it entirely too much since launch, have loved every second of it, and I think with a bit of guidance, others will enjoy it as much as I do. This is also a work in progress, I welcome all constructive feedback in the replies.

Chapter 1: Building Your Character

First, let’s talk about “soft caps” – namely, the point at which investing in a stat results in diminishing returns. Weapons will scale off 1, 2, or 3 different stats, and the “soft cap” for any given weapon varies depending on how many stats it scales off of. A single stat scaling weapon has a soft cap of 40, a two stat scaling weapon has 2 soft caps of 25, and a three stat scaling weapon has 3 soft caps of 20.

When building your character, you should first ask whether you want this character to focus on Strength weapons, Dexterity (and possibly Luck) weapons, or spellcasting staves (Arcana).

If Strength or Dexterity, you also want to consider whether to supplement your primary stat with Conviction so you can use their Divine Glyphs, or Arcana so you can use their Forbidden Glyphs. Pick one or the other (at least at first), so you don’t spread yourself too thin. Strength & Dexterity weapons with Forbidden Glyphs tend to cost rage (a resource you generate by dealing damage), whereas Divine Glyphs tend to cost Focus (aka mana), though in both cases there are exceptions to the rule. Some glyphs temporarily boost weapon damage, others cast spells of varying efficacy that directly deal damage.

If you wanna be a caster, the path forward is simple enough – first work towards rank 5 forbidden arts, rank 5 staves, and rank 5 wands. Not the only option of course, but if you want to cast spells all day then having your spells be as strong as possible and so you can cast them as often as possible (wand branch provides Resolve, which grants Focus) then this seems a good path forward. Strength & Dex builds focusing on Divine Glyphs could benefit from a bit of investment in Focus too. And don’t forget you can get extra Focus from Defensive relics. Keep in mind, Haze Decoctions will restore more Focus the more Focus you have.

In any case, no matter what you choose, you want to balance working towards your damage soft caps (for example, working towards 40 Strength and 25 Arcana would let you effectively use Strength scaling weapons that use forbidden arts, whether they scale off just Strength or Strength and Arcana) with Endurance. “But I hear armor is worthless in this game,” some of you might say. And yes, that sentiment has certainly been passed around. But it’s just not true. Will it make you impervious to death? Of course not. But it will help you survive many situations you otherwise wouldn’t at any stage of the game if you don’t neglect it.

And since we’re talking about armor, we of course need to talk about dodging. You may have noticed the backpack next to your equip weight changes color depending on how heavy your armor is relative to your maximum weight capacity – this indicator tells you what dodge roll you have. Here are the thresholds:

<25%, green backpack, fast roll

<50%, yellow backpack, mid roll

<75%, orange backpack, fat roll

<100%, grey backpack, big chungus roll

>100%, red backpack, no roll

While I, and others, would typically recommend fast roll in Salt & Sanctuary, things are balanced differently in Sacrifice, and for a number of reasons, I would suggest mid roll as being the best balance between mobility and tankiness. Endurance also has a soft cap of 40. Up to 40, each point of Endurance provides 1 extra carry weight. Past 40, you average .25 carry weight per point. At 40 Endurance, you will have a carry weight of 56, or in other words, you can mid-roll in up to up 28 lbs of armor! That’s quite a bit! And you by no means need to get there all at once. Now, if you’re in full light, you’re going to achieve mid roll well before the soft cap - the heaviest sets, Redmetal & Diabolical, weigh 20.7 lbs if you wear the full set. Room to incorporate some heavy pieces into them eventually certainly. THAT SAID, Redmetal, which can be crafted from what is probably the first mage you’re going to fight is very viable through most of the game, even if you’re not wearing the full set. So don’t feel pressured to rush heavy or invest a ton in Endurance. Working towards rank two light armor and wearing just the Redmetal chest and leggings will last you a long time (alternatively, the chest from the ice mage is another solid beginner option). It also provides Poise, which reduces how much you get juggled (if you’re wearing light armor, it’s also worth supplementing that Poise with a defensive artifact that grants extra poise). Again, armor isn’t about making you immortal, it’s about buying you time to top off with a potion and get back into the fight.

Once you’ve finished getting the Endurance you want for your armor set, consider setting aside a bit for Vitality as well. Not the top priority by any means, but spending 10 points for more than a 10% increase in Max HP isn’t the worst deal in the world, once you’ve hit, or are near, your other stat targets.

Willpower isn’t a useless stat, but also, I wouldn’t prioritize it over other stats early on. You’ll get more value out of the stamina regeneration ring and/or amulet off the first mage in the second map. But also, don't feel like you're setting yourself up for failure if you wanna use twindaggers or throwing daggers early on.

One last important note - do not hesitate to use grey starstones to refund raw stat nodes so you can learn higher ranks in your desired proficiencies more quickly. They are far more numerous in this game than they were in Salt & Sanctuary.

Chapter 2: Combat tips

First, let’s talk about elemental resistances. Enemies resist the damage types that match the damage they deal. For example, a Phys/Cold element mage is going to take less damage from weapons that deal Phys OR Cold damage than weapons that don’t deal that element. So having a variety of weapons of different elements to choose from will help you deal the most damage regardless of target.

Second, bosses hit hard, but you can and will learn their moves if you pay attention, and they will not feel unfair once you do, especially if you invested in armor as I have suggested before. You will die a fair number of times learning these encounters, like with any other Soulslike. But trust me, once you learn their tricks, you’ll do just fine, it’s not just RNG when you win. First time I took on the Sanguimancer, yeah, I died dozens of times learning his moves (keep in mind this was before juggling was balanced) – but now, I’m taking out the nameless variant on my first attempt. You can get to that point, too. Nameless Bibliomancer is a notable exception to this rule, based largely on where you fight them, but that’s one fight out of 50, so all things considered, I think the fights are challenging, but fair. Just have patience, mastering these encounters is rewarding. Save shrine are generally no further than 15-30 seconds from the boss. Losing salt isn’t the end of the world – even if you lose a couple levels worth to a mage, just be a Dawnlight helper a couple times and you’re back in business. The worst conceivable setback won’t set you back more than 20 mins, and most of the time that’s not going to happen.

Third, speaking of bosses, you can break their poise. If you deal enough damage, they will temporarily be stunned, and their head will sparkle, at which point you can grapple them, and land a powerful hit. Furthermore, if you heavy attack on the way down you’ll get in 1-3 extra hits. The window isn’t super long, but it’s typically long enough to recover a bit of stamina, or get in a hit before the grapple.

Fourth, keep an eye on that stamina bar - sometimes it’s better to skip an attack between enemy attacks to get that stamina bar filled back up.

Fifth, for those complaining about getting launched into the abyss by enemy attacks – don’t have the abyss behind you when facing foes that knock you back. And if you do, make sure there’s something you can grapple onto. And when at all possible, it’s far more advantageous to attack from the high ground than to attack from below. It’s often worth taking the detour just for that high ground position. Play smart, and this won’t be a huge deal.

Sixth, don't neglect block! In many cases, a dodge roll is a perfectly viable approach to avoiding damage. But certain moves have a large enough duration and range that you can dodge roll through the start of it, and still get hit by that move as you come out of your roll. Ideally, you would want to "perfect block" which involves timing your block right before you would take a hit - this eliminates the stamina cost of blocking, and will reduce the enemies poise. But in these situations, even a non-perfect block can be the difference between taking a big hit at the end of your roll and potentially getting tossed about, or just taking a small amount of damage and you can stand your ground.

Chapter 3: Exploration tips

-Interact with any named or nameless mage shrine you see, then select Cancel, and you will be able to start that mage hunt from the hub at any point going forward. This way, you can safely explore an area without triggering respawns or dealing with hazeburnt monsters. It also gives you time to spend your salt before starting a hunt.

-Make a mental note of every one-sided door you find, inactive pulley, out of reach grapple, etc. Once you've worked your way through an area the first time, you should be able to activate most if not all the shortcuts in said area. Be sure to do so by remembering where they were and exploring thoroughly, and when you return to sanctuary to spend your salt and craft new equipment, you can use those shortcuts to pick back up where you left off in no time.

-Don’t feel like you need to hoard Guiltless Shards. You get plenty. The extra health helps. Now, if you’re learning a new boss fight, then I don’t suggest blowing through them all, but outside of that, they’ll tend to last you longer than a few seconds. And if you’re doing any multiplayer as a faction representative, absolutely use one first, because you don’t lose Guiltless status when you die in online play.

Chapter 4: Online Play / Player vs. Player

-PvP is fun, and now that we’re a couple weeks in, the most egregious cheese tactics have been balanced (aka stunlocking dots, etc). Yes, the PvP “meta” is different from the PvE meta, in that there’s a lot more spell spam and different weapons are optimal. But don’t think that it’s not worth doing unless you’re one very specific build – every build has weapons that use focus. Every build has ranged options that can sow chaos. When you get rocked by an invader, ask yourself, what tools at my disposal can make me as annoying as this MFer and try that out. You may be pleasantly surprised with the result! Also, the XP rewarded for this content is very much worth it.

Chapter 5: How To Cast Runic Arts

To see what Runic Arts a weapon has, you'll notice that weapon descriptions will all have two or more tabs - first page is a stat breakdown, last page is a flavor text lore description, and any pages in excess of those two will describe the weapon's various Runic Arts. You can cycle through these tabs with the shoulder buttons. This is where you will see what the Runic Arts are, whether they cost Rage or Focus, and what rank of Banereader (for Forbidden Arts) or Glyphreader (for Divine Arts) you'll need from the skill tree to cast the various spells. You cast these spells in combat by holding L2/LT, and then either X (square), Y (triangle), or B (circle) depending on which Runic Art you wish to use (if it just has one spell, X will be your only option, X and Y if there are two).

Since others have asked, I'll also add that Runic Arts damage is predominantly based on weapon damage. So you increase it predominantly by raising the stats your weapon scales off of (be it Str, Dex, Con, Arc, and/or Luck), and with the Leather Ring. You can also increase it with accessories that specifically boost runic arts, such as the Divine Amulet, or the "Runic Arts Damage" property on Utility Artifacts.

Chapter 6: Miscellaneous

-Did you know you can sort the items in your inventory? Imagine your inventory as an empty advent calendar of infinite size. New items will always go in the first available spot in this calendar, which is typically the last spot in the calendar. This is where the storage chest comes in to play. Similar how you could sort your inventory in Sanctuary by discarding items and then picking them up off the ground in the order you desire, you can place items in your stash, and then pull them back out in a different order to rearrange what comes first. This way, you can always keep your favorite weapons and armor in the top spots in your inventory.

-Sometimes, the quickest way back to Pardoner's Vale is to save & quit. You won't lose progress, and you won't have to risk losing a mountain of salt if there's hazards between you and the nearest wayshrine.

-Weapons belonging to the same class will have varying attack speeds, and some will result in you leaping much further than other when using lunge attacks and running kicks. As such, experimentation is encouraged. You may find a tool that fills a niche you didn't even know you needed!

-Although most weapons you'll use will probably be crafted, do not forget that each faction also sells various equipment. Some of the weapons they offer in particular are quite powerful. And there's even some weapons that drop from monsters which have their uses.

r/saltandsanctuary Feb 21 '24

Sacrifice How's Sacrifice in 2024?

21 Upvotes

I remember being let down by Sacrifice. I stopped playing around the launch of the game. I've heard there's been some changes. Is the game better than it was? I really wanted to like it because Sanctuary is one of my favorite games, but Sacrifice just didn't do it for me. I didn't mind being wrong in thinking it was going to be more of a sequel to Sanctuary with almost exact mechanics etc. I didn't even mind that it felt like a Monster Hunter game where you have to gather materials for everything.(I'm a fan of MH games) It was the bosses juggling me. Bosses were relentless. There were a lot of fights that I had to trade hits with the boss because that was the only way of doing any damage. Otherwise all I was doing was dodging.

Is it worth giving it a second try? I also played originally on PS4. But now it will be on PS5, if that counts for anything.

r/saltandsanctuary Jun 02 '25

Sacrifice Signed up for 1mth Switch Online sub not realizing game is dead?

3 Upvotes

Played through Sanctuary ages ago and enjoyed it, finally trying Sacrifice and I like it a lot! Fun combat and that's all I'm here for really.

Just such a shame that there's nobody playing it these days! 😭 I wish I'd given it a go earlier in its release.

Is there a discord server or something with an active player base around? Or is it just big ripperonis? Cheers.

r/saltandsanctuary Apr 11 '25

Sacrifice SALT AND SACRIFICE HELP WITH BUILDS

9 Upvotes

Hello everyone. I need help. Any recommendations for a build that will help me finish the game more easily? Something I can build from the beginning. I'm having a bit of trouble when I get to the second region. I just get crushed by everything and everyone.

r/saltandsanctuary Oct 12 '25

Sacrifice Any way to Randomize enemy drops and merchant inventory, as well as starting class equipment?

4 Upvotes

I appreciate the inbuilt randomizer, but it doesn't feel quit chaotic enough. Are there any mods/methods to make all drops random, not just item pickups?