recursal/Fanatic-Fandom huggingface dataset:
Jonas' Landing

**Jonas' Landing** is an origin in *Salt and Sanctuary*. It is an island nation off the coast of Askaria, notable for being the only origin that is not mentioned in any pieces of lore from the game; therefore, it is also unclear who "Jonas" was. Its inhabitants have a similar appearance to the ones of Askaria and Coastrock.

Close inspection of Jonas' Landing on the world map when selecting origins reveals a few plains or a forest.
Kadania

**Kadania** is an origin in *Salt and Sanctuary*. Anything from or of the country is known as **Kadanian**. It is a swampy, tropical land populated by various headhunting tribes. While they are less advanced than other countries such as Coastrock and Markdor, people of Kadania are capable of crafting unique weapons and other items (such as the Vinemesh Peltarion, Pendragon Targe and Pessklaw) for trade with the former. It is also one of the only places in the world where most people are still part of The Stone Roots.

As of *Salt and Sanctuary*, Kadania has recently been discovered to contain various valuable ores, leading to a further increased trade with other countries, with some entrepreneurs negotiating with local tribespeople for rights to mine in the country.
Kraekan Cyclops

The **Kraekan Cyclops** is a cyclops-like Kraekan and the first boss of the Sunken Keep in *Salt and Sanctuary*. It resides near the beginning of the area, and attacks the playable character using its massive Headtaker. Upon death, it yields the Kraekan Cyclops' Horn and Green Key, as well as The Keep.

## Bestiary description

*"A one-eyed behemoth of the Kraekan origin. The Kraekan are an often spoken of, scarcely seen race of ancient demons of the sea. The sea is a vast, terrifying and deadly place, and when sailors do not return, rumors abound."*
Gaoler

The **Gaoler** is an enemy in *Salt and Sanctuary*. They were the enforcers of the Red Hall of Cages, but became disfigured through decades of disease and violence, both to themselves and prisoners.

When Gaolers spot the playable character, they will attack either by punching (causing knockback) or dashing, which can easily be rolled through. They have no unique drops.

## Bestiary description

*"Enforcer of the Red Hall of Cages. Once resembling something more like men, they have become disfigured through decades of darkness, disease, and violence: both to their prisoners and to themselves."*
Despondent Thief

The **Despondent Thief** is a character in *Salt and Sanctuary*. She calls herself "the best thief in the Eight Kingdoms" and wields the Cutpurse Shiv and Buckler. The Thief had a mission to escort a nobleman across the sea, but got shipwrecked on the island.

She is first talked to in the Castle of Storms after the battle with the Kraekan Wyrm, giving the playable character the Shadowflip Brand. The character later appears in the Red Hall of Cages and decides to sail back to Coastrock using a self-made skiff. She is encountered for a third time at the top-left corner of Hager's Cavern, having found the nobleman dead with a brand around his neck, revealing him as a slave. The Despondent Thief is talked to for a final time on The Far Beach and gives the playable character a share of her "spoils" as well as encouraging them to find her in the Red Falcon on Coastrock, in which she is implicitly nicknamed **Edward**. Talking to her this time will also earn players the Coastrock trophy.

It is unknown what ultimately becomes of this character, whether or not she successfully sails back to Coastrock and survives, or becomes one among the island's many undead walkers.
Currents

**Currents** is a music theme from *Salt and Sanctuary*. It plays during the end credits (regardless of the chosen ending), and is notable for being the one of the only themes in the game to contain vocals. Currents is also used in various trailers for the game, such as the launch trailer for the Nintendo Switch version.

It can be heard here: [1].
Black Sands Collective

The **Black Sands Collective** is a group of sorcerers founded by Mina the Traveler, who left the Citadel to found a second one in Kulka'as. However, the outpost she created there eventually grew into an independent one, putting the members of the Black Sands Collective in relatively poor terms with the original Citadel of Fire and Sky.

All members of the Black Sands Collective wear the Sorcerer's Kurta and Sorcerer's Lungi. The only one seen in-game is the Black Sands Sorcerer.
Beggar's Hood

The **Beggar's Hood** is a class 0 Light Armor Helm in *Salt and Sanctuary*. It is a tattered hood of coarse hemp, providing basic protection from the elements but being uncomfortable to wear.

It can only be acquired by being bought from the Nomad.

## Inventory description

*"A tattered hood of coarse hemp. Scratchy and uncomfortable, it provides basic protection from the elements but causes unbearable chafing of the ears."*
Hellfire Arbalest

The **Hellfire Arbalest** is a class 3 Crossbow in *Salt and Sanctuary*. It is an ornate siege weapon designed to evoke the head of a Kraekan Wyrm. It is created with cast-bronze fittings and a complex mechanism of gears, pulleys, a flintlock mechanism and a reservoir pine pitch used to light bolts on fire right before they are fired at an unusually fast velocity. The weapon was reconstructed from ancient records of technology originally by military scholars and weaponsmiths.

The Hellfire Arbalest can be obtained by transmuting any Crossbow with the Kraekan Wyrm's Horn, an Amber Idol and 10,000 salt. As the description implies, it lights all types of bolts on fire as they are being fired; no other Crossbow does this.

## Inventory description

*"An ornate siege weapon with cast-bronze fittings designed to evoke the head of a Kraekan Wyrm. Based on ancient technology, this impressive machine was meticulously reconstructed from surviving records by a team of military scholars and professional weaponsmiths. It utilizes a complex system of gears, pulleys, a flintlock mechanism and a reservoir of pine pitch to set its bolts ablaze before launching them at unimaginable velocities."*
Greatscissor

The **Greatscissor** is a type of weapon in *Salt and Sanctuary*. They are very similar to Greatswords, mainly composed of two of the latter crossed at a scissor-like angle. This gives Greatscissors additional power as well as making it possible to shear enemies if the weapons are wielded in both hands.

Greatscissors can only be acquired by transmuting Greatswords (and can be transmuted back into Greatswords if the player wishes to), and also require the Swordfighter skill to use. There are only two Greatscissor-type weapons in *Salt and Sanctuary*, making them the most uncommon weapon type in the game.

## List of Greatscissors

* Jaws of Death
* Northern Cross
Kraekan Wyrm

The **Kraekan Wyrm**, as its name implies, is a powerful wyrm of Kraekan origin. They were native to the mountains of Markdor, but are considered extinct as of *Salt and Sanctuary* thanks to the efforts of Dorian warriors.

One does appear in the game however, on the top of the Castle of Storms. It battles the playable character using fire breath, jumps and tail slams among other physical attacks. When killed, it drops the Kraekan Wyrm's Horn and access to the Despondent Thief as well as The Castle.

## Bestiary description

*"A greater wyrm of Kraekan origin. Wyrms, drakes and dragons once inhabited the mountains of Markdor, but scholars and historians consider their era to be long gone, the last of their kind valiantly slaughtered by brave Dorian warriors."*
Doramin Tolls

**Doramin Tolls** is a man mentioned in The Pencen Pilgrimage. He was a cleric of Devara's Light who marched with his close friend Mina from Liven to Remetia to defend the city from Askarian forces trying to convert them to The Three. He then called upon some paladins to help them in battle, and latee healed Mina when she was wounded by a Night Raider.
Gray Raiders

The **Gray Raiders** were a band of outlaws on Markdor who frequently raided caravans and merchant shippings. The band became notorious after the country's military made multiple failed attempts to stamp them out, but was later successfully eradicated by Askarian mercenaries after that nation's High Council branded them enemies and issued bounties for their heads.

Members of the Gray Raiders used shields in the style of the Raider's Targe.
Disemboweled Husk's Doll

The **Disemboweled Husk's Doll** is a transmutation material in *Salt and Sanctuary*. It is the doll controlling the Disemboweled Husk, and one of the items dropped by the boss when killed. It is unclear how the doll reached Hager's stomach, or exactly how it controls the pirate's actions.

The item can be used to transmute the Seawolf Cutlass; it can also be exchanged with a Leader.

## Inventory description

*"Doll of the Disemboweled Husk. Though it resembles a marionette, it was, in fact, the husk's puppeteer."*
Egg of Wrath

The **Egg of Wrath** is an item in *Salt and Sanctuary*. It is a common egg blessed for ceremonial use, commonly used by being crushed by a commander at the beginning of battles to inspire the ally and scare the enemy.

In-game, the Egg of Wrath can be crushed to initiate a PVP if there is more than one player. It is sold by Sellswords of all creeds.

## Inventory description

*"A common egg blessed for ceremonial use. No one knows quite when or how it started, but the Egg of Wrath has played a role in nearly the vast majority of armed conflicts for centuries: before significant combat, a commander will crush an Egg of Wrath in a ritual. The rite is meant to inspire troops and sow fear in enemies. Crush an egg to initiate PVP with your companion."*
Kar'hi

**Kar'hi** is an origin in *Salt and Sanctuary*. Anything of or from it is known as **Kar'hi'i**. It is an island country between Kulka'as and Kadania with many similarities to the real-world Japan. Many of the country's inhabitants are warrior monks, having created weapons such as the Tachi, Naginata and Kumo Sasumata out of their unique types of steel. Their culture also celebrates bright colors and festivals, with clothing such as the Yokai Mask, Sohei Kesa and Sohei Tabi. Inhabitants of Kar'hi have a similar appearance to those of Kulka'as, suggesting that it is a colony of some sort.

The country is also known to contain giant spiders, partially reason why the Kumo Sasumata was invented. According to rumors in Taenibir, it is a very wealthy nation compared to the former.
Lepris

The **Lepris** is an enemy in *Salt and Sanctuary*. They were "bandits" living in what would become the Mire of Stench. At some point however, they became infested with Grayrot and created a religion based on it, with That Stench Most Foul as their god.

In-game, they are very agile and attack exclusively using the Eviscerator. They frequently jump around and can be difficult to hit unless parried. When killed, Lepris sometimes drop the Lepris' Ear.
Jakeb

**Jakeb** is the main character of The Smith's Apprentice. He was an "energetic youth" and apprentice of a smith implicitly on Kulka'as, hence the story's name. While measuring armor for Leonworth in preparation for a war, Jakeb was given a parchment by the same knight to be delivered to Cloudencasse.

In Cloudencasse, Jakeb is implied to have been given orders to do something in "the East", which Leonworth seemingly failed.
Bola Eye

The **Bola Eye** is an enemy in *Salt and Sanctuary*. It is a creature created via Salt Alkymancy by The Architect to guard her Salt Alkymancery.

Bola Eyes attack the playable character using their poisonous stinger, and can jump as well. They sometimes drop Bola Eye Nerves when killed.

## Bestiary description

*"A salt-built creation. The Architect created these creatures as autonomous sentries to keep watch over her Salt Alkymancery."*
Kureimoa

The **Kureimoa** is a class 1 Greatsword in *Salt and Sanctuary*. It is a large, two-handed sword resembling a claymore first used by the highland clans of Dor Isle, but now widely popular throughout the world due to its relative versatility, simplicity and ease of use.

The Kureimoa can be found in a hidden room near the Sanctuary of the Village of Smiles; it can also be bought from Blacksmiths of The Three and The Iron Ones for 1,500 gold upon reaching devotion level 2. Its name is a romanization of the Japanese word "クレイモア", which simply means "claymore".

## Inventory description

*"A two-handed sword first carried by the highland clans of Dor Isle, but now widely popular throughout the continents owing to its versatility and relative ease of use. Its unpretentious design emphasizes function over form in a humble testament to the virtues of simplicity."*
Axe

The **Axe** is a type of weapon in *Salt and Sanctuary*. It is composed of axes and similar weapons such as cleavers. Weapons of this type typically hit somewhat slowly but deal a combination of blunt and slash damage, making them an effective middle ground between Swords and Hammers. Like the previously-mentioned weapons, Axes have a larger variant type: Greataxes.

Axes require the Berzerker skill to use.

## List of Axes

* Woodsman's Axe
* Battle Axe
* Raider Axe
* Batsuichi Tsuka
* Stone Cleaver
* Red Guillotine
* Aster Monolith
* Venom Arbelos
* Kraekan Axe
* Axe of Splendor
Drowned Archer

The **Drowned Archer** is an enemy in *Salt and Sanctuary*. They are the drowned remains of bowmen that mostly learned the skill from hunting; some of them were also sailors and soldiers.

Drowned Archers are found in the Village of Smiles. They attack by shooting an Arrow at the protagonist from what appears to be a Self Bow, in a similar manner to the Rotten Crossbowman. When killed, they sometimes drop the Drowned Archer's Ear.

## Bestiary description

*"The shambling remains of a hooded bowman. Many conscripted archers learned the skill from hunting small game. What was it like to live the life of a hunter, a soldier, and a sailor, before becoming reduced to a putrescent gestalt of the three?"*
Councilman Fardrik

**Councilman Fardrik** is a character in The Crimson Quell. He was a Councilman of the Council of Steel who masterminded the plot of killing Umari. When this failed and was revealed via questioning his henchmen, Fardrik was imprisoned and executed by Iron Bur and his head was placed on a spike for all to see.
Crypt of Dead Gods

The **Crypt of Dead Gods** is a location in *Salt and Sanctuary*. This is the penultimate area of the game, and where The Three were buried, causing the island to completely lose law and order and all their prayers to be instead received by The Nameless God. This crypt is where The Nameless God is encountered as a scarecrow for the final time, and it contains only Gravewalkers and Crypt Keepers as enemies.

Careful platforming is required to survive this area's long gaps; it also seemingly contains water flowing upward into Hager's Cavern, large corpses (similar in size to The Three) hanged in both chains and spiderwebs and murals of unknown people. The bosses of the crypt are The Forgotten King, The Forgotten Judge, The Forgotten Knight and Kraekan Dragon Skourzh, the former of which are optional.
Kumo Sasumata

The **Kumo Sasumata** is a class 3 Poleaxe in *Salt and Sanctuary*. It is an elaborate battle fork on which there's an engraving in the Kar'hi'i language stating that the weapon was intended to exterminate the giant spiders native to the country and mainland Kadania. The blade was specifically designed for this purpose, though that makes it possibly impractical to use against foes that are not spiders.

The Kumo Sasumata can be acquired by transmuting any Poleaxe with the Bedspider's Tusk, an Amber Idol and 10,000 salt. It has a noticably slower attack speed than other Poleaxes.

This weapon's name means "Spider stalks" in Japanese.

## Inventory description

*"An elaborate battle fork which, according to an engraving on its blade in the Kar'hi'i language, was intended for exterminating the giant spiders native to Kar'hi and mainland Kadania. While it appears hopelessly impractical at first glance, its jagged crescent blade is in fact perfectly designed for puncturing exoskeletons and severing wings from a safe distance."*
Drowned Berzerker

The **Drowned Berzerker** is an enemy in *Salt and Sanctuary*. It is a drowned, Battle Axe-wielding assault trooper, typically being an ex-bandit sellsword hired to fight wars.

Drowned Berzerkers, while still substantially weaker than most enemy types in the game, are one of the most powerful ones found in locations including The Festering Banquet and the Village of Smiles. They sometimes drop the Drowned Berzerker's Ear when killed.

## Bestiary description

*"An axe-wielding assault trooper, lost at sea and washed ashore. Soldiers like this were typically ex-bandit sellswords, bought with coin to fight wars they had no stake in.*
Coastrock

*For the trophy, see Coastrock (trophy).*
**Coastrock** (formally the **Federation of Coastrock** or simply the **Federation**) is an origin in *Salt and Sanctuary*. It is is a relatively small country at the northern coast of the Southern continent, but one of the most advanced in the world, using industrial-scale iron forging and sand casting (although no wood due to the region's lack of trees) to invent weapons such as the Teuthis Shield and Type 46 Tower Shield. The Federation is fittingly symbolized by a writhing squid. Its inhabitants have a light skin tone similar to those of neighboring countries.

Despite Coastrock's advanced status, it still contains an isolated, indigenous population known as the Tetraodon tribe. It is also home to the mysterious Red Falcon.
Gnarlend

The **gnarlend** is a creature mentioned in The Foley Knoll Horror.
According to Karmen Cran, it is a "nightmarish" lifeform bearing an "eerily infantile head", "viny, entangled skin". They are "neither living nor dead" and "neither human nor ". They nest in trees during the day, consuming the latter's life forces to be used in hunting during the day. Cran also states that their origin is unknown, but speculates that they are created by corpses of stillborn humans being put inside trees, and turning into a gnarlend by some "horrible" magic as the tree grows.

All known gnarlends were killed at the end of the story using fire magic from Diadel.
Red Eclipse

The **Red Eclipse** is a Reaper in *Salt and Sanctuary*. It is wielded by Red Lords mainly to inflict pain rather than killing, but often kills the prisoners despite this because of how sharp the weapon is. Its shape is similar to that of a crescent moon.

The Red Eclipse is obtained by transmuting any Reaper with the Red Lord's Ear, an Amber Idol and 3,500 salt. It is also sold by Blacksmiths of the Keepers of Fire and Sky for unclear reasons.

## Inventory description

*"A torturer's scythe whose crescent blade evokes a baleful moon blotting out the sun. Noble only in name, the heartless lords of the Red Hall of Cages employ these distinctive weapons more often for inflicting pain than for outright slaughter, though the wickedly-sharp implements are equally proficient at both."*
Clay Hybrid

The **Clay Hybrid** is an enemy in *Salt and Sanctuary*, appearing exclusively in the depths of the Ziggurat of Dust. They are a fusion of a minor Kraekan (resembling a Retchfeeder) and clay similar to that of The Bloodless Prince, likely built by the latter in his image. They are housed in sealed magic as well, forcing the Kraekan to abandon its regular role and instead tirelessly protect its creator.

In-game, they first simply resemble clay statues, but then jump up and attack the playable character.

## Bestiary description

*"A construct of the Ziggurat of Dust, likely crafted by Tam In, in his image. Its writhing body is that of a minor Kraekan, but because it is housed in clay and sealed magic, it takes on a less malevolent role, doing little beyond tirelessly protecting its creator."*
Gulchmire

**Gulchmire** is an origin in *Salt and Sanctuary*. It is a country notable for its "stygian" bogs and tribes of green-skinned lizard people. These native people are noted as "bloodthirsty" and hunt frequently, having constructed weapons such as the Virulent Scimitar. The country itself's environment contains much poisonous and carnivorous plantlife.
Earthsplitter

The **Earthsplitter** is a class 4 Greataxe in *Salt and Sanctuary*. It is a very large axe of solid granite wielded by Crypt Keepers; the weapon is heavy and powerful enough to sunder the earth itself, hence the name. However, this also makes it highly difficult to wield by most living beings.

It is acquired by transmuting any Greataxe with the Crypt Keeper's Ashes, a Diamond Cluster and 30,000 salt.

## Inventory description

*"A gargantuan axe of solid granite wielded with terrifying ease by the Crypt Keepers, who bring these mighty weapons to bear with such incredible force that the sundered earth seems to cry out in agony. Merely lifting this monstrosity, let alone making any meaningful use of it in battle, would be an exercise in utmost futility for an ordinary saltborn; and even then, the feat would prove a more effective deterrent than the axe itself."*
Chitin Obelisk

The **Chitin Obelisk** is a class 2 Greatsword in *Salt and Sanctuary*. It is normally seen as a heavily-modified hunting appendage of Armor Mites, composed entirely of a calciferous onyx chitin that gives it a level of hardness and resilience rivalling that of weapons created by master swordsmiths.

The Chitin Obelisk can be acquired by transmuting any Greatsword with an Armor Mite Chitin, an Amber Idol and 3,500 salt.

## Inventory description

*"This curious weapon began its life as the heavily-modified hunting appendage of an Armor Mite, a gargantuan species of predatory arthropod found in subterranean environments. Composed entirely of a calciferous onyx chitin, its hardness and resilience rival those of the blades forged by master swordsmiths."*
Mal's Floating Castle

**Mal's Floating Castle** is an optional location in *Salt and Sanctuary*. As the name implies, it is a castle floating high up between the Castle of Storms and Dome of the Forgotten. It is named after Murdiella Mal, who is the boss of the area. Under the castle is what appears to be an upside-down tree that may be the one depicted on the game's title screen.

To reach this area, the playable character needs all four Brands: the Hardlight Brand, Dart Brand, Vertigo Brand and the Shadowflip Brand. Continued effective use of those brands is required to navigate in the castle. It mostly contains Crypt Keepers and Mimkus, although one room contains both Mother Merles and Spear Imps. After killing Murdiella Mal, the only way to leave this castle without dying from fall damage is with the help of a Guide. Alternatively, it is possible to reach an adjacent platform by jumping from the left cliff of the castle, though this isn't always effective.
Blue Grass

**Blue Grass** (also known as **Moon Grass** anong traders) is a stamina-restoring item in *Salt and Sanctuary*. It is not an independent plant, but actually the frond-like extensions that grow on White Aziella; while Aziella itself is poisonous, Blue Grass is highly vitalizing. Blue Grass has a very similar appearance to Red Grass, despite being different in origin.

Blue Grass can be acquired by resting at any Sanctuary claimed to The Stone Roots. When consumed, it restores fatigue.

## Inventory description

*"Bright blue medicinal grass. It is colloquially known as Moon Grass among those who revel in nocturnal dealings. Quaff it to restore fatigue."*
Bandaged Ring

The **Bandaged Ring** is a Ring in *Salt and Sanctuary*. It is a ring of powerful healing, reducing wounding effect by one third.

The Bandaged Ring can be found on the upper floor of The Festering Banquet.

## Inventory description

*"A ring of powerful healing. Its wearer may suffer injury, but lasting wounds will be made less severe."*
Marauder

The **Marauder** is an enemy in *Salt and Sanctuary*. They are pirates that appear on the ship in the game's opening sequence, killing the entire crew except the playable character, if the latter is skilled enough.

Marauders wield the Corsair's Backsword, using it both to slash, block and attack while jumping. They later appear as Drowned Marauders in Hager's Cavern.

## Bestiary description

*"A bandit of the high seas. They killed your captain, but you alone washed up on the shore."*
Drowned Soldier

The **Drowned Soldier** is an enemy in *Salt and Sanctuary*. He is an undead sellsword that presumably washed ashore on the island and later rotted.

Drowned Soldiers are present mostly in the Village of Smiles, but also in the Bandit's Pass and between the Sunken Keep and Red Hall of Cages. They wield an Arming Sword and Heater Shield, sometimes dropping the latter item and the Drowned Soldier's Ear when killed.

## Bestiary description

*"An unarmored drowned sellsword, he must have washed ashore. He exists in a state of undead mindlessness, but he is not completely devoid of combat skill."*
Bel

**Bel** is a character in The Pencen Pilgrimage. She was a cleric of Devara's Light at an age nearing eighty years. Bel later through unverified means summoned a large burst of light and fire, killing most in her close vicinity (including herself), but giving Mina and other paladins and other clerics of Devara's Light an advantage in battle.
Iron Pot

The **Iron Pot** is a class 0 Hammer in *Salt and Sanctuary*. It is a simple cast-iron pot that is typically used for cooking, but can be repurposed as a weapon when needed.

The Iron Pot is starting equipment for the Chef class; it can also be found in the basement of the Village of Smiles after the battle with The Queen of Smiles. It curiously cannot be used for transmutation, nor can any other weapon be transmuted into it.

## Inventory description

*"A cast-iron pot used for reducing stocks, simmering stews and, in a pinch, cracking skulls."*
Great Unification Decree

The **Great Unification Decree** was a decree introduced by King Ericho IV, forcing all inhabitants of Askaria to worship The Three rather than Devara and the Old Gods. It was mostly enforced with force from the nation's military and the feared Night Raiders.

It began three years prior to the events of The Pencen Pilgrimage, in which the decree is revealed to have forced those who rejected the New Gods to make a pilgrimage to Liven. The country of Liven itself is also known to have resisted the Great Unification Decree, presumably breaking all of its unions with Askaria.
Salt Alkymancy

**Salt Alkymancy** is the process of using salt to create artificial lifeforms. The Architect is the only known being that is capable of performing this, doing it in the Salt Alkymancery and spreading most new lifeforms throughout the island.

On the main continents, Salt Alkymancy, and the power of salt as a whole, is believed to be a fable. Some notable stories include *"undying sorcerers perched in storm-battered, impassable towers, molding the icy heart of the sea itself into bizarre, nightmarish thralls."*

## List of salt-built creatures

* Alkymancery Knight
* Bola Eye
* Saltfin Creature
* Saltless
* Spindlebeast
* The Unskinned
* Thing of Arms
Cocytus Cohort

The **Cocytus Cohort** is an elite unit of the Askarian military. They undergo intensive training in both survival and climate acclimatization to survive environments such as the snowy top of a mountain. Not all members of it persevere this training, but ones that do are well-rewarded. The cohort's insignia is a large snowflake also used on the Pruina Scutum.

In Greek mythology, Cocytus was a river in the underworld.
Hunter

*For the skill, see Hunter (skill).*
The **Hunter** is a class in *Salt and Sanctuary*. It is that of a beast hunter. It starts with the Hunter's Tricorne, Hunter's Cloak, Hunter's Gloves, Hunter's Boots, Bullwhip, Platoon Crossbow and Arming Sword. To use this equipment properly, Hunters also start with class 1 Marksman and class 1 Hunter.
Alde Griggs

**Alde Griggs** is a character and merchant in *Salt and Sanctuary*. He sits at a corner of the Mire of Stench, believing he owns the place. He asks the playable character if they are "fond of [him]" and if they answer yes, he sells the following items:

* Forestfang
* Poison Arrow
* Poison Bolt
* Pessmud
* Antidote
* Charred Doll
* Frozen Doll
* Malva Tabard
* Malva Koukoulion
* Malva Pigaciae
* Malva Cuffs
* Jute Tunic
* Jute Breeches
Flint & Steel

The **Flint & Steel** is a class 2 Sword in *Salt and Sanctuary*. It is a single-edged broadsword with a wheellock revolver crafted into the hilt; the weapon was devised by the Choir of the Dome of Light, heavily inspired by Kar'hi'i legends which frequently mention similar weapons.

The Flint & Steel is acquired by transmuting some specific Swords with the Whisperlady's Ashes, an Amber Idol and 3,500 salt. Aside from its regular use as a Sword, it can also be used as a Pistol to fire ammunition if held two-handed, as to steady the blade while the trigger is operated.

## Inventory description

*"A single-edged broadsword with a wheellock revolver ingeniously grafted into the hilt. Devised by the Choir of the Dome of Light and perhaps testament to their sin, its design draws heavily upon influences from Kar'hi legends in which descriptions of similar weapons are relatively common. Owing to its considerable recoil when firing, two hands are required to steady the blade while operating the trigger."*

*"Press [Triangle] while wielding this weapon in both hands to fire equipped ammunition."*
Jinderen

**Jinderen** is an origin in *Salt and Sanctuary*. It is an island country off the coast of Kulka'as, surrounded by a set of smaller islands known as the **Jinderen Archipelago**. Jinderen is notable for being a forbidden land due to its black-faced, demonic inhabitants; little is known about these other than that they create granite murals depicting demons such as Death.

Despite the dangers of doing so, one "unscrupulous merchant" at some point smuggled granite out of the land to create the Ashen Effigy. Very few outside them have ventured to the country.
Drowned Raider

*Not to be confused with the Rotten Raider.*

The **Drowned Raider** is an enemy in *Salt and Sanctuary*. It is a powerful Askarian raider that was sent as a sellsword to battle a foreign nation, but was shipwrecked on the island and eventually rotted.

Drowned Raiders appear exclusively in the Bandit's Pass. They wear the Raider's Harness, Raider's Portyanki and Raider's Ushanka and attack by rapidly swinging their Raider Axes in a circular motion. They can also throw the axes in a lobbing trajectory if the playable character cannot be reached. They sometimes drop the Drowned Raider's Ear when killed; the raiders also drop Grenados, despite never using them in battle.

## Bestiary description

*"The reanimated drowned remains of a barbaric raider, adorned in salt-crusted furs and armed to the teeth with crude axes."*
Salt and Sanctuary Tee

The **Salt and Sanctuary Tee** is a piece of merchandise from Ska Studios. It is a t-shirt with the logo of *Salt and Sanctuary*, also bearing the studio's logo on the back near the neck. The t-shirt was created by Shell and printed by both Canvas and Gildan in different styles.

The Salt and Sanctuary Tee is available for purchase on the Ska Studios website for 19.99 US dollars.

## References

1. ↑ https://store.ska-studios.com/collections/frontpage/products/salt-and-sanctuary-tee
The Mirekeeper

**The Mirekeeper** is a character in *Salt and Sanctuary*. She is a Bloodbrow found in the Mire of Stench after the battle with That Stench Most Foul. The character wears the Bloodbrow Cuirass and Bloodbrow Greaves, and wields the Tachi and Bloodbrow Scutum.

When talked to, The Mirekeeper asks the protagonist if they are a "hunter", before noting the presence of Redshift barriers placed by someone else, indicating that another Bloodbrow was on the island before her. She then gives them the Redshift Brand and tells them to "hunt fiercely".
Dart Brand

The **Dart Brand** is a Brand in *Salt and Sanctuary*. It is given by the Black Sands Sorcerer during the latter's first encounter, and allows the protagonist to perform the **Mid-Air Dash**: quickly "darting" horizontally through the air.

## Inventory description

*"A word of power carried in a brand. Bearing the brand grants its owner power over impetus. Wear this brand to gain the ability to perform the Mid-Air Dash feat (press [rt/ZR (depending on version)] while airborne)."*
Cleric

**This article is a disambiguation page for Cleric**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Cleric** may refer to:

* Cleric (class), a class of protagonists in *Salt and Sanctuary*
* Cleric (villager), a type of villager found in Sanctuaries
* Cleric (skill), a type of unlockable skill
Markdor

**Markdor** (sometimes referred to as the **North**) is an origin in *Salt and Sanctuary*. Anything from or of it is known as **Dorian**. It is the northernmost country in the world, containing many mountains with inhabitants that uniquely suppress all sorts of religion and magic, known as The Iron Ones. It is ruled by the Council of Steel. Inhabitants of it have have a somewhat dark skin color.

Dorians are highly capable of mining the mountains for many different types of ores such as iron, Imperial Shockstone, star quartz and others, using them to create powerful weapons and warriors such as the Northern Cross, Iron Butterfly, Dread Horsemen and Iron Legion. At some point, they occupied the neighboring Taenibir. Kraekan Wyrms were once present in Markdor's mountains as well, but they have since been eradicated by the nation's warriors.
Queen of Smiles Pinny

The **Queen of Smiles Pinny** is a piece of mercandise from Ska Studios. As the name implies, it is a wearable pinny depicting The Queen of Smiles. The pinny is produced by Pinny Arcade; it was first available at PAX 2017, but can also be bought from the Ska Studios website for 14.99 US dollars.

## References

1. ↑ https://store.ska-studios.com/collections/frontpage/products/queen-of-smiles-pinny
The Still Palace

*For the music theme, see The Still Palace (theme).*

**The Still Palace** is the final location of *Salt and Sanctuary*. It is a large palace in which The Nameless God resides, containing no items or enemies except for 3 Calling Horns and the god himself. There are many lights and candles in this area, likely due to the god's impossible desire to be born of light. Jaret is spoken to for the final time at the bridge connecting this area and the Crypt of Dead Gods.

The Still Palace has unique theme music, identically titled The Still Palace.
Tachi

The **Tachi** is a class 2 Sword in *Salt and Sanctuary*. It is an unusually light and graceful sword created using folded steel from Kar'hi, bearing a rippled pattern similar to that of ocean waves on the slightly-curved blade.

The Tachi can be found in a room with Split Swordsmen in the Red Hall of Cages; it can also be acquired by transmuting the Varangian Spatha with a Retchfeeder Maw, an Amber Idol and 3,500 salt. As implied by its description, it is a very fast-hitting weapon (nearly as fast as a Dagger), likely the reason why it is wielded by both Kesh Graydaughter and the Black Sands Sorcerer.

The Tachi is directly based on a real-world weapon of the same name.

## Inventory description

*"An unusually light and graceful sword crafted from folded Kar'hi'i steel. Its gently-curved blade bears an undulating, rippled pattern reminiscent of ocean waves."*
Rotten Raider

*Not to be confused with the Drowned Raider.*

The **Rotten Raider** (formerly known as **Night Raider**) is an enemy in *Salt and Sanctuary*. They were once a feared troop used by Askarian forces to enforce the Great Unification Decree (giving them an important role in The Pencen Pilgrimage), but were later rotted by time and weather on the island.

Two groups of Rotten Raiders appear in-game: the first in the Fort-Beyond-the-Mire, the second shortly outside the Ziggurat of Dust. They behave identically to Rotten Walkers, but are much more powerful. They sometimes drop the Rotten Raider's Ear when killed.

## Bestiary description

*"A drowned Night Raider, rotted by time and weather. The Night Raiders are such a fearsome troop; that they could be reduced to shambling fodder such as this is a testament to the fleeting strength of man."*
Redhair Charm

The **Redhair Charm** is a Charm in *Salt and Sanctuary*. It is a simple charm of soft, red fur taken from a baby Arrox.

The Redhair Charm is found on the top-left of the Mire of Stench, near that area's shrine. It increases outcoming attack power by 50% while the wearer is at less than 25% health.

## Inventory description

*"A simple charm of soft red fur taken from a baby arrox. Arrox [sic] are fiercely protective of their young, and successfully collecting the fur of a baby arrox requires a particular combination of bravery and foolishness."*
Whisperman

The **Whisperman** is an enemy in *Salt and Sanctuary*. They were members of the congregation of the Dome of Light, but were later cleansed of sin by The Untouched Inquisitor and trapped there.

In-game, Whispermen are found throughout the Dome of the Forgotten, but Undersight is required to see them. They attack by slashing and drop the Whisperman's Ashes when killed.

## Bestiary description

*"A former member of the congregation of the Dome of Light, made the First Lamb by the Untouched Inquisitor, who saw sin on them. Silent and forgotten, they roam the halls, their place of solace now an eternal prison."*
Tree of Bones

The **Tree of Bones** (also known as **Tree Altar of Bones**) is an unused item in *Salt and Sanctuary*. It is a tree of human bones, presumably meant for use of claiming a Sanctuary to the creed of the Mad King. However, neither the Mad King nor any signs of his creed are seen or mentioned in-game, and this item, even if obtained via hacking, is completely unusable.

The manner of constructing items out of human bones resembles various practices of the Order of the Betrayer, which *does* exist canonically.

## Unimplemented Inventory description

*"A tree made of human bones. It is meant not to mock, but to dwell on the soul of man. Place Tree Altar of Bones in a vacant Sanctuary to claim it for the Mad King, who died and kept on living."*
The Poisoner's Field Guide

**The Poisoner's Field Guide** is a writing in the Tree of Skill. As the name implies, it is a field guide of various poisons written by an unidentified team of "makers". The guide mainly focuses on various uses and the origin of Pessmud, though it also describes other poisons such as Frostgel, Spidersting and Brownvapor.
Red Lord

The **Red Lord** is an enemy in *Salt and Sanctuary*. They were the keepers and wardens of the Red Hall of Cages, but eventually deformed as their minds (or "hearts") grew sicker and sicker. By the events of the game, they are as much prisoners as the Caged Men.

Red Lords wear the Warden's Smock, Warden's Chaps, Warden's Branks and Warden's Gloves, attack using the Red Eclipse and block using the Flayer's Rack. They sometimes drop the Red Lord's Ear when killed.

## Bestiary description

*"Ruler of the Red Hall of Cages. Red Lords once resembled something more like men, but as their hearts grew more sick, so did their bodies."*
NG+

**NG+** (short for **New Game+**) is an alternate difficulty setting in *Salt and Sanctuary*. After completing the game, players may reload the save file they completed it on and start over the game (excluding the ship introduction) and keep all their items and upgrades, but enemies are significantly more powerful. If they complete the game again on NG+, it will start over with a higher difficulty than that; this repeats until after NG+7.

NG+ is shown by a yellow mark on the save file.
Northern Cross

The **Northern Cross** is a Greatscissor in *Salt and Sanctuary*. It was created by a Dorian swordsmith who learned of Askaria's Jaws of Death and tried to avoid being outdone by that nation by improving on the weapon's design. After trying at this for years with countless failed prototypes, he finally created this successful, superior model by shaping one blade from star quartz and and other from duralumin. However, the rarity of star quartz prevented the Northern Cross from large-scale production.

Like the Jaws of Death, the Northern Cross behaves much like a Greatsword in battle. It can also perform the powerful shear due to the scissor-like construction.

## Inventory description

*"An elaborate weapon crafted by a swordsmith from Markdor who, upon learning of the Askarian army's Jaws of Death, was loath to be outdone by a rival nation and set about the task of improving upon the original design. Several years and countless failed protypes later, the project finally produced its first successful model by shaping one blade from piezoelectric star quartz and the other from conductive duralumin. Dubbed the "Northern Cross," this masterpiece of Dorian craftsmanship did indeed surpass its Askarian counterpart but ironically, large-scale production proved impossible due to the rarity of star quartz. Press [y] while wielding this weapon in both hands to shear."*
Spindlebeast

The **Spindlebeast** is an enemy in *Salt and Sanctuary*. It is a unicorn-like creature created through The Architect's Salt Alkymancy. According to the official description of the Salt and Sanctuary Holiday Cards, it is typically thought of a ruthless creature, but can be tamed with the proper knowledge, though this may not be canonical.

Spindlebeasts are found only in the Pitchwoods, and are considered to be one of the most dangerous enemy types in the game. When one spots the playable character, it will run towards and impale them using the sword-like appendage on its head, causing extremely high damage; enough to kill one instantly or bring their health to nearly nothing. They are, however, possible to avoid completely if they do not fall from the disappearing platforms above. Spindlebeasts do not drop anything unique when killed.

## Bestiary description

*"Another of the Architect's salt-built abominations. Back on the continents, Salt Alkymancy is a thing of horrible fables: stories of undying sorcerers perched in storm-battered, impassable towers, molding the icy heart of the sea itself into bizarre, nightmarish thralls."*
Tainted Greatshield

The **Tainted Greatshield** is a class 5 Tower Shield in *Salt and Sanctuary*. Carried by Alkymancery Knights, it is a horned shield composed by an unidentified light-silver metal, the same one as the knights themselves. The shield emanates an aura of twisted energy that is corrosive to Saltborn, making it impossible to use by most of them.

The Tainted Greatshield can be found in a chest on the bottom floor of the Salt Alkymancery, near an Alkymancery Knight and a Saltfin Creature. If the protagonist is corrupted by the Order of the Betrayer, they will gradually take damage from using this shield.

## Inventory description

*"A menacing horned shield composed entirely of an unidentifiable light-silver metal. It emanates a sickening aura of unbridled malevolence and was presumably woven with the same abhorrent arts as the Aklymancery [sic] Knight that once carried it. Although this shield's twisted energy is corrosive to the bodies and souls of saltborn, one with the strength to resist its caustic effects will find it to be an exceptionally powerful - if unlikely - ally."*
Transmutation

**Transmutation** is a technique in *Salt and Sanctuary* that allows nearly any weapon, Shield or armor piece to be turned into another. It can only be done at an Alchemist, and typically costs the weapon the protagonist would like to transmute, a material dropped by a specific enemy and a set amount of salt.
Royalist's Armet

***"Alwyte helmet of Askaria's elite Royal Guard. Askaria has long been at war with Tristin, but from time to time the two nations have found brief peace through marriages."***

The Royalist's Armet is the helmet of the White Armor Set. The Royalist's Armet along with the rest of the set can only be obtained upon completion of Fern's questline. It is a Tier 3 heavy armor and has a weight value of 8.

At base the Royalist's Armet's stats are as follows:

6.8 poise, 12.6 strike, 20 slash, 12 fire, 22.3 lit, 10.8 poison, 19.6 holy, and 26.7 arcane.

Upgraded to max the states are:

6.8 poise, 26.5 strike, 38.9 slash, 23.3 fire, 43.6 lit, 21 poison, 57.6 holy, and 52.2 arcane.
The False Jester

**The False Jester** is a "formidable Kraekan of undefined shape" and the second boss of the Sunken Keep in *Salt and Sanctuary*. It mimicked the Mad Jester in order to attack anyone in search of them.

When engaged, The False Jester battles using various thrusts and stabs with its sword, as well as leaping ahead. When vanquished, it yields The False Jester's Ear and The Imposter.

## Bestiary description

*"A formidable Kraekan of undefined shape. The False Jester assumed this form to lure, snare, and impale adventurers in search of the true jester."*
Taenibir

**Taenibir** is an origin in *Salt and Sanctuary*. Anything of or from it is known as **Birian**. The country was once famous for its trade of unique items such as Birian Fire as well as its mercenaries known as Birian Lowlanders, but was later reduced to poverty by occupation from the neighboring Markdor. Taenibir is one of the only countries in the world where the majority are still parts of The Stone Roots. Inhabitants of the nation have a dark skin color, greatly differing from those of the neighboring Markdor and Dor Isle and instead more closely resembling those of Liven.

The Nomad was originally a Birian.
Saltwood

**Saltwood** is a type of tree mentioned in *Salt and Sanctuary*. Their branches are used to create the Saltwood Branch, indicating that the trees have some magical properties; according to the Tiching Codex, they exist partially in the fabric of Fire and Sky. The tree is also a popular symbol of prosperity, depicted on the Sunset Kite Shield.
Shivering Shore

The **Shivering Shore** is the first location encountered in *Salt and Sanctuary*. This is where the playable character washes up after their battle with The Unspeakable Deep, and can be considered the game's tutorial area. The Shivering Shore is where Jaret asks the player what their creed is, several Jurney Bottles explain the game's controls, and the first Sanctuary is present. Some weaker enemies such as Rotten Walkers also appear here.
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Torturer

The **Torturer** is an enemy in *Salt and Sanctuary*. It is a torturer of the Red Hall of Cages that wields the Red Guillotine and wears the Torturer's Veil.

Torturers are found purely in the Red Hall of Cages, as implied. They attack by slashing with the Red Guillotine; while they have little health, this can cause heavy damage. Their unique drops when killed are the Torturer's Ear, Torturer's Veil and Red Guillotine.

## Bestiary description

*"A torturer of the Red Hall of Cages. Torturers are quick with their heavy red cleavers, which are designed to tear at flesh as they cleave."*
Mend

**Mend** is a class 1 Prayer in *Salt and Sanctuary*. It heals the protagonist and reduces some wounding, i.e. HP that cannot be restored normally. Using it also creates a tree-like image around the protagonist depicted at various other points throughout the game.

Mend can be found in a pouch near the top of The Festering Banquet; it can also be bought from Clerics of any creed.