recursal/Fanatic-Fandom huggingface dataset:
Vilehawk

The **Vilehawk** is an enemy in *Salt and Sanctuary*. They were tribespeople of the eastern Liven forests that viewed themselves as "birds of prey", living purely by hunting and requiring a rite of passage of highly capable hearing. They also played politics, mostly avoiding the wrath of the country by bribing officials and turning their own over to royal authorities when necessary. They wear the Raptor Visor, Raptor Brigandine and Raptor Sabatons.

Vilehawks are found in The Watching Woods and upper part of the Sunken Keep. They are highly agile and can jump across large gaps and around tree platforms, attacking by shooting Arrows from the Vilehawk Bow. The Vilehawk's Ear is their unique drop when killed, along with much of their equipment.

## Bestiary description

*"Agile, tree-dwelling brigand, originating somewhere deep in the eastern Liven forests. In Liven, the Vilehawk tribes tended to play politics just enough as to not incur the wrath of the regular army, primarily by bribing officials and, when necessary, turning over their own to royal authorities."*
Star quartz

**Star quartz** is a rare, piezoelectric material mined in the mountain strata of Markdor. It is prized for its uncommon hardness and powerful electric charges it generates when subjected to pressure and impacts. Due to these qualities in battle, star quartz was partially used to create both the Northern Cross and Aster Monolith.
Wrathful Dead

The **Wrathful Dead** is an enemy in *Salt and Sanctuary*. It is a witch of Tristin that was violently executed ("bound and scattered") by Carsejaw the Cruel.

Despite being executed on Tristin, none of these are found in the Pitchwoods; they are instead present in Hager's Cavern and The Ruined Temple. Wrathful Dead float around the protagonist and occassionally attack by screaming, causing a minor shockwave that damages anything in their close vicinity. They sometimes drop the Wrathful Dead's Bindings when killed.

## Bestiary description

*"A violently executed witch of the northern coast duchy of Tristin. When the pretender Duke led his infamous witch hunts, many innocent women were "bound and scattered," as the execution method is called."*
Whisperlady

The **Whisperlady** is an enemy in *Salt and Sanctuary*. They were the choir of the congregation, but were eventually cleansed of sin by The Untouched Inquisitor.

Whisperladies are only present in the Dome of the Forgotten, on a few platforms above the "arena" where The Untouched Inquisitor is fought. Like Whispermen, the Undersight is required to see them, and thus they are revealed appear and behave nearly identical to Pale Witches. Whisperladies drop the Whisperlady's Ashes when killed.

## Bestiary description

*"A former member of the choir of the Dome of Light, made the First Lamb by the Untouched Inquisitor, who cleansed the Dome of sin."*
Obsidian Pillar

The **Obsidian Pillar** is a class 3 Greathammer in *Salt and Sanctuary*. It is a large, jet-black warhammer of hardened iron, originally meant for Jaret's royal guards. However, the weapon was modified for use by Armor Guardians instead when it proved too heavy for use by regular Saltborn soldiers.

The Obsidian Pillar is acquired by transmuting any Greathammer with the Armor Guardian's Ashes, an Amber Idol and 10,000 salt.

## Inventory description

*"An enormous jet-black warhammer used by the Armor Guardians of the Castle of Storms. Few living creatures can withstand a blow from this veritable mountain of hardened iron and fewer still can so much as lift it, let alone carry it into battle. This early example was meant to be wielded by King Jaret's royal guards, but when the design proved too heavy for living soldiers it was modified for use by the King's towering golems instead. Its practical utility in the hands of an ordinary saltborn is questionable at best."*
Mage (class)

The **Mage** is a class in *Salt and Sanctuary*. It is that of an acolyte mage typically of the Keepers of Fire and Sky (not yet a Mage of Fire and Sky). The Mage class starts with the Acolyte's Kontusz Acolyte's Gloves, Acolyte's Boots, 2 Arming Swords (one for both loadouts), a Saltwood Branch, Flashfire and a Link of Fire and Sky. They also begin with class 1 Magic User and class 1 Magus.
Flintlock Pistol

The **Flintlock Pistol** is a Pistol in *Salt and Sanctuary*. It is a simple lever-action pistol that fires a variety of ammunition types as clusters of small projectiles using a flintlock mechanism. The weapon is mass-produced by "a reputable gunsmith".

The Flintlock Pistol is found above the Sanctuary in the Dome of the Forgotten; it is also sold by a variety of Smiths and Alchemists.

## Inventory description

*"A simple lever-action pistol that utilizes a flintlock mechanism to ignite a charge of black powder, propelling forth a cluster of small projectiles. Mass-produced with quality materials by a reputable gunsmith, this weapon is designed to fire a variety of ammunition types including elemental and poison loads in addition to standard lead shot."*
Masterless Knight

The **Masterless Knight** is a character in *Salt and Sanctuary*. His origins are never stated, but the fact that he wears the Scorpion Krug, Scorpion Dizcek and Scorpion Kolluk (though curiously not the Scorpion Migfer) suggests that he was a part of the Desert Sentry. Additionally, he wields the Boeotian Greatshield and the Infantry Pollaxe.

The character appears various times throughout the protagonist's own journey, nearly every time creating a new goal of his own.

## Appearances

The Masterless Knight first appears outside The Festering Banquet after the battle with The Sodden Knight, asking the playable character what their quest is and revealing his own: to go to the Castle of Storms and slay its guardians and the Kraekan Wyrm. He also notes that the bridge to it is broken and hints about the Mad Jester. If they answer yes to his first question, he will later be at the edge of the Castle of Storms, sharing rumors he has heard about the Despondent Thief and her Shadowflip Brand as well as wondering about the origin of the castle.

After the playable character obtains the Shadowflip Brand, he is present between the Castle of Storms and the Dome of the Forgotten. The knight notices that they slayed the "dragon", and he wasn't there to help. Thus, he decides to make a new quest: invading the Ziggurat of Dust, before changing his mind to going to the Red Hall of Cages in order to avoid the Dome of the Forgotten. The Masterless Knight is encountered a fourth time in Hager's Cavern, and notices the Castle of Storms and Red Hall of Cages' similarities to locations in Kulka'as and Askaria, and speculates that it is the work of "some mad architect".

Much later, he is present in The Ruined Temple, having met a woman from Kulka'as who wondered what the "point of it" all was. He simply answered that "we must quest" and reveals that she was later devoured by beasts. The Masterless Knight also states that he had been adventuring since the age of thirteen and decides to go into the Pitchwoods next. He is found for a final time at the end of the Pitchwoods, after the battle with Carsejaw the Cruel, deciding that his quest has ended here, but "a dozen more take its place". He gives the playable character A King's Orders which he had found along the way and says one final thing: "Despair is nothing more than a forfeiture of privilege." After this final piece of dialogue, players earn the Wise Words trophy.
Order of the Betrayer

*For the trophy, see Order of the Betrayer (trophy).*
The **Order of the Betrayer** is a creed in *Salt and Sanctuary*. They are a blood cult-like group worshipping Azredak, a god of bloodletting whose ultimate goal and "glimpse of his dark reign" is a world where black clouds blot out the sky and the sea runs red with blood from people killing each other, eventually drowning Azredak's sister Devara.

The creed is represented by the Skull Trophy, a human skull; it is also known to use human skeletons to create the Bone Key as well as a clothing set: the Grim Headdress, Grim Justacorps, Grim Bracelets and Grim Tassets. Finally, they drink human blood, the Blood Vial, to heal. They also make extensive use of Azredak's arcane magic, with Spells such as the Dark Coil, Dark Reach, Dark Arrows and Dark Swarm. The only Sanctuary claimed by them is located in The Blackest Vault. Taking its oath earns the player the Order of the Betrayer trophy.

Due to all this, the creed has an unique effect of corrupting the protagonist, eventually changing the game's interface to a blacker tone and causing them to be rejected and attacked by members of other creeds. This can be cleansed by The Candlelit Lady.
Chained Man

*Not to be confused with the Hanged Man.*

A **Chained Man** is an enemy in *Salt and Sanctuary*. They appear and behave identically to Caged Men, but hang on a chain instead of walking. Chained Men are seen throughout the Red Hall of Cages, but only attack the playable character and can be physically interacted with during the battle with The Tree of Men. During that one, they must all be killed for the boss to reveal its "core" on the head.
The Untouched Inquisitor

**The Untouched Inquisitor** (also known as **Alasdair**, **True Priest of Light** and the **Voice of Her Voice**) is the master of the Dome of the Forgotten and the first boss of that area in *Salt and Sanctuary*. He is an undead priest of a female god (presumably Devara) who saw sin in the Dome and turned its inhabitants into the three "Lambs"; these were the congregation, Laineia and Kinoa. Doing this eventually resulted in it becoming a doomed place forever trapped on the island.

In-game, the Inquisitor floats around and battles exclusively using various techniques with his dual Purifiers. When killed, the boss yields The Untouched Inquisitor's Ashes and The Dome.

## Bestiary description

*"Alasdair, True Priest of Light, Voice of Her Voice, The Untouched Inquisitor. A holy man who saw sin in what was once called the Dome of Light, he saw to it that that with sin was made sacrifice, so that the Untouched could flourish. The First Lamb was the congregation, the Second Lamb was Laineia, the Dome's Lady of Light, and the Third Lamb was Kinoa, her beloved pet."*
Spear Imp

The **Spear Imp** is an enemy in *Salt and Sanctuary*. They are lesser Kraeken most famously known for their role in the Trials of Alderen.

In the game, Spear Imps are present in the basement of the Village of Smiles, the Ziggurat of Dust and Mal's Floating Castle. They fly in swarms and attack using their Razorbacks; they are stated to not be necessarily trying to kill, instead simply enjoying the screams of their victims. When killed, they drop the Spear Imp's Horn and Soldier's Spear, despite not using the latter

## Bestiary description

*"A lesser Kraekan of the island. Spear Imps are most famously known from the Trials of Alderen, an old fable about a knight who was given six tasks by an evil wizard who held his betrothed captive. On each task, the knight was bedeviled by Spear Imps, killing dozens, but sustaining twice as many wounds."*
Purifier

The **Purifier** is a Reaper in *Salt and Sanctuary*. Two of them are wielded by The Untouched Inquisitor.

The weapon is acquired by transmuting any Reaper with The Untouched Inquisitor's Ashes, an Amber Idol and 10,000 salt. It notably deals a high amount of Holy damage.

## Inventory description

*"A peculiar weapon forged from the remains of the Untouched Inquisitor, self-ordained arbiter of the Dome of Light. The soulless Inquisitor, burdened neither by emotion to cloud his judgment nor guilt to stay his hand, suffered no prejudice and knew no mercy. He handed down verdicts with frigid indifference and carried out sentences with irreproachable impunity."*
Torturer's Veil

The **Torturer's Veil** is a class 1 Light Armor Helm in *Salt and Sanctuary*. It is a black leather mask worn by Torturers, likely meant to intimidate their victims. It is difficult to see out of, however.

The Torturer's Veil can be acquired as a drop from Torturers. Like the Sadist's Veil, it has a notably high defense against fire.

## Inventory description

*"A black leather torturer's mask. Doesn't allow for spectacular visibility, but it's intimidating enough."*
Bound Arrox

The **Bound Arrox** (normally known simply as **Arrox**) is an enemy in *Salt and Sanctuary*. They are normally clever and gentle despite their brutish appearance in the wild, but the specimens seen in-game have been inhumanely bound, trained and conditioned to defend the Ziggurat of Dust from outsiders. Specimens in the wild are also highly protective of their young, though one person was nonetheless able to use a baby Arrox's fur to create the Redhair Charm.

Bound Arroxes attack exclusively using physical attacks with the axes mounted on their claws, which can potentially do large amounts of damage. They sometimes drop the Arrox's Ear when killed.

## Bestiary description

*"A powerful wild creature, inhumanely broken, prepared, trained and conditioned to defend the Ziggurat of Dust from outsiders."*
Self Bow

The **Self Bow** is a Bow in *Salt and Sanctuary*. It is a simple bow created with hardwood and sinew, used mainly for hunting and by children on the Western continents, the latter to learn how to hunt.

The Self Bow is found in a pouch in the basement of The Festering Banquet; it is also sold by Blacksmiths of The Stone Roots, the Order of the Betrayer and The House of Splendor.

## Inventory description

*"A simple bow cut from a single curved hardwood branch and strung with sinew. Used mainly for hunting small game, bows of this type require only a few basic materials and are relatively easy to construct. For children in many of the Western continent's forest-dwelling tribes, crafting one and mastering its use are not only integral elements of their communities' coming-of-age ceremonies, but practical skills of everyday life as well."*
The Coveting

**The Coveting** are partially the bosses of The Ruined Temple. They are two "spectral slaves" that wield The Coveted, but cannot be hurt themselves. Aside from attacking with the axe, they can also summon magic projectiles shot at the player. When The Coveted is destroyed, these seemingly "die" as well and become recorded in the Bestiary.

It is unknown who The Coveting were originally; they are speculated to be Executioner Erlang and Kuchet, but the number of humans that have wielded The Coveted along with their unidentifiable appearance makes it impossible to specify.

## Bestiary description

*"An ethereal spirit. It may be the spirit of Executioner Erlang, or that of his son, Kuchet, but it doesn't really matter: both are spectral slaves with no identity, imprisoned forever by an otherworldly desire to possess the executioner's axe known as The Coveted."*
Undersight (effect)

**Undersight** is an effect in *Salt and Sanctuary*. It is achieved through either quaffing a Phial of Undersight or using the Undersight Incantation. Undersight allows the protagonist to see "what lurks in a dimension to ethereal to be perceived by mortal vision": Whispermen and Whisperladies. However, it is not required to see other "ghost"-like enemies such as Clay Phantoms and The Coveting.
White Plate Armor

***"Alwyte cuirass of Askaria's elite Royal Guard, wrapped in a magnificent velvet cape. Armor in this style is issued only to the mightiest of Askaria's champions after taking an oath of lifetime service to the Crown."***

White Plate Armor is the chest piece to the White Armor set, which is only obtainable via Fern's questline. It is a Tier 3 heavy armor, and is worn only by the White Knight found on the right side of the Ziggurat of Dust. It has a weight value of 20. Both the strike and arcane defenses lower when upgraded.

The stats of the White armor plate at base are:

17 poise, 34 strike, 50 slash, 30 fire, 56 lit, 27 poison, 74 holy, 67 arcane.

At max upgrades the stats are:

17 poise, 31.1 strike, 97.2 slash, 71.3 fire, 121.5 lit, 53.1 poison, 86.5 holy, and 22.7 arcane.
The Trials of Alderen

**The Trials of Alderen** is an old fable about a knight who had to rescue a woman he was to marry from an evil wizard who held her captive. The knight was given six trials to do this, and during each, he was attacked by Spear Imps and killed many, but was severely wounded.

It is unclear how the fable ends, or who "Alderen" was.
Siam Lake

The **Siam Lake** is a location in *Salt and Sanctuary*. It is an unnatural reservoir of salt magic that flows into the Salt Alkymancery. It is guarded by The Witch of the Lake and is where Jaret is spoken to for a third time. Notably, the Siam Lake also connects to the Pitchwoods and The Blackest Vault.

Not much else is found here due to the area's small size.

"Siam" was previously the name of Thailand; it is unknown if there is any intended connection between the real-world country and this in-universe location.
The Ruined Temple

**The Ruined Temple** is a location in *Salt and Sanctuary*. It was originally built on Markdor (or a nearby location) as a testament to the power of Mountainsmiths, but was later corrupted, likely by The Coveted which is the boss of the area. During the events of the game, it is placed under the Dome of the Forgotten and contains some "instructions" in dead Tristini languages.

The Temple contains several enemy types, the unique ones being Bedspiders and Things of Arms. The bosses of it are The Coveted (as mentioned) and The Coveting. After it, players may continue to the Siam Lake and Pitchwoods.
Seawolf Cutlass

The **Seawolf Cutlass** is a class 4 Greatsword in *Salt and Sanctuary*. It is a severely warped cutlass wielded by the Disemboweled Husk; a less mangled variant of it was presumably used by its former self Hager.

The weapon is acquired by transmuting any Greatsword with the Disemboweled Husk's Doll, an Amber Idol and 10,000 salt.

## Inventory description

*"A horrifically warped cutlass pried from the cold, dead hands of Dread Pirate Hager... or what remained of him. Throughout the continents it is often said that there are fates worse than death. This mangled blade and its grotesquely-mutilated former owner are chilling proof of that somber adage."*
Ship Captain

The **Ship Captain** (known simply as **captain** in-game) is a minor character in *Salt and Sanctuary*. He appears on the ship during the game's opening sequence, warning the playable character about Marauders trying to steal their princess before being killed by one shortly afterward.

He wears the Officer's Frock Coat and Officer's Jackboots, and wields the Wooden Targe.
Primitive Bones

The **Primitive Bones** is an enemy in *Salt and Sanctuary*. It is a human skeleton reanimated, adorned in primitive raider's armor and wielding the Barbarian's Cudgel and Gangplank Manlet. They are implied to have been undead for a long time.

Primitive Bones are found purely in Hager's Cavern. They attack by swinging the Barbarian's Cudgel, causing heavy knockback, and drop the Primitive Bones' Rib when killed.

## Bestiary description

*"A reanimated human skeleton adorned in raider's armor. Its weapons surely are primitive, but they're far heavier than what an average man could wield. Whatever magic animates this creature must be immensely powerful."*
Reign of Blood

The **Reign of Blood** was a time period before the events of *Salt and Sanctuary*, during which The Queen of Smiles ruled over Liven and killed innocent civilians, adorning her wall with their "smiling" corpses. It began with King Adnan's death which put Lenaia in "unrest", and was ended when a group of protesting villagers killed the Queen. She and the Village of Smiles she apparently lived in were then claimed to the island.
The Dried King

**The Dried King** (real name: **Quan In**) is the first boss of the Ziggurat of Dust in *Salt and Sanctuary*. He is the former **Sun King** of Kulka'as, a prized ruler who let build the building he resides in. However, he has since gone mad with paranoia and despair, which is speculated to be due to reliance on his older brother Tam In, who had become The Bloodless Prince. He spent his last years hiding in the Ziggurat of Dust in extreme paranoia, frequently lashing out against imagined demons with searing flame.

When engages, The Dried King battles exclusively using fire-based attacks; it is these he is implied to also use to take out his demons. When killed, he drops The Dried King's Ashes, The Ziggurat and indirectly allows players to meet the Black Sands Sorcerer for the first time.

## Bestiary description

*"The skeletal revenant of Quan In, Sun King of Kulka'as. He presided over his realm during an era of unrivaled prosperity, but with each year's bounty, his paranoia and despair increased more rapidly. Did it have something to do with the rumors about his long dead brother still having a hand in ruling the kingdom?"*
Wraithclaw

The **Wraithclaw** is a Whip in *Salt and Sanctuary*. It is a chain whip normally found as the arm of a Blade Wraith, composed of an unknown lightweight metal and a shearlike claw at the end. The weapon' matte surface shows no signs of wear.

The Wraithclaw can be acquired by transmuting any Whip with the Blade Wraith's Ashes, an Amber Idol and 3,500 salt.

## Inventory description

*"The business end of this chain whip sports a wickedly-honed shearlike claw. Formerly the arm of a Blade Wraith, one of many inexplicable forms of unnatural life found on this cursed island, but completely inanimate now that it has been separated from its owner. It is composed of an unidentifiable but extremely lightweight metal whose matte surface is oddly devoid of any signs of wear."*
Salt Alkymancery

The **Salt Alkymancery** is a location in *Salt and Sanctuary*. This is where The Architect performs Salt Alkymancy using salt from the Siam Lake, creating some creatures that appear here only, including Bola Eyes, Alkymancery Knights and Saltfin Creatures. The Saltless are also most prevalent here.

The Salt Alkymancery has two bosses: The Architect and The Unskinned. It connects to the Crypt of Dead Gods and The Still Palace, the latter only via a long series of caverns.
Poison Cytoplasm

The **Poison Cytoplasm** is an enemy in *Salt and Sanctuary*. It is a malicious mutation of regular Cytoplasms created by releasing Brownvapor, revitalizing its flesh as this poisonous creature. Poison Cytoplasms are found throughout The Watching Woods.

Poison Cytoplasms hang onto trees and ledges, and when the playable character goes under one, the former drops down and traps the latter in itself, severely poisoning them. This can be prevented by attacking the Cytoplasm first. If they survive the poisoning, the creature jumps off, only to again jump onto them shortly after. When killed, the creature often drops a Poison Cytoplasm Gel.

## Bestiary description

*"Shapeless mass of toxic, gelatinous goo. Poison Cytoplasms are a highly malicious mutation of the more innocuous 'normal' Cytoplasms."*
Tetraodon tribe

The **Tetraodon tribe** is an indigenous people from the northern seaside cliffs of Coastrock. Although most of Coastrock is an industrialized Federation, these people live relatively isolated from the rest of the population, crafting unique weapons such as the Carapace Pavise, Cephalopounder, Oar and Tetruncheon to defend their villages from others. Many are trained from an early age in a martial art of only using the Oar for combat.

The tribe is also known to believe in "evil spirits", driving them away with the ammoniac stench of the Cephalopounder.
Nomad

The **Nomad** is a character and merchant in *Salt and Sanctuary*. He originally sold "trinkets" on Taenibir, but was claimed to the island while sailing to Kar'hi having been motivated by "talk of wealth". In-game, he is first present at The Festering Banquet, but later moves to the edge of the Castle of Storms and requires both the Shadowflip Brand and Vertigo Brand to reach. He sells the following items:

* Lock of Hair
* Endless Fang
* Bolt
* Flame Bolt
* Torch
* Stained Page
* A Soldier's Poem
* Hateful Jawbone
* Beggar's Rags
* Fleshbound Basque
* Doppelsöldner Set
* Mildewed Chemise
* Umbral Set
* Alkymancer's Simar
* Golem Set
* Overlord Set
Mother Merle

The **Mother Merle** is an enemy in *Salt and Sanctuary*. She is a creature of unclear origin that acts like a mother to anything she encounters, trapping it in her cage (resembling a long skirt) forever.

Mother Merles are relatively uncommon, found only in The Ruined Temple and Mal's Floating Castle. They attack by headbutting and trapping protagonist by jumping onto them and stabbing them while the latter is inside. Their unique drop when killed is the Mother Merle's Beak.

## Bestiary description

*"Although never having children of their own, Mother Merles have many characteristics of over protective mothers. She considers any creature unfortunate enough to fit in her cage her child and desires to keep them close to her forever, whatever state of living or dead that may be."*
Sandin Plague

**Sandin Plague** is a disease. Prior to the events of *Salt and Sanctuary*, it swept across the land of Kulka'as and claimed thousands, including the then-young Tam In. It appears to turn its victims into clay, destroying their bodies but not killing them completely. Ar least some of these victims then continue to consume clay, becoming enormous in size.

Little else is known about Sandin Plague, or how it was eradicated.
Trophy

Trophies also known as achievements, are the achievements you get for completing certain goals, there are 36 Trophies in total, They are as follows:

1. The Banquet- Defeat the Sodden Knight,
2. The Village- Defeat the Queen of Smiles,
3. The Keep- Defeat the Kraekan Cyclops,
4. The Forest- Defeat the Mad Alchemist,
5. The Imposter- Defeat the False Jester,
6. The Castle- Defeat the Kraekan Wyrm,
7. The Red Hall- Defeat the Tree of Men,
8. The Cave- Defeat the Disemboweled Husk,
9. The Mire- Defeat that Stench Most Foul,
10. The Dome- Defeat the Untouched Inquisitor,
11. The Sacrifice- Defeat the Third Lamb,
12. The Ziggurat- Defeat the Dried King,
13. The Ruins- Defeat the Coveted,
14. The Pitchwoods- Defeat Carsejaw the Cruel,
15. The Lake- Defeat the Witch of the Lake,
16. The Alkymancery- Defeat the Unskinned and the Architect,
17. The Crypt- Defeat the Kraekan Dragon Skourzh,
18. The Palace- Defeat the Nameless God,
19. Find Sanctuary- Claim Your First Sanctuary,
20. Find Salvation- Escape the Island,
21. The Unspeakable Deep- Defeat the Unspeakable Deep,
22. Coastrock- Aid a despondent thief,
23. Wise Words- Aid a questing Knight,
24. Fading Fast- aid an unraveling sorcerer,
25. Branded- Discover your first brand,
26. Storied- Bear all possible brands,
27. The Three- Take an oath to The Three,
28. Devara's Light- Take an oath to Devara's Light,
29. The Iron Ones- Take an oath to The Iron Ones,
30. The Stone Roots- Take an oath to The Stone Roots,
31. Keepers of Fire and Sky- Take an oath to The Gods of Fire and Sky,
32. The House of Splendor- Take and oath to The House of Splendor,
33. Order of the Betrayer- Take an oath to the Order of the Betrayer,
34. Devoted- Achieve the maximum devotion level in your creed,
35. Honed- Achieve the maximum upgrade level of a weapon,
36. Dominion- Become the new lord of the island.
Red Guillotine

The **Red Guillotine** is an Axe in *Salt and Sanctuary*. It is a long and heavy machete used by Torturers for executions, designed specifically to quickly sever cervical vertebrae, hence why the weapon is wielded as an Axe rather than a Sword.

The Red Guillotine is obtained either as a drop from Torturers, or by transmuting a Torturer's Ear with any Axe, an Amber Idol and 10000 salt. If wielded by a protagonist with insufficient skill, the weapon will be dropped midway through an attempted cleave, doing no damage.

## Inventory description

*"An unusually long and heavy machete used in the Red Hall of Cages for executions. Its weighted blunt tip, broad blade and single-beveled edge are designed for severing cervical vertebrae with a single downward cleave; hence it is wielded as an axe rather than a sword."*
Stone Cleaver

The **Stone Cleaver** is a class 2 Axe in *Salt and Sanctuary*. It is a large cleaver knapped from a slab of flint and wielded by Cave Keepers.

The weapon is acquired by transmuting any Axe with the Cave Keeper's Ear, an Amber Idol and 3,500 salt.

## Inventory description

*"A massive cleaver knapped from a solid slab of flint. Judging by the sophisticated abrading techniques apparently used to achieve its astonishingly keen edge, the Cave Keepers who wield these weapons are far more intelligent than their beastly countenances might suggest."*
Murdiella Mal

**Murdiella Mal** (also called the **Murderfly**) is an insectoid and fairy-like Kraekan in *Salt and Sanctuary*. She is the **Queen of Moonless Sky** and the boss of Mal's Floating Castle, residing at the roof of the building. She "exists partially in the ethereal fabric of fire and sky" as well.

Mal battles exclusively using holy attacks, including a large "slash" combined with teleporting, small "rain" on areas marked white, and homing projectiles. When vanquished, she drops Murdiella Mal's Ashes (but uniquely no salt) and allows access to several items on the top-left side of her castle.

## Bestiary description

*"Murdiella Mal, the insectoid Kraekan, the Murderfly, the Queen of Moonless Sky. She exists partially in the ethereal fabric of fire and sky, her tendrils weaving in and out of the celestial realm."*

## Trivia

* The fact that Mal is the "Queen of *Moonless* Sky" contradicts the explanation of Hardlight's existence: that it is crystallized moonlight.
	+ This also brings the question how dark areas such as The Far Beach are lit up.
* "Mal" is Swedish for "Moth".
Saltless

The **Saltless** is an enemy in *Salt and Sanctuary*. It is a creature built by The Architect to find salt for her Salt Alkymancy, always desiring salt, but never being able to consume it.

The Saltless in groups in various areas throughout the island, including the Village of Smiles, Mire of Stench and Salt Alkymancery. They attack by grabbing the playable character and stealing their salt, and can also throw arcane bomb-like projectiles (strongly resembling Flasks of Defilement) that cause a bleeding-like effect when they hit. When killed, the creatures sometimes drop the Saltless' Ashes; they may also fittingly drop Bags of Salt and Bundles of Salt.

## Bestiary description

*"Pitiful creature of flesh and rags, thrall of the Architect. Kaira, unmatched in Salt Alkymancy, constructed a company of salt-built creatures to guard her and aid in her research. The Saltless are designed to be always desiring salt, forever unable to consume it."*
Pitchfork

The **Pitchfork** is a class 0 Spear in *Salt and Sanctuary*. It is an agricultural tool consisting of a three-pronged head of iron affixed to a wooden shaft, intended for use by peasants to pitch hay and compost but often used by them as a makeshift weapon during times of strife.

The Pitchfork is starting equipment for the Pauper class; it can also be found slightly underground between The Festering Banquet and the Sanctuary of the Bandit's Pass.

## Inventory description

*"An agricultural tool consisting of a three-pronged iron head affixed to the end of a wooden shaft. Arguably better-known as a makeshift weapon taken up by destitute peasants and angry mobs than for its intended purpose of pitching hay and compost."*
Split Swordsman

The **Split Swordsman** is an enemy in *Salt and Sanctuary*. They are swordsmen formerly of the Blue Guard that eventually were used in the teleportation experiments of Planne the Seeker, causing the Swordsmen to lose half of their bodies to the "void".

Split Swordsmen wear the Split Cuirass, Split Manifers, Split Mask and Split Sabatons. Despite originally belonging to Askaria, they are found in many areas of the island, including the Castle of Storms, Red Hall of Cages, Hager's Cavern, Mire of Stench and The Ruined Temple. They often appear by floating down and smashing the floor with their swords, and then battle aggressively with said swords. They are also capable of teleporting, indicating that Planne's experiments were successful, albeit dangerous. Split Swordsmen sometimes drop the Split Swordsman's Ear when killed, and notably also A Soldier's Poem and A Lord's Orders.

## Bestiary description

*"A fierce swordsman formerly of the Askarian elite squadron known as the Blue Guard. Though the Guard answered only to Duke Garldon, the Duke was convinced by Planne the Seeker, a travelling sorceror who had found his way into the Duke's court, to allow him to use the Guard in a series of disastrous teleportation experiments."*
Ship

The "**ship**" is the opening location of *Salt and Sanctuary*. This is where the playable character (among others) were assigned to transport a princess to be married to the king of a foreign island, averting war. At some point however, a storm occurs and Marauders appear, killing everyone aboard the ship including the captain. If the player makes it to the deck of the ship despite this, they confront The Unspeakable Deep.

Regardless of whether or not they are able to survive this encounter, the ship gets wrecked and the character washes up on an island. It is unknown what exactly becomes of this ship, but Drowned Marauders along with their apparent captain Hager later appear in Hager's Cavern on the same island.

The ship is not revisited when *Salt and Sanctuary* is replayed on NG+.
The House of Splendor

*For the trophy, see The House of Splendor (trophy).*
**The House of Splendor** is a creed in *Salt and Sanctuary*. They are a small, hedonistic group worshipping The Fool and The Prophet, two supposed gods that shared with the creed the joys of wine and gold. They use gold to mask their bodies that are rotting due to Grayrot and prevent them from decomposing completely, while various types of wine (primarily the Lilyred Wine and Iris Wine) are primarily used as healing items.

The creed is represented by the Golden Face, which can be worn as the Mask of Splendor. The only Sanctuary claimed to The House of Splendor is by default located at the left side of Cran's Pass. Taking the oath of this creed earns the player a trophy titled The House of Splendor.
The Nameless God's Ashes

**The Nameless God's Ashes** is a transmutation material in *Salt and Sanctuary*. They are the ashes of The Nameless God, dropped by him upon death.

The item can be used to transmute the Blade of Envy or Overlord's Bident; it can also be exhanged with a Leader.

## Inventory description

*"Ashes of the Nameless God. Can be used as a transmutation material or exchanged with a leader."*
Pruina Scutum

The **Pruina Scutum** is a class 4 Tower Shield in *Salt and Sanctuary*. It is crafted from hickory, leather and canvas and commonly used by legionaries of Askaria. The shield bears a large, snowflake-like insignia of the Cocytus Cohort as well.

The shield is obtained from a Mimku in the Salt Alkymancery. Its name is Latin for "Frost Shield".

## Inventory description

*"A lightweight shield crafted from layered sheets of hickory wrapped in leather and canvas, commonly used by Askarian legionaries. It bears the snowflake insignia of an elite force known as the Cocytus Cohort, distinguished by their specialized training in cold-weather operations. Members of this unit must endure intensive survival exercises and undergo rigorous acclimatization to high altitudes, but those who persevere are compensated handsomely for their prestigious achievements."*
Trinity Bardiche

The **Trinity Bardiche** is a Poleaxe in *Salt and Sanctuary*. It is a gilded bardiche commonly depicted in the hands of The Judge. Due to the goddess' current undead status as The Forgotten Judge however, the weapon is almost completely devoid of its divine power.

The Trinity Bardiche is obtained by transmuting any Poleaxe with The Forgotten Judge's Ear, a Shimmering Pearl and 100,000 salt.

## Inventory description

*"A magnificently-gilded bardiche commonly depicted in the hands of The Judge, found abandoned among the shambling husks occupying the tomb of the New Gods. Though clearly of fine craftsmanship and fully functional as a weapon, whatever divine power it once housed has almost entirely faded. With the sarcophagus unsealed and its dark secrets cast to light, the true nature of divinity is elucidated: no deity, however mighty, can exist without sustenance from mortal hearts and prayers."*
White Armor Set

The white armor set is a class 3 heavy armor set which must be gifted to the player by Fern after the completion of his quest, your answers must be yes, then no.

The armor set comprises the Royalist's Armet, White Plate Armor, White Gauntlets, and the White Greaves.

The set has good Lit, and Holy resistances, however its Arcane resist is severely lacking. Overall for a tier 3 armor, the White armor set seems pretty decent. The entire set has a weight value of 46.

It is the same set the White Knight wears it can be found on the right side of the Ziggurat of dust,

When all pieces are upgraded to max, the set has the following stats:

39.1 balance, 252 Strike , 252.8 Slash , 237.2 Fire , 401.8 Lit , 180.3 Poison , 317.1 Holy , 120.3 Arcane.
Scharfrichter

The **Scharfrichter** is a Greatsword in *Salt and Sanctuary*. It is a lightweight blade of matte carbon, used by Carsejaw the Cruel for ceremonial executions. The edge of the weapon is sharp enough to slightly pierce the fabric of space.

The weapon is acquired by transmuting any Greatsword with Carsejaw the Cruel's Ashes, a Diamond Cluster and 30,000 salt. The Scharfrichter's name is in German, simply translating to "Executioner".

## Inventory description

*"A deceptively lightweight blade of matte carbon. Commissioned by the pretender Duke Carsejaw of Tristin for ceremonial executions, its finely-honed edge is so sharp that the very fabric of space seems to part before it. Though the bar sinister on his coat of arms did not prevent Carsejaw from winning the hearts of Tristin's populace, the shame of his illegitimate lineage is widely speculated to have driven his subsequent decades-long hunt for a scapegoat."*
Tainted Ranseur

The **Tainted Ranseur** is a class 5 Poleaxe in *Salt and Sanctuary*. Wielded by Alkymancery Knights and Dread Horsemen, it is created using an unidentified light-silver metal (using the same techniques to create as the Knights themselves) and designed with a cross hilt to trap weapons and unseat mounted opponents.

The Tainted Ranseur is acquired by transmuting any Poleaxe with the Alkymancery Knight's Ashes, a Shimmering Pearl and 100,000 salt; it can also be found in a chest in the Salt Alkymancery, near the boss battle.

## Inventory description

*"A heavy spear with a cross hilt for trapping weapons and dragging mounted opponents from their saddles. Composed entirely of an unidentifiable light-silver metal, this menacing weapon was shaped by the same malevolent arts which gave birth to the tainted knight who wielded it. The impassive sentinels of the Aklymancery [sic] speak not a word, killing with such singular and unflinching purpose that they appear to possess no individual will at all."*
The Blackest Vault

**The Blackest Vault** is a location in *Salt and Sanctuary*. It is a dark cavern placed under the Pitchwoods and Siam Lake. To enter it, the playable character must first have a Bloody Writ. The Blackest Vault is the only location that contains a Sanctuary claimed to the Order of the Betrayer.

There are no enemies here, though the cavern directly before the Sanctuary contains many hanged corpses that are likely victims to the Order.
Red Falcon

The **Red Falcon** is something in Coastrock. It is mentioned by the Despondent Thief the last time she talks to the playable character, telling them to find her in it. It is most likely a group of thieves, but it could also a location or something else.

It shares its name with the antagonistic organization of the *Contra* series.
Ziggurat of Dust

The **Ziggurat of Dust** is a location in *Salt and Sanctuary*. It is a large ziggurat (more closely resembling a pyramid) originally built on Kulka'as, before being claimed to The Far Beach on the island. Several enemy types are exclusively found here, including Lietches, Bound Arroxes, Drowned Porcelain and Clay Hybrids. It has two bosses as well: The Dried King and The Bloodless Prince. After defeating the latter, the playable character may encounter The Nameless God as a scarecrow for the third time.

The base of this ziggurat connects to The Ruined Temple.
Reverence

**Reverence** (internally named **Dread**) is an intense battle theme in *Salt and Sanctuary*. It plays while battling The Sodden Knight, The Queen of Smiles, The Mad Alchemist, The False Jester, the Kraekan Wyrm, That Stench Most Foul, The Third Lamb, Ronin Cran, The Dried King, The Coveted and The Coveting, Carsejaw the Cruel, The Witch of the Lake, The Forgotten King, The Forgotten Judge and The Forgotten Knight and Kraekan Dragon Skourzh. Reverence runs parallel to the Abomination theme, which sounds slower and plays while battling larger foes.

An upload of the theme can be heard here: [1].
Tristin

**Tristin** is an origin in *Salt and Sanctuary*. Anything of or from it is known as **Tristini**. It is a northern coast duchy once ruled by Carsejaw the Cruel and the original location of both The Festering Banquet and the Pitchwoods. Close inspection of the country on the origin selection screen also reveals some mountains in the southwestern part of it. Denizens of it are almost entirely pale and have a large smile resembling those of various horror figures.

Tristin has long been at war with Askaria, though the two nations have occasionally found peace through marriage. Similarly, it once formed an union with Liven by marrying Lenaia with King Adnan, though this union presumably broke up when Adnan died. One "martyred hero" of Tristin was Sir Francis the Resolute.
Sanctuary

*For the music theme, see Sanctuary (theme).*

A **Sanctuary** is an important type of room in *Salt and Sanctuary*. Spread throughout the island, they are where the main character can heal themselves, level up using salt and Black Pearls, upgrade weapons, buy items, and learn new spells and prayers.

A Sanctuary's appearance is determined by the creed of the person who first claimed it. A member of an opposing creed (for example, a member of Devara's Light in a Sanctuary of The Three) will only have the ability to heal in one, and cannot use the villagers' services. However, they can be converted to the player's by crushing Crystal Spheres and desecrated by crushing Stained Pages. When doing the latter however, Sanctuary Guards, Guardians of The Three or Guardians of Devara will try to stop the player.

Shrines are a more common, albeit less versatile alternative to Sanctuaries.
The Coveted

**The Coveted** is the boss of The Ruined Temple and a class 5 Greataxe in *Salt and Sanctuary*. It is a diorite axe that was received by Executioner Erlang of Markdor or a nearby kingdom. The executioner immediately took a liking to the axe and had before long killed the entire royal family, becoming king himself and likely being the one who "corrupted" The Ruined Temple. It was later (and possibly before) wielded by other users, although the only specified one of those was his son Kuchet.

During its boss battle, The Coveted cannot attack by itself and must be used as a weapon by The Coveting. They will fly across the battlefield while swinging it and later throw it on the ground, often picking the axe up shortly afterward. When finally destroyed, The Coveted yields The Coveted's Ashes and The Ruins. After its defeat, the weapon can be acquired by the protagonist if they transmute any Greataxe with its ashes, a Shimmering Pearl and 100,000 salt.

## Bestiary description

*"A strangely sharp stone executioner's axe. As the legend tells it, a royal executioner received it as a mysterious gift, and immediately took a liking to it. Power in the kingdom shifted, and before long, the executioner had used his axe on the entire royal family. Power shifted further, and the executioner became king. But the executioner never resigned from his grisly station, and the axe was well fed, though never satisfied."*

## Inventory description

*"A crude greataxe of rough-hewn diorite with an inexplicably keen edge, originally the tool of an estranged executioner and widely believed to be haunted by his avaricious soul. This loathsome relic has left a trail of corpses in the wake of its passage from one owner to the next, with every victim having conspicuously succumbed in a similar manner to increasingly unbridled and self-destructive desires."*
White Greaves

***"Alwyte cuisses and greaves of Askaria's elite Royal Guard. Recruits begin training as children; those who do not pass muster, whether through lack of skill or mere inability to meet the stringent qualifications, are typically still accepted into the infantry."***

The White Greaves are part of the White Armor Set taking up the Boots slot. Along with the rest of the set the White Greaves are rewarded from Fern. The White Knight is the only enemy who wears the armor set. Like 2 of the other pieces in the set, arcane goes down when upgraded. The White Greaves are a Tier 3 heavy armor and have a weight value of 12.

The White Greaves base stats are as follows:

10.2 poise, 20.4 strike, 30 slash, 18 fire, 33.6 lit, 16.2 poison, 44.4 holy, and 40.2 arcane.

At max upgrades the stats are:

10.2 poise, 31.1 strike, 97.2 slash, 71.3 fire, 121.5 lit, 53.1 poison, 86.5 holy, and 22.7 arcane.
Oppressor's Greatshield

The **Oppressor's Greatshield** is a class 4 Tower Shield in *Salt and Sanctuary*. It is a steel shield used by Dread Horsemen.

It is acquired by transmuting any Shield with the Dread Horseman's Ashes, a Diamond Cluster and 30,000 salt.

## Inventory description

*"Steel shield of the Dread Horsemen, elite officers of the Dorian occupation forces stationed in neighboring Taenibir. These combat-hardened veterans excel in all forms of warfare, employing both mounted and dismounted tactics as circumstances demand; their disciplined tenacity and the imposing armaments they bear into battle have garnered a fearsome reputation extending far beyond the borders of their native Markdor."*
Saltwood Branch

The **Saltwood Branch** is a Wand in *Salt and Sanctuary*. It is a branch from a saltwood tree stripped of its bark and carved with runes allowing it to channel the ambient energies of Fire and Sky, also known as magic. This type of Wand is most commonly used by inexpirienced Acolytes of Fire and Sky due to its simple construction.

The Saltwood Branch is starting equipment for the Mage class; it is also sold by Mages of most creeds.

## Inventory description

*"A branch cut from a common saltwood tree, stripped of its bark and carved with a series of runes allowing it to channel the ambient energies of Fire and Sky. The fabrication of these most basic tools is one of the first lessons learned by acolytes of the craft and, indeed, this one bears rough and imprecise cuts which betray the work of an inexperienced initiate."*
The Watching Woods

**The Watching Woods** is a location in *Salt and Sanctuary*. It connects the Village of Smiles and Sunken Keep, and has a forest theme with large amounts of platforming. It introduces several enemy types, including Bloated Monstrosities and Vilehawks. The boss of The Watching Woods is The Mad Alchemist, and near him is a Sanctuary devoted to the Stone Roots.

The Vilehawks' Bestiary description suggests that this forest was originally a part of Liven.
Mountain Breaker

The **Mountain Breaker** is a class 5 Hammer in *Salt and Sanctuary*. It is a large sledgehammer chiseled from a single, massive block of granite. It is mainly carried by the Mountain Lords, having become a symbol of their power.

The Mountain Breaker is sold by Blacksmiths of The Iron Ones for 200,000 gold upon reaching devotion level 6. It can also be acquired by transmuting any Hammer with The Tree of Men's Ashes, a Shimmering Pearl and 100,000 salt.

## Inventory description

*"A mighty hammer chiseled from a single immense block of granite. Carried by the fierce Dorian Mountain Lords, these weapons became a symbol of their unbreakable resolve and indomitable spirit as they fearlessly led their clansmen into battle."*