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- Salt and Sanctuary Overhaul
Salt and Sanctuary Overhaul
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Version1.9.0
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XaxaiueUploaded by
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This page was last updated on 10 September 2022, 6:12AM
- Changelogs
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Version 1.9.0
- All wands now deal the same damage, but each one has a special property. (See articles)
- Wand base damage raised from 10 to 12.
- Focus restoration items overhauled. (See articles)
- Added sky shards (cut focus restoration consumable) to the game.
- Equipped weight percentage no longer affects the focus cost of spells, incantations, and prayers.
- Adjusted armor and added armor durability system. (See articles)
- Generic stat nodes can now be purchased up to a max of 99.
- Added lore to the class 6 swordfighter, pikeman, and heavy macefighter nodes.
- Adjusted certain merchant inventories. (See articles)
- Elemental ammo and charms overhauled. (See articles)
- The Bloody Writ now uses a player flag and should be rewarded correctly.
- Adjusted the defenses of the Kraekan Wyrm and Tree of Men. (See articles)
- Salt/gold bonus on the Grasping Ring and Symbol of Affluence raised from 10% to 20%.
- Picked up gold is awarded to both players in coop.
- Big hits (i.e. special knockback effects) now ignore the stun immunity of non-boss, non-player characters. This should make aerial combo starters much more reliable.
- Fixed axes' one-handed heavy attacks and lifters doing pure blunt damage instead of 50/50.
- Fixed a crash when blocking without a main hand weapon equipped.
- Added block frames to certain weapon animations, but only when a shield is equipped. (See articles)
- Dexterity now affects attack charge rate, as originally intended.
- Whip base damage corrected from 8 to 10.
- One-handed light attacks with greatswords, greataxes, and greathammers can now combo into offhand attacks with crossbows, flintlocks, and wands.
- Raised the level softcap on max HP from 40 to 50. Characters will now have 200 max HP at level 50 and gain 5 max HP every 5 levels thereafter.
- Shield bash base damage increased by 10.
- Kick base damage increased by 15. Kick damage is now affected by the Lamprey Greaves, but not the Lamprey Gauntlets or Juzu-udewa.
- Quintupled the effect of physical fatigue. The Relentless Ring reduces physical fatigue by 80%, returning it to the vanilla base value. Stamina spent casting spells incurs no fatigue.
- Reduced the strength of the warhorn stamina regen buff from 2x to 1.5x
- Players now start with 1 focus potion instead of 0.
- Removed an invisible 1 point of defense per player level.
- Overhauled HP/MP Leech. (See articles)
- Raised the poise damage of dagger heavy attacks from 5 to 20.
- Mirror Shield corrected to be a buckler.
- The Tarnished Coronet now increases arcane damage by 20% in place of its original effect.
- Damage bonuses from rings and armor now stack.
- Dark spells now require rank in the Order of the Betrayer to purchase. (See articles)
- Sodden Knight attack raised from 90 to 150.
- Parrying now costs 20 stamina.
- Added the Fluke's Ward to the chest containing the Alchemist's set in the Mire of Stench. The Fluke's Ward boosts all fire damage dealt by 10%, plus or minus up to 30% based on your current elemental imbalance. (+30 at max fire, -30 at max lightning)
- The damage you receive from excessive elemental imbalance has been reduced and is now proportional to the excess imbalance.
- Changed various treasures on the map. (See articles)
- Poison defense no longer reduces poison damage; it only affects poison buildup. However, the Vile Vines ring provides 50% resistance to poison damage in addition to 200 poison defense. Red and Blue Grass each provide 50% poison resistance for 20 seconds.
- Adjusted the duration of the Bloodied debuff. Dark spells apply it for 5 seconds (was 10) and Flasks of Defilement apply it for 15 seconds (was 5).
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Version 1.8.4
- Two-handed heavy attacks with swords are now correctly treated as heavy attacks.
- Adjusted spear heavy attacks to make charging up visually smoother.
- Slightly reduced the scaling of HP Leech and MP Leech.
- Fixed a stamina-related bug that caused enemies to block repeatedly after being guard broken.
- Bola Eye item drops changed: No longer drops Endless Fangs, now drops Enduring Skulls.
- Cave Keeper poise raised from 10 to 30.
- Added the Band of the Humble to the sack in the passage connecting the Red Hall of Cages to Cran's Pass.
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Version 1.8.3
- Fixed a crash when leveling up past level 550.
- Added a toggle for hotbar auto-equip in the Game Options menu.
- Re-enabled auto-turning while blocking.
- Increased the elemental imbalance of barrage spells from 0.2 to 0.4
- Buffed the damage reduction of Divine Armor and Ethereal Intervention. Was 10% at 0 Wisdom up to 22.5% at 250 Wisdom; now 20% to 40%.
- Spear heavy attacks can now be charged.
- Whips now deal three times as much poise damage.
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Version 1.8.2
- All staves now deal the same damage, but each one has a different special property. (See article for details)
- Mending Band renamed to Red Band. Now increases max HP by 20%. Previous effect removed.
- Rebalanced HP and MP Leech.
- Disabled armor break.
- Reverted defense formula to vanilla.
- Increased base stamina regen by 25%.
- The Unspeakable Deep now drops three Gray Pearls instead of a Shimmering Pearl.
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Version 1.8.1
- Goldenwine no longer increases attack power. However, its damage resistance has been increased from 15% to 30%.
- Armor break has been reworked again. (See articles)
- Barrage spells have been tweaked. (See articles)
- Added version text to main menu.
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Version 1.8
- Player hit effects now only trigger on arrows and melee attacks with main-hand weapons.
- The 85% cap on the damage mitigation formula has been removed.
- Armor break is now stronger. The cap has been raised back to 100%, and the amount of armor break inflicted equals the raw damage of the attack divided by the target's max HP, capped at 25%.
- Armor break can be inflicted by any attack, not just melee.
- Armor break takes longer to wear off (5 second delay, then 20% per second).
- Bloodied no longer increases incoming damage by 25%, as this was redundant with its defense reducing effects.
- Players must now be facing an attack to block it.
- A perfect block now completely nullifies incoming damage.
- When blocking with any weapon or shield that has less than 75% stagger reduction, a perfect block treats it as 75%.
- Blocking now costs 10 stamina per second.
- Grabs and ripostes now ignore defense.
- Increased stamina per point of Willpower from 3 to 6.
- Mini-stuns have been simplified. Receiving a big hit that deals more than 25% of your max poise will inflict a mini-stun. Recent poise damage no longer matters. The Stone Ring will still prevent mini-stuns from occurring.
- Enemies now treat slashing and poison damage as physical instead of magical when blocking.
- Stamina recovery delay from actions can no longer be canceled by performing a different action.
- When performing a perfect block, your stamina cannot become negative.
- Fixed bug where the Tree of Men would get turned around, attacking the wrong side of the arena.
- Nerfed barrage spells. Maximum burst length reduced from 11 to 8, damage reduced from 7 to 6.
- Reduced the duration of flasks of defilement from 20 seconds to 5 seconds.
- Reduced the attack stat of Gravewalkers from 600 to 400.
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Version 1.7.1
- Reduced enemy HP scaling in NG+. Specifically, the percentage HP bonus per NG+ cycle has been reduced from 75% to 30%. Overall, this constitutes a 15-30% HP reduction for weaker enemies and a 25-50% HP reduction for stronger enemies, with the reduction increasing the higher the NG+ cycle.
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Version 1.7.0
- Shield bashing has been restored to the game and can be performed with any shield. See articles for details.
- Non-player characters can no longer perform perfect blocks.
- The salt consumables that replace spells you already own now increase in size based on NG cycle.
- Increased enemy HP scaling in NG+. (See articles)
- Bosses now start their second and third phases sooner based on NG cycle. (See articles)
- Enemy HP is now multiplied by 2 instead of 1.5 when playing with a partner.
- Reaper two-handed heavy attacks can now be charged.
- Removed excessive sound when performing certain attacks fully charged.
- Fixed greataxe two-handed aerial attack being counted as a greathammer attack. It no longer deals pure blunt damage.
- The heavy attacks of poleaxes now deal heavy attack damage but also consume more stamina.
- Players now respawn with full poise.
- Fixed the base damage of all daggers. (Was set to 6, is now 8)
- The brief invulnerability after taking a hit no longer triggers on most attacks. This should prevent barrage spells from sometimes phasing through enemies and should help with attacks sometimes not registering in co-op.
- Characters no longer regenerate stamina while airborne.
- Greatly increased the stamina damaging effects of lightning. (fatigue damage x 3, stamina damage x 10)
- The Naginata has been made into a class 3 weapon, with corresponding changes to stats and alchemy.
- Mini-stuns have been reworked again: In addition to taking over half your poise damage in one second, you must also receive a "big hit" (an attack that would normally launch you) to trigger a mini-stun. Mini-stuns also now affect all characters, not just players. However, mini-stuns can be prevented altogether by wearing the Stone Ring.
- Spells rebalanced again. (See articles)
- The Mad Alchemist and Carsejaw the Cruel have received some unique changes. (See articles)
- Equip load no longer affects the speed at which you slide down ladders.
- Having more weight equipped reduces the distance you get launched by big hits.
- Added a small platforming section to Sunken Keep which leads to the Stone Ring. Requires Vertigo Brand.
- Added the Stone Ring, which grants 100 poise and prevents mini-stuns.
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Version 1.6.0
- Fixed poise staying negative when hit during stun immunity.
- Increased base stun immunity time for players from 0.5 to 1 second.
- Reduced the cap on armor break from 100% to 50%
- Added visual effect to signify armor break to the player (dark red glow)
- Mini-stuns reworked. (See articles)
- Made certain previously unchargeable melee attacks chargeable. (See articles)
- Tripled the damage of the dagger spin move and the spear/poleaxe spin move.
- Increased the damage multiplier of the heavy punch from 1.25 to 2.0
- Fixed the greatsword two-handed heavy attack doing the same damage as the light attack.
- Implemented a timed block system (See articles)
- Increased player stamina from 50 + 2 * Willpower to 60 + 3 * Willpower
- Fixed an error in the description of the Mending Band.
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Version 1.5.2
- MP Leech is now based on 2% of an attack's poise damage, not affected by strength, the Poise weapon flag, or the Stone Charm. Clarity is the same effect, but ten times as potent.
- Saira's Staff special ability changed from MP Leech to HP Leech.
- The special ability of the Tainted Greatshield now scales gradually instead of only activating at 100 corruption.
- Changed the upgrade paths of many weapons, primarily for thematic consistency.
- Doubled the duration of Armor Break (4 second delay, 2 seconds to decay fully). Armor Break is now only applied by melee attacks.
- Changed Aegis Greatbow from STR/WIS to DEX/WIS
- Increased That Stench Most Foul's poison defense from 2000 to 10000
- Added Twinmetal Ring to the sack above the Bandit's Pass sanctuary (the one that contains a flanged mace and a bag of salt).
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Version 1.5.1
- Expunging a sanctuary now awards the Bloody Writ if you do not already have it.
- Adjusted the damage of a few spells
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Version 1.5
- Reduced base stamina regen by one third.
- Reintroduced stamina regen penalty from encumbrance. Scales linearly down to 50% at 100% equip load.
- Made stamina regen buffs multiplicative.
- Added attack speed bonus from dexterity (12% per 50 points, subject to softcap).
- Changed poison resistance formula, making players and enemies more vulnerable to poison.
- Stat screen now displays actual poison resistance instead of a meaningless percentage.
- Normal enemies with 0 max poise now get no stagger immunity at all (was 0.25 seconds).
- Adjusted a couple of enemies. (See articles)
- Removed level cap. You may now level up to your heart's content.
- Adjusted NG+ health scaling again. (See articles)
- Significantly decreased max stamina/focus (See articles)
- Reduced the stamina cost of rolling (Normal: 40 -> 25, Wrapped Link: 35 -> 20)
- Halved the focus cost of all spells, incantations, and prayers, except for Dragonfire and Ray of Searing
- Flask of Fire now heals fully like other creed-specific healing items.
- At long last, rebalanced spells. (See articles)
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Version 1.4
- Changed the attributes of a few enemies:
- Alkymancery Knight: HP reduced from 1000 to 800
- Cryptkeeper: HP reduced from 2000 to 1200
- The Unspeakable Deep: Poise Attack increased from 100 to 150
- The Nameless God: Decreased HP from 5000 to 3000
- Fixed Pessklaw's base damage (changed from 12 to 8)
- Added "armor damage" mechanic: Each hit taken reduces defense by 10%. Accumulated armor damage decays rapidly after a 2 second delay. Affects both players and mobs.
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Version 1.3
- The Sparkling Ring now increases the potency of healing items instead of doing nothing.
- The Mending Band no longer provides passive HP regeneration but causes healing to also reduce HP cap damage.
- Red shards have been removed from all merchant inventories.
- Added poise bar on HUD.
- Increased poise regeneration to 4% of max per second, or 20% of max per second while blocking.
- Added new stagger mechanic: Taking enough poise damage in a short time will cause a stagger. This type of stagger will never trigger a big hit. Big hits only trigger on staggers resulting from poise reaching zero. These small staggers will cause the poise bar to flash white, while a full poise break will cause it to flash red.
- Increase to stat softcaps per playthrough reduced from 50 to 25.
- Maximum NG+ level increased from 7 to 8.
- Made all loot shared between main player and coop player.
- Tweaked scaling of the Umbral Partisan from 2.8 STR / 0.8 DEX to 2.7 STR / 0.9 DEX.
- Increased the poise damage of Armor Guardians from 200 to 400.
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Version 1.2.0.1
- Fixed a bug that caused game settings to be initialized incorrectly.
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Version 1.2.0
- When staggered, players and monsters gain immunity to staggering for a short time.
- Poise damage now scales with strength.
- Critical damage now scales with dexterity.
- Certain enemy attacks no longer erroneously inflict poison damage.
- Adjusted monster stats to align with the new mechanics.
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Version 1.1.4
- Weapon buff damage is now based on either the weapon's base damage or one quarter of its scaled damage, whichever is greater.
- The buff damage multiplier for buffing a weapon with a damage type it has innately has been reduced from 2.25 to 1.5.
- Ring defense has been increased to 200.
- Bloodied debuff changed: No longer sets defense to 0; instead reduces defense by 200 if less than or equal to 400, halves defense if greater than 400.
- Added a parry window setting to the Game Options menu (no longer requires a separate download).
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Version 1.1.3.1
- Fixed the elemental weapon requirement display bug.
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Version 1.1.3
- Reintroduced split strength/dexterity scaling to some pure physical weapons.
- Adjusted weapon stats to be appropriate to the above change.
- Re-classed the Askarian Scutum to be a tower shield and adjusted its stats accordingly. (It can now be used to transmute the Kraekan Greatshield early.)
- Increased the base weight of greathammers from 20 to 24.
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Version 1.1.2
- Reduced enemy damage scaling in new game plus.
- Fixed a bug where goldenwine and divine armor would cause the player to take more damage.
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Version 1.1.1
- Increased whip base damage from 8 to 10.
- Increased dagger base damage from 6 to 8.
- Fixed Pessklaw's base damage erroneously being 12.
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Version 1.1
- Made the armor defense curve converge to 85% rather than 100%.
- Defense buffs now apply separately from armor defense. After defense is applied, goldenwine reduces damage by 15%, and Divine Armor reduces damage by anywhere from 10% at 0 wisdom to 30% at 400 wisdom.
- Reduced stamina regen by one third.
- Reduced poise damage of charged attacks.
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- Author's activity
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September 2022
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10 Sep 2022, 6:12AM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 11:12PM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 2:41AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 2:12AM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 2:10AM | Action by: xaxaiue
File added
'Salt and Sanctuary Overhaul [version 1.9.0]'
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06 Sep 2022, 1:48AM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 1:42AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 1:39AM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 1:33AM | Action by: xaxaiue
Mod edited
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 1:14AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 1:11AM | Action by: xaxaiue
Mod article added
'Version 1.9.0 Detailed Changes'
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06 Sep 2022, 12:33AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 12:31AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 12:31AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 12:29AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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06 Sep 2022, 12:02AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.9.0'
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05 Sep 2022, 11:57PM | Action by: xaxaiue
File added
'Salt and Sanctuary Overhaul [version 1.9.0]'
June 2022
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03 Jun 2022, 6:19AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.8.4'
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03 Jun 2022, 6:17AM | Action by: xaxaiue
Changelog added
'Change log added for version 1.8.4'
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03 Jun 2022, 6:14AM | Action by: xaxaiue
File added
'Salt and Sanctuary Overhaul [version 1.8.4]'
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