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Weapons in Salt and Sanctuary are a personal choice to the player based on his/her preference and playstyle. Any Class can use any Weapon as long as they have unlocked the Skill requirements for said Weapon. Some Classes begin the game with certain Weapons already unlocked, so be sure to choose a Class that begins with the Weapon type you seem likely to use.

 

Weapons come in different classes from 0-5. The higher the number the more likely the Weapon is to be better than what you have. Also, the higher the number the more points you will need in the Skill required to wield that Weapon type (All players can use class 0 Weapons of any type). There are 16 different types of Weapons in Salt and Sanctuary along with 10 different Skills that govern their usage. Some Weapons will require you to have acquired multiple Skills in order to use.

⭐ Important! If you see a red line across your weapon, it means you need to unlock the next weapon class to one-hand it. You can use it two-handed. Two red lines forming an X means you cannot use it at all.

Also Important, to determine if your weapon does Strike or Slash Damage, listen to the sound it makes when you swing. Weapons with blades will typically be slash while those without will be strike, but there are many exceptions, especially with Great Swords (whips to be tested).

 

Weapons can also be upgraded at any Sanctuary that has a Stone Blacksmith. Upgrading Weapons requires Salt and the upgrade material required. This number increases as you improve the Weapon and can change to different materials at higher levels. Upgrading Weapons improves their damage and can sometimes improve their Scaling.

 

Weapons have "Scaling" which determines which Stats improve the damage of the Weapon. The letters determine how much more damage increases with each point invested into the Scaling Stats listed on the Weapon (if you're not sure which they are you can check the Weapon in your inventory). S is the best you can get and will give you the most damage for each point followed by A, B, C, D and E. Note that scaling is based off of the weapon's base damage, not your attribute. For example, a weapon with S scaling in Dexterity and 6 base damage will do less damage than a weapon with E Dexterity scaling but 30 base damage even if you have 50 Dexterity.

 

Some Weapons in Salt and Sanctuary can only be found by Transmuting them at any Stone Alchemist in your Creed. In order to Transmute a Weapon you will need to have acquired another Weapon of the same type, acquired the appropriate Remains (drops from Enemies and Bosses), have the required Upgrade Material and the required amount of Salt. Upgrades on the Weapon used to Transmute will be rolled back one tier (if you have a Midshipman's Dirk V and Transmute it to a another Dagger it will become that Dagger IV.)

 

Weapons

Daggers

 

Cutpurse Shiv
Class 1
 
Kaltic Razor
Class 2
 
Pessklaw
Class 3
 
Eviscerator
Class 4
Opal Tusk
Class 5

 

 

Swords

 

Branding Iron
Class 4

Shikeimaru
 
Class 4
 
Leviathan
Class 5

 

 

Hammers

 

Flanged Mace
Class 0
Iron Pot
Class 0
 
Lump Hammer
Class 0
 
Morning Star
Class 1
 
Harmen Mace
Class 2

 

Cephalopounder
Class 3
Tetruncheon
Class 4
 

 

 

Axes

 

Woodsman's Axe
Class 0
Battle Axe
Class 1
 
Raider Axe
Class 2
 
Batsuichi Tsuka
Class 2
 
Stone Cleaver
Class 2
Red Guillotine
Class 3

 

Aster Monolith
Class 3
Venom Arbelos
Class 4
 
Kraekan Axe
Class 4
 
Axe of Splendor
Class 5

 

 

Whips

 

Bullwhip
Class 0
Martial Flail
Class 1
 
Wraithclaw
Class 2

Steel Centipede

Class 2
 
Searing Manacle
Class 3
 
Scorpion Tail
Class 3

 

 

 

Poleaxes

 

Oar
Class 0
 
 
Naginata
Class 3
 
Kumo Sasumata
Class 3

 

 

 

Spears

 


Pitchfork

Class 0
Soldier's Spear
Class 0
 
Trident
Class 1
 
Breach Pike
Class 1
 
Razorback
Class 2
Stardust Spire
Class 3

 

Adder Fang
Class 3
Umbral Partisan
Class 4
 

 

 

Reapers

 

Haymaker
Class 1
War Scythe
Class 2
 
Red Eclipse
Class 2
 
Purifier
Class 3
 
Gravedigger
Class 4

 

Saltreaver
Class 5

 

 

Greatswords

 

Kureimoa
Class 1
 
Chitin Obelisk
Class 2
 
Black Widow
Class 2
 
Jaws of Death
Class 2
Seawolf Cutlass
Class 3

 

Northern Cross
Class 3
Scharfrichter
Class 4
 
 
Blade of Envy
Class 5

 

 

Greathammers

 

Warhammer
Class 1
Monstrous Mace
Class 2
 
Obsidian Pillar
Class 3
 
Bonecrusher
Class 4
 
Trinity Scepter
Class 5

 

 

Greataxes

 

Outlaw Greataxe
Class 1
Headtaker
Class 2
 
Iron Butterfly
Class 3
 
Earthsplitter
Class 4
 
The Coveted
Class 5

 

 

Bows

 

Self Bow
Class 0
Vilehawk Bow
Class 1
 
Bloodwood Bow
Class 2
 
Aegis Greatbow
Class 3
 
Recurve Bow
Class 4

 

 

Crossbows

 

 
 
 
Adrasteia
Class 5

 

 

Pistols

 

 
 
 
Mosaic Culverin
Class 5

 

 

Wands

 

Saltwood Branch
Class 1
Antler Baton
Class 2
 
 
Rostrum Scepter
Class 4
 

 

 

Staves

 

Scrimshaw Cane
Class 1
Rowan Crosier
Class 2
 
Channeler's Rod
Class 3
 
 
Saira's Staff
Class 5

 




    • Anonymous

      28 Oct 2018 02:50  

      Anyone else wanted more hybrid weapons like flint and steel, steel centipede, phoenix tail. Who else would have loved a spear/crossbowsniper P.S. I'd love to hear more ideas

      • Anonymous

        16 Aug 2018 18:46  

        Man... there are not many weapons in this game i wish they updated it, and constantly added content. Like new bosses spells/weapons i'v been thinking about getting into modding and coding and all of that crap just to give this game more content...

        • 30 Jun 2018 02:47  

          I see a lot of people sayin' that "some weapons cannot be use in 2H" Lisen! (or read, whatever you think is better) If you have, for example, a Class 1 Greatsword AND your Greatsword SKILL is on the Class 1 Greatsword, it'll ABLE you to use it only in TWO HAND. TO USE IN 1H GREATSWORDS // GREATAXES // ETC: You need to up your Skill with Greatsword // Greataxes, or whatever ONE ABOVE the Skill that makes you able you to use the weapon. In case of Class 5 weapons, you will not do this feat, cause you don've Class 6 weapon skills. Note: I don't know if I explained well... But it's basically it

          • Anonymous

            22 Jan 2018 11:43  

            Phoenix sword lists needing 5 sword 5 whip and 1 magic in the game, which is correct.. this is very confusing. Ive been building sword just for this so far sigh.

            • Anonymous

              11 Jan 2018 17:27  

              No thrusting swords. Not complaining or anything. There are plenty of weapons after all, but rapiers would fit so well in this game :(

              • Anonymous

                08 Jan 2018 03:00  

                Honestly, I almost screwed up my build because some greatswords can be used with a shield, others cannot. Just as so, some here have the tips to show that and some have not.

                I used 14 grey pearls to reset from hammer user (1hand) to greatsword user, since kureimoa is useable in 1 hand. However since I noticed trinity does not I aimed for Scharfrichter, which in its page it does not say anything about not being able to use it in one hand.

                Thanks NG+ salt drop rate, leader + salt ring in hagar's cavern I was able to lvl 14 times and re-spend rather fast (+- 2h). I did lose the grey pearls that would come in handy since now I have too much str.

                But do beware, the same happens with greathammers and greataxes, some are useable in one hand some are not and the pages rarely flag anything.
                From my knowlege, all class 1 are useable in one hand and all class 5 are not. Don't know about 2,3 and 4 but I might test.

                • Anonymous

                  07 Jan 2018 23:34  

                  When you're choosing what weapon to use, it is worth noting that, in general, weapons with high scaling usually have low base damage and benefit a lot more from stat investment than upgrading while it's the other way around for weapons with low scaling.

                  • Anonymous

                    02 Jan 2018 20:35  

                    You would think that pistol shots with such a wide angle would hit multiple enemies at the same time, right ? Well, while it's probably an unintended feature, it is technically possible. If enemies are overlapping, you can hit them with a single shot, but it is difficult to pull off and very inconsistent. Still, this is quite useful against certain groups of enemies who like to rush you at the same time like Emberskulls, Spear Imps, Stenchpods or the ghosts of New Lon- ... the Dome of the Forgotten.

                    Why do I think it's unintended ? You can do this with any projectile. So throwing knives, bolts and arrows can do it too, which realistically makes no sense. But I wish pistols had this feature by default while doing less damage depending on how many enemies are hit (so they would still be useful against a single target) or having a longer recovery to balance things out. Missed opportunity really ¯\_(ツ)_/¯

                    • Anonymous

                      29 Aug 2017 17:47  

                      I'm pretty sure it is a well known glitch that ranged weapons (Bows, Crossbows, Pistols) can still shoot during a rolling attack without any ammo and do full damage (except for Bows, they do nigh nothing). But did you know that you can generate ammo (*) ? No need to leave your hard-earned gold in the filthy hands of greedy merchants anymore ! Make your own ammunition... OUT OF THIN AIR (salt?) ! All it takes is to roll around while shooting Zombies and Kraekans alike and collect your prize once they're dead. Then shoot some more ! Or scam the hell out of those same merchants and break the world's economy !

                      (*) Exclusive to Bows and Crossbows

                      • Anonymous

                        27 Aug 2017 01:40  

                        Today, I was messing around with my poisonous weapons to figure out which ones were the most effective in practice and I stumbled upon something that absolutely blew my mind.

                        I was trying out the Adder Fang on a Crypt Keeper, using the "Light -> Light -> Spiny move" to trigger poison quickly. But something was off. The "Spin-to-win" move was too damn slow ! Actually, it was getting slower with every spin !

                        Now, you would think that the Adder Fang has some kind of "Slow Hitter" property. Well, not quite. I compared its speed to other spears and it was the EXACT same... but only when you're NOT hitting anything. I was trying to make sense out of this and decided to compare other weapons of the same category. And what do you know ? All the weapons with the "Extra Blunt" property were getting slower than their counterparts with every successive hit !

                        It finally made sense that my Opal Tusk, which seemed to have the same speed as the other daggers, was slower in action. Such a cool and subtle game mechanic !

                        TL;DR Weapons with the "Extra Blunt" property get slower with every subsequent hit (until the combo is reset).

                        • Anonymous

                          19 Aug 2017 14:35  

                          Here is the data concerning the standard PHYSICAL damage-type for each weapon-class.

                          # Daggers / Swords / Whips / Spears / Poleaxes / Reapers : 100% Slash

                          # Hammers / Greathammers : 100% Strike

                          # Axes / Greataxes / Pistols : 50% Slash and 50% Strike

                          # Greatswords : 75% Slash and 25% Strike

                          # Bows : 80% Slash and 20% Strike

                          # Crossbows : 90% Slash and 10% Strike

                          Now, about the Extra Blades/Blunt specials, which are pretty impactful. When a weapon has one of these, its physical damage-type "distribution" will change either to do more Slash damage at the cost of less Strike damage or the other way around. More specifically, it will take HALF of the disfavored damage-type and add it to the favored damage-type.

                          For instance, the Shrouded Bulwark, which belongs to the Greatsword weapon-class and has the Extra Blunt special. Here the disfavored damage-type is Slash damage. Now, the Shrouded Bulwark will deal (75/2)% Slash and (25 + 75/2)% Strike => 37.5% Slash and 62.5% Strike. Which means the Shrouded Bulwark's main damage-type is Strike damage.

                          • Anonymous

                            21 May 2017 17:14  

                            For the Fist builds enthusiasts out there, here are a few things you should know :

                            - You cannot 2-hand your fists (you only need one anyway) ;
                            - You cannot buff your fist (that would be overkill) ;
                            - You cannot riposte with your fist (why would you that ?! Hitting something that cannot fight back ?! Dishonor on you ! Dishonor on your cow ! ) ;
                            - Your fist scales off of strength solely (only CASUALS level up dex !........... oh...... uh... wrong game) ;
                            - Your fist is affected by charms ;
                            - Lamprey Gauntlets.... Oh ho ho ! Lamprey Gauntlets <3. Increase your fist damage by 50%. Those are your boxing gloves and the only piece of armor worth wearing.

                            That's all I found out so far and all you need to know really. Now go out there and kill a few beasts, BY PUNCHING THEM IN THE FACE ! (or the crotch, depends on the size...)

                            • Anonymous

                              21 May 2017 15:16  

                              Just in case people don't know yet, the "Charm Move" flag is solely an aesthetic thing. It places the charm equipped on your weapon in a different way than others of the same class.

                              Weapons with Extra Blunt/Blades will have their damage type changed to deal more Strike/Slash damage but proportionally less in the other damage category. The amount changed depends on the weapon class. But for weapons that already deal a 100% of the same damage type than the "Extra special" they have, nothing is changed (i.e Flanged Mace, Overlord's Bident).

                              I think other specials/flags talk for themselves.

                              • Anonymous

                                24 Jan 2017 12:02  

                                Some stuff that this page potentially should have, but doesn't, so I'll put it down here so that someone more adept at editing might find a way to put this in:

                                The weapons that have any magic scaling are: Branding Iron, Shikeimaru, Aster Monolith, Searing Manacle, Phoenix Tail, Stardust Spire, Black Widow, and Northern Cross, in addition to all Wands and Staves.

                                The weapons that have any wisdom scaling are: Opal Tusk, Leviathan, Construct Coil, Trinity Bardiche, Purifier, and Gravewalker Greatbow.

                                The weapons that scale solely off of strength are: Iron Pot, Lump Hammer, Barbarian's Cudgel, Cephalopounder, Tetruncheon, Mountain Breaker, Raider Axe, Stone Cleaver, Red Guillotine, Shrouded Bulwark, Chitin Obelisk, Jaws of Death, Seawolf Cutlass, Scharfrichter, Trinity Greatsword, Headtaker, Iron Butterfly, The Coveted, Castaway's Greatadze, and all Greathammers.

                                The weapons that scale solely off of dexterity are: Tachi, Flint & Steel, Steel Centipede, Lowlander's Greatknife, Venom Arbelos, Bullwhip, Scorpion Tail, Naginata, Headsman's Voulge, Breach Pike, Adder Fang, Overlord's Bident, all Daggers besides Opal Tusk, all Bows besides Gravewalker's Greatbow, all Crossbows besides Hellfire Arbalest, and all Pistols.

                                All other weapons scale on some combination of Strength and Dexterity.

                                • Anonymous

                                  22 Nov 2016 11:52  

                                  The page needs a explenation on fists and the scaling. Ill be looking into that in a few mins. I know there are aperrantly armors that increase fist dmg. But i have no clue if its dex or str that increases the damage. Update will follow, shortly ~NoMeCo

                                  • Anonymous

                                    Pistols and crossbows Special05 Oct 2016 16:13  

                                    Pistols and crossbows can acquire the special properties of your main-hand weapons. For example, if you're using a wpn with HP leech property then your pistol/crossbow (of the same load-out ofc) will have it too. This also applies to throwing daggers which can benefit from charms too (With Eviscerator and Voracious charm, one wraithfang thrown = 1 HP back :D). So far I confirmed only a few specials that can carry on to your off-hand:-Extra Blades/Blunt-HP/MP Leech-PoiseElemental damage does not seem to carry on your off-hand wpn UNLESS you buff your main-hand wpn with an element. It doesn't show visually on your off-hand but it works.

                                    • Anonymous

                                      Salt reaver29 Aug 2016 21:59  

                                      I'm on new game plus and am in love with the salt reaver for its appearance is it a viable weapon for a strength build?

                                      • Spreadsheet with scaling numbers and AR calculation09 Aug 2016 18:53  

                                        I've put together a Google Docs spreadsheet containing the stats for every weapon in the game (except for the Oar, which I haven't figured out the stats for yet). It includes inputs for character stats, equipment, and buffs and will calculate each weapon's total AR (Attack Rating) based off of those.Link: https://docs.google.com/spreadsheets/d/1pSYaRDs8LH04Ohteq9-eftvMt8A90NvTEBwklrMvUG4/edit?usp=sharingTo edit stats, equipment, or buffs you will need to make a copy of the spreadsheet. If you don't want to edit any of those things and just want to see weapon AR and scaling numbers at soft-capped stats (50 points), then you don't need to make a copy. Just click on the Results tab at the bottom to see the weapon spreadsheet.

                                        • Anonymous

                                          Weapon sorting by: Scaling08 Jul 2016 11:18  

                                          I don't think there is a way to sort weapons by their scaling for now, it would be incredibly useful for everyone to be able to look at the list of weapons with a given stat in mind, rather than look them up all individually.Is there a way to do it efficiently or is the only to make a list one by one from scratch, I'm not familiar on how to create pages in this wiki.

                                          • Anonymous

                                            Clerics06 Jul 2016 16:06  

                                            What the hell is with Wisdom in this game?Holy doesn't exactly shred through bosses, and there isn't even one high tier weapon with more than 50 Holy damage on it at 50 Wisdom. That's so... disappointing. Your main stat is just practically useless.

                                            • Missing weapon info will soon be filled.05 Jun 2016 11:37  

                                              Once I get my hands on a steam copy of the game later today (not able to acces my ps4 for a long long time) I will start filling out all the missing info of the weapons that still miss data on upgrade ranks, damage types and specific scaling info (1DEX gives 1.2dmg to 'insert weapon name' untill 30dex as an example)I love this game way more than I thought I would, and will be glad to help fill out the entire wiki with all possible info about everything where I can, I added a few things here and there already, expect more to come!

                                              • Anonymous

                                                Re: Strange Damages.02 Jun 2016 10:11  

                                                I have tested weapons damage types agaist quite a few mobs. I am fairly certain of my findings but I could be wrong.Hammers: 100% strike Sword: 100% slashAxes: 50% Slash 50% Strike Greataxes: 50% Slash 50% Strike Greathammers: 100% Strike Greatswords: 75% Slash 25% Strike "Extra Blunt" and "Extra Blades" adjust these values 25% towards there respective damage type. There may be exceptions but I have found none.Example: Battle axe with Extra Blades deals 75% Slash and 25% strike. (Same numbers that I found on the stone cleaver) The Spiked mace with extra blades deals 25% slash 75% strike. Opinion: Most weapons are overshadowed by Greatswords and Greathammers especially the fast possible alternative weapon classes (Swords, Hammers, Spears, Greataxes.) More specifically a few Great weapons shine above the others without having well place alternatives. The Trinity Scepter, Jaws of Death, and Scharfrichter have extreme damage and speed making them more "effective" choices than other weapons,Whether or not they should be nerfed or buffed (or if they will be even) is not what I care about. I would just like to see the weapons brought in line together a little more between the classes. Fast weapons have the option to have a shield so maybe the one hand move set should not be adjusted however there two hand move sets should be faster than the Scharfrichter unless they posses the "slow hitter" attribute. I do not think every weapon should be top tier but ever class should have at least one or two weapons that really shine. Without the attack speed charm the Kraekan Longsword is slower, has less reach and has half the damage of the Scharfrichter which can be holding the attack charm. It doesn't need to match the dps but should atleast be able to capitalize on openings more often. All smaller weapons could use an attack animation speed buff, or greatswords could use a global attack speed nerf. Greathammers are more limited in speed except the Trinity Scepter. Not as extreme of a dominance over other weapons but the same logic applies. In that class and the greataxe class however I would like to see slowhitter removed from some weapons to encourage some different builds and force one to choose for plastyle not just as a handicap.Greataxes need a buff as well. In the NG they are fine as a basic "get you through any enemy type" however they suffer later in the game unless you are using Flasks of Defilement. Since most tough enemies are resistant to one damage type they often fall further behind than they should while being almost as slow and less damaging than hammers. Adding in some scaling for dexterity (not E scaling, its just not enough) would let them hit higher damage in NG+ gamecycles without be too powerful in ng especially if there stamina usage was nerfed. Alternatively giving them slightly more speed would be enough if they had more demading stamina usage.All this said this is a great game and don't let what powerful stop you from playinf what you enjoy. Good luck and have fun - Coffee

                                                • Anonymous

                                                  strange damages?01 Jun 2016 19:31  

                                                  some weapons seem to deal hybrid physical damages.extra blade or extra blunt moving the balance more toward blunt or slash.after testing some axes, sword and mace(of equal attack value) vs slash and strike weak ennemies(bolas eyes(resiste strike weak to slash) and squeletons(stron vs slash weak to strike)).raider axe seem to deal 50% strike 50% slash, where "battle axe" and "stone cleaver" with the same damage value was doing 100% slash damages(extra blades?)classic axe seem to deal 20% blunt 80% slashneed more try to be sure..have you seem something to coroborate or deny this?

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