Classes in Salt and Sacrifice is determined at the start of the game during the Character Creation section. Currently, there are 8 classes that have been mentioned by Ska Studios and choosing a class usually determines the starting equipment of the player's character such as Weapons, Armor, Accessories, as well as starting Skills

What is the Best Class of Salt and Sacrifice?

There is not absolute Best Class for the game, and you can tailor your character to your preferred play. The easiest classes are:

  1. Priest: Begins the game with a mace with a heal, and isn't heavy weight
  2. Fighter: Begins with significant Armor
  3. Ranger: Benefits from Polearm reach

 

Salt and Sacrifice All Classes

 

 

 

 

Salt and Sacrifice Classes Comparison

This Class Comparison table helps players identify the relative strengths and weaknesses of the starting classes of Salt and Sacrifice.

Note that the sum of all points amount to 48 per Class, meaning there are no inherently better or worse classes, but rather Strengths and Weaknesses within the different abilities. These differences are the result of each Class having 3 pre-unlocked Skills from the Skill Tree. All of the classes have a starting value of five in each of the nine Main Stats. So for example, the Cleric class starts with the Strengthened Resolve, Class 1 Glyphreader and Powerful Conviction Skills, which add 1 point of Resolve, 1 point of Conviction, and another point of Conviction respectively. This means that Cleric characters will start with 6 points of Resolve instead of the initial 5, and 7 points of Conviction rather than 5.

Class

Strength

Dexterity

Vitality

Will

Endurance

Arcana

Conviction

Resolve

Luck

Total

Assassin

5 6 5 7 5 5 5 5 5 48

Cleric

5 5 5 5 5 5 7 6 5 48

Fighter

6 5 5 5 7 5 5 5 5 48

Duelist

5 7 5 5 5 5 5 5 6 48

Highblade

5 6 6 6 5 5 5 5 5 48

Paladin

5 5 6 5 6 5 6 5 5 48

Ranger

5 7 5 5 6 5 5 5 5 48

Sage

5 5 5 5 5 7 5 6 5 48

 

Salt and Sacrifice Crimes

Crimes in Salt and Sacrifice are a Character Creation choice for the player that determines some background for their character. The extent of the role-playing impact of crimes within the game's narrative is not currently known, but Crimes affect a starting bonus item that the Marked Inquisitor will begin their playthrough with.

Crime

Starting Item

Information

Alchemy

x3 Phlogiston Decoction Three charges of a potent offensive potion that can be thrown at targets from a safe distance, exploding on impact.

Arson

5x Fire Bomb Five Bombs that can be used as a ranged weapon from a safe distance that explode on impact.

Blasphemy

Censer of Harmony Permitted to grow, discord grows with it. Restore harmony by turning instruments of malice upon one another. (Causes creatures to turn on hostile invaders)

Brigandry

Cutthroat's Dagger Increases maximum Stamina.

Drunkenness

x5 Cracked Wineskin Can be drunk.

Forgery

Forged Deed You can use the Forged Deed to sell the house to Shopkeeper Arnald.

Heresy

Krine Tablet Can be redeemed for 5 Dawnlight Tokens.

Lasciviousness

Lock of Hair  A lock of hair, bound together as a kind of keepsake.

Smuggling

Signal Lantern A brass signal lamp with a sturdy base and reinforced handle. It relies on tiny bursts of flame and concentrated  quicklime to illuminate the lens, allowing sailors to communicate from a great distance.

Sumptuousness

Signet Ring A gold ring with some raised lettering on the frontage. Noble families use these to quickly identify an individual's worth at a mere glance.

Usury

Bag of Silver Can be used to obtain 1,000 Silver.

Vagrancy

Wooden Doll A simple wooden doll.

 

Salt and Sacrifice Classes Starting Equipment

Classes in Salt and Sacrifice determine the starting Equipment and Skills players begin the game with. The tables below display the Equipment and Skills related to each Class and helps compare between them.

Starting Equipment for each Class

 

Starting Skills for each Class

Starting Skills
Assassin
Cleric
Fighter
Duelist
Highblade
Paladin
Ranger
Sage
Skill 1

Class 1 Twindagger: Gain 1 point of Will.

Strengthened Resolve: Gain 1 point of Resolve.

Class 1 Juggernaut: Gain 1 point of Endurance.

Class 1 Marksman: Gain 1 point of Luck.

Renewed Will: Gain 1 point of Will.

Class 1 Glyphreader: Gain 1 point of Conviction.

Class 1 Armor: Gain 1 point of Endurance.

Class 1 Banereader: Gain 1 point of Arcana.

Skill 2

Class 1 Darkblade: Gain 1 point of Will.

Class 1 Glyphreader: Gain 1 point of Conviction.

Augmented Endurance: Gain 1 point of Endurance.

Bolstered Dexterity: Gain 1 point of Dexterity.

Shining Vitality: Gain 1 point of Vitality.

Class 1 Juggernaut: Gain 1 point of Endurance.

Class 1 Archer: Gain 1 point of Dexterity.

Class 1 Stave: Gain 1 point of Arcana.

Skill 3

Bolstered Dexterity: Gain 1 point of Dexterity.

Powerful Conviction: Gain 1 point of Conviction.

Class 1 Vanguard: Gain 1 point of Strength.

Class 1 Duelist: Gain 1 point of Dexterity.

Class 1 Highblade: Gain 1 point of Dexterity.

Shining Vitality: Gain 1 point of Vitality.

Class 1 Halfspear: Gain 1 point of Dexterity.

Class 1 Channeler: Gain 1 point of Resolve.

 




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