“Looking for the latest tips and tricks for Salt and Sanctuary’s Enhanced Mode? Look no further! This article provides a work-in-progress list of tested formulae and modding information specifically for the enhanced combat patch 1.0.2. Get ready to level up your gameplay!”
How to access game data
https://www.nexusmods.com/saltandsanctuary/mods/26?tab=description
Copy your loot.zlx dialog.zdx monsters.zox skilltree.zsx and strings.ztx files from your S&S install folder into the packed folder of the unpacker and run unpack.bat. These files are contained within folders sharing their names, except for strings which is contained in the dialogue folder.
In the unpacked folder will be the XML files so you can test and modify the game.
Weapon Scaling Formula (Single Attribute)
Starting from the files value for stat scaling
Multiply the value listed in the files by 1.25 to get the scaling value displayed in game
Multiply by the weapons upgrade factor one time per upgrade the weapon has gotten
Divide by 10
Multiply by the corresponding attribute (up until the softcap)
Multiply by the weapon’s base damage
Divide by 5
Add the weapons base damage to get final damage
This method has been 100% consistent for one handed single attribute weapons regardless of attribute, and pure dex weapons both single and two handed. I believe this method works for two handed strength weapons, but the nature of softcaps and two-handed strength makes this difficult to verify.
I have tested and confirmed the following do not influence weapon damage or scaling in any way:
- Weapon weight
- Weapon tier
- Weapon type
Multi attribute weapons have an additional 1.1 to 1.5 times larger damage value compared to the values expected from the formula above. I have confirmed that with equal strength and dex a weapon with 2.5 str/dex scaling has higher damage than a weapon with 5 strength scaling.
I have not been able to find out how multi attribute scaling works, please let me know if you are able to figure it out.
Loot XML Documentation
<category>0</category>
<type>3</type>
<upgrade>5</upgrade>
<upgradeFac>1.05</upgradeFac>
<name>sword_cleaver</name>
<title>
Title cut out to preserve space
</title>
<desc>
Description cut out to preserve space
</desc>
<img>373</img>
<texture>sword_cleaver</texture>
<flags>7</flags>
<special>8</special>
<weight>6</weight>
<values>
<float>18</float>
<float>2.26</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>3</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0.79</float>
<float>0.79</float>
<float>0.79</float>
<float>1</float>
<float>0.48</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
<float>0</float>
</values>
<upgradePath>
<UpgradePath>
<reqLoot>dice_torturer</reqLoot>
<outLoot>amber_flame</outLoot>
<cost>10000</cost>
<reqCount>1</reqCount>
</UpgradePath>
<UpgradePath>
<cost>0</cost>
<reqCount>0</reqCount>
</UpgradePath>
</upgradePath>
<value>15000</value>
<durability>100</durability>
<texIdx>0</texIdx>
<texIdx2>0</texIdx2>
</LootItem>
Category & Type
Main list is category, sub-list is type
- 0:Weaponry
- 0:Dagger
- 1:Shortsword
- 2:Mace
- 3:Axe
- 4:Spear
- 5:Scythe
- 6:Greatsword
- 7:Greathammer
- 8:Bow
- 9:Crossbow
- 10:Staff
- 11:Whip
- 12:Greataxe
- 13:Poleaxe
- 14:Pistol
- 15:Torch
- 16:Wand
- 17:Greatscissors
- 18:Gunblade
- 19:Whipsword
- 20:Longsword
- 1:Shields
- 1: Normal / Kite Shield
- 3: Great Shield
- 5: Round Shield
- 2:Armor
- 0:Helm
- 1:Armor
- 2:Gloves
- 3:Boots
- 3:Accessory / Misc
- 0:Ring
- 1:Charm
- 2:Brand
- 4:Consumable / Ammo
- 0:Consumable
- 1:Arrow
- 2:Bolt
- 3:Pistol Ammo
- 5:Spells and Incantations
- 0:Magic
- 1:Magic Incantation
- 2:Blood Magic
- 3:Blood Magic Incantation
- 5:Prayer Incantation
- 6:Keys
- 7:Upgrade Materials
- 0:Shrine Statues, Black Pearl, Gray Pearl, and Charred Upgrade Materials
- 1:Frozen Upgrade Materials
- 2:Hair and Poem Upgrade Materials
- 3:Unique Weapon Upgrade Materials
- 4:Drowned Upgrade Materials
- 5:Alchemy Materials
- 6:Tooth Upgrade Materials
- 7:Ear, Ashes, Trophies
Upgrade
- 0:Hair, Poem, Orders upgrade track
- 1:Drowned upgrade track
- 2:Fire upgrade track
- 4:Frozen upgrade track
- 5:Tooth upgrade track
Upgradefac
Most values on an upgradable weapon/shield/armor are multiplied by this value each upgrade. Highest is the iron pot at 1.3, most gear is 1.1 or below.
Name
Internal name used for the item such as listing it in stores
Title
The name shown in game, in 13 languages
Desc
The items description shown in game, in 13 languages
Img
Unknown, probably the inventory icon
Texture
Unknown, probably in game sprite
Flags
- Weapons
- 0:None
- 1:Fire
- 2:Lightning
- 3:Poison
- 5:Holy
- 6:Arcane
- 7:HP Leech
- 8:MP Leech
- 9:Poise Damage
- 10:Charm Move (unconfirmed)
- 11:Charm Move 2 (unconfirmed)
- 12:Salt Drop
- 13:Gold Drop (unconfirmed)
- 14:Extra Blunt (unconfirmed but extremely likely)
- 15:Extra Blades (unconfirmed but extremely likely)
- 16:Crossbow Piercing
- 17:Spell Only HP Leech (only works if its on a staff or wand)
- 20:Unknown (present on wands)
- 21:Faster Cast Speed (unconfirmed, might give FP on spell hit rarely?)
- Shields (shields don’t use flags)
- Armor (flags are likely for graphical effects)
Specials
- Weapons
- 2:Chain whip effect
- 3:Extra Blunt
- 4:Extra Blades
- 5:Slow Hitter
- 6:Fast Hitter
- 7:Slide
- 8:Charm Move (unconfirmed)
- 9:Oak Staff (Extra Blunt but 100%)
- 10:Unknown (unique to martial flail)
- Shields
- 10:1% HP/s regen
- 19:10% More Damage
- 32:Unknown (Flayers Rack effect, whatever it is)
- 36:Unknown (Carapace Pavise effect, whatever it is)
- 37:Reflect (Spell Parry)
- 39:Tainted Greatshield Effect (HP drain and heal on block while corrupted)
- 40:Thorns (Damage on block)
- 46:Faster Parry and Wider Window
- 47:Undersight
- Armor
- 9:Gold Find
- 10:1% Hp Regen
- 12:Stamina Regen Boost
- 14:+3 Strength
- 15:+3 Dex
- 17: More endurance / equip load (unknown quantity)
- 19:10% More Damage
- 21:+3 Magic
- 22:+3 Wisdom
- 26:-10% magic cost
- 28:Wounding Reduction
- 29:Unknown (Top Hat)
- 33:Magic Damage Boost
- 38:Fist Damage Up
- 41:Damage Reflect
- 42:Light Source
- 45:Item Find
Values
- Weapons
- Base Damage
- Strength Scaling
- Dex Scaling
- Wisdom Scaling (spell casting tools only)
- Magic Scaling (spell casting tools only)
- Weapon Skill required
- Incantation/Prayer Skill Required
- Unknown
- Unknown
- Magic or Wisdom scaling for weapons
- All values below this point are unknown. Presumed to be weapon blocking, range, and speed stats in that order.
- Shields
- Stagger Reduction
- Unknown
- Strike Defense
- Fire Defense
- Lightning Defense
- Slash Defense
- Poison Defense
- Holy Defense
- Arcane Defense
- Skill Required
- Unknown below this point
- Armor
- Strike Defense
- Fire Defense
- Lightning Defense
- Slash Defense
- Poison Defense
- Holy Defense
- Arcane Defense
- Balance
- Skill Required
- Unknown below this point
UpgradePath
Used in alchemy, use upgrade to deal with blacksmith upgrades
Value
Gold Value
Durability
Unused in modern game
And that wraps up our share on Salt and Sanctuary: Enhanced Mode XML Documentation Number Hunting [WIP]. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Gravenwitch, who deserves all the credit. Happy gaming!