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Beginner guide #142151

Richard02Richard02
(116 ratings)
Jun 27, 2017 @ 6:49pm7,909158
Gameplay BasicsEnglish
Updates, new content
New guide content, not new ingame content :
Armor explanation (tips for heavy/light armor).
Weapons explanation, explaining what each weapons is best at.
Creeds info.

2019-12-19:
Removed the comment about adding a picture about the bandaged ring when i never did so.
Small part about combos and multipliers in the weapons chapter
Weapon types strength scale.

2022-05-19:
Cleaned up the creed section, added summaries.

2024-04-17:
Updated the creed section slightly, added "enhanced" edition informations, magic, stamina and focus added, since i apparently forgot to mention that all those years ago?
Enhanced edition Preface.
Enhanced mode is not made by the main dev team, it was made by a fan in essence, as such, some may disagree with the changes included in it, which is why this is an opt-in update, of sort.

The enhanced mode is selectable at the start of the game when creating a new character, if it's your first character, you are better off playing Enhanced, it is a better experience. If you are a returning player, it is up to preference.
Be aware that some information you find online may be wrong if you play in enhanced mode however.

In summary :
A lot of good weapons got nerfed. (The usual)
A lot of bad weapons got buffed. (The usual)
Ranged ammo had their damage types much more polarized, the damage split is now more tilted toward whichever elemental damage the ammo has, for instance, fire bullets are now deal more fire damage than blunt damage.
Gold wine does not stack with other buffs anymore, it is no longer multiplicative, you can also drink less of them in a row.
Defilement debuff no longer increase damage taken, only reduce armor to 0.
Some weapon classes movesets got altered, whips now have an actual combo.
Some weapons got their hidden abilities changed.
Weapons scaling for weapons with multiple stats now work differently, instead of hitting to softcap at 50 of ALL skills when split, it is now 50/30/24/20, for the number of split stats used for scaling.

This last change is probably the most relevant in making certain weapons more useful, as you needed twice the stat points to get to around the same damage level as a single stat-scaling weapon.

The full list of changes can be found here.[docs.google.com]
The most basic things
At the start of the game, you have to choose a class, each with their own advantages, it is important to note that Any class you select can have any skill in the game implying if you select a knight, you will still be able to use a crossbow by gaining skills while levelling up.

However, they start at different places in the giant skilltree this game has, so some classes have earlier access to some skills, the mage, as an exemple, is in the middle of the "magic" part of the skill tree, so he has harder access to other skills in other parts. Also, each classes starts with their own items, some being harder to obtain in the game than others.

After creating your character, you'll be thrown off into a ship to your doom, against a boss that can kill you instantly if it barely touch you, you can try to defeat it, as It can be defeated, which will grant you end-games rewards.

The controls for the game are in bottles spread around the starting beach and the surrounding area, since it is already in the game, i won't talk about them anymore

Almost every action you do cost stamina, which is the blue bar in the top left corner, the part of it that is greyed out is called "Fatigue" and is a result of attempting to roll with too much equipment on or magic usage, blocking also cost stamina, if you run out of stamina while blocking, you'll be stunned, so it's generally better to stop blocking and try to roll away to recover for a bit during fights. (More on this latter)

There's also a wounding system, which is represented, again, by the greyed part in the health bar in the top left corner, it is caused by taking damages, limiting your maximum health to a certain amount until you go to a sanctuary or you use certain spells, it is also possible to reduce the effect of wounds by either using the bandaged ring or by equipping the ghastly gourd, the effects of both of theses items can stack together.

There's a few elemental damages types, along with 2 physical damages types, which i will talk about later on.

Generally speaking, you need to beat a boss to go to the next area, when sometimes it is not needed, i recommend to try and find all bosses to maximize your salt and gold reserves.

Talking about salt, it's a bit like EXP from other games, or souls from dark souls, it's what allows you to level up and upgrade your weapons, among other hidden stuff i won't talk about in here.

When you level up, you gain skill points, which you can spend in the skilltree, there's only one skilltree for all classes. There's different stats you can invest in, Strength, Endurance, Dexterity, Willpower, Magic and Wisdom, i'll talk more about theses stats later on.



The middle of the skilltree
Sanctuaries, like in the game's title

Sanctuaries, as i've said earlier, is somewhere to recover from your wounds, it is also the location where you can spend your hard-learned salt and turn it into levels or equipment upgrades,it also refills you with your creed's equipment, which includes healing potions, you can also offer the stone statues you will find during your travels to the altar, doing so will spawn an NPC according to what the statue was, if you offer a stone merchant, a real merchant will come to sell and buy items.

Different creeds (Creeds are the groups that worship a god) have different items to sell, they all have the same basic items, but they all have a difference in what they offer.

The blacksmith is the NPC that allows upgrading weapons, this require materials you can obtain by killing the creatures or finding them in chests and such, he also sells weapons and armor depending on your creed.
The merchant sells consummables and can buy the items you do not need, he's necessary in order to have a bow, crossbow or pistol, since he's the only one that sells ammo.
The cleric sells red shards, blessed pages (which gives holy damages buff to your weapons) along with the crystalmoat ring, he also sells prayers depending on which creed you are part of.


The alchemist allows you to "transmute" your weapons into stronger ones, which require enemies or bosses loot, it allows to access the strongest weapons in the game.
The mage sell diverses spells, again, depending on your creed, along with the Charged ring.
The guide allow fast travel to other sanctuaries, even if they are not part of your creed, you can also teleport to any guide using the calling horn.
The leaders require you to give them enemies drops, successfully doing theses missions will upgrade your creed, giving you more items when you recover at the sanctuaries and allowing the NPC to sell more advanced items.
Creeds
Creeds are the different religious groups you can join in the game, each creed has a different style of sanctuary and NPCs, they also all sell different weapons and armors depending on the creed you are in, most regular items are sold by all creeds (Bullets, arrows, etc).
This is basically a list of notable things the different creeds sells.
Most creeds fit most playstyles, even if some are focused for one specific playstyle.

Starting creeds
The 3 starting creeds :
The Three's creed
Devara's creed
The iron one's creed

All of them give an healing item that provide the same healing amount, all of them act over 5 seconds, the focus item to restore fatigue also functions the same.

The three is the biggest religion in the salt & sanctuary world, according to some hints of lore, they are refered as "The new gods" by the old man. The creed as access to shockstones and fire buff items as upgrades from the leaders, making it great against most enemies, but since they are not unique items only available in this creed, it isn't that much popular or a good choice, they do however have access to many armor and weapons compared to devara's creed

Devara is refered as the god of light, mostly focused towards cleric and healers, there's a vast range of prayers for sale, their upgradable items obtainable through the leaders are the orange phial and an holy damage buff item, the orange phial is a red shard combined with anti-poison and focus items, making it useful in pretty much every situation, the holy damage buff is good since it works against almost every enemy in the game.

The iron ones are thoses that don't believe in any gods, they offer a reduced amount of prayers and spells, making it a non-magic focused creed, they do offer stronger melee and ranged weapons than other creeds, they also are the only ones to sell lightning bullets and warhorns, along with some other damage buff items.

In short :
The three : Fire and lightning buff items, early kureimoa for transmutation, shields and armor.
Devara : Hybrid Fatigue/hp potion (Called the orange phial), holy damage buff item, priest armor, a few high level prayers.
Iron ones : Lightning buff, Warhorn buff, early steel centipede, lightning bullets for sale, guns, but less spells and prayers for sale.

Creeds you will meet
Section contains :
The stone roots.
The keepers of fire and sky.
The house of splendor.

The stone roots and house of splendor heal over 10s instead of 5, which makes them worse than the starter creeds, the keepers of fire and sky heal a fixed value over 5s, but it still heals less than the two others.
The keepers of fire and sky and the house of splendor offer what i'll refer as "Advanced magic spells", thoses are spells available for sale at high devotion in those specific creeds, they are not sold in starter creeds or stone roots, some of the spells can also be found as loot.

The stone roots are the tree people, they love poison, poison bows, poison buffs, poison throwing daggers, poison bolts, poison arrows, poison bullets, poison this, poison that, everything is poison. They have many medium-game items for sale, mostly poison-based weapons (Obviously), it's mostly a dexterity build creed, they also sell poison spells, they're the only ones to do so.

The keepers of fire and sky are... people hiding in a sanctuary almost impossible to reach, i don't really know what they believe in, because i've never actually wanted to meet them, they're a magic based creed, they offer end-game spells (You can get thoses somewhere else, mind you.) end-game magic weapons, items that lets you regenerate your focus and items that give your magic attacks a damage buff as upgrades. The only unique items they can give you are the upgrades and the acolyte armor, which is the armor the mage class starts with. They also sell magic rings, but thoses rings might already be in your inventory by the point you find and join them.

The house of splendor is that one greedy cult that venerates gold, they sell all the upgrade materials you need for transmutation, making them great for getting end-game items, they also have an unique armor and axe being sold, but don't bother trying to get the axe, it cost 200k and isn't strong at all, the armor is good tough. Other than that, their upgrade items are goldenwine and cleansing cloth, and the basic healing/focus potions, but, since it's wine, drinking too much in a hurry will intoxicate you like heavy poison (It has it's own poison bar, so don't worry about drinking it during poison bosses fights). Cleansing cloth removes all debuffs you have on you, each time you upgrade the capacity after a leader's quest, it gives you two (One in enhanced edition), i don't recommend investing too much in thoses. The goldenwine is basically the strongest buff item in the game, gives you major physical damage buff (more than the keepers of fire and sky magic buff) double the amount of gold collected and gives massive damage resistance against almost everything.

In short :
Stone roots : Focus potion slightly better than starters, poison buff item, poison knives. Poison spell, bullet and knives for sale.
Keepers of fire and sky : Best focus potion, magic damage buff item, focus regain buff, rings on sale.
House of splendor : Focus potion slightly better than starters, Goldenwine, cleansing cloth, armor and shields, guns.
The creed you (Hopefully) won't meet
The order of the betrayer.

They are those that praise a god which is devara's brother, basically the opposite, she's the light, he's the darkness.
They sell end-game weapons and one of the strongest light armor sets in the game, and "Drowned" upgrade materials, they are also the only way to get access to black magic spells, because yes, there are black magic spells, which are actually the exact same the Witch of the Lake uses.
Their unique creed items are the flasks of defilements and buffed arcane pages.
Their gimmick is the defilement debuff, this debuff is applied to YOU whenever you use blood magic spells, and can be applied to enemies by some of the spells too.
The flasks of defilements are throwable items that also apply the debuff to enemies.
Essentially, this debuff reduce enemies' resistances to 0 for 20 seconds (except holy damage (Sorry paladins cosplayers)), this also happens to affect poison procs and make them easier to trigger. It also increases damage taken by 25% (In enhanced edition, this damage increase is removed).
Want to use blood magic? Don't really bother with armor, it'll get reduced to 0 anyway.
Skills, weapons, all the fun stuff!
Different weapons have different requirements, they also have a different needed level in order to use them, a class 4 one-handed sword require sword handling level 4, as an exemple. Usually, the greater the needed level, the better the weapon.

A weapons has multiples stats, i will be using this weapon as an exemple :
It has a base damage of 14, a dexterity scaling grade S (Scaling rating range from S to E, from best to worst) and an after-effects damages of 67.8.
Weapons skill-scaling is how much the weapon's damages increase according to your skills, here, this weapon is only affected by dexterity, while this weapon :
is affected by both dexterity and strength, but it is affected by strength much more than it is affected by dexterity.

Now, you might be asking "But what is strength and dexterity and all thoses weird skills statistics?"
Well, here's a zoomed in picture of the skilltree :
As you can see, there's many small dots, each gives you a skill, on the left side, we can see my total of skill invested in the skill tree, while on the right side, we can see the description of the skill. The "Special skills slots" as i call them, are thoses that give multiple skill points, along with the ability to wield weapons classes.

Strength give bigger damages with strength scaling weapons, thoses include fists, nothing else.
Endurance allows you to carry more weight without being negatively affected, it is necessary to wear the best armors in the game, otherwise you won't be able to dodge or to run at all.
Dexterity give bigger damages with dexterity scaled weapons, nothing else.
Willpower augment drop rates (the rate at which enemies drop items), stamina limit, as well as focus (Focus is used for spells, it just limits how much you can increase your fatigue with spells)
Magic increase the power of magic-scaled weapons and magic spells.
Wisdom increase the power of wisdom-scaled weapons (Theses are rare) and prayers.

There's also something you might want to look out for, some weapons and armor have hidden stats, which does not appear anywhere in their description most of the times, here's an exemple with the "Tarnished crown"


If you look before and after i am wearing it, you'll notice my damages increase by 10%-ish while i am wearing it.
Damages types
There are many damages types, i'll list them then explain what each of them do
Physical damages
-Strike damages
-Slash damages
Elemental damages
-Poison damages
-Fire damages
-Lightning damages
-Arcane damages
-Holy damages

Usually, a melee weapon will do Slash or strike damages, while magic will do elemental damages, at least for player's weapons.

Poison damages work in a weird way, everything in the game has a "poison resistance" bar which we can see at the top of this picture :



When it becomes filled with green, you start taking damages overtime, it can however, be filled a second time, turning red, which is something you'll want to avoid, as it will deplete your health pretty fast if you don't drink an antidote. It works about the same for enemies. I don't particularly like it, as it is not a direct damage source you can use, it is mostly useless against enemies with low health, since it require filling up their poison bar in order for them to start taking damages.

Fire is simple : it does bonus damage and does extra damage over a short time, close to 3 seconds, it also cause severe wounding when the player is affected by it.

Lightning is even simpler : It's bonus damages, works against most enemies.

Arcane is the same as lightning, or close to.

Holy damages is very good, since most enemies in the game don't have a high resistance against it, implying it does massive damages to certain enemies.

All of thoses can be applyied on your weapons for a limited time using items, such as blessed pages and pitchfire.

Slash and strike damages are probably the most simple, slash is for swords and strike is for blunt damages, they are the primary damage you'll take during your travels, so try to get an armor with a good strike/slash resistance.


Knowing your enemies
That is probably the most important part of this guide, it is Very important to know the patterns and weakness of enemies during the game, it is actually easy to find weakness simply by looking or experimenting.

This boss, is probably vulnerable to holy damages and probably has small to no resistance to strike damages (It's actually the reverse, he's vulnerable to slash and resistant to strike) . He also is probably immune to poison, why?

Holy damages is the easiest weakness to spot, is the creature an evil monster coming straight from hell? if yes, holy damages should work.
Strike damages and slash damages are the 2nd easiest, if the enemy is in silk robe or something alike, he is probably vulnerable to slash, if he is armored, he might be vulnerable to strike, but that is not guarenteed, as they can have resistance to both.
Poison is also quite easy to spot, Does it have flesh? if yes, it can most likely be poisoned, with some exceptions such as the wyrm.
Most things are vulnerable to fire, except thoses who are using fire, i can only recommend experimenting for this one.
Arcane is... well, unholy magic, kinda, so it's good against holy enemies, which are really rare.
Lightning is effective against thoses that use fire, sometimes, not always, again, i recommend experimenting.
You can also use the backstory of a character to find it's weakness.

What does experimenting means? Attacking the enemy with no buffs, use items of the elemental damage you want to test, then attack and check if the damages changed very much, or if there's almost no difference.
Also use logic, if you see a skeleton, would it be better to smash it, or to slash it?

But enemies don't only have weakness, they also have damages types they use.
Let's take the Disemboweled husk as an exemple, it has a large sword, you can predict it will deal slash damages, so you should take an armor set that is focused on that aspect, BUT, during the fight, you'll discover that he also has a pistol, which deal fire damages, and because of that, you will most likely die, that is why you should carry an armor that both has fire resistance and slash resistance to the fight, which will make it way easier than originally.
Stamina, magic and focus (AKA the 2 bars below your HP on the top left of the screen)
https://steamuserimages-a.akamaihd.net/ugc/2496758402644268431/C2008D4DC066B4F4C8A4BC6ABC7C7FEAD5D1DE00/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Under your HP bar ( The red one, obviously ), you have 2 other bars, one is barely visible in white.
The blue bar is your stamina (number 1 on the image), it is consumed whenever you roll, attack, cast spells, prayers, almost everything you do consumes stamina, temporarily, after a few seconds it will regenerate, some items and effects can change recovery speed.

Under your stamina is your focus bar (number 2), focus is your hard "mana" capacity, once your focus is empty, you cannot cast anymore spell, to be noted that consuming focus also consumes max stamina until you rest at a sanctuary. (Pictured in 3), this is known as fatigue. It is important to note that all actions increase fatigue, albeit extremely slowly compared to casting spells.

Focus cost for spells is increased by having high equipement load, while focus cost for prayers is decreased by having high equipement load.

You can increase your focus efficiency by aiming for the Focus potion nodes on the skill tree.
Different playstyles, different struggles.
Because of enemies weaknesses and strength, many people will have a different experience depending on their playstyle, i first started with a greatsword-wielding mage, which dealt arcane damages, i fought the wyrm and defeated him in my first attempt, but as i discovered in my 2nd attempt at the game with a poison-dagger-wielding thief, the wyrm is vulnerable to arcane damages, and very VERY resistant to poison, it took at least 10 attempts to defeat it with that character, simply because i had a different character with differents weapons.

The reverse happened with the third lamb, i had a real struggle with my mage, but my thief (which was no longer a thief at that point) had almost no trouble with it.

Simply to say : yes, some bosses are harder than others, but if they are too hard for your current character, maybe it is simply because you need to rethink how to kill it.
Armor and stuff
There are two types of armor in this game, Heavy and light armor, there is no "Medium armors" even if some armors seems to fit this category better than the present armor types.

Heavy armor allows you to take lots of hits before going down, the downside of it is that unless you have high endurance, you'll be slowed down by a lot, it even affects rolls speed and distance, making it almost useless when you use tier 3-5 armors.
That is one of the reasons why shields are better used with heavy armors, since you almost cannot dodge attacks, you have to reduce damages taken as much as possible.(Shields stats are explained in "Weapons types")
As you might have noticed, i said "Unless you have high endurance", endurance increase the amount of weight you can carry before becoming overcharged, this slows down all your attacks and makes you walk slower than a snail, so don't exceed your weight limit.
Running speed and rolls efficiency are affected by % of weight used, so someone with 15/20 weight used is slow than someone with 30/70 weight used, It's good to note that it only consider 0%-25%-50%-75% values, so someone wearing 45% weight is as slow as someone wearing 25% weight. Usually, when using heavy armors, you'll be at 50% or 75% weight, while using light armor you'll be at 0% up to 50% (I don't recommend getting more than 25%)

Lights armors will, yes, protect you a bit, but the biggest advantages with them is dodging, rolling allows you to negate all damages if you time it right, it is a very hard playstyle and if you don't already know how to play the game and have a decent knowledge of the enemies movements, i don't recommend starting with it. (Or you can go : "♥♥♥♥ it, i want a challenge" and ignore my recommendation)
Some armors are also *made* to be used against certain bosses, having heavy damage resistances to a certain type of damages but low damage resist to other types, they're usually light armors, for some reasons. Fortunately for heavy armor users, they're rank 0 light armors most of the times, so you can still equip them.
There's also the "Balance" statistic for armor which i still haven't talked about, basically, it allows you to take more hits before being interrupted and thrown away. (So if you have enough balance you can get hit while attacking and you won't be interrupted.) Most light armor doesn't seem to have much balance.

Weapons in detail
I will proceed to explain the weapons and other handheld items in the few next chapters.
Melee weapons
There are many weapons types within the game, even if most are very similar.
I am going to start with melee weapons, since they're the simplest to explain.
There are 6 weapons classes, each weapons type has a class, the classes are unlocked in the skilltree.
The classes are : Heavy maces (Greathammers and greataxes), Polearms (Spears, scythes and poleaxes), Maces (Axes and hammers), Daggers (only daggers) , Sword (Swords, greatswords , gunsword and greatscissors), Whips (Whips and swordwhips). You could also consider shields to be here, but it's not really a melee weapons.

Greathammers are usually the slowest types of weapons, the axe is also close to claiming that title, but they do massive damages, they can reach 100 damages for a single hit. They do strike damages.

Greataxes are pretty close to greathammers, but they do have different combos, i believe, slash and strike damages

Spears are focused on reaching far targets, there is not many combo for them, Slash damages

Scythes and poleaxes are fairly similars, except maybe some combos or such, they have long reach and do slash damages

Axes usually do slash damages, but some of their combos do strike damages, making it a fairly polyvalent weapons, it's slower than a sword tough.

Hammers provide a fair amount of strike damages (Even tough some of the maces are spread between strike and slash damages) and they are close to prayers and heavy armor on the skilltree, making it an heavy-armor focused weapon.

Dagger is the most unique weapon-type in the game, no other weapon type use the same moveset/combos, (Some weapons share combos) it also attack very fast, making it perfect for attacking then rolling immediately after. It uses slash damages.

Swords are very polyvalent weapons, they are fast (there are some exceptions) and do a decent amount of damages, along with having decent combos. They mostly do slash damages.

Greatswords are swords with greater range and damages, but they are a bit slower, slash damages, most of the times.

There is only on version of the greatscissors, they have unique combos and apparently cause very heavy damages while still being fast with the heavy attacks. It is important to note that once you transmute a greatsword into a greatscissor, you cannnot transmute it back.

The (there is only one) gunsword is a good weapon, because it allows you to use bullets (Which do crazy damages) without having to get the pistols skills, it also allow you to equip a charm, unlike swords + pistols set. It does slash damages on melee and strike damages on ranged, if i'm not mistaken.

Whips are weapons that strikes in a line in front of it, there is no combo, the attack is just the same everytime, but it is very fast, allowing you to attack a group of enemies constantly. Strike damages.

Swordwhips are fairly rare, there is only 2 of thoses, they use the basic whip attack when you try to do an heavy attack, but they also have sword combos, and they have some exclusive combos, making it an unique type of weapon. Slash damages.

Now that we're done describing melee weapons types, i am going to explain how scaling works.
I am going to explain by creating random stats, as i don't know them, but it'll be fairly close to the truth.
Let's imagine a scaling of S increase a weapon's damages by 25% of it's own damages for each skillpoint.
While a scaling of B increase the weapon's damages by 15%.
If we have 10 strenght skillpoints.
A weapon with 10 damages and a S scaling (35 total damages) is less strong than a weapon with 20 damages and a B scaling (50 total damages)
Some weapons then have crazy base damages(80) but D scaling, that doesn't mean it is worst for endgame than a regular base damages(40) but A scaling, especially since secret attributes exists.

2-handing weapons doesn't increase damages directly, it instead increase the weapon's strenght scaling slightly (pratically useless on daggers and such), but the damage cap on the weapon is still the same, the scaling cap being 50 skillpoints (It is not an actual damage cap, as it keeps increasing, but it only increase 1/8th of what it does before 50 skillpoints), to get to this cap with 2-handed weapons you only need 34 skillpoints.

Combos : Thoses are very important, different moves have different damage multiplier from the weapons base damage, this is what allows heavy hits to deal more damages than light hits, lifter (thoses that make enemies airborne) hits always have high damage multiplier.

For reference, the greatscissors and 2-handed weapons are usually considered the strongest weapons ingame because of their scaling and high damages, even with low speed. Tachi (dex-based one handed sword) and the steel centipede (Sword whip) are also considered good. On the other hand, daggers and whips are thought to be the weakest weapon types, daggers because of their low damage output on single hits, instead relying on a lot of hits to do any damage, whips because they do not have any combos, so they are locked on the lowest damage output possible based on their base damages.

Offhand items
There is 5 offhand item types,almost all of them have their own class in the skilltree.
Crossbows (and pistols), Wands, shields(and tower shields).

Crossbows uses arrows, which doesn't cost a lot at the merchant, they are quite usefull for sniping enemies.

Pistols are shotgun-like weapons, they do heavy damages (I don't think anybody knows the damage type it does) to a single enemy in the blast, as far as i've seen, it fires faster than the crossbow, but the bullets are quite expensive at the start.

Wands are used to cast magic spells, obviously, but if you consider that a class 5 wands maxed on it's scaling does less damages than a class 1 staff... it might be best to get a staff instead.

Shields allows you to block attacks efficiently, some attacks can't be block with a weapon but can be blocked with a shields (such as flames) making it very important for a heavy armor character.
You might notice shields stats are the same as an armor, but it actually doesn't work the same, while armors block a set value, (If an armor has strike resist 5, then 5 damages get deducted from strike attacks) shields block % of damages, making some of them incredibly useful against certain bosses, since some only use one or two damage types.

Tower shields are just renamed shields, they block more and have more balance, but other than that, they do pretty much the same as regular shields.
Other items that doesn't fit any other category.
There are also staves and bows that can be used, they don't really fit in offhands or melee, since they're 2 handed ranged weapons.

Staves allows you to equip 2 spells (for light attack and heavy attack) and blocking at the same time, making it a fairly good weapons (also the damages are great) they have their own weapon class,if you aim while falling, it'll slow down your fall for a moment, it might not impact fall damages however.

Bows allows you to equip 2 arrows types and use them, the damages are higher than crossbows, but they are in their own weapon class, if you aim while falling, it'll slow down your fall for a moment, it might not impact fall damages however.

You can also equip charms with some weapons sets, charms are items that gives passive buffs to your weapons, it's the 3rd slot when equipping weapons, some weapons set can't equip thoses because the slot is used for ammo or spells, that's why the gunsword is kinda usefull.
Credits
Writer : Me
The guy that took the pictures : Myself
Slave in the basement : I

I'm open to any suggestions / critics.
I mean it.
Insult me if you want.

Well, if you got this far, here's a complete (formerly, due to Salt and Sacrifice releasing) lore book (Not written by me.)https://drive.google.com/file/d/0B_cJ_GxvoB1qVVBhUWM0bFFlcUE/view
Basically someone unscrambled all the lore contained in the skillslots and the items descriptions, and tryied to make sense out of it, because it's probably the only way to find out what is actually happening.