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Mages

     In General 
  • Attack on the Heart: A Mage cannot die unless their heart is torn out and devoured by a Marked Inquisitor.
  • Enemy Civil War: Mages and their minions do not get along with each other or with the normal enemies and will often attack each other on sight, and the Hazeburnt enemies will attack everything nearby that isn't another Hazeburnt. You can take advantage of this.
  • Flunky Boss: Zig-Zagged. Mages will summon various minions to aid them during a hunt, but once their proper boss fight begins they will stop doing this in exchange for making full use of their arsenal of attacks.
  • Humanoid Abomination: Mages are mortals whose use of forbidden magics has twisted them into towering horrors infused with, and mutated by, the magic they wield.
  • The Magnificent: All of the named mages have fancy epithets related to their elements.
  • Organ Drops: Every Mage drops a variety of crafting materials when killed, many of which are organs, eyes, and other body parts that have been infused with the type of magic used by the Mage.
  • Punny Name: Most Named Mages are named after some kind of reference to their powers, usually the misspelled Latin word for them, such as the Mechanomancer's name being "Anamus" (animus) or the Umbramancer being "Tenebre" (Tenebrae). If it's not this, it's a pun on their powers such as the Corpumancer being called "Ghor" (gore).
  • Whatevermancy: Every single kind of mage follows this naming scheme.

     Pyromancers 
A cursed weaver of flame. Their dark pacts and twisted words enable pyromancers to conjure and manipulate flame from ether, forming it into all manner of baleful and wicked shapes.
Element: Fire.


  • Advertised Extra: As with the first game's Sodden Knight, the Pyromancer(the first mage you fight) is on the official art for the game... only to be taken down early into the game.
  • Boss Subtitles: The Named Pyromancer is Arzhan-Tin, the Ceaseless Fury.
  • Playing with Fire.

     Cryomancers 
A manipulator of the purest cold, the elemental essence which freezes all things. There are some who believe that perfect cold is the realm's only known destiny.
Element: Cold.


     Hydromancers 
A shaper not only of water, but of the dark, cold suffocation that lurks in its deepest recesses. Hydromancers shed their ability to breathe the air, embracing instead a drowned existence.
Element: Cold/Dark.


  • Boss Subtitles: The Named Hydromancer is Kundry Kahn, The Drowned Behemoth.
  • Making a Splash.
  • Warm-Up Boss: Your first encounter with a Dual-Element Mage, in this case, Cold and Dark, as there is no actual "water" element in game.

     Venomancers 
A hateful manipulator of pure venomous essence: a precious natural element that can thicken blood, relieve pain, and cure ailments when administered correctly.
Element: Poison.


  • Animal Motifs: Snakes; their hood is a cobra, they have several snakes strewn about their body, and they even summon snake heads with tentacles.
  • Boss Subtitles: The Named Venomancer is Varren Ovrin, The Vilest Hatred.
  • Poisonous Person: Unusually, the description notes that poison is beneficial if used right. This, along with their snakes, may be a Shout-Out to the Caduceus(the staff of Hermes), which is the universal symbol of medicine.

     Electromancers 
A shaper and wielder of the pure essence of lightning. Unpredictable, irrational, and rage-filled, electromancers take on the personality of those rune-spelling violent flashes that light up the night sky.
Element: Fire/Light.


  • Boss Subtitles: The Named Electromancer is Ekriks Graycloud, The Precipice of Chaos.
  • Power Floats: While still relatively humanoid, it has no legs and instead floats around, making it difficult to hit for pure melee players.
  • Psycho Electro: The description notes that all Electromancers are constantly enraged and act irrationally.
  • Shock and Awe.

     Aeromancers 
A whirling weaver of the winds of chaos. Like the fierce zephyrs that tear this way and that, aeromancers are fickle and unpredictable, violent and loud.
Element: Fire/Cold


  • Blow You Away: Throws tornados at you that will lift and damage you.
  • Boss Subtitles: The Named Aeromancer is Aur Cyrus, The Wild Pandemonium.
  • Power Floats: Seems to be a vuagely humanoid collection of grey rags, being held up by winds.
  • Razor Wind: Sends sickles of air at you, and it forms a sword our of air to twirl and slash at you; their minions can do it too, and if you craft the related weapons weapons so can you.

     Terramancers 
A mountainous shaper of stone and earth, the roots within and the vegetation that emerges. Terramancers tend to be stubborn above all, unyielding to adversity of any kind.
Element: Physical


  • Boss Subtitles: The Named Terramancer is Sto'h Karrig, The Immovable Bastion.
  • Full-Contact Magic: Terramancers are the mage of pure physical damage, so most of their attacks are related to punches or kicks, using their magic to enhance these moves or throw rocks.
  • Gaia's Vengeance: They represent everything to do with the earth; rather than one single kind of "earthly" element, it counts for the dirt, trees, plants, rocks and sand. They are also one of six "pure" mage types, who only have one element; in this case, "Physical".
  • Plant Person: Terramancers have roots and branches sticking out of their otherwise rocky frame.

     Necromancers 
A transcended shaper of death, the essence by which the cycle of life may progress. There may be misery in death, but in its absence, there can truly be no life.
Element: Physical/Dark


  • Boss Subtitles: The Named Necromancer is Nix Ocifiris, Caretaker of Dry Bones.
  • Dem Bones: Most Necromancer minions are, fittingly, living skeletons.
  • Grim Reaper: Embodies this trope in apperance, with a scythe and robes.
  • Lich: Also carries elements of this. Unusually, the Soul Jar of a Necromancer is its Heart; like all mages, it cannot truly die unless its heart is devoured.
  • Necromancy: Dresses in bones, carries a scythe, summons skeletal minions? Yep, it's a Necromancer.
  • Sinister Scythe: Carries a large one that you can craft yourself.
  • Skeletons in the Coat Closet: Their clothing is decorated in bones, including a skull codpiece by the looks of things.

     Thaumamancer 
A living embodiment of divine judgement, that essence by which Krine lays bare the sin and guilt of mortal beings, imbalances that must be righted before the gods.
Element: Light


     Sanguimancers 
A cursed weaver of bright blood, that sanguine essence that flows in all living things. There is great power in blood, and those who wield this power play unspeakable cruelties upon the living.
Element: Poison/Dark


  • Blood Magic: Well... yeah.
  • Boss Subtitles: The Named Sanguimancer is Ture Vasari, The Blood-Drunk Blade.
  • Multiarmed And Dangerous: Played with; Sanguimancers have two insectoid limbs emerging from their back, but don't really use them much.
  • Not Using the "Z" Word: Despite looking and acting somewhat like vampires, Sanguimancers and their minions are never once referred to as such.
  • Our Gargoyles Rock: The Bloodstone Beast minion is a gargoyle in all but name.
  • Royal Rapier: Sanguimancers carry one.
  • Shout-Out: One of their attacks closely resembles Dracula's "Dark Inferno" attack from Castlevania.
  • Sharp-Dressed Man: Compared to most of the mages being either an Elemental Embodiment or in robes(or both), the Sanguimancer prefers to wander about in a nobleman's suit and masquerade mask.

     Fungalmancers 
A shaper of the essential fungal rot that oversees the forest's life cycle, without which the forest would choke on its own dead. Its mind succumbed long ago to fungal rot.
Element: Cold/Poison


  • Boss Subtitles: The Named Fungalmancer is Por Myec, The Encroaching Rot.
  • Fungus Humongous: The Boletin minion is simple a huge mushroom that walks.
  • Mushroom Man: Fungalmancers and their minions are all covered in mold and mushrooms, to the point where the mage's head seems to be a mushroom cap.
  • Make Them Rot: The entire purpose they carry out; causing decay of the dead to ensure the forest flourishes.
  • Poisonous Person: Fungalmancers and their minions cause blight with most of their attacks, blight being a stronger version of the poison status effect.
  • The Worm That Walks: Toad Kings aren't one being but a colony of fungi working together.

     Corpumancers 
A vile weaver of the essential elements that all flesh is fashioned from: muscle, organs, arteries, bone, and bile. To manipulate these elements is to cross some horrific boundary.
Element: Physical/Cold


  • Bear Trap: Can summon one to keep you still for a few seconds.
  • BFS: Corpumancers carry a massive meat cleaver, probably to help chop up bodies.
  • Body Horror: The stock and trade of Corpumancers; their magic consists of constructing twisted mockeries of flesh.
  • Boss Subtitles: The Named Corpumancer is Ghor Lorhotha, Wearer of Tortured Flesh.
  • Chain Pain: Takes a page from Pinhead and can summon hooked chains out of thin air to damage you. Crafting his weapons allows you to do it yourself.
  • Even Evil Has Standards: While the other descriptions usually give some explanation of the "good" that a mage's elemental powers are for, the description of Corpumancy considers it a "horrific boundary to cross."
  • Flesh Golem: Their minions are creatures made of stitched together flesh and bone.
  • Flies Equals Evil: Flies are a prominant motif to the Corpumancer and its minions.
  • Genuine Human Hide: It's clear that the robes it wears are made of this.
  • The Swarm: Corpumancers and their minions can summon swarms of flesh eating flies to attack you, again, once you make their weapon, you can too.

     Mechanomancers 
A manipulator of the invisible, ethereal essence through which all mechanical contraptions function. And yet, to embody the mechanum essence is to shape oneself from impossible, logic-defying machines.
Element: Physical/Poison


  • Bamboo Technology: They are magically making robots in a medieval fantasy, they and their creations seem to be primarily made of wood, braced with metal, rather than metal being the primary component.
  • Boss Subtitles: The Named Mechanomancer is Anamus Kane, The Infernal Machine.
  • Everything's Better with Samurai: The Clockwork Guard minions design in a nutshell.
  • Humongous Mecha: Smaller than most examples, but still will tower over you and everything else that isn't another mage.
  • Magitek: Their thing, constructing robots and even turning themselves into one.
  • Throw Down the Bomblet: if they aren't stomping or punching you, they throw explosives at you.

     Luminimancers 
A shaper of obscene, celestial light. The Light of the cosmos is far colder than the divine light of judgement, for the cosmos are cold, uncaring, and alien.
Element: Cold/Light


  • Boss Subtitles: The Named Luminimancer is Luxian Steel-Glass, The Blind and Blinding.
  • Cosmic Horror: What they seem to embody in their description, and a few of their minions are clearly inhuman and reminiscent of sea creatures.
  • Fluorescent Footprints: When they become invisible, their presence is only shown by a patch of light on the ground where they are.
  • Hard Light: they seem to have no actual physical form, simply beings made of strands of light.
  • Invisibility Flicker: unless they are attacking or close, they turn invisible, with a glowing patch of light on the floor marking where they are.
  • Light Is Not Good: it and it's minions are made of Hard Light, and in-universe considered to be not as "good" compared to the "pure" light of judgement.
  • Vein-o-Vision: when seen, this is what they mostly look like, no defining lines, just a veins of light.

     Neuromancers 
A mad, brilliant manipulator of the essence of the mind, the elemental power through which all knowing, logic, and philosophy are possible. The reach of their power extends to minds far beyond those of this plane.
Element: Poison/Light


  • Boss Subtitles: The Named Neuromancer is Zyzak Zuun, The Curse-Riddled Mind.
  • Brain Monster: their minions all have either exposed brains or are just a brain.
  • Cthulhumanoid: The Neuromancer is essentially a huge Mind Flayer.
  • Interface Screw: Their attacks build up "confusion" that randomizes your controls if it procs.
  • Magic Is Mental: Their powers are focused on the mind, even their attacks are shown to come from their heads.
  • My Brain Is Big: One of their minions, the Royal Mind, is simply a giant brain with arms.

     Chronomancers 
A master of the flow of time. The manipulation of time was once a primordial vessel of eternal waste, halting the march of time until they were defeated by the gods.
Element: Physical/Fire


  • Boss Subtitles: The Named Chronomancer is Zaruman Tam, The Wraith Temporal.
  • Death's Hourglass: What the Glasskeeper minions seem to be.
  • Pendulum of Death: both it and one of it's minions wield these as weapons, and the Scythe you make from it seems to be one too.
  • Time Master: It's whole thing, to the point it has a clock on it's back, that is actually set to your system clock!
  • Time Stands Still: not exactly but it creates areas in which you slow to a crawl that it might as well be in such a fast paced game.

     Dracomancer 
A wielder and shaper of that ineffable draconic essence that dwells in the rarefied edges of the cosmos. Arrogant beyond measure and unconcerned with most conflicts, dracomancers embody conceit.
Element: Fire/Poison


  • Armored Dragons: Clearly is now a humanoid dragon, but wears armor.
  • BFS: A really nice sword you can craft yourself.
  • Boss Subtitles: The Named Dracomancer is Draeaxenerion, The Scaled Nobility.
  • Draconic Humanoid: This, while wearing Dragon themed armor.
  • Dragon Knight: A mage who turned himself into a dragon, who wears dragon themed armor, and uses a sword.
  • Scaled Up: Originally a human who started using Dracomancy, which transformed them into a dragon.
  • Sweeping Laser Explosion: Does this as one of it's attacks.

     Umbramancers 
A Mage of pure darkness; shadow made manifest. For some, there is no lure more compelling than that of imperceptible shadow, s realm where identities are obscured and deeds are unseen.
Element: Dark


  • Boss Subtitles: The Named Umbramancer is Vodin Tenebre, The Lurking Shadow.
  • Casting a Shadow.
  • Darkness Equals Death: the Named Umbramancer is fought in the Sentinel Caves, where the light is so poor, it's near impossible to make them out.
  • Foil: To the Luminimancer, both have similar designs, but while the Luminimancer is about the light of the cosmos, the Umbramancer is about Darkness and underground.
  • Living Shadow: What it and its minions are, beings comprised of living shadow.
  • Sinister Silhouettes: Being shadow creatures, they are the silhouettes.

     Diablomancers 
''A manipulator of the pure essence of diabolical malice, deceit, and wrath. The fabled realm of the Inphyrean Chasm is a well of diablomantic essence, a place of great power at too great a cost.
Element: Fire/Dark


     Kinetomancers 
A wielder and weaver of the essential element of force, that foundation upon which all elements reside. Though many of its properties have been analysed by scholarly minds, Kinetomancers possess the ability to manifest this energy in ways that defy science.
Element: Physical/Light


  • Boss Subtitles: The Named Kinetomancer is Parxa Krass, Force Incarnate.
  • Element No. 5: According to it's bestiary entry, it is the foundational element of all others.
  • Full-Contact Magic: Something of an upgrade to the terramancers attacks, being that these mages are essentially Force incarnate, most of it's attacks are basically forming some kind of weapon and smashing you with it.
  • Power Crystal: it's aesthetic, it seems to be formed of crystal shards that are constantly shifting.
  • Rock Monster: The mage and his minions, simply look like slabs of glowing rock smashed together into vaguely defined forms.

     Bibliomancers 
A curse-ridden manipulator of the ancient Magic held within runes, from which all other Magic is derived. The gods used the runes to end the reign of the Samayavora, so to see such power in the hands of a Mage is quite dangerous indeed.
Element: Light/Dark


Other Bosses

     In General 
  • Ability Required to Proceed: They tend to be blocking specific parts of the maps that either lead to an Inquisitor tools, or the places which you gain more runes to unlock the next maps.
  • Fallen Hero: Their bestiary entries point to this being the case, either having succumbed to the Mystical Plague ravaging the land or displaced by other forces at work.
  • King Mook: The Bestiary points to some of them holding high positions amongst the regular mob enemies you fight.
  • Outside-Context Problem: How most of them come across, being that the Mages are the bigger problem plaguing the land at the moment.

     Inphyrean Warden 
One of the few fabled nobles of the Inphyrean Chasm, a place where no mortal may go.


  • Big Red Devil: Clearly designed to invoke this.
  • Boss in Mook Clothing: It isn't an offical titled boss, but after the one in the prologue, two more show up one in the final map, and one in the Bonus Dungeon, beating both will give you a Voidpyr and an Ashpyr Brick each, the highest tier of Void/Ashpyr upgrades.
  • Demon Lords and Archdevils: Noted to be a "Noble of the Inphyrean Chasm" which seems to be the games Hell Analog, making him this.
  • Shock and Awe: most of his attacks cause pinkish lightning.
  • Unwinnable Boss Fight: Continuing the soul-like tradition, you encounter one at the start of the game, whose purpose is to smash you into paste to properly begin the game, he is beatable, but it takes a lot of effort to do so.
  • Volcanic Veins: It's arms are covered in them.

     Uryks Necklace-of-Ears 
Brutal martial champion among the Skallin, undying blight of the deep woods. Uryks was seldom seen anywhere near Ashbourne Village prior to the arrival of the Mages.


  • Ability Required to Proceed: He, knowingly or not, guards the way to the corpse holding the first Inquisitor Tool: The Grappling Hook.
  • Eviler than Thou: Inverted, the Mages turned out to be a much bigger threat to Ashbourne than the Skallin.
  • Combat Pragmatist: Despite being lauded as the Skallin's strongest, Uryks only tried invading Ashbourne Village after the Mages Arrived.
  • King Mook: Of the Skallin, who you encounter on the outskirts of Ashbourne Village.

     The Green Huntsman 
A nigh-mythical dweller of the forest. Takes of the Green Huntsman have terrified travelers for generations, but sightings have been rare; that is, of course, until Ashbourne Village fell.


  • Beast Man: Seems to be an Anthropomorphic Horse.
  • Don't Go in the Woods: His lore indicates that he is treated as a folkloric reason amongst the residents of Ashbourne.
  • Great Bow: Nothing fancy, but larger than you.
  • In the Hood: A green cloak that covers most of his features, barring his snout.

     The Hate-Cursed Matriarch 
A vestige of Karisite power struggles. As the baronesses hold dominion over their people, the matriarch did too, long ago. Shunned, she persists, trapped in a painful miasma of hatred.


  • God Save Us from the Queen!: Implied to have been this role to the Karisite, which led to her being cursed and shunned by them.
  • The Power of Hate: Right there in the name, implied to have been inflicted on her by being shunned by her people.
  • Shock and Awe: attacks using painful bursts of red lighting, you can tell which ones by how she moves her stave.
  • Spider People: Even moreso than the rest of her race, barring the Baronesses, who at least have a cloak and mask covering the worst of it.

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