Bring potions, not courage
This is a long fight, and the single most repeated piece of preparation advice for it is not about damage — it is about how many healing potions you walk in with. The guide this page is built on suggests going back to camp and starting over if you arrive at the teleport with fewer than ten, and describes arriving with thirty. The cheap potions at the camp shop are the ones to buy, because you can restock from the in-run merchant on the way.
- Sell your whites at the in-run merchant on the way to the boss and spend it on the discounted potions.
- Use instant heals only when close to death; drink potions at around 70% health, whenever you cannot reach her anyway.
- A Pro combat bag from the season shop is a cheap way to arrive in blues with a usable rune set.
Close range is the safe range
The fight inverts the usual instinct. At close range Sálmar has three options, all of them readable. At distance she has the ray-and-hands spell, the tracking fireballs and the projectile fan — the moves that actually end attempts. So every time she creates space, closing it again is the priority, which is why the recommended solo kits carry two dashes on the sword-and-shield side plus the long dash on the hammer.
- Open with a charged heavy rather than poking. It is powerful enough to be worth the commitment and can chain into a follow-up.
- Sword auto-attacks into the two-hit finisher will sometimes stagger her, which is the cue to switch and charge.
- Ranged classes are described as much harder here, not impossible — but this is not the fight to learn one in.
The summons are the fight
Strip the adds out and this is a straightforward two-phase boss. With them it is a fight you can lose while she is at half health. Two separate phase-one moves conjure a copy of your own character — at your gear level, with your kit — and the phase-two summons can be any class at all. The rule is the same every time and it does not have an exception: focus the add, immediately, before you go back to her.
- Being caught by the grabbing hands stuns you first and summons second, so you meet the clone already behind.
- On the kneel punish, take the damage window and then turn straight to the add rather than greeding a second charge.
- The one consolation is that phase-two adds are not copies of you, so they arrive with someone else’s kit rather than yours.
How to practise her without going broke
The loop that makes repeated attempts affordable is worth as much as the move list. Enter with a combat bag rather than your own gear, run the route to the boss area, and if the attempt fails, revive, leave through the teleporter and extract with whatever the run picked up. You keep the loot, you keep the lesson, and the next attempt costs a bag rather than a loadout.
- Take the nearest quest on the way in — it funds the potion run and is doable in poor gear.
- The training grounds will not rehearse this fight, because a bot does not have her moveset. What they will rehearse is the class you intend to bring.
How this fight differs from the Brandrgarde Mist Lords
Sálmar is a solo-shaped fight and the guide behind this page is a solo player’s. The two Mist Lords on Brandrgarde are not: Otto, the Flesheater is written up as a three-role team fight in a sealed arena on a timer, and the recommended answer to him is a Withered Knight holding aggro behind a shield rather than anything you do alone. If you have learned Sálmar and are about to meet him, the differences are the point rather than the similarities — his tells are colours, not shapes, and two of the three colours mean the tank is about to lose him.
- Otto has his own page with all seven of his attacks and what each glow means.
- General Harald has a page too, and it is deliberately a different kind of page: still no moveset, because no published guide says what any of his attacks look like before they land, but activation, per-mode health, sight radii and drop ranges from the datamined profile, labelled as datamined throughout.
- So the three pages are not interchangeable. Sálmar teaches you a fight, Otto teaches you a colour language, and Harald tells you how to reach and survive a fight nobody has described. Read each for what its sourcing actually supports.
