Salt and Sanctuary
Salt and Sanctuary

Incantations: Class Tiers

Analyze Incantations class tiers in Salt and Sanctuary. Maximize your build potential by understanding the strengths of different spell categories.

·Multi-source verified (91/96)

Incantations: Class Tiers

Incantations in Salt and Sanctuary are powerful tools, but their effectiveness can vary greatly depending on your build and the specific spells chosen. This section breaks down the general tiers of Incantation classes, offering guidance on how to maximize their potential and where to find key items.

Tier 1: Dominant Incantation Builds

These Incantation classes offer exceptional damage, utility, or both, making them highly viable for both early-game progression and late-game challenges. Focusing on these will generally lead to a smoother and more powerful playthrough.

  • Divine Incantations (Paladin/Cleric Focus):
    • Why it's strong: Divine Incantations boast incredible healing and potent offensive spells against undead and unholy foes, which are prevalent throughout the game. The Paladin's starting stats are well-suited for this path.
    • Key Spells:
      • Heal: Essential for survivability. Found early by joining a Sanctuary aligned with the Devara's Light creed.
      • Divine Weapon: Buffs your weapon with holy damage, devastating against many bosses. Can be purchased from a Stone Alchemist at a Devara's Light Sanctuary after offering a Stone Cleric.
      • Lightning Bolt: A high-damage, long-range offensive spell. Requires significant Wisdom investment. Obtainable from a Stone Alchemist at a Devara's Light Sanctuary.
    • Recommended Gear:
      • Kureimoa: A powerful early-game greatsword that scales well with Strength and can be buffed with Divine Weapon. Found in the Festering Banquet.
      • Paladin's Set: Good early-game heavy armor for survivability. Starting gear for the Paladin class.
      • Chain of the Caged God: Increases Incantation damage. Dropped by the Kraeken Cyclops in the Hager's Cavern.
    • Strategy: Prioritize Wisdom and Endurance. Use Divine Weapon for boss fights and Heal for sustained exploration. Lightning Bolt is your ranged damage dealer.
  • Arcane Incantations (Mage Focus):
    • Why it's strong: Arcane Incantations offer versatile elemental damage and powerful crowd control. While initially weaker than Divine, they scale incredibly well into the late game.
    • Key Spells:
      • Flame Barrage: A rapid-fire, low-cost spell for consistent damage. Available from a Stone Alchemist at a Keepers of Fire and Sky Sanctuary.
      • Lightning Barrage: Similar to Flame Barrage but with lightning damage, useful against different enemy types. Also from a Keepers of Fire and Sky Alchemist.
      • Arcane Weapon: Buffs your weapon with arcane damage. Found at a Keepers of Fire and Sky Sanctuary.
      • Dragon's Breath: A devastating area-of-effect fire spell. Requires a high Magic stat. Obtainable from a Stone Alchemist at a Keepers of Fire and Sky Sanctuary after offering a Stone Mage.
    • Recommended Gear:
      • Amber Staff: A good early-game staff for mages. Found in the Village of Smiles.
      • Blacksmith's Set: Offers decent protection for a caster. Found in the Watching Woods.
      • Ring of the Coward: Increases Incantation damage at the cost of defense. Dropped by the Coveted King in the Dome of the Forgotten.
    • Strategy: Focus heavily on Magic. Use Barrage spells for general combat and save Dragon's Breath for groups or tough enemies. Arcane Weapon can supplement melee damage if needed.

Tier 2: Niche but Effective Incantation Builds

These Incantation classes can be very powerful in specific situations or with dedicated builds, but may require more strategic planning or specific item acquisition to truly shine.

  • Pestilence Incantations (Alchemist/Rogue Focus):
    • Why it's strong: Focuses on poison and debuffs, excellent for chipping away at high-health enemies and bosses. Can be tricky to master due to delayed damage.
    • Key Spells:
      • Poison Gas: Creates a cloud of poison. Available from a Stone Alchemist at a The Iron Ones Sanctuary.
      • Poison Mist: A more potent, lingering poison effect. Also from a The Iron Ones Alchemist.
      • Vile Weapon: Infuses your weapon with poison damage. Found at a The Iron Ones Sanctuary.
    • Recommended Gear:
      • Poisoned Dagger: Good early-game weapon for applying poison. Found in the Bandit's Pass.
      • Assassin's Set: Light armor with good resistances. Found in the Red Hall of Cages.
      • Ring of the Wicked: Boosts poison damage. Dropped by the Disemboweled Husk in the Crypt of Dead Gods.
    • Strategy: Prioritize Dexterity and Wisdom. Apply poison and then evade, letting the DoT (Damage over Time) do its work. Vile Weapon is excellent for quick poison application in melee.

Tier 3: Situational or Advanced Incantation Builds

These Incantation classes are generally less impactful than others or require very specific circumstances to be effective. They are often best used as supplementary tools rather than primary damage sources.

  • Stone Incantations (Warrior/Knight Focus):
    • Why it's strong: Primarily defensive and utility-focused, offering buffs and minor earth damage. Best used to support a melee build rather than as a standalone caster.
    • Key Spells:
      • Stone Skin: Increases defense. Available from a Stone Alchemist at a The Stone Roots Sanctuary.
      • Stone Weapon: Buffs your weapon with earth damage. Found at a The Stone Roots Sanctuary.
      • Earthen Grasp: Summons a rock spike from the ground. Limited range and damage. Also from a The Stone Roots Alchemist.
    • Recommended Gear:
      • Iron Sword: A solid early-game weapon that can be buffed. Starting gear for the Warrior.
      • Plate Armor Set: Heavy armor for maximum defense. Found in the Castle of Storms.
      • Stone Ring: Increases defense. Dropped by the Kraeken Dragon in the Pitchwoods.
    • Strategy: Integrate Stone Skin and Stone Weapon into a heavy armor, melee build. Earthen Grasp is rarely worth the focus unless you have spare Wisdom and need a minor ranged option.