Salt and Sanctuary
Salt and Sanctuary

Spells: Class Tiers

Rank Salt and Sanctuary's Spells by tier. This guide helps you prioritize arcane acquisition and skill point allocation in the Tree of Skill.

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Spells: Class Tiers

Welcome, aspiring mages and arcane enthusiasts! This section delves into the efficacy and acquisition of various spells in Salt and Sanctuary, categorizing them into tiers based on their utility, damage output, and ease of access. Understanding these tiers will help you prioritize your skill point allocation in the Tree of Skill and decide which creeds to align with for optimal magical prowess.

S-Tier Spells: Game Changers

These spells are absolute must-haves for any magic-focused build, offering unparalleled utility or damage that can trivialize many encounters. Prioritize acquiring these as soon as possible.

  • Lightning Bolt (Arcane)
    • Description: A fast, high-damage projectile spell that scales incredibly well with Magic. Excellent for single-target damage against bosses and tough enemies.
    • Acquisition: Obtained by offering a Diamond Cluster to a Stone Altar of the Keepers of Fire and Sky creed. The Keepers of Fire and Sky are found early in the game, with their first sanctuary in the Village of Smiles. You'll need to invest in the Arcane branch of the Tree of Skill to unlock this.
    • Strategy: Due to its speed and damage, it's perfect for kiting enemies and punishing openings. Combine with the Mosquito's Coil ring (found in the Festering Banquet) for increased spell damage.
  • Flame Barrage (Fire)
    • Description: Unleashes a volley of fire projectiles, dealing significant area-of-effect (AoE) damage. Ideal for clearing groups of enemies or hitting large, slow bosses.
    • Acquisition: Requires devotion to the Iron Ones creed. Offer a Stone Altar to their sanctuary (first found in the Bandit's Pass) and then offer a Diamond Cluster. You'll need to progress through the Fire & Sky branch of the Tree of Skill.
    • Strategy: Best used when enemies are grouped up or when a boss is stationary. The spread of the projectiles can be inconsistent, so practice aiming. Consider equipping the Burning Sky Ring (dropped by the Kraeken Cyclops in the Dome of the Forgotten) to further boost fire damage.

A-Tier Spells: Highly Effective & Versatile

These spells are incredibly strong and will be mainstays in your magical arsenal. While not as universally game-changing as S-tier, they offer excellent damage, utility, or both.

  • Dark Swarm (Dark)
    • Description: Summons a cloud of dark energy that slowly tracks enemies, dealing continuous damage. Great for applying pressure and dealing with evasive foes.
    • Acquisition: Pledge allegiance to the Order of the Betrayer creed. Their sanctuary is hidden in the Hager's Cavern, accessible after defeating the Kraeken Wyrm. Offer a Diamond Cluster at their altar. Requires investment in the Dark & Holy branch of the Tree of Skill.
    • Strategy: Cast it and let it do its work while you focus on dodging or using other spells. It's particularly effective against enemies with large hitboxes or those that move predictably.
  • Mend (Holy)
    • Description: A crucial healing spell that restores a significant amount of health. Essential for survivability, especially in challenging boss fights.
    • Acquisition: Available from the Devoted of That Which Awaits creed. Their sanctuary is in the Watching Woods. Offer a Diamond Cluster. This spell is on the Dark & Holy branch of the Tree of Skill.
    • Strategy: Always have this equipped. The ability to heal without consuming flasks is invaluable. Time your casts carefully during combat to avoid being interrupted.

B-Tier Spells: Situational & Solid

These spells have their uses and can be quite effective in specific situations, but they might not be as universally powerful or efficient as higher-tiered options.

  • Flame Ring (Fire)
    • Description: Creates a ring of fire around the caster, damaging nearby enemies. Useful for close-quarters combat or when surrounded.
    • Acquisition: Another spell from the Iron Ones creed, requiring a Diamond Cluster offering. Found on the Fire & Sky branch of the Tree of Skill.
    • Strategy: Best used when you're being swarmed by weaker enemies. It can also be a decent option for melee/magic hybrid builds.
  • Sky Shatter (Arcane)
    • Description: Calls down a bolt of lightning from above, dealing AoE damage. Can be good for hitting enemies above you or those with predictable movement.
    • Acquisition: From the Keepers of Fire and Sky creed, after offering a Diamond Cluster. Found on the Arcane branch of the Tree of Skill.
    • Strategy: The cast time can be a bit long, making it less reliable in fast-paced combat. However, it shines against slow, large enemies or when you have a clear opening.

C-Tier Spells: Niche & Early Game

These spells might be useful in the very early game or for highly specialized builds, but they generally get outclassed by higher-tier options as you progress.

  • Spark Stone (Arcane)
    • Description: A basic projectile spell, dealing modest arcane damage. Your first offensive spell for an arcane build.
    • Acquisition: Available from the Keepers of Fire and Sky creed with a basic Stone Altar offering. Very early in the Arcane branch of the Tree of Skill.
    • Strategy: Use it until you get Lightning Bolt. It's a reliable, if unexciting, ranged option for early areas.
  • Fireball (Fire)
    • Description: A straightforward fire projectile. Similar to Spark Stone but with fire damage.
    • Acquisition: Acquired from the Iron Ones creed with a basic Stone Altar offering. Early in the Fire & Sky branch of the Tree of Skill.
    • Strategy: Good for early fire damage, but Flame Barrage quickly overshadows it.