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Attunement-less

Attunement-less icon

Attunement-less Mantras, or Physical Mantras, consist of Mantras that are chosen based on your attributes, similar to Talents, rather than your Attunements.

NOTE: Attunement-less Mantras are rarer if you have an Attunement and depend on how much you have in said stat opposed to your Attunement.

Description

You don't have an Attunement, instead relying on your physical and mental abilities to give yourself an edge in battle.

Most of your Mantras focus on your physical and mental capabilities instead of a specific element, allowing you to achieve incredible feats by utilizing your body alone, whether it's utilizing your raw strength combined with the Song to punch down trees and enemies alike, moving at a faster rate than usual, or predicting attacks with your intelligence alone, just to name a few. Although Attunement-less sounds horrible on paper, it is, in reality, just as viable and completely usable as having an Attunement.

In spite of its shortcomings, the potential of Attunement-less is nothing to scoff at, as stat points normally allocated to Attunements can instead be used to obtain Talents, as well making obtaining high investment Talents more worthwhile should a powerful combat Mantra scale off the same points.

Upgrading Mantras

The Attunement-less Mantra trainer Regek can be found at Greathive Aratel in the Archives area. To allow the user to upgrade their Mantras here, the player must complete a quest for the trainer by collecting sap from 3 Soulblooms. (You need to have washed your face at the Lightkeeper's Temple to activate the quest.)(Trainer is located from a path called "Archives" from the root plaza.) Alternatively, you can use the Songwright in the guild base (if you hired him already)

Otherwise, you can use the Mantra Trainer in the guildbase without having to do a quest.

  • All of the Soulblooms can be found at the top of the tree, in Canopy Plaza.
  • 2 of them are located in the Blacksmith's area.
  • 1 is located outside of the Observatory.

Once completed, the user can upgrade their Attunement-less Mantras by speaking to the trainer and paying an increasing sum of notes for each Mantra level. NOTE:

  • Upgrading your Mantras at this trainer depends on the type of Mantra you wish to upgrade and the number of points you have in the respective attribute!

For example:

  1. 20+ points in Strength => Level 2 Strength Mantra.
  2. 40+ points in Strength => Level 3 Strength Mantra.
  3. 60+ points in Strength => Level 4 Strength Mantra.
  4. 80+ points in Strength => Level 5 Strength Mantra.

In short: Every 20 points in a specific attribute will unlock the next level for said Mantras in that attribute, maybe use this information to wisely diversify your stats more. Keep in mind that Mantras are capped at level 5 and increasing an attribute to 100 will grant you no benefit with its Mantras aside from a bit of damage scaling.


Attribute Mantras

  • These Mantras are based on your attributes, not your Attunements.
  • Their damage/efficiency scales with the attribute's level.
  • Although the Mantras have nothing to do with Attunements, having an Attunement can sometimes make certain Attunementless Mantras have higher obtainment requirements (e.g; Glare). Source: Arch_Mage and tester(s)
  • (Side Note: Do not confuse upgrading Mantras at trainers with using modifiers.)

Strength Mantras

Strength Mantras are mainly based on combat and slightly geared towards mobility & exploration. To increase the damage output and level cap, build muscle with dumbbells, chop trees with a Lumber Axe or hit enemies with your weapon.

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Strong Left (☆☆☆)
Combat Mantra
Show your foes your strength.

Strong Left (☆☆☆)


Combat Mantra
Show your foes your strength.
35 Ether
Blunt
20 Strength

Effect: User unleashes a powerful left cross that knocks their opponent away, inflicting ragdoll and a good amount of knockback in the process.

  • Can fell trees. With the Treefelling Blow Talent, you can gain wood from fallen trees.
  • 20/30/40/50/60 base damage per level, 22 posture, 2 Strength scaling
  • 72 damage at 100 Strength level 5
Rapid Punches (☆☆☆)
Combat Mantra
Unleash a barrage of blows against your foes.

Rapid Punches (☆☆☆)


Combat Mantra
Unleash a barrage of blows against your foes.
30 Ether
Blunt
20 Strength

Effect: User launches a flurry of punches that inflicts light damage on their opponent.

  • The move is cancelled upon getting parried in the initial hit.
  • The user may cancel the barrage at any point during it by right clicking.
  • Victims struck by the last punch are pushed away.
  • 60/65/70/75/80 base damage per level, 2 Strength scaling
  • 96 damage at 100 Strength level 5
  • Hits after the first one are 360 degree blockable.
Table Flip (☆☆☆)
Combat Mantra
Toss the ground infront of you.

Table Flip (☆☆☆)


Combat Mantra
Toss the ground infront of you.
35 Ether
Blunt
40 Strength

Effect: User throws a piece of the ground that goes straight in the direction their character (not the camera) is looking at.

  • Victims crushed by the rock will be dazed and will be thrown away.
  • 20/30/40/50/60 damage per level, 2 Strength scaling
  • 72 damage at 100 Strength level 5
Skyshatter Kick (☆☆☆)
Combat Mantra
Unleash two devastating kicks with your brute strength.

Skyshatter Kick (☆☆☆)


Combat Mantra
Unleash two devastating kicks with your brute strength.
120 Ether
Blunt
80 Strength

Effect: User performs a long windup before unleashing two devastating kicks.

  • Does MASSIVE damage upon hit, and has a range of 20 studs.
  • Can be parried, blocked and dodged.
  • 20/30/40/50/60 damage per level, per kick, 2 Strength scaling
  • 72 damage at 100 Strength level 5, per kick
  • Can be modified with a Round Spark to stomp directly into the ground. If a player is hit by this both the player and caster are flung into the air, however if more than 2 players are hit, one player will be flung up while the other two including the caster will remain on the ground (might be a bug)
    • If Round Spark is used, the damage is always the same as landing only a single kick (e.g. 60 instead of 120)
Strong Leap (☆☆☆)
Mobility Mantra
Kick off of the ground with your strength, sending you into the air.

Strong Leap (☆☆☆)


Mobility Mantra
Kick off of the ground with your strength, sending you into the air.
70 Ether
N/A
50 Strength

Effect: User jumps vertically into the air.

  • Altitude travelled decreases significantly as the user loses health.
  • Drops carried players/NPCs when used.
  • Fall damage is taken if the user gets high enough.
  • It doesn't seem to scale depending on level, not granting anymore height from a Level 1 Strong Leap to a Level 5 Strong Leap
Tacet Drop Kick (☆☆☆)
Combat Mantra
Disguise yourself in tacet and drop kick your enemies.

Tacet Drop Kick (☆☆☆)


Combat Mantra
Disguise yourself in tacet and drop kick your enemies.
60 Ether
Blunt
5 Strength/?? Strength (With Attunement), Jus Karita, Murmur: Tacet

Effect: User utilizes Tacet then teleports themselves above an opponent before hitting them with a kick.

  • Inflicts knockdown.
  • Lands 15% faster when casted while wielding Jus Karita.
  • Requirements are increased if you have an Attunement.
  • Can still be used after removing Tacet.

Fortitude Mantras

Fortitude Mantras are mainly based on support during battle, enhancing defense and/or absorbing damage for your guildmates. To increase the level cap, build endurance by taking a beating with a Training Vest, or feel the crushing weight of a Boulder.

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Shoulder Bash (☆☆☆)
Mobility Mantra
Rush at your enemies with your full physical force.

Shoulder Bash (☆☆☆)


Mobility Mantra
Rush at your enemies with your full physical force.
60 Ether
Blunt
35 Fortitude

Effect: User quickly charges forward with their shoulder, stopping after the duration is over, after colliding with an object or entity, or when parried or dodged.

  • It has a base damage of 20/25/30/35/40 damage per level.
  • Has a 15 second cooldown.
  • Shoulder Bash damage and duration scales with your Fortitude attribute.
  • Can collide with and break parts of the map.
  • Rush shards have no effect
  • Eternal/Aeon Logstones increase duration
  • Can be modified with a Blast Spark to make it apply knockback.
Rally (☆☆☆)
Support Mantra
Absorb incoming posture damage for allies around you for a set duration. When you parry, you restore the posture of your allies. Restores some posture on cast.

Rally (☆☆☆)


Support Mantra
Absorb incoming posture damage for allies around you for a set duration. When you parry, you restore the posture of your allies. Restores some posture on cast.
70 Ether
N/A
10 Fortitude, Any Shield Equipped

Effect: User drums their shield before lowering the posture of nearby allies and themselves. Applies Rally onto nearby allies which causes posture taken to be transferred to the Rally user.

  • Levelling up this Mantra increases how much posture is restored on cast.
Reinforce (☆☆☆)
Support Mantra
Buff those around you with extra defense and damage.

Reinforce (☆☆☆)


Support Mantra
Buff those around you with extra defense and damage.
70 Ether
N/A
50 Fortitude

Effect: User buffs themselves and others in a small area around them, granting 10% damage resistance and a 10% damage buff to the user and all nearby allies. (Reinforce's damage buff is reduced to 5% if Reinforce was only used on yourself.)

  • Damage increase only applies to weapon attacks.
  • The damage reduction can be reduced by PEN, but PEN has halved effectiveness on it.
  • Reinforce lasts 20 seconds with a 55 second cooldown.
  • For each Mantra level, Reinforce's duration increases by 8 seconds and cooldown decreases by 5 seconds.
    • At level 2 lasts 28sec with 50sec CD.
    • At level 3 lasts 36sec with 45sec CD.
    • At level 4 lasts 44sec with 40sec CD.
    • At level 5 lasts 52sec with 35sec CD.
  • When you cast Reinforce and hold F afterwards, it applies Reinforce to non-allied people, including mobs, turning it green.
  • Shares a cooldown with Iceberg.
  • Can be upgraded with the Grand Support Talent, healing yourself and allies when you buff at least one other person with your Reinforce. This heals 3% of affected players' maximum HP.
  • Can be upgraded with the Lord's Tithe Talent, stealing up to 20% of affected people's Ether to regenerate your own.
Brace (☆☆☆)
Support Mantra
Brace yourself against attacks and gain hyperarmour.

Brace (☆☆☆)


Support Mantra
Brace yourself against attacks and gain hyperarmour.
60 Ether
N/A
75 Fortitude

Effect: User prepares themselves and turns red, gaining hyperarmor and negating hitstun for the duration of the effect.

  • Lasts 5 seconds by default.
  • Levels increase duration up to a maximum of 8 seconds.
  • Hyperarmor ends early if you cast a Mantra.

Agility Mantras

Agility Mantras are mainly based on making sure your enemy can't escape and keeping a "steady footing" during battle through sheer speed. To increase the attribute, bolster your agility and parkour abilities with Ankle Weights by sliding, climbing walls, vaulting over obstacles and rolling. And most importantly, assassinations.

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Revenge (☆☆☆)
Combat Mantra
A vengeful rush.

Revenge (☆☆☆)


Combat Mantra
A vengeful rush.
60 Ether
Slash + Bleed
5 Agility

Effect: User quickly dashes forward and creates a red-line effect.

  • The move teleports you forwards only upon hitting an opponent.
  • 12+3.6/13+3.9/14+4.2/15+4.5/16+4.8 damage per level, 5.5 posture regardless of level, 2 Agility scaling. 15s cooldown.
  • It has a windup of 0.55 seconds and an endlag of 0.15 seconds.
  • This Mantra has innate Bleed, meaning that it will deal an additional 30% of its base damage that doesn't get affected by damage modifiers. Because Bleed bypasses armor resistances, this is very useful.
  • The damage of the move scales with how much HP the user has left BELOW 50%, dealing more damage with less HP. The Bleed's damage does not scale.
    • 45% = 1.2x
    • 40% = 1.43x
    • 35% = 1.65x
    • 30% = 1.86x
    • 25% = 2.07x
    • 20% = 2.28x
    • 15% = 2.5x
    • 10% = 2.71x
    • 5% = 2.9x (below 5% the damage stops increasing)
  • Revenge's damage from health scaling will cap at 50 regardless of level/Agility invest. This does not count the Bleed damage.
  • Can be upgraded with the Pursuit Talent, allowing it to be used twice in a row if the first use hits. 25 second cooldown.
    • Pursuit procs even when the Mantra is parried, blocked, dodged, or even vented, but this may be a bug.
  • Can be upgraded with the Crippling Comeuppance Talent, which makes your Revenge put your opponent's mobility slot Mantras on a 15 second cooldown if you land your Revenge. This Talent has a 30 second cooldown.
  • Wayward Gem does NOT proc on Revenge
  • Can be upgraded with Cloud/Stratus Stones and Drift/Rush Shards (Increases range of the Mantra).
Twinstrikes (☆☆☆)
Combat Mantra
Launch quick and devastating kicks.

Twinstrikes (☆☆☆)


Combat Mantra
Launch quick and devastating kicks.
50 Ether
Blunt
40 Agility, 60 Strength

Effect: User performs an axe kick and then immediately unleashes a front kick that ragdolls enemies.

  • Upgraded with Agility and not Strength.
Dash (☆☆☆)
Mobility Mantra
An agile dash.

Dash (☆☆☆)


Mobility Mantra
An agile dash.
60 Ether
N/A
40 Agility

Effect: User sends themselves a considerable distance forward

  • Range significantly decreases as the user loses health.
  • Canceled by attacking.
  • Upgrading makes the dash longer.
  • Can be modified with Crystal/Perfect Lenses to make it slightly longer.
  • Can be modified with a Spring Spark to lower travel distance but increases amount of uses from 1 to 2. (using the spring spark variant 2 times will use double amount of ether)
Adrenaline Surge (☆☆☆)
Support Mantra
An adrenaline rush of mobility.

Adrenaline Surge (☆☆☆)


Support Mantra
An adrenaline rush of mobility.
20 Ether
N/A
20 Agility

Effect: User activates an inner surge of energy

  • Counts as a speed boost, meaning it can proc all related talents (including "Speed Demon").
  • Upgrading reduces cooldown.
  • Can be upgraded with the Talent "Action Surge" which increases the swing speed of weapons by a extra 0.04 while the Mantra is active.
  • Mantra modifiers Cloud Stone, Stratus Stone, Drift Shard, and Rush Shard can be applied, effect unknown.

Intelligence Mantras

  • Intelligence Mantras act as "wildcards" in the user's arsenal as they complement existing Mantras well. To increase your intelligence attribute, train your brain with an Encyclopedia or a Math Textbook, discover new locations and recipes, scavenge for natural resources and concoct potions.
Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Ether Barrage (☆☆☆)
Combat Mantra
Conjure concentrated orbs of Ether to launch at your enemy.

Ether Barrage (☆☆☆)


Combat Mantra
Conjure concentrated orbs of Ether to launch at your enemy.
30 Ether
Blunt
30 Intelligence

Effect: User rises up in the air, and launches 4 orbs of Ether toward their cursor that explode and ragdoll on impact.

  • When close enough to the enemy, the orbs will autotrack.
    • Crystal/Perfect Lenses increase how far you can be for it to autotrack.
  • Can be used from any height, and you will float.
    • Does not negate fall damage.
  • Has a bug when trying to apply Stratus Stones where it doesn't use any, doesn't have any effect, but still adds to the ether used.
Prediction (☆☆☆)
Combat Mantra
Predict an opponent's attack and reflect it.

Prediction (☆☆☆)


Combat Mantra
Predict an opponent's attack and reflect it.
100 Ether
Enemy's Attack
50 Intelligence

Effect: User creates a white pattern on the floor while deflecting attacks they take during the duration.

  • Deflects an attack back to the attacker.
  • Upgrading this Mantra extends the 'prediction' frames (iframes).
  • Can be upgraded with the All Knowing Talent, removing the range limit Prediction normally has.
  • Can be upgraded with the Successive Prediction Talent, which allows you to predict multihits, as it grants a brief window of auto prediction.
  • Can be upgraded with the Twelve Steps Ahead Talent, halving Prediction's cooldown on successful Prediction (minimum 2s) and doubling Prediction's cooldown if you whiff it (maximum 30s). Going 30s without using Prediction will reset this effect.
Neural Pathway (☆☆☆)
Mobility Mantra
Using your mind's eye, you force your imagined position into reality, appearing to teleport a short distance. You alone know that the world moved, not you.

Neural Pathway (☆☆☆)


Mobility Mantra
Using your mind's eye, you force your imagined position into reality, appearing to teleport a short distance. You alone know that the world moved, not you.
70 Ether
N/A
35 Intelligence

Effect: Teleport a short distance towards the direction you're moving.

  • Upgrading the Mantra decreases its cooldown by 2.5s per level.
    • At Level 1 has 15s CD.
    • At Level 2 has 12.5sCD.
    • At Level 3 has 10s CD.
    • At Level 4 has 7.5s CD.
    • At Level 5 has 5s CD.
  • No endlag, great as a gap closer or as a back step to get into/out of close quarters combat.
  • If not moving, you instead teleport towards the direction you're facing. You'll also teleport a smaller distance.
  • For ~2.5s after teleporting, all fall damage is negated.
  • Shares a cooldown with Flame Leap.
Summon Cauldron (☆☆☆)
Support Mantra
Make a cauldron appear from your memories.

Summon Cauldron (☆☆☆)


Support Mantra
Make a cauldron appear from your memories.
20 Ether
N/A
20 Intelligence

Effect: User summons a cauldron that can be used to concoct potions. Ritual Casted.

  • Despawns when the user moves away from the cauldron.
  • Usable as a portable shelter for campfires.

Willpower Mantras

Willpower Mantras are mainly based on enhancing the user's sanity, and dishing insanity and damage to others. To train it, use your prayer beads and meditate, witness the death of others or players/NPCs, or lose your own sanity through various means.

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Exhaustion Strike (☆☆☆)
Combat Mantra
A melee strike that removes your posture's damage on hit.

Exhaustion Strike (☆☆☆)


Combat Mantra
A melee strike that removes your posture's damage on hit.
80 Ether
Slash
40 Willpower

Effect: User pulls their arm back and then transfers their posture damage to their opponent.

  • The posture transfer cannot guardbreak.
  • Exhaustion Strikes posture transfer scales with your Willpower attribute. Going from 20% at Level 1 to 60% at Level 5.
  • 20%/30%/40%/50%/60% posture transfer per level
  • 20/22/24/26/28 damage per level, 1.5 Willpower scaling.
  • 32.2 damage at 100 Willpower level 5
  • 0.5s wind-up.
Glare (☆☆☆)
Support Mantra
Opponents facing you are briefly rendered immobile.

Glare (☆☆☆)


Support Mantra
Opponents facing you are briefly rendered immobile.
100 Ether
N/A
5 Willpower/20 Willpower (With Attunement), 25 Charisma

Effect: User summons an invisible AoE projectile upon activation, briefly stunning anyone hit by it.

  • May still combat tag opponents who are not facing you.
  • This move causes humanoid NPCs to block less.
  • Parry window is at the end of the first flash
  • Shares a cooldown with Sing.
Gaze (☆☆☆)
Support Mantra
Gaze into your opponent's souls.

Gaze (☆☆☆)


Support Mantra
Gaze into your opponent's souls.
70 Ether
N/A
30 Willpower

Effect: User casts a penetrating gaze, frightening all opponents they make eye contact with

  • Inflicts shadow insanity on target, causing them to shiver a couple of times. You must be looking at your opponent.
    • Shadow insanity doesn't actually reduce your sanity, but it can still cause the effect of tier 1 insanity (shivering)
  • Upgrading this Mantra extends the duration.
    • At level 5 it lasts 12 seconds.
  • Can be countered by holding block, wearing a Blindfold, or having a higher Willpower attribute than the caster.

Charisma Mantras

Charisma Mantras are mainly based on AOE support: immobilizing and debuffing enemies. To increase the duration/level cap, practice wordplay with a guide on 'How to Make Friends' to level up charisma. You do not have to read the book near an NPC or player, as you will still gain experience by correctly typing the instructed phrase.

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Taunt (☆☆☆)
Support Mantra
Taunt those around you, causing them to be unable to jump and to take more damage. However, in their rage they do extra damage.

Taunt (☆☆☆)


Support Mantra
Taunt those around you, causing them to be unable to jump and to take more damage. However, in their rage they do extra damage.
100 Ether
N/A
25 Charisma

Effect: User taunts their opponent, signified by red particles.

  • Affected entities receive 20% more damage.
  • Affected entities deal 10% more damage to you specifically.
  • Affected entities become unable to jump.
  • Can be upgraded with the Off your Game Talent, allowing you to slow Taunted opponents when hitting them.
  • Can be upgraded with the Oh the Irony Talent, which doubles the amount of metal rods applied to Taunted enemies.
Sing (☆☆☆)
Support Mantra
Charm those around you with your powerful voice.

Sing (☆☆☆)


Support Mantra
Charm those around you with your powerful voice.
100 Ether
N/A
25 Charisma

Effect: User creates a tune with their voice that charms nearby opponents

  • Inflicts Charm on nearby entities.
  • Can be modified with stratus stones to increase range.
  • Shares a cooldown with Glare.
  • Can be upgraded with the Encore Talent, applying true stun if you land Sing on a Charmed opponent.
  • Can be upgraded with the Propagandist Talent, granting your allies Overcharm for 15 seconds.
Dread Whisper (☆☆☆)
Support Mantra
Grab your opponent and whisper a terrible truth in their ear. Further truths are unbearable. Deals increased damage to the insane.

Dread Whisper (☆☆☆)


Support Mantra
Grab your opponent and whisper a terrible truth in their ear. Further truths are unbearable. Deals increased damage to the insane.
50 Ether
Blunt
50 Charisma

Effect: User lunges at the opponent to grab them. On contact with a target, they hold them while whispering dark truths in their ear.

  • Deals 20.49 damage at level 5, scaling slightly with how insane the opponent is. 10s CD.
  • Inflicts Charm for 7.5s on hit.
    • Because of this, it will instantly proc Narcissist's Overcharm if you have the Talent.
  • Is unventable.
  • Shares a cooldown with all other grab mantras.
  • Does not apply insanity.
  • Landing the grab multiple times in succession will increase the damage by 50%. This damage buff does not stack with itself.
    • Dread Whisper must be landed again within 15s of landing the previous one to gain the damage buff.
  • Incredibly fast and hard to react without predicting it, meaning it's rather easy to land on the least defensive type of players.
  • Grants iframes to the user and the opponent hit for the duration of the stun.
    • This allows for Twisted Flames' Puppets to home in closer and for teammates using mantras such as Eclipse Kick to try timing these to hit the opponent as soon as they're released.
  • Can be modified with Crystal/Perfect Lenses to increase it's range.
Disguise (☆☆☆)
Support Mantra
Take on an unimaginable disguise.

Disguise (☆☆☆)


Support Mantra
Take on an unimaginable disguise.
100 Ether
N/A
20 Charisma, Complete Mime's Quest

Effect: User turns into their disguise with a puff of smoke effect

  • Obtained by finding an NPC named Mime and killing Mineskippers.
  • Despite what is showcased in the gifs, Disguise is not a ritual cast Mantra.
  • Modifying the Mantra alters what you are disguised as.
    • Barrel: No Sparks
    • Statue: 1 Reversal Spark
    • Crate: 1 Tornado Spark
    • Lantern: 1 Blast Spark
    • Gobletto: 1 Reversal Spark, 1 Tornado Spark
    • Lit Campfire: 1 Blast Spark, 1 Tornado Spark.
    • Skull: 1 Reversal Spark, 1 Blast Spark

Weapon Mantras

  • These Mantras are based on the number of weapon points you have, not your attribute or Attunement.
  • Their damage scales with the amount of weapon points you have.
  • To increase the damage/level cap, increase your weapon mastery by reading a "Weapon Manual" (only to allocate stats, it cannot be used to train), parry, block and hit enemies with your weapon.

Light Weapon Mantras

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Rapid Slashes (☆☆☆)
Combat Mantra
Rush down your opponent cutting them apart.

Rapid Slashes (☆☆☆)


Combat Mantra
Rush down your opponent cutting them apart.
60 Ether
True
30 Light Weapon

Effect: User teleports to the enemy their cursor is located on and performs numerous slashes.

  • Teleports the user to the enemy the cursor is pointed at.
  • Bypasses armor resistances, but the damage can still be resisted with other sources of damage reduction.
Ceaseless Slashes (★★★)
Combat Mantra
Click to reveal yourself and deliver a rapid flurry of slashes that can chain together.

Ceaseless Slashes (★★★)


Combat Mantra
Click to reveal yourself and deliver a rapid flurry of slashes that can chain together.
50 Ether
Slash
50 Light Weapon

Effect: User turns invisible and then reveals themselves, performing a flurry of slashes.

  • Constantly consumes Ether while invisible.
  • M1 during this Mantra to perform the slashes. Performing slashes consumes Ether.
  • You can right click to cancel the Mantra.
  • Can perform a maximum of 5 slashes, ending after the 5th slash, or sometimes more if you regain enough Ether during the Mantra.
  • The slashes lock onto the closest target within Ceaseless' range.
  • If you go too long without landing slashes, run out of Ether, or move too far away from an opponent, Ceaseless Slashes will end early.
  • Can be modified with Drift/Rush Shards and Crystal/Perfect Lenses, effects unknown.
Karita Divebomb (☆☆☆)
Combat Mantra
Launch into the air and deliver a devastating divebomb kick. Chains from Karita Leap.

Karita Divebomb (☆☆☆)


Combat Mantra
Launch into the air and deliver a devastating divebomb kick. Chains from Karita Leap.
60 Ether
Blunt
20 Light Weapon, Jus Karita

Effect: User jumps into the air and slams down

  • Windup is HEAVILY reduced upon being used directly after Karita Leap.
Karita Leap (☆☆☆)
Mobility Mantra
Launch yourself into a flying kick, backflipping into the air if you hit a wall.

Karita Leap (☆☆☆)


Mobility Mantra
Launch yourself into a flying kick, backflipping into the air if you hit a wall.
60 Ether
Blunt
20 Light Weapon, Jus Karita

Effect: User thrusts themself forward with a kick, ragdolling opponents and leaping back into the air if they hit a wall.

  • Hitting a wall causes you to backflip.

Medium Weapon Mantras

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Master's Flourish (☆☆☆)
Combat Mantra
A powerful slash that chips through block and slashes through armor.

Master's Flourish (☆☆☆)


Combat Mantra
A powerful slash that chips through block and slashes through armor.
45 Ether
Slash
30 Medium Weapon

Effect: User performs a spinning double slice with their sword.

  • Deals Chip Damage.
  • Deals knockback.
  • Can be modified with a Glass/Magnifying stone to make it bigger
Prominence Draw (☆☆☆)
Combat Mantra
Close the distance and deliver a fast slash.

Prominence Draw (☆☆☆)


Combat Mantra
Close the distance and deliver a fast slash.
65 Ether
Slash
50 Medium Weapon

Effect: User locks onto all the closest targets that are in range then dashes forward and performing a large AoE slice.

  • Allows for movestacking an M1 strike which 100% guarantees the Mantra or M1 hit.
  • Can be modified with Glass Stones and Magnifying Stones to increase it's tracking range.
Twincleave (☆☆☆)
Combat Mantra
Dart around the battlefield with devastating cleaves delivered in quick succession.

Twincleave (☆☆☆)


Combat Mantra
Dart around the battlefield with devastating cleaves delivered in quick succession.
45 Ether
Slash
50 Medium Weapon

Effect: User unleashes 2 slashes, the first moving them forward, the second launching them backwards.

  • Can change the direction you launch backwards by turning your camera.
Flashdraw Strike (☆☆☆)
Combat Mantra
Switftly unsheathe your blade and deliver an upwards strike.

Flashdraw Strike (☆☆☆)


Combat Mantra
Switftly unsheathe your blade and deliver an upwards strike.
40 Ether
Slash
60 Medium Weapon, 25 Agility

Effect: User readies their blade before performing a swift strike that uppercuts any targets within range and the user into the air.

Heavy Weapon Mantras

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Pressure Blast (☆☆☆)
Combat Mantra
Unleash a powerful pressure blast from the weight of your weapon.

Pressure Blast (☆☆☆)


Combat Mantra
Unleash a powerful pressure blast from the weight of your weapon.
35 Ether
Slash
30 Heavy Weapon

Effect: User performs a heavy downwards swing that cleaves through the air, sending out 3 large blasts of air that ragdoll and knockback.

  • Dazes opponents on hit.
  • Ragdolls and lightly flings opponents away
  • Has Autoparry frames
Onslaught (☆☆☆)
Combat Mantra
Reel back and swing your weapon, unleashing an onslaught of blows if it hits.

Onslaught (☆☆☆)


Combat Mantra
Reel back and swing your weapon, unleashing an onslaught of blows if it hits.
65 Ether
Slash (1st Hit), Blunt (Kicks)
50 Heavy Weapon

Effect: User does an initial swing with a second long windup, then kicks the enemy into the air, followed by kicking them away.

  • Does good AOE damage as it can hit several enemies at once and bring them all up into the air.
  • Ragdolls and flings opponent away.
  • Contrary to what's shown in the gif, the wind-up before the first hit does not have hyperarmor.
  • Short Range
  • At max level, the initial hit posture breaks
Punishment (☆☆☆)
Combat Mantra
Absorb damage then return fury upon your foes.

Punishment (☆☆☆)


Combat Mantra
Absorb damage then return fury upon your foes.
30 Ether (Counter), 30 Ether (Slash)
Slash
50 Heavy Weapon

Effect: User creates a white circle on their torso, if hit during the circle's animation, it'll turn red then proceed to go on a short cooldown. If not activated in time the effect will fade away.

  • After the cooldown of Punishment, activating it again will proceed to do a big AOE swing similar to Master's Flourish, that affects everyone nearby.
  • Deals damage based off damage absorbed, which is then multiplied. 0.35s windup, parryable.

Tips

  • You can increase the distance travelled of dashes with Drift Shard and Rush Shards, although this does not work with Strong Leap, this makes the spell a little too costly, a Blue Gem will help with this though.
  • Although many Attunement-less Mantras have relatively low requirements, it’s highly recommended to spec into those stats.
  • You can't increase the duration of Charisma Mantras with Aeon and Eternal Logstones; neither with some other Mantras like Adrenaline Rush, Brace or Reinforce.
  • Considering that the majority of players choose air stabbing as a way of closing distance, disabling it with Taunt will mess up their playstyle somewhat or even entirely.
  • Charisma Mantras are a very good choice for gunslinger related builds considering your enemy will resort to a "hit 'n run" playstyle in order to defeat you.
  • Most Attunement-less Mantras serve as utility in order to assist you in either combat or general survival.
  • Although Reinforce is a little costly for a Mantra, a Blue Gem can reduce it to around 50 ether, which can help with ether cost.
  • Strong Left is best used during a parry trade in order to be as close as possible to your opponent due to its lackluster range but incredibly high damage and short wind-up.
  • Rapid Punches has a short dash and should be used when doing a combo. Keep in mind that if the punches are parried, they will not be cancelled, but the opponent is able to hit you while the barrage is still active. Highly suggested you cancel the Mantra after around 5 hits to avoid giving your opponent a free m1 on you.

Trivia

  • The majority of Mantra modifiers have gotten their functionality removed from Attunement-less Mantras, along with the general "Mantra modification mini-overhaul" due to their incredible power with Physical Mantras.
    • Cloud/Stratus stone increased the hitboxes of moves so much, most of the time you wouldn't even have to look at the enemy.
    • Before it was nerfed, Revenge would always teleport you forward regardless of whether the Mantra landed or not. Allowing for easy escapes when upgraded with shard modifiers.
    • Aeon/Eternal logstones were removed as if you added enough of these on a Charisma Mantra, the effect would last so long the Mantra's cooldown would have ended before the effect wore off. This may have also applied to Reinforce.
      • Reinforce and Brace now upgrade duration by leveling them up at Regek.
  • Prediction has, by far, the most Talent card upgrades out of all the Attunement-less Mantras.
  • A small sample of Reinforce's sound effect is taken from the anime BOFURI: I Don't Want to Get Hurt, so I'll Max Out My Defense, specifically S1E6 at the 6:20 mark on YouTube.
  • There was a bug with the campfire variant of Disguise that resulted in the fire particle block falling into the void. This gave the appearance of an unlit campfire and started a rumor that you could achieve this based off spark order. This however is not true, and the bug was seemingly patched, making the unlit variant of this Mantra entirely unobtainable.
  • Summon Cauldron used to be one of the most powerful Mantras out there, being able to proc Bulldozer for free if you movestacked it with flourish.
  • Exhaustion Strike used to be able to guardbreak players and monsters by transferring posture, this of course is no longer the case.
  • Tacet Drop Kick used to require 20 strength, but was shadow changed to require 5 strength.
  • Strangely, Prominence Draw deals less damage if your weapon's sheathe location is at your hip or if your weapon isn't a medium weapon. This is the only weapon mantra to deal reduced damage if you aren't using the respective weapon type.
  • You can obtain and use weapon mantras from other weapon classes as long as you meet their requirements.
  • All weapon mantras used to have a requirement of 8 weapon investment.
  • Ceaseless Slashes is the only Attunement-less Mantras to be starred, being 3 stars.
    • Rapid Punches used to be 1 star, but was changed to 0.
  • Strong Left may have been inspired by Franky's Strong Right from One Piece.
  • Strong Left used to be notorious for having a large backwards hitbox that was bigger than the actual forwards hitbox, leading to clips such as turning around to make a Strong Left hit.
  • Rapid Slashes is one of Vergil's moves from the Devil May Cry series.
  • Revenge takes its sound effects from the indie RPG game OMORI (Critical Hit | OMORI SFX)
  • Despite how it may seem, Attunement-less Mantras still utilise the Song to temporarily enhance ones body, which is why Silenthearts are unable to use them. The reason they are not hunted by Silenthearts is probably due to the fact that it is not abuse of the song, it is merely an enhancement of your own physical attributes.
  • For about a week before Ether Barrage was added, there was a bug where a duplicate of Rapid Punches would be available to pick as an Intelligence Combat Mantra. This of course was a placeholder, and was later replaced by Ether Barrage when it fully released.

Navigation

Base Attunements FlamecharmFrostdrawThundercallGalebreathe
Unlockable Attunements ShadowcastIronsingBloodrend
Mantras Attunement-lessHybrid MantrasMonster MantrasPumpkin Pitch
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