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.
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.)
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.
Alternatively, you can use the Songwright in the Guild Base, but the Songwright will charge you 50% more Notes to upgrade your Mantras.
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:
20+ points in Strength => Level 2 Strength Mantra.
40+ points in Strength => Level 3 Strength Mantra.
60+ points in Strength => Level 4 Strength Mantra.
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.
Mantra Damage Calculation
The formula to calculate Mantra damage is included on the Mantras page. Alternatively, use this
Desmos calculator.
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 Attunement-less 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.
Has a base damage of 20/30/40/50/60 per level with 1.65 Strength scaling.
69.9 damage at 100 Strength level 5.
Deals 22/24/26/28/30 posture damage per level.
Has a wind-up of 0.55s, and an endlag of 0.25s (0.35s if whiffed).
Can fell trees. With the Treefelling Blow Talent, you can gain wood from fallen trees.
Can be upgraded with the Titus's Raiment Outfit Talent, Overwhelming Might, allowing it to guard break at 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.
Has a base damage of 10/10.5/11/11.5/12 per level, per hit (10), with 1.65 Strength scaling.
139.8 damage at 100 Strength level 5 if all hits land.
Deals 1 posture damage per hit (10).
Has an initial wind-up of 0.45s with a 0.125s wind-up in between each hit.
The move is cancelled upon getting parried in the initial hit.
The user may cancel the barrage at any point during it by pressing their feint key.
Victims struck by the last punch are pushed away.
360 degree blockable.
Can be modified with lenses to increase the initial dash distance.
Can be modified with vibrant gems to increase the destructiveness to the environment, unknown what else.
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.
Has a base damage of 20/30/40/50/60 per level with 1.65 Strength scaling
69.9 damage at 100 Strength level 5
Victims crushed by the rock will be dazed and will be thrown away.
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 wind-up before unleashing two devastating kicks.
Has a base damage of 20/30/40/50/60 per level, per kick, with 1.65 Strength scaling.
69.9 damage at 100 Strength level 5, per kick.
Deals 17.6/19.2/20.8/22.4/24 posture damage per level on the Round Spark variant.
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)
Round Spark
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
Effect:User grabs their opponent with an unparryable attack, launching them towards their cursor. Thrown targets deal damage upon contacting other enemies in a wide AoE.
The first hit has a base damage of 5 with 3 Strength scaling regardless of level.
The second hit has a base damage of 15/17/19/21/23 per level with 3 Strength scaling.
Has a windup of 0.55s for the grab and a delay of 0.75s before the target is thrown.
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 (☆☆☆)
Combat Mantra
Rush at your enemies with your full physical force.
Shoulder Bash (☆☆☆)
Combat 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.
Has a base damage of 9.9/13.05/16.20/19.35/22.5 per level with 1.65 Fortitude scaling.
Deals 8 posture damage.
Has a windup of 0.5 seconds and a cooldown of 15 seconds.
Shoulder Bash duration scales with your Fortitude attribute.
Can be modified with a Blast Spark to make it apply knockback.
Blast Spark
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.
Restores 5/6/7/8/9 posture on cast, per level.
Rally has a 15 second duration. This duration can be increased further with Logstones.
Rally cannot be casted if you don't have a shield equipped or if your shield is on your back. Attempting to cast Rally like this will consume your Ether and do nothing.
If a Rally buffed ally parries, it restores the Rally caster's posture.
If a Rally buffed ally takes blocks an attack, 50% of the posture damage will be taken by the Rally caster.
If the Rally caster is at very high posture and a Rally buffed ally takes enough posture damage to posture break the caster, the buffed ally will instantly be posture broken, resetting the caster's posture to 0%.
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. The damage buff will be halved to 5% if you didn't buff at least one other person with your Reinforce.
Damage increase only applies to weapon attacks.
The damage reduction can be reduced by PEN, but PEN has halved effectiveness on it.
E.g. 100% PEN lowers Reinforce's defense buff to 5%.
Reinforce's Duration and Cooldown scale on level.
Reinforce lasts 20/21.5/23/24.5/26 seconds per level.
Reinforce has a 55/50/45/40/35 second cooldown per level.
When holding your block button during Reinforce's wind-up, it applies Reinforce to non-allied people, including mobs, turning your Reinforce green.
Can be upgraded with the Grand Support Talent, healing yourself and allies when you buff at least one ally 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.
Brace lasts 5/5.75/6.5/7.25/8 seconds per level.
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. Deals additional damage the lower your health is below 50%.
Revenge (☆☆☆)
Combat Mantra A vengeful rush. Deals additional damage the lower your health is below 50%.
Effect:User quickly dashes forward and creates a red-line effect.
The move teleports you forwards only upon hitting an opponent.
Has a base damage of 12/13/14/15/16 per level with innate bleed and 1.65 Agility scaling.
Deals 5 posture damage.
15 second cooldown.
It has a wind-up 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.
This bonus damage scales up to 4 times damage at 5% health, but Revenge's health scaling will cap at Revenge dealing 50 damage regardless of level/Agility investment.
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 Drift/Rush Shards to increase Revenge's range.
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.
The first hit has a base damage of 31.88/35.06/38.25/41.44/44.63 per level with no investment scaling.
The second hit has a base damage of 19.133/22.31/25.5/28.69/31.88 per level with no investment scaling.
Feinting after the first attack will instantly use the second.
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.
Spring Spark
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
Grants a speed boost for 10/12/14/16/18 seconds per level.
Has a cooldown of 60/55/50/45/40 seconds per level.
Counts as a speed boost, meaning it can proc all speed boost reliant Talents.
The Mantra's visual effect does not increase with level, leading to it being very inaccurate.
Can be upgraded with the Action Surge Talent, increasing the swing speed of all weapons by 0.04 while Action Surge is active.
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.
Has a base damage of 6/6.5/7/7.5/8 per level, per hit (6) with 1.65 Intelligence scaling.
Deals 0 posture damage.
0.65s wind-up.
10s cooldown.
When close enough to the enemy, the orbs will autotrack.
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.
Has a 30 second cooldown.
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.
15/12.5/10/7.5/5 second cooldown per level.
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.
The distance teleported will be reduced if you aren't moving when you cast the Mantra.
For ~2.5s after teleporting, all fall damage is negated.
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.
Has a base damage of 20/22/24/26/28 damage per level with 1.65 Willpower scaling.
Transfers 20%/30%/40%/50%/60% of your current posture per level.
The posture transfer cannot guardbreak.
Has 0.5s wind-up with 0.3s of endlag.
Glare (☆☆☆)
Support Mantra
Opponents facing you are briefly rendered immobile.
Glare (☆☆☆)
Support Mantra Opponents facing you are briefly rendered immobile.
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 20% more damage. However, they deal +10% more damage.
Taunt (☆☆☆)
Support Mantra Taunt those around you, causing them to be unable to jump and to take 20% more damage. However, they deal +10% more damage.
100 Ether
N/A
25 Charisma
Effect:User taunts their opponent, signified by red particles.
Inflicts Taunt for 11/12/13/14/15 seconds per level.
Affected entities receive 20% more damage, but deal 10% more damage to the caster.
This is applied as a damage modifier to the person hitting the Taunted player. Meaning that Taunt is affected by the damage modifier caps.
Affected entities become unable to jump.
Taunt deals 0 Posture dmg and doesn't go through block, parry or dodge.
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.
Using Taunt on any humanoid boss (excluding Titus) will instantly start the fight, skipping all dialogue.
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 for 10 seconds.
Sing cannot be parried, but will not apply Charm if it is blocked or dodged. Sing deals 0 posture damage.
Can be modified with cloud and stratus stones to increase range, but increase the cooldown. (1 Cloudstone = +2s CD, 1 Stratus stone = +3s CD)
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 a base damage of 10/12/14/16/18 per level with 1.65 Charisma scaling.
Dread Whisper's damage will slightly scale on how insane your opponent is.
Landing Dread Whisper 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/retain the damage buff.
10 Second cooldown, shares a cooldown with all other grab Mantras.
Deals 6 posture damage.
Has an wind-up of 0.4s, and an endlag of 1.95s (0.25s if whiffed).
Inflicts Charm for 7.5s on hit.
Because of this, it will instantly proc Narcissist'sOvercharm if you have the Talent.
Is unventable.
Does not apply insanity.
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 the distance travelled with the lunge.
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
Reversal Spark
Tornado Spark
Blast Spark
Reversal + Tornado Spark
Blast + Tornado Spark
Reversal + 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
Slash
30 Light Weapon
Effect:User teleports to the enemy their cursor is located on and performs numerous slashes.
Deals 12+4/14+4.67/16+5.33/18+6/20+6.67 base damage per level with 1.65 Light Weapon scaling.
Deals 10 posture damage.
Has a windup of 0.67 seconds.
Upgrading the Mantra increases teleportation range.
Bypasses armor resistances, but the damage can still be resisted with other sources of damage reduction.
Teleports the user to the enemy the cursor is pointed at.
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.
M1 during this Mantra to perform the slashes. Performing slashes consumes Ether.
You can right click to cancel the Mantra.
Damage ramps up on each hit.
Deals 20 > 25 > 30 > 35 > 40 base damage on the initial hits with 1.65 Light Weapon scaling. This damage does not scale on Mantra level.
After each hit, three damage ticks will follow. These scale on your Mantra's level.
The secondary damage ticks deal 6.67/7.67/8.67/9.67/10.67 base damage per level, per hit (3) with 1.65 Light Weapon scaling.
Can perform a maximum of 5 slashes, ending after the 5th slash, or sometimes more if you regain enough Ether during the Mantra or time slashes in a specific manner.
Constantly consumes Ether while invisible.
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 Crystal/Perfect lenses to slightly increase the invisibility duration.
Can be modified with Drift/Rush shards but has seemingly no effect.
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.
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.
Deals 8/10.5/13/15.5/18 base damage per level, per hit (3) with 1.65 Heavy Weapon scaling.
Deals 12 posture damage per hit (3).
Initial hit has a windup of 0.75s with each followup hit having a windup of 0.2s each.
Dazes opponents on hit.
Ragdolls and lightly flings opponents away.
Has Autoparry frames.
Wielding the Steel Maul will increase the AoE of this Mantra greatly. Additionally, the final hit of Pressure Blast will deal 20 posture damage with this weapon.
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 wind-up, then kicks the enemy into the air, followed by kicking them away.
Initial hit deals 30/32/34/36/38 base damage per level with 1.65 Heavy Weapon scaling.
The kicks deal 15/16/17/18/19 base damage per level, per hit (2) with 1.65 Heavy Weapon scaling.
Deals 20/22/24/26/GB posture damage per level on the first hit. The second hit always deals 4 posture damage.
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.
The great axe, Iron Birch, has a talent named expeditious combo regarding this mantra where it will come out faster after an uppercut.
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 countering an attack, casting Punishment again will proceed to do a big AOE swing similar to Master's Flourish.
On follow-up, this Mantra deals 10/15/20/25/30 base damage per level, adding an additional 40%/55%/70%/85%/100% of the countered attack's damage per level to this attack. Punishment has 1.65 Agility scaling.
Deals 10/15/25/30 posture damage per level, adding an additional 40%/55%/70%/85%/100% of the countered attack's damage per level to this attack.
The counter has a wind-up of 0.2 seconds; being hit during this wind-up will cancel Punishment altogether. Additionally, this attack has a window of 0.55 seconds to counter any attack, and 0.7 seconds of endlag if whiffed.
The follow-up attack has a staggeringly short 0.35 second windup, making it very hard to react to. That being said, this attack is still parryable.
Tips
Although many Attunement-less Mantras have relatively low requirements, it’s highly recommended to spec into those stats.
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.
Most Attunement-less Mantras serve as utility in order to assist you in either combat or general survival.
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.
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. Similarly, Throw used to require 5 Strength, but was shadow changed to require 35.
Strangely, Prominence Draw deals less damage if used while your weapon is sheathed on cast 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.
Throw is the only Attunement-less Mantra to have quality stars, being 2 stars.
Ceaseless Slashes used to have 3 stars, but was changed to 0.
Rapid Punches used to be 1 star, but was changed to 0.
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.
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.
Slice 'n' Dice is likely a reference to Shiv's ability "Slice and Dice" from the game Deadlock, due to the 2nd cast mimicking Shiv's "max rage" Slice and Dice, which automatically retraces the attack path taken dealing damage a second time.
Ether Barrage might have been inspired by Ki Blasts from the Dragon Ball series.