NOTE: You can search a Mantra's name using the search bar and it'll take you directly to that Mantra. Though, this currently doesn't work on mobile.
Description[]
Considered to be the root of Ether's usage - Mantras, sometimes referred to in lore as words of the Song, are the heart of Deepwoken's magic system. Simply put, these are the magic abilities that you use to fend off your adversaries or assist yourself in achieving specific goals.
Mantras are obtained by receiving a Whisper Draw upon Powering up (Power 2, 4, 6, 8, 9, 10, 12, 14, 16, 18, 19, and 20. A total of 12 mantras you will get by Powering up), an additional Whisper Draw can be earned by completing one of a few tasks, such as completing Kelsius' Quest/Tutorial, defeating a World Boss, or escaping The Depths, with only one additional Whisper Draw being able to be obtained this way, bringing the total of Whisper Draws from Powering up to 13.
If you are unsatisfied with a mantra you have chosen, it can be rerolled via the Shrine of Temptation or split into two Talents with the Shrine of Division. Opposite to the Shrine of Division, the Shrine of Unification can combine two talents to create a Whisper Draw.
A player's Mantras are tied to their character's stats - the higher a given stat, the more Mantras you can obtain from that stat. Much like weapons and armor, Mantras can also have 1-3 stars which correlate with their stat requirement and strength. Mantras with higher stars have higher stat requirements.
Classification of Mantras[]
Mantras are divided into various categories based on their general application. By default, you can have up to six Mantras equipped:
- Combat Mantra (3) - Mantras used for combat. These will be the Mantras you will mainly be using to deal damage to your opponent.
- Support Mantra (1) - Mantras used for utility. Can range from healing, making potions, and all sorts of other things.
- Mobility Mantra (1) - Mantras used for mobility. Your ability to move is increased with these Mantras, allowing you to dash distances, or jump very high.
- Wildcard Mantra (1) - A special slot that can be taken up by any other Mantra type- if you have an extra Combat, Support, or Mobility Mantra, it will go here.
There is a fifth category of Mantras called Wisp mantras. By default, Wisp Mantras go into your Support Slot, but by getting the Talent Will O' Wisp (Requirement: 25 Element and having any Wisp Mantra), you can slot Wisp Mantras into an unlocked Wisp slot.
It is possible to have more Mantras than Mantra slots, but you will not be able to equip and use all of them at once. Additional Mantra slots can be gained by obtaining an Oath, or by getting the Talent Neuroplasticity (for 35 Mind) for an extra Wildcard slot.
Combat Usage[]
Mantras are a key aspect of combat, and it is incredibly important to master the usage of Mantras while fighting to get the edge over your opponent. You can't get very far with just a weapon and skill alone; Mantras can turn the tide of a battle easily and is what makes Deepwoken's combat very deep and engaging, with various mechanics to accompany them.
Mantra Cancelling[]
Mantra Cancelling is exactly what it sounds. You cancel a Mantra, which essentially feints the Mantra you used. Cancelling a Mantra will not put it in cooldown but will still take the Ether required to cast it. To cancel a Mantra, you need to click M2 as soon as you cast it. Mantra Cancelling is extremely effective for Mantras that have a loud SFX, or an obvious start-up, like Gale Lunge or Fire Blade. Most people will fall for it if they are not prepared. A well-placed Mantra cancel can allow you to initiate combos onto your opponent. Some Talents even grant the user certain advantages when cancelling Mantras, such as Galebreathe users being able to Inhale their Mantras for buffs.
Ranged Mantras[]
Ranged Mantra Resistance; Standing from the center of the green circle, there is no scaling, while red is where ranged resistance scaling starts and ends, past the red zone, full resistance is applied.
Ranged Mantras are any Mantras that can deal damage from at least 30 studs away, these Mantras have their damage fall off, reaching fully ranged resistance past 60 studs, Certain enemies like the Scion of Ethiron do not have this resistance while other enemies such as the Megalodaunts do have ranged resistance. Humanoid mobs such as the Bandit Leader can roll and block ranged attacks, but this does not apply to most monster mobs, like the Megalodaunt that cannot block or roll.
Upgrading Mantras[]
Main Article - Attunement Trainers
All Mantras can be upgraded from their respective element and trainer or from the guild base's Songwright (at the cost of spending 50% more notes) as long as you have the points allocated into them. Each 20 points allocated in your element/attribute will allow you to upgrade your Mantra(s).
There are 5 Mantra Levels you can have, starting from Level 1 to Level 5:
- Level 1
- Level 2: (20 Stat points into the required stat) [Upgrade Cost: 100 Notes]
- Level 3: (40 Stat points into the required stat) [Upgrade Cost: 200 Notes]
- Level 4: (60 Stat points into the required stat) [Upgrade Cost: 300 Notes]
- Level 5: (80 Stat points into the required stat) [Upgrade Cost: 400 Notes]
- The total cost to get one Mantra from level 1 to level 5 is 1,000 Notes, but 1500 at the Songwright inside of any guild base.
Each Mantra level gives a damage boost and increases effects from modifiers. The damage boost per level entirely depends on the Mantra in question, and sometimes isn't a linear increase per level. Support Mantras often have their cooldown reduced and duration increased per level. Certain Mantras have different effects at level 5, such as Thunder Kick, Fire Blade, Ice Smash, Shadow Gun, Iron Slam and Champion's Whirlthrow becoming Instant Guardbreaks.
Modifying Mantras[]
Main Article - Mantra Modifiers
To modify a Mantra, the player needs to go to a Mantra Modification table, typically located on populated islands or inside your guild base with the given upgrades.
- At a Mantra Modification table, all Mantras the person has will be shown to them on a display that pops up.
- After picking a Mantra to modify, all usable modifiers in the user's inventory will be shown.
- Mantra Modifiers include the following:
- Cloud/Stratus Stones increase size at the cost of speed.
- Crystal/Perfect Lenses increase range at the cost of size.
- Aeon/Eternal Logstones increase duration at the cost of range.
- Drift/Rush Shards increase speed at the cost of duration.
- Glass/Magnifying Stones increase AoE at the cost of duration.
- Vibrant Gems, increasing 'intensity'; this effect is largely regarded as useless and unnoticeable and typically is a waste of a modification.
- Sparks, providing effects to mantra, typically changing how it behaves:
- e.g. Fleeting Sparks with a Blast Spark changes the mantra to chase down and detonate on foes instead of shocking them from range.
- Mantra modifiers, except for Sparks, increase the Ether cost of a Mantra. It is possible for a Mantra to consume most of, if not all, of a players Ether upon one use.
- You can also change the name of a Mantra by clicking on its name while applying modifiers to the said mantra.
- Mantras can also be modified with Deep Gems at a campfire, OR by left-clicking while holding the Deep Gem and selecting the mantra you wish to apply the Deep Gem to, providing new effects depending on the gem applied.
- Mantra Modifiers include the following:
- You can identify what modifiers you have on your Mantra by hovering your mouse over it. Including its Ether cost in numbers & percentage, as well as how many signs on a ritual Mantra.
Mantra Damage Calculation[]
The formula to calculate Mantra damage is as follows:
Base damage often increases per Mantra level. Use the Mantra's base damage at its current level in the equation.
- Example 1: Level 5 Strong Left with 95 Strength and 2 Songchant:
- 60 * (1 + (1.65/10 * (95/100) * (1 + 2 * 0.065))) = 70.63 damage.
- Example 2: Level 4 Gale Lunge with 60 Galebreathe and no Songchant:
- 16.25 * (1 + (2.75/10 * (60/100)) = 18.93 damage.
Nearly all Attunement-less Mantras have 1.65 investment scaling, while most Attuned Mantras have 2.75 scaling, although there are outliers to this.
This formula also works for non-Mantra things, such as Galebreathe Apparitions, granted Songchant only applies to Mantras, so that part of the equation should be left out. This cannot be used to calculate Weapon damage.
Oath Mantras[]
Oath Mantras gain +2% damage per Songchant, changing the formula to the following:
Note that most Oath Mantras do not have scaling, making the formula as simple as Base damage * (1 + 0.02 * Songchant).
- Example: Celestial Assault with 80 Strength and 4 Songchant:
- 20 * (1 + (1.65/10 * (80/100) * (1 + 4 * 0.065)) * (1 + 0.02 * 4)) = 25.19 damage per hit (2), 50.39 damage total.
Types of Mantras[]
Flamecharm Mantras[]
Large and threatening fire-based spells. Excels in crowd control and area denial as many spells have large range.
- Lava serpent can be unlocked at 40 Flamecharm, dealing flat damage and ragdolling instead of applying burn.
- Can be further upgraded with the Azure Flame Talent for increased burn damage and larger Eruptions.
- Has a hybrid path with Shadowcast called "Wraith Path: Twisted Puppets". More info can be found here.
- Has a hybrid path with Frostdraw called “Flashboil,” or “Steam Path.”
Thundercall Mantras[]
Thundercall utilizes fast and quickly regenerating spells to take a fight at any desired pace. Has spells with somewhat small start-up for closing distance or keeping an opponent on edge.
- Surge path can be obtained at 40 Thundercall. This replaces your Shock with applying Surge Rods, a stacking status effect that causes a surge overload once enough stacks have been applied, dealing Thundercall damage.
- The Set Talent Shock Trooper Specialist turns your Thundercall Mantras green, allowing them to strike lightning on your opponent by landing Galebreathe and Thundercall Mantras.
- Most Thundercall Mantras have spark variants.
Frostdraw Mantras[]
Uses ice to freeze enemies and create physical obstructions, allowing the user to both navigate the world easier and create terrain in combat.
- Can slow opponents, temporarily freeze them, or make barriers forcing opponents to go around.
- Glass Path: Crystallization can be unlocked at 40 Frostdraw. This replaces your Chill with Crystals, a stacking status effect that causes a crystal detonation once enough stacks have been applied, dealing Frostdraw damage. Unlocks the use of the Crystal Impale, Ice Lasers, and Crystal Knee Mantras.
- Most Frostdraw Mantras have spark variants.
- Has a hybrid path with Flamecharm called Flashboil or “Steam Path.”
Galebreathe Mantras[]
Galebreathe utilizes the elements for movement, defense, and offensive actions.
- It has a mix of close-range combo Mantras, along with multiple movement Talents for moving around the world.
- Haunted Path: Specter can be unlocked at 40 Galebreathe. Specter Path replaces your Suffocation procs with Apparitions and greater mobility.
- Applies Winded, slowing the attack speed of your opponent.
- The Set Talent Shock Trooper Specialist turns your Galebreathe Mantras yellow, allowing them to strike lightning on your opponent by landing Galebreathe and Thundercall Mantras.
- Applies Suffocation, disabling your opponent's ability to cast Mantras. Innately procs by landing the Wind Gun and Galetrap Mantras, though it can be procced through Talents such as A World Without Song.
Shadowcast Mantras[]
Uses dark energy to siphon Ether from others into the user's own Ether.
- Excels in keeping your Ether bar up and making sure others have low Ether.
- Drains your opponent's Ether when you land Shadowcast Mantras.
- Applies Obscured if you have the "Sightless Still" talent, obscuring the vision of the opponent.
- Has a hybrid path with Flamecharm called "Wraith Path: Twisted Puppets". More info can be found here.
Ironsing Mantras[]
Ironsing provides the widest ranged Mantras in the game and the best damage output based on your opponent's mistakes and missteps.
- Offers Mantras that favor the user, resupplying their armor durability during fights whilst reducing the opponents
- Applies metal rods on hit, which can be pulled to pull the target towards you. Several Talents augment the functionality of these rods.
- Gilded Path: Scrapsinger can be obtained at 35 Ironsing. This path allows you to consume your rods on flourish, siphoning your opponent's armor and proccing the Scrapsinger Talent tree.
- Tunes in well with the Metal enchantment, as Metal gives you benefits depending on how much armor your opponent has.
Bloodrend Mantras[]
Harvest the blood of yourself and your enemies to hinder them and empower your mantras and abilities.
- Weaken your enemies with Blood Poison, applying various debuffs and priming your opponent for your Talents.
- Can drain your opponent's blood, sometimes causing them to die before their health depletes.
Hybrid Mantras[]
Hybrid mantras are obtained upon reaching the required level in multiple Attunement attributes, they provide unique opportunities to mix the capabilities of multiple elemental effects.
- Can provide powerful synergies between Attunements allowing use of certain Talents and paths in unique ways.
- Versatility due to their ability to inherit the effects of two Attunement paths such as Surge and Wraith Path.
- Typically requires high investment into your Attunement attributes.
Physical/Attunement-less Mantras[]
There are Mantras that are based off of Core Attributes, rather than your Attunement. This includes Strength, Fortitude, Intelligence, Agility, Willpower, Charisma, and Weapon Mastery.
A Mantra's type generally corresponds to its respective stat. Weapon Mantras and Strength Mantras tend to have more offensive capabilities, while Charisma and Fortitude lean more towards debuffing and supporting. Intelligence, Agility, and Willpower Mantras are more or less split between the two roles.
Monster Mantras[]
Mantras you get by turning in monster parts to an NPC in Castle Light. To get the NPC to spawn you talk to "Strange Diver" in New Kyrsa After that the NPC will spawn in the library in Castle Light. The monster parts are fairly rare. These are the monster parts, their respective monster, the name of the Mantra and what is the Mantra is based off of:
- Megalodaunt -> Megalodaunt Coral -> Coral Spear (Thousand Needles)
- Dread Serpent -> Dread Serpent's Tooth -> Dread Breath (Dread's Ice Beam)
- Thresher -> Thresher Talons -> Beast Burrow (Thresher's Dig)
- Bone Keeper -> Giant Femur -> Brachial Spear (Bone Throw)
- Enforcer -> Enforcer's Eye -> Enforcer Pull
- Mechalodaunt -> Broken Gatling Gun -> Mecha Gatling (Bullet Fury)
- Nautilodaunt -> Nautilodaunt Beak -> Abyssal Ridge (Grand Stomp)
- Terrapod -> Terrapod Shell -> Whirling Blade (Original Mantra)
NOTE: MONSTER MANTRAS CANNOT BE TRADED AT THE SHRINE OF TEMPTATION
All Mantras gained from the npc are 2 star Mantras and some have special effects, for example, Dread Breath proccing Chill, and also proccing Crystals if you have the respective Frostdraw path. This also goes for Mecha Gatling, as it procs Fire and will proc Lava Serpent eruptions as a result if you have the respective path. Keep in mind that these are rare mob drops and may require alot of grinding to obtain some certain ones
Oath Mantras[]
Mantras you obtained through your Oath. Although it lacks the trainers to help level your Oath's Mantras, its exclusive abilities and uniqueness makes up for it.
Mantra IDs[]
Mantra IDs are accessed using the built-in Roblox Dev-Console that can be activated by typing /console in chat or pressing F9.
(Added back recently, though they may be removed in the future.)
Squad- Flame / Frost / Illusion (Burning Servants, Frozen Servants, Illusory Servants.)
StrongPunch- Fire / Shadow / Strength / WeaponMedium (Ash Slam, Eclipse Kick, Strong Left, Master's Flourish.)
Wisp- Fire / Shadow / Lightning / Wind / Frost (Flame Wisp, Shade Wisp, Thunder Wisp, Gale Wisp, Frost Wisp.)
Toss- Lightning / Ice / Enforcer / Bonekeeper (Grand Javelin, Ice Flock, Enforcer Pull, Brachial Spear.)
Strike- Fortitude (Shoulder Bash.)
Skate- Ice (Ice Skate.)
RisingSlash- Fire / Lightning / Shadow / Wind (Rising Flame, Rising Thunder, Rising Shadow, Rising Wind.)
Palm- Fire / Shadow (Fire Palm, Shadow Meteors.)
Pierce- Wind / Ice (Gale Lunge, Ice Lance.)
Pillar- Ice (Ice Spikes, Metal Rampart)
Eruption- Ice / Shadow / Blood (Ice Eruption, Shadow Eruption, Scarlet Cyclone)
Blade- Fire / Ice / Lightning / Wind / Shadow (Fire Blade, Ice Blade, Lightning Blade, Wind Blade, Dark Blade.)
Kick- Lightning (Thunder Kick.)
Dagger- Lightning / Ice (Fleeting Sparks, Ice Daggers)
Forge- Blood (Blood Orb)
Conjure- Blood (Crucifixion, Scarlet Cyclone)
Trivia[]
- Mantras can be leveled beyond the normal limit of 5, but only via developer interaction.
- Many places refer to Mantras as the Song or fragments of the Song, i.e Orlandeau during the Tutorial or the description of the Songseeker Temple.
- According to Kaide, the Drowned Light, Mantras are "A cheap imitation of the power held within the Song that Drowned Gods wield as their birthright", implying that they are an inferior form of the song's true power, which aren't intended for humanity
- Elemental Intensity, a now removed stat, once affected the damage of certain Mantras.
| Attunements & Mantras | |
|---|---|
| Base Attunements | Flamecharm • Frostdraw • Thundercall • Galebreathe |
| Unlockable Attunements | Shadowcast • Ironsing • Bloodrend |
| Mantras | Attunement-less • Hybrid Mantras • Monster Mantras • Pumpkin Pitch |
| Mechanics | Attunement Trainers • Attunement Potions • Mantra Modifiers |