ChanterThe support guide: mantras, Power of the Storm, Dark Crush, macro and PvP
- Role
- Support
- Weapon
- Staff
- Range
- Melee
- Party buffs
- yes
- Difficulty
- easy
- Skills
- 12 active, 10 passive, 13 stigma
As of 4 October 2026, Global version. Balance patches can change values; changes to the guide are listed under News.
Overview
The Chanter is the party’s support. Two mantras and Power of the Storm strengthen every teammate nearby, and Recuperation heals them and removes a debuff. All the while he fights in melee with his staff.
He heals on the side but doesn’t replace a Cleric: he has no resurrection. In hard content, Chanter and Cleric belong in the same party. KR/TW value
Strengths
- Permanent party buffs through the mantras
- Power of the Storm: combat speed and shorter cooldowns for everyone
- Healing and cleansing on the side
- Rushing Smash with a reset on kill makes farming fast
Weaknesses
- Dark Crush only in windows of 2 to 3 s
- Little damage early on while cooldowns are long
- No resurrection, no replacement for the Cleric
- Several buffs overlap with the Cleric
How the Chanter works
Opening Dark Crush
- Cast an opener. Dark Crush hits a target within 20 m and costs no MP, but is only briefly usable: 2 s after Spinning Strike or Impactful Crush, 3 s after Marchutan’s Wrath.
- Get rid of the cooldown. Up to skill level 16, Dark Crush has a 5 s cooldown; after that the “cooldown removed” specialisation takes it away. From level 12 there’s also the follow-up hit [penetration].
- Stack crit damage. Every hit of Spinning Strike gives you +15% critical damage amplification for 30 s, up to two stacks. The left click Onslaught regenerates MP and, from level 12, lowers Spinning Strike’s cooldown by 1 s with every hit.
Buffs first, then the boss. Switch on both mantras and pop Power of the Storm before anyone uses a skill. The cooldown reduction only affects cooldowns that start during the buff.
Build at a glance (level 45, PvE)
| Main skills | Dark Crush, Onslaught, Recuperation and Spinning Strike to 10, then Incandescent Blow, Impactful Crush and Rushing Smash |
|---|---|
| Stigmas | Undefeated Mantra, Sprint Mantra, Power of the Storm, plus Marchutan’s Wrath or Obliterate disputed |
| Passives | Wind’s Promise and Attack Preparation, then Impact Hit, then Inspiring Spell and Blessing of Life |
| Keys | Hold left click and the macro key. Power of the Storm and heals by hand; switch on the mantras. |
| Stats | Smite, then frontal or back attack damage amplification disputed, weapon damage, critical damage, damage amplification |
Mastery skillStigmaPassive
- KR/TW valueValue from the Korean/Taiwanese version, not yet confirmed on Global
- disputedDisputed among experienced players; both positions are in the text
Active skills and specialisations
Points raise a skill to level 10; Daevanion nodes, gear and Arcana go beyond that. Specialisation slots open at skill levels 8 and 12; the option at 16 takes one of them until level 20 opens a third. Resets are free.
| Skill | from Lv | CD | What it does | Specialisations |
|---|---|---|---|---|
| Dark Crush | 4 | 5 s | One target within 20 m, only usable shortly after an opener. | Guaranteed critical hit (8) Follow-up hit [penetration] (12) Cooldown removed (16), instead of the crit |
| Onslaught | 1 | – | Up to 4 enemies within 4 m, regenerates 100 MP. Your left click. | Multi-hit chance +50% (8) [Spinning Strike] cooldown −1 s on hit (12) From 16: follow-up [hurricane strike] instead of multi-hit |
| Spinning Strike | 14 | 30 s | Up to 4 enemies around a target within 20 m. +15% critical damage amplification for 30 s, up to 2 stacks. Opens Dark Crush for 2 s. | Cooldown −5 s (8) Up to +20% damage on few targets (8) |
| Recuperation | 8 | 15 s | Heals you and the party within 40 m instantly and over 8 s, removes one debuff. | One extra cast in a row, heal over time stacks twice (8) Plus +5% HP or remove up to 2 debuffs disputed |
| Incandescent Blow | 1 | – | Up to 4 enemies within 4 m. | Up to +12% damage on few targets (8) From 16: ignores block and evasion, multi-hit |
| Impactful Crush | 3 | 15 s | One target within 20 m, 60% stun for 3 s (NPC 100%). Opens Dark Crush for 2 s. | Usable while moving (8) Skill speed +30% (12) |
| Rushing Smash | 1 | 15 s | Charge to a target within 20 m, up to 4 enemies, 100 MP. | Reset on defeating an enemy (12) First slot: 50% chance of [Heat Wave Blow] |
| Wave Blow | 12 | 20 s | A stunned target within 4 m, 3 s knockdown. Unlocked against immune targets with a 7% chance. | From 12: target’s PvE damage amplification −15% for 10 s |
| Heat Wave Blow | 7 | 10 s | After a block, up to 4 enemies, 40% silence for 3 s. | Up to +20% damage on many targets (8) |
| Tremor Crush | 10 | 20 s | After an emergency evade or while flying, to a target within 10 m, 50% stun. | Range +10 m (8), mainly PvP |
| Gust Rampage | 5 | – | Only hits a dazed (staggered) target within 4 m. | From 16: −1 s on all cooldowns on hit |
| Defiance | 16 | 60 s | Removes stun, knockdown, airborne, grab, frost and fear, then 5 s of tenacity. | 10% HP on use (8) |
Distributing skill points at level 45
| # | Skill | to | Total points |
|---|---|---|---|
| 1 | Dark Crush, Onslaught, Recuperation, Spinning Strike | 10 | 84 |
| 2 | Incandescent Blow, Impactful Crush | 10 | 126 |
| 3 | Wind’s Promise, Attack Preparation | 10 | 168 |
| 4 | Rushing Smash | 10 | 189 |
| 5 | Impact Hit | 10 | 210 |
| 6 | Inspiring Spell, Blessing of Life | 10 | 252 |
| 7 | Earth’s Promise, Protection Circle | 10 | 294 |
| 8 | Gust Rampage | 10 | 315 |
| 9 | Heat Wave Blow | 10 | 336 |
| 10 | Two of Tremor Crush, Wave Blow, Defiance disputed | 10 | 378 |
The levelling points reach Impact Hit at 8; wisdom stones pay for the rest. Leave at level 1: the third skill from row 10, Crossguard and Survival Willpower; Raging Spell is disputed.
Passive skills
| Prio | Passive | from Lv | Effect |
|---|---|---|---|
| 1 | Wind’s Promise | 25 | Critical damage amplification 5.7% → 19%. On crit, 50% chance of additional damage (1 s cooldown). |
| 2 | Attack Preparation | 13 | PvE damage amplification 5.5% → 15%, defence, accuracy +100. |
| 3 | Impact Hit | 15 | Impact hit 11.2% → 34%, Smite 0.3% → 6%. |
| 4 | Inspiring Spell | 11 | Critical hit +100 → +290, perfection 0.5% → 10%. |
| 5 | Blessing of Life | 1 | HP and max HP, plus healing amplification equal to 15.3% → 21% of attack power. |
| 6 | Earth’s Promise | 21 | On hit, target’s PvE damage resistance −5.4% → −13% for 5 s (10 s cooldown). Doesn’t work together with the Cleric’s Chain of Torment. |
| 7 | Protection Circle | 9 | After 10 hits a shield for you and the party. Below 50% HP an emergency shield for you. |
| – | Raging Spell, Survival Willpower, Crossguard | 17 / 23 / 6 | Additional damage against dazed targets, status effect resistance (PvP), block. Usually level 1 in PvE. |
Stigmas
Slots open at 22, 27, 32 and 37. Three stigmas are in every common PvE build: Undefeated Mantra, Sprint Mantra and Power of the Storm. For the fourth there are two camps. disputed
| Stigma | CD | Effect | Level bonuses |
|---|---|---|---|
| Undefeated Mantra | 5 s | Toggle buff: PvE damage amplification and PvE damage resistance +10.5% → +20% for you and nearby teammates. Doesn’t work together with the Cleric’s Light of Protection; the higher level applies, and on a tie the mantra. | 5: Critical hit +100 10: Accuracy +100 15: Critical damage amplification +5% 20: Smite +5% |
| Power of the Storm | 120 s | 10 s (Lv 1) to 20 s: for you combat speed +20% and cooldowns −20%, for the party within 40 m combat speed +20% and cooldowns −10%. | 5: Cooldown −30 s 10: Accuracy +200 15: Critical hit +200 20: Attack power +20% for you, +10% for the party |
| Sprint Mantra | 5 s | Toggle buff: movement speed +10.5% → +17.5% for you and nearby teammates, plus a 15% chance of HP on every hit. | 5: Healing received +10% 10: SP regeneration +30% 15: +50% HP regeneration below 50% HP 20: Regeneration +10% |
| Marchutan’s Wrath | 30 s | Up to 4 enemies around a target within 20 m. Opens Dark Crush for 3 s. | 5: Up to +20% damage on few targets 10: 50% stun 15: Healing received and potions −70% 20: Stun chance +25% |
| Obliterate | 60 s | Up to 4 enemies, 50 stagger damage at every level, the Chanter’s highest value. | For stagger checks. Those who use it leave it at level 1 and give the points to Undefeated Mantra. |
Stigma points after level 45
A level costs 1 point up to 5, 2 up to 10, 4 up to 15 and 8 up to 20. With 30 points at 45: Undefeated Mantra at 10, the others at 5.
- After that: Undefeated Mantra to 20 (20% party buff, plus Smite), then Power of the Storm to 20 (buff lasts 20 s, more attack power for everyone).
- Later: Sprint Mantra to 10, the fourth stigma, then keep raising the sprint.
Swapping stigmas by content
| Situation | Stigma | Why |
|---|---|---|
| Stagger checks | Obliterate | 50 stagger damage. Save it for the open bar. |
| No Cleric in the party | Healing Touch or Guardian Blessing | More healing or more max HP. As the only healer, take the healing amplification specialisation on Spinning Strike. disputed |
| Hard content, your own survival | Focused Defense | Guaranteed block, twice in a row from level 5. Usually instead of Sprint Mantra. |
| Known hit on the whole raid | Impeding Authority | Shield of 20% of max HP for you and the party within 40 m at level 5. |
Hotbar and macro
The basics of the macro system are in the Assassin guide. The Chanter runs one row, and Dark Crush has to be at the very bottom so it fires first in every open window. Above it Impactful Crush as the opener and at the top Incandescent Blow as filler.
Row: Dark Crush, Spinning Strike, Impactful Crush, Incandescent Blow (from bottom to top). You press Marchutan’s Wrath by hand when no Dark Crush window is open.
Row: Dark Crush, Impactful Crush, Marchutan’s Wrath, Incandescent Blow. Spinning Strike sits on its own key and is held as well.
Hold left click alongside the macro, don’t put it in: a macro step fires roughly once per cycle. The macro stops when switching presets, and a macro key on a mouse button doesn’t work in the “AION 1” control mode.
Support and party
- Switch the mantras on and leave them on. Both are toggles with a 5 s cooldown that cover you and nearby teammates. They go out when you die, so switch them back on after a resurrection. KR/TW value
- Power of the Storm on the pull, before anyone uses a skill. Don’t fire the next one blindly on cooldown, but shortly before a stagger phase, so the buff covers the window. KR/TW value
- Heal as needed. Recuperation heals instantly and over 8 s and removes a debuff, every 15 s. With the specialisation twice in a row; the charges come back one at a time after 15 s each.
- Healing grows with attack: Blessing of Life gives healing amplification equal to part of your attack power.
- Wave Blow from level 12 lowers the target’s PvE damage amplification by 15%. Against stun-immune bosses it only fires through its 7% chance.
Coordinating with the Cleric
| Chanter | Cleric | What applies |
|---|---|---|
| Undefeated Mantra | Light of Protection | Only the higher level applies, on a tie your mantra. With a Chanter, Clerics usually swap out Light of Protection; yours stays on. |
| Power of the Storm | Earth’s Grace (from Earth Punishment) | Whoever has one buff can’t receive the other. Agree on who covers whom. |
| Earth’s Promise | Chain of Torment | Your resistance reduction then doesn’t work. |
| Wave Blow | Debilitating Mark | They don’t stack; the mark overwrites your debuff. KR/TW value |
Levelling 1–45
General levelling rules are in the tips. For the Chanter:
- Level 1–13: Onslaught, Incandescent Blow and Rushing Smash first. Weave the left click between skills; it brings MP.
- Up to level 14, Impactful Crush (from 3) is the only opener for Dark Crush (from 4). At 14 Spinning Strike arrives as the second.
- Rushing Smash reset: with its nodes on Nezekan and Zikel, Rushing Smash reaches level 12 and resets on every kill. That lets you jump from kill to kill.
- Stigmas: Undefeated Mantra at 22, Sprint Mantra at 27, Power of the Storm at 32, the fourth at 37.
- Questing: gather groups and stun them with Impactful Crush (area damage specialisation).
| Skill | While levelling | At 45 |
|---|---|---|
| Onslaught | MP regeneration +20% or HP absorption disputed | Multi-hit +50%, Spinning Strike −1 s |
| Rushing Smash | 50% [Heat Wave Blow]; with the two nodes, reset on kill | Keep |
| Dark Crush | Guaranteed crit; solo HP absorption | Crit and penetration |
| Impactful Crush | Area damage against groups | While moving, skill speed +30% |
| Spinning Strike | Cooldown −5 s; as healer, healing amplification | −5 s and damage on few targets |
Unlocks level by level
| Lv | New |
|---|---|
| 1 | Onslaught, Incandescent Blow, Rushing Smash, Blessing of Life |
| 3 | Impactful Crush |
| 4 | Dark Crush |
| 5 | Gust Rampage |
| 6 | Crossguard |
| 7 | Heat Wave Blow |
| 8 | Recuperation |
| 9 | Protection Circle |
| 10 | Tremor Crush |
| 11 | Inspiring Spell |
| 12 | Wave Blow, Nezekan board |
| 13 | Attack Preparation |
| 14 | Spinning Strike |
| 15 | Impact Hit |
| 16 | Defiance |
| 17 | Raging Spell |
| 20 | Zikel board |
| 21 | Earth’s Promise |
| 22 | Stigma slot 1 |
| 23 | Survival Willpower |
| 25 | Wind’s Promise |
| 27 / 32 / 37 | Stigma slots 2, 3 and 4 |
| 30 / 40 | Vaizel and Triniel boards |
From the Global client.
Daevanion boards
Buy the nodes in this order on each board. Route calculated from the Global client. On the boards, Rushing Smash’s nodes are called “Charging Smash” in the English client.
How to read the boards
- Every board starts at the starting node in the centre. You can only buy a node that sits directly above, below, left or right of a node you already own; diagonals don't count.
- Nodes cost 1 to 4 Daevanion points. The grey ones give small base stats, the coloured ones give stronger stats or an extra level for a skill.
- The numbers are the recommended buying order. The highlighted nodes in between are the cheapest path there; you pick them up along the way.
- Click an entry or a number: the map shows the route up to that point and explains what the node gives.
- 1 point
- 2 points
- 3 points
- 4 points
- not on the route
- 1 order as in the list
Board node data: QuestLog.gg
Tip: click an entry in the list or a number on the map to see what that node gives.
1FinsterbruchAktive Fähigkeit
Finsterbruch: Stufe +1
Ein Ziel in 20 m, nur kurz nach einem Öffner nutzbar.
2ZerschmetterungsschlagAktive Fähigkeit
Zerschmetterungsschlag: Stufe +1
Bis zu 4 Gegner in 4 m, regeneriert 100 MP. Dein Linksklick.
3KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
4KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
5WirbelschlagAktive Fähigkeit
Wirbelschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m. +15 % Krit.-Schadensverstärkung für 30 s, bis zu 2 Stapel. Öffnet Finsterbruch für 2 s.
6WuchtschlagAktive Fähigkeit
Wuchtschlag: Stufe +1
Ein Ziel in 20 m, 60 % Betäubung für 3 s (NPC 100 %). Öffnet Finsterbruch für 2 s.
7SturmschlagAktive Fähigkeit
Sturmschlag: Stufe +1
Ansturm auf ein Ziel in 20 m, bis zu 4 Gegner, 100 MP.
8Zauber der GenesungAktive Fähigkeit
Zauber der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m sofort und 8 s lang, hebt einen Debuff auf.
9AngriffsvorbereitungPassive Fähigkeit
Angriffsvorbereitung: Stufe +1
PvE-Schadensverstärkung 5,5 % → 15 %, Verteidigung, Präzision +100.
10AngriffsvorbereitungPassive Fähigkeit
Angriffsvorbereitung: Stufe +1
PvE-Schadensverstärkung 5,5 % → 15 %, Verteidigung, Präzision +100.
11Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
12Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
13GleißschlagAktive Fähigkeit
Gleißschlag: Stufe +1
Bis zu 4 Gegner in 4 m.
14Zauber der EingebungPassive Fähigkeit
Zauber der Eingebung: Stufe +1
Kritischer Treffer +100 → +290, Perfektion 0,5 % → 10 %.
15Zauber der EingebungPassive Fähigkeit
Zauber der Eingebung: Stufe +1
Kritischer Treffer +100 → +290, Perfektion 0,5 % → 10 %.
Nezekan, from level 12
- Dark Crush
- Onslaught
- Combat speed
- Combat speed
- Spinning Strike
- Impactful Crush
- Rushing Smash
- Recuperation
- Attack Preparation
- Attack Preparation
- Cooldown −1.5%
- Cooldown −1.5%
- Incandescent Blow
- Inspiring Spell
- Inspiring Spell
Tip: click an entry in the list or a number on the map to see what that node gives.
1FinsterbruchAktive Fähigkeit
Finsterbruch: Stufe +1
Ein Ziel in 20 m, nur kurz nach einem Öffner nutzbar.
2ZerschmetterungsschlagAktive Fähigkeit
Zerschmetterungsschlag: Stufe +1
Bis zu 4 Gegner in 4 m, regeneriert 100 MP. Dein Linksklick.
3WirbelschlagAktive Fähigkeit
Wirbelschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m. +15 % Krit.-Schadensverstärkung für 30 s, bis zu 2 Stapel. Öffnet Finsterbruch für 2 s.
4SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
5SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
6WuchtschlagAktive Fähigkeit
Wuchtschlag: Stufe +1
Ein Ziel in 20 m, 60 % Betäubung für 3 s (NPC 100 %). Öffnet Finsterbruch für 2 s.
7SturmschlagAktive Fähigkeit
Sturmschlag: Stufe +1
Ansturm auf ein Ziel in 20 m, bis zu 4 Gegner, 100 MP.
8Zauber der GenesungAktive Fähigkeit
Zauber der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m sofort und 8 s lang, hebt einen Debuff auf.
9Gelübde des WindesPassive Fähigkeit
Gelübde des Windes: Stufe +1
Krit.-Schadensverstärkung 5,7 % → 19 %. Bei Krit 50 % Chance auf Zusatzschaden (1 s Abklingzeit).
10Gelübde des WindesPassive Fähigkeit
Gelübde des Windes: Stufe +1
Krit.-Schadensverstärkung 5,7 % → 19 %. Bei Krit 50 % Chance auf Zusatzschaden (1 s Abklingzeit).
11SchadensresistenzWert
Schadensresistenz +1,5 %
Du erleidest weniger Schaden.
12SchadensresistenzWert
Schadensresistenz +1,5 %
Du erleidest weniger Schaden.
13GleißschlagAktive Fähigkeit
Gleißschlag: Stufe +1
Bis zu 4 Gegner in 4 m.
14SchocktrefferPassive Fähigkeit
Schocktreffer: Stufe +1
Schocktreffer 11,2 % → 34 %, Wucht 0,3 % → 6 %.
15SchocktrefferPassive Fähigkeit
Schocktreffer: Stufe +1
Schocktreffer 11,2 % → 34 %, Wucht 0,3 % → 6 %.
16Gelübde der ErdePassive Fähigkeit
Gelübde der Erde: Stufe +1
Bei Treffer 5 s lang PvE-Schadensresistenz des Ziels −5,4 % → −13 % (10 s Abklingzeit). Wirkt nicht zusammen mit Kette des Schmerzes des Klerikers.
17Gelübde der ErdePassive Fähigkeit
Gelübde der Erde: Stufe +1
Bei Treffer 5 s lang PvE-Schadensresistenz des Ziels −5,4 % → −13 % (10 s Abklingzeit). Wirkt nicht zusammen mit Kette des Schmerzes des Klerikers.
Zikel, from level 20
- Dark Crush
- Onslaught
- Spinning Strike
- Damage amplification
- Damage amplification
- Impactful Crush
- Rushing Smash
- Recuperation
- Wind’s Promise
- Wind’s Promise
- Damage resistance
- Damage resistance
- Incandescent Blow
- Impact Hit
- Impact Hit
- Earth’s Promise
- Earth’s Promise
Tip: click an entry in the list or a number on the map to see what that node gives.
1FinsterbruchAktive Fähigkeit
Finsterbruch: Stufe +1
Ein Ziel in 20 m, nur kurz nach einem Öffner nutzbar.
2ZerschmetterungsschlagAktive Fähigkeit
Zerschmetterungsschlag: Stufe +1
Bis zu 4 Gegner in 4 m, regeneriert 100 MP. Dein Linksklick.
3Zauber der GenesungAktive Fähigkeit
Zauber der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m sofort und 8 s lang, hebt einen Debuff auf.
4WirbelschlagAktive Fähigkeit
Wirbelschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m. +15 % Krit.-Schadensverstärkung für 30 s, bis zu 2 Stapel. Öffnet Finsterbruch für 2 s.
5Gelübde des WindesPassive Fähigkeit
Gelübde des Windes: Stufe +1
Krit.-Schadensverstärkung 5,7 % → 19 %. Bei Krit 50 % Chance auf Zusatzschaden (1 s Abklingzeit).
6AngriffsvorbereitungPassive Fähigkeit
Angriffsvorbereitung: Stufe +1
PvE-Schadensverstärkung 5,5 % → 15 %, Verteidigung, Präzision +100.
7Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
8Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
9GleißschlagAktive Fähigkeit
Gleißschlag: Stufe +1
Bis zu 4 Gegner in 4 m.
10SchocktrefferPassive Fähigkeit
Schocktreffer: Stufe +1
Schocktreffer 11,2 % → 34 %, Wucht 0,3 % → 6 %.
11Gelübde der ErdePassive Fähigkeit
Gelübde der Erde: Stufe +1
Bei Treffer 5 s lang PvE-Schadensresistenz des Ziels −5,4 % → −13 % (10 s Abklingzeit). Wirkt nicht zusammen mit Kette des Schmerzes des Klerikers.
12Zauber der EingebungPassive Fähigkeit
Zauber der Eingebung: Stufe +1
Kritischer Treffer +100 → +290, Perfektion 0,5 % → 10 %.
Vaizel, from level 30
- Dark Crush
- Onslaught
- Recuperation
- Spinning Strike
- Wind’s Promise
- Attack Preparation
- Critical damage amplification
- Critical damage amplification
- Incandescent Blow
- Impact Hit
- Earth’s Promise
- Inspiring Spell
Tip: click an entry in the list or a number on the map to see what that node gives.
1FinsterbruchAktive Fähigkeit
Finsterbruch: Stufe +1
Ein Ziel in 20 m, nur kurz nach einem Öffner nutzbar.
2ZerschmetterungsschlagAktive Fähigkeit
Zerschmetterungsschlag: Stufe +1
Bis zu 4 Gegner in 4 m, regeneriert 100 MP. Dein Linksklick.
3Zauber der GenesungAktive Fähigkeit
Zauber der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m sofort und 8 s lang, hebt einen Debuff auf.
4WirbelschlagAktive Fähigkeit
Wirbelschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m. +15 % Krit.-Schadensverstärkung für 30 s, bis zu 2 Stapel. Öffnet Finsterbruch für 2 s.
5Gelübde des WindesPassive Fähigkeit
Gelübde des Windes: Stufe +1
Krit.-Schadensverstärkung 5,7 % → 19 %. Bei Krit 50 % Chance auf Zusatzschaden (1 s Abklingzeit).
6AngriffsvorbereitungPassive Fähigkeit
Angriffsvorbereitung: Stufe +1
PvE-Schadensverstärkung 5,5 % → 15 %, Verteidigung, Präzision +100.
7GleißschlagAktive Fähigkeit
Gleißschlag: Stufe +1
Bis zu 4 Gegner in 4 m.
8SchocktrefferPassive Fähigkeit
Schocktreffer: Stufe +1
Schocktreffer 11,2 % → 34 %, Wucht 0,3 % → 6 %.
9MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
10MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
11MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
12Gelübde der ErdePassive Fähigkeit
Gelübde der Erde: Stufe +1
Bei Treffer 5 s lang PvE-Schadensresistenz des Ziels −5,4 % → −13 % (10 s Abklingzeit). Wirkt nicht zusammen mit Kette des Schmerzes des Klerikers.
13Zauber der EingebungPassive Fähigkeit
Zauber der Eingebung: Stufe +1
Kritischer Treffer +100 → +290, Perfektion 0,5 % → 10 %.
Triniel, from level 40
- Dark Crush
- Onslaught
- Recuperation
- Spinning Strike
- Wind’s Promise
- Attack Preparation
- Incandescent Blow
- Impact Hit
- Multi-hit
- Multi-hit
- Multi-hit
- Earth’s Promise
- Inspiring Spell
- Skip: Gust Rampage, Wave Blow, Tremor Crush, Heat Wave Blow, Defiance, Crossguard, multi-hit resistance, critical damage tolerance, MP and crit resistance.
- Azphel is the PvP board with its own crystals. In PvE only status effect chance and resistance plus 400 HP and 200 MP from it apply.
Stats and gear
| # | Stat | Reason |
|---|---|---|
| 1 | Smite | On Global from Impact Hit, Undefeated Mantra at stigma level 20, the Special pet board (slot 4) and the Wisdom Pantheon stat. No manastone gives it. |
| 2 | Frontal or back attack damage amplification | Which of the two is disputed. disputed |
| 3 | Weapon damage amplification | – |
| 4 | Critical damage amplification | Lower, because Wind’s Promise and Spinning Strike (up to +30%) already stack it. |
| 5 | Damage amplification | Last. |
Lines, stones, Arcana
| Manastones | Frontal or back attack damage amplification, then weapon damage amplification; only on superior (including Abyss) manastones |
|---|---|
| Soul binding weapon, guard | Combat speed, weapon damage amplification, damage amplification, power, multi-hit chance |
| Soul binding armour | Helmet and cape Smite, shoulders crit damage, chest damage amplification, gloves combat speed, boots movement speed. On every piece a line for Wind’s Promise, Attack Preparation or Impact Hit. |
| Jewellery | Rings: power and +1 to Dark Crush, Onslaught, Spinning Strike or Recuperation. Necklace and earrings: power, combat speed or movement speed, passive lines. |
| Arcana | Parchment: Onslaught, Dark Crush, Spinning Strike. Compass: Recuperation, then Incandescent Blow. Bell: Attack Preparation, then Blessing of Life. Mirror: Wind’s Promise, Impact Hit. Chalice disputed. disputed |
Belt, amulet and rune have fixed stats (Revelation Amulet). Endgame sets and item level gates are in the endgame guide.
PvP
The principle: stun the target, pin it with Wave Blow and finish it within the Marchutan’s Wrath window. Deal your damage early, because in long fights a sturdier class wears you down. KR/TW value
- Marchutan’s Wrath from 20 m. Opens Dark Crush for 3 s, from stigma level 10 with 50% stun, from 15 with −70% healing and potion effect on the target.
- Impactful Crush, then Wave Blow. Impactful Crush stuns from 20 m (60% against players) and opens Dark Crush; Wave Blow reliably knocks the stunned target down for 3 s. Save Wave Blow until the enemy has used up their Defiance.
- Tremor Crush after an evade catches runners, from 20 m with the specialisation.
- Recuperation with the PvP specialisation removes up to two debuffs per cast.
| Area | PvP preset |
|---|---|
| Stigmas | Undefeated Mantra, Power of the Storm, Marchutan’s Wrath, plus Guardian Blessing or Focused Defense disputed |
| Skill points | Gust Rampage at 1, Survival Willpower at 10. From row 10, Defiance and Tremor Crush. |
| Spinning Strike | 40% silence for 3 s |
| Heat Wave Blow | 40% stun for 3 s |
| Recuperation | Remove up to 2 debuffs |
| Amulet | Fierce Battle Amulet (PvP damage amplification 20%) |
Guardian Blessing can’t be removed. Defiance removes neither root, slow, silence, blind nor taunt; the enemy’s Defiance removes your stun and Wave Blow’s knockdown, but not Spinning Strike’s silence.
Common mistakes
Pulling without buffs
Power of the Storm has to be running before the first cooldowns start. Otherwise the reduction has no effect.
Mantras off
After dying, both mantras are off. Check they’re active before every fight.
Dark Crush not at the bottom
If Dark Crush isn’t at the very bottom of the macro row, its short windows pass by.
Forgetting Gust Rampage
When the boss is staggered, use Gust Rampage; from level 16 it lowers all cooldowns with every hit.
Trying to replace the Cleric
Without resurrection and without strong single-target healing, the Chanter stays the second healer in hard content.
Status and method
Compiled from Global client data, NC’s announcements and the builds of experienced players, cross-checked across several German and English sources. Only what is confirmed goes in; where experienced players disagree, both positions are given.
The guide is continuously maintained. What has changed is listed under News.



