They are storytellers and repositories of ancient lore from myriad cultural traditions. While they have some minor talent in traditional arts of combat and soul-based magic, their true power lies in their chants and invocations. They construct chants from individual iconic phrases, through the clever overlapping of phrases, chanters can grant their allies a sizable stack of minor bonuses over large area. While chants may seem modest compared to a wizard or a priest magic, chanters are able to recite their chants while occupied with other activities, making them extremely versatile. Additionally chanters invocations are pretty powerful spells and they have the highest number of summoning spells.
In every culture across Eora, there are chanters. Many historians consider chanters to be the most ancient workers of magic, their hallowed phrases stirring the collective memory of wayward souls around them, compelling them to generate magical effects in a kind of "reenactment." In some societies, chanters form organized groups of storytellers and researchers, but in most parts of the world they are just a time-honored part of local folk traditions.
Chanters can be found in almost any culture, but are most often seen in communities with a strong oral tradition. They are repositories of folk knowledge and common wisdom, tellers of tall tales and hallowed legends. They use these stories and legends to stir the memories of the dreaming lost souls and soul fragments that surround them. The spirits respond by creating magical effects, essentially playing their part in the recreation of the legends. In this way, chanters act as directors of supernatural actors playing out momentary plays for the chanter's benefit. Due to their heavy focus on folktales and storytelling, they have an inherent bonus to Lore. As explorers of many lost and forgotten vaults dating back to Eora's antiquity, chanters also have a bonus to Mechanics, helping them bypass tricky locks and traps.
|Pillars of Eternity||Phrases||36 + 12 per level||4x Endurance||25||25||20||20||20|
|Pillars of Eternity II: Deadfire||-||40 + 10 per level||20||20||20||20||25|
Chanters use the power of their souls to work their magic.
List of abilities
- Chanter abilities (in Pillars of Eternity)
- Chanter abilities (in Pillars of Eternity II: Deadfire)
To use their special kind of magic, chanters link together individual short phrases from different legends to create longer chants. The phrases have distinctive, thematically-appropriate effects that are of low power but can be applied while the chanter is engaged in other combat activities. As one phrase ends and another begins, the effects of the first phrase will linger, allowing multiple phrases to overlap with each other. Through the clever overlapping of phrases, chanters can grant their allies a sizable stack of minor bonuses., or by using a single phrase can achieve 100% uptime on a specific bonus.
Chanter invocations require and consume Phrases on use. Phrases are generated only during combat, as the chanter coalesces tiny spirit fragments, through chanting.
While "phrase" primarily refers to the passive abilities that make up a chant, they are also accrued as a resource, and are used to cast chanter invocations - the equivalent of traditional spells and abilities.
- In Pillars of Eternity, the chanter starts combat with no phrases.
- In Pillars of Eternity II: Deadfire, the chanter starts combat with maximum phrases.
- The maximum amount of phrases that can be accrued at once is determined by the Invocation with the highest phrase cost currently learned by the chanter
- One phrase (the resource) is gained for every phrase (the verse) that passes. This occurs at the end of a phrase duration and at the start of the linger, as indicated by the bar/color difference in the chant interface.
Chants are modal activated abilities, combinations of player assembled phrases that plays out over time. Chanters always have one chant selected, they are modal and exclusive to each other. They will always start chanting as soon as combat begins and always stop chanting as soon as combat ends.
Chanters have a chant interface that allows you to place in all of your phrases to see how they will overlap/twist. When you pick a chant (which is a set of phrases you put together), you just click on it and it will automatically take effect when combat starts.
With each chanted phrase that passes, chanters gain greater control over the spirits assisting them. When enough control is gained, chanters can direct them to perform a single powerful spell called an invocation. Invocations are often support-oriented, but some contain powerful offensive effects. Invocations are so powerful that they disrupt a chanter's chants, disabling their effects for several seconds until the chanter can recover.
Invocations are powerful, but the intervals between using them are long and they can never be used at the start of a fight, because the chanter need to speak a number of phrase before he can use Invocations. Chanters have the highest number of summoning spells of all classes.
Phrases are used as a resource to cast Invocations, which are more akin to traditional spells and abilities cast by other classes. Invocations are however not limited to a maximum amount of uses, and can be cast as long as the chanter has the required Phrases.
Earlier in development, invocations were called roar but the name was changed to Invocation, because it allowed Obsidian to do more with their effects. Roars were conceived of as almost entirely offensive blasts.
- Chants cannot be edited during combat.
- Phrases within a chant are cast one after the other, and overlap by the linger time of the last phrase.
- Phrase buffs/debuffs are applied at the start of the phrase, and last for the duration of the phrase (typically 6.0 sec, but varies in Pillars of Eternity), plus the linger time (typically 3.0 sec).
- Most (if not all) phrases are applied in a 4m AoE around the chanter.
- Duplicate phrases do usually not stack the effects of that phrase - but there are exceptions. For example the phrases Come, Come Soft Winds of Death and The Dragon Thrashed, The Dragon Wailed do stack their damage over time on enemies.
- As with other abilities and status effects, the bonuses that phrases grant are scaled with Attributes, Might affects damage/healing done, Perception affects phrase accuracy, Intellect duration of the phrase, etc.
- Chants will not stop if your Chanter is withdrawn.
- Ancient Memory – Invokes a primal energy, causing allies within range to benefit from constant Endurance regeneration while the Chanter is chanting.
- Beloved Spirits – Improves the chanter's connection to the soul fragments they employ, increasing Ancient Memory's healing capability.
- Brisk Recitation - Passive talent that decreases the time it takes for each phrase of Chant to complete, allowing the Chanter to build up phrases quicker.
In Pillars of Eternity
- At character creation, chanters select two Phrases and one Invocation.
- Chanters select one Phrase at every odd level (3, 5, etc.), and one Invocation at every even level (2, 4, 6, etc.).
- At level 5, 9, 13, and 15, the next tier of abilities are unlocked.
- As with other classes, chanters learn one talent at every even level (2, 4, 6, etc.).
- At character creation, chanters must select one 1st level invocation, and one 1st level phrase. This does not change for multiclass characters.
- As with other classes, chanters pick 2 abilities at every level where a new power level is unlocked excluding the first (3, 5, 7, 9, 11, 13, 16, 19), and one ability at all other levels (1, 2, 4, 6, 8, 10, 12, 14, 15, 17, 18, 20). Ability points may be spent on active or passive abilities, and on any currently-unlocked power levels.
- Multiclass characters pick 1 ability from either the chanter ability tree or the other class tree at all levels where a new power level isn't unlocked, and 1 ability for both classes at all levels where a new power level is unlocked (1, 4, 7, 10, 13, 16, 19).
- Chanters use Phrases (an accrued resource) to cast invocations. The maximum and starting phrases does not scale with character level, and instead uses the invocation with the highest cost (see below).
- As with other classes, new ability power levels are learned every second level from level 1 (1, 3, 5, 7, 9, 11, 13), then every third level from level 13 (16, 19). Multiclass characters may only learn up to (and including) power level 7 abilities, and unlock a new power level every third level from level 1 (1, 4, 7, 10, 13, 16, 19).
|Ability points at each level|
|Level||Power level learned||Points available|
|1||1 (I)||1 (I)||1||1+1|
|7||4 (IV)||3 (III)||2||1+1|
|13||7 (VII)||5 (V)||2||1+1|
|16||8 (VIII)||6 (VI)||2||1+1|
|19||9 (IX)||7 (VII)||2||1+1|
Beckoners specialize in invocations that summon spirits from the In-Between. They often come from cultures with a close connection to nature and reverence for their ancestors.
While many chanters prefer to work their magic from the safety of the back lines, skalds depend on toe-to-toe combat to power their invocation. Skalds are found in many cultures with a proud martial tradition, celebrating the deeds of their neighbors, kin, and ancestors.
Storm-speakers are found in almost every Huana tribe. They are called upon not only to defend their tribes from violent weather, but also to utilize the fierce powers of weather against tribal foes. The storm-speakers themselves attribute the power of their tradition to the constant potential for violent weather in the Deadfire Archipelago. Some of the invocations they use allegedly date back to the great cataclysm that once devastated the Huana people.
Troubadours are masters of the chant, able to adjust the speed of their chanting and the linger of their phrases to suit the needs of battle. More passive than many chanters, troubadours relish their support role in the midst of their comrades. Troubadours originated in Old Vailia, but are common in the Vailian Republics and many other lands.
Bellowers are often found in communities steeped in hardship, particularly among those that have experienced recent misfortune. Their tales better resemble a collection of ramblings and gibberish than coherant stories. Their name stems from the rare, violent, empassioned outbursts of fearsome magic.
Chanters possibly provide the best damage support for your five character party by simply enabling others to do more of it. With their low health, they most definitely do not contribute as the tanky type. Instead, they boast of the best ability to summon reinforcements into battle, unless you opt for a subclass later in the game that prevents summoning, like from a certain dwarf available later. If you want your Chanter near the front line, then it's best to choose a weapon with Increased Reach, like a pike or quarterstaff. A single class chanter should avoid both guns and arbalests, although any other ranged weapon performs well if you prefer.
If you consider multi-classing, it's very important to consider what spells to choose if you go with a caster specialist. Since Phrases don't stack well with the long casting times of offensive spells, quickly fired defensive spells may provide the better route. Paladin provides a nice blend between both supportive offense and defense in this regard, and it allows more flexibility in where you play your character. Wizard can also do well if you only go for weapon and defensive spells for a just behind the front line type, because while weapon spells appear nice, they summon either a pike or quarterstaff for those close ranged battles that work better behind a tanky type. Summoning reinforcements are nice, but they will not replace a tanky character, who absorbs blows and distracts enemies that your chanter will struggle against.
|Voice of the Mountaintop||Amulet||
|One-Eyed Molina's Gold-Fingered Spike-Flinger||Arbalest||