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Chanter
Pillars of Eternity

Chanter

Learn how to play the Chanter in Pillars of Eternity, a support class focused on chants, phrases, and invocations. Discover best attributes and talents.

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Learn how to play the Chanter in Pillars of Eternity, a support class focused on chants, phrases, and invocations. Discover best attributes and talents.

Walkthrough
  1. 1
    Chanters use Chants, which are made up of Phrases. While a Chanter recites the current Chant's Phrases, they can perform other actions.
  2. 2
    Each Phrase lasts a few seconds and lingers for a couple more, with effects overlapping.
  3. 3
    After completing a certain number of Phrases, the Chanter accumulates power to cast an Invocation, a more powerful spell. Least powerful Invocations require 3 Phrases, most powerful require 7.
  4. 4
    Unlike Priests or Wizards, Chanters do not have a per-rest spell limit. Their resource is time; the least powerful Invocation cannot be cast until 12s into combat.
  5. 5
    At 1st level, a Chanter selects 2 Phrases and 1 Invocation.
  6. 6
    A Chanter learns a new Phrase at each subsequent odd-numbered level and a new Invocation at each even-numbered level.
  7. 7
    At certain levels, they unlock the next tier of abilities. At higher levels, Phrase duration decreases, allowing faster power accumulation.
  8. 8
    Phrase effects are centered on the caster, and many Invocations have a range of 0, placing the Chanter in the thick of combat.
  9. 9
    The Chanter's inherent defense is decent and can be improved with the Weapon and Shield Style talent.
  10. 10
    Summoning is a strength: 1st level Reny Daret's Ghost summons a powerful ally. Each new Invocation level provides another useful summon like Will-O'-Wisps, Ogres, and animated weapons.
  11. 11
    A Chanter's primary limitation is time spent in combat. You may need to stick with low-level Phrases to cast higher-level Invocations, or string together high-level Phrases and forgo Invocations.
Tips
  • Might and Intellect are the most important attributes to increase damage, healing, and effect radius. High Intellect increases Phrase linger, allowing effect stacking.
  • Perception helps land unfriendly effects, and Resolve improves survivability. Dexterity has no effect on Phrases. Constitution only gives a percentage bonus to inherently low HP.
  • Coastal Aumaua, Pale Elf, and Wild Orlan offer good defensive talents. Moon Godlikes may benefit from healing.
  • The Chanter's Invocations are often Freeze damage, making Secrets of Rime a good choice. Take both class talents.
  • The talent Ancient Memory grants allies in the area of effect +2 Endurance per 3s. At 4th level and every subsequent three levels, healing increases by +1 / 3s.
  • The talent Beloved Spirits increases Ancient Memory's healing by +0.8 / 3s. At 4th level and every subsequent three levels, healing increases by +0.4 / 3s.
  • All Phrases have an effect radius of 4m around the Chanter. 1st level phrases have a duration of 4s and a linger of 2s. 2nd level Phrases have a duration of 6s and a linger of 3s, and so on.
  • Effects of duplicate Phrases do not stack, except for Come, Come Soft Winds... and The Dragon Thrashed....
  • At the Sight of Their Comrades, Their Hearts Grew Bold (1st level) grants allies +10 Fortitude and +10 Will.
  • Blessed Was Wengridh, Quickest of His Tribe (1st level) grants allies +1.2 Move Speed and +10 Reflex.
  • Come, Come Soft Winds of Death (1st level) affects foes, granting -2 Endurance per 3s.
  • Dull the Edge, Blunt the Point (1st level) affects foes, granting -10% Pierce and Slash damage.
  • Thick Grew Their Tongues, Stumbling O'er Words (1st level) affects foes, granting -10 Concentration.

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