For Crypt of the NecroDancer players, this is a extensive Chaunter guide which is here to give you insight and tips on our ghostly fellow and their quirks. (Currently WIP)
Updates
- First iteration of the guide to be published
- Added Overview section with detailed information about Chaunter
- Added Possessions section with detailed information on this mechanic
- Added all 1st Zone Enemies to the list of possessions.
Overview: Chaunter, the Ghost
This is Chaunter. Say hi to them. 🙂
Chaunter is a ghostly characters added by the Synchrony DLC. They can possess enemies after killing them, but we’ll get to that part later. Their starting stats and restrictions are the following:
- Chaunter starts with half a heart, a basic shovel and their lantern as a weapon.
- Chaunter cannot gain more health in any way, and although they may encounter heart containers, they cannot collect them in their usual form.
- In their usual form, Chaunter always floats.
- Chaunter cannot find nor equip a different shovel.
- Chaunter’s Lantern attacks like a dagger that can’t be thrown, dealing 1 damage to one adjacent enemy. The Lantern’s damage can be buffed by equipment.
- Although Chaunter can find and equip all kinds of weapons, they cannot use them in their usual form and is forced to rely on their lantern.
- Chaunter’s Lantern also passively provides a bit of light, about as much as a basic torch would.
- Chaunter can find and pick up all kinds of Torches, Armor, Helmets, Boots, Rings, Charms, Shields and Spells.
Chaunter is a glass cannon. On the one hand, any blood deal is fatal. Most mistakes other characters would brush off as just an annoyance could kill them. On the other hand, their constantly low health makes items like Risk Charm, Ring of Shielding or Blast Helm much more valuable.
Chaunter’s mobility is special: they constantly float, which allows them to easily ignore almost all kinds of environmental hazard. But the fact that they can’t upgrade their shovel limits their spelunking abilities.
Now I know, you can get all that from the Synchrony steam announcement… One thing it doesn’t feature is extensive information about Chaunter’s main gimmick: if Chaunter kills an enemy using their Latern, Chaunter will possess them!
Possession: Chaunter’s main gimmick
Here are a few things of note that apply to all possessions:
- Possessing a monster will grant Chaunter the monster’s health as theirs.
- Possessed monsters regenerate all their health and attributes, but cannot regenerate them into another monster
(i.e. Skeletons will not gain a shield nor a ghost horse if they were killed without one.) - On the beat when the monster was possessed, Chaunter is invulnerable to damage.
- The possessed monster’s health can be increased by usual means, which makes them safe to use to take blood deals.
- Possessed monsters regenerate all their health and attributes, but cannot regenerate them into another monster
- As soon as Chaunter possesses a monster, a 24 ticks timer starts. When it reaches 0, Chaunter as the monster will take 1/2 a heart of damage.
- After reaching 0, the timer increases back to 12.
- Killing another monster will increase the timer by 2.
- Possessing a monster does not drop gold nor increase the coin multiplier, including when it dies! But killing other monsters still does.
- Possessed monster can be brought over to the next floor by reaching the stairs or through trapdoors.
- Getting the monster killed forces Chaunter back in their usual form.
- This can be triggered manually at any time by pressing left + right (by default).
- Chaunter do not lose their coin multiplier if they were ejected manually or by the timer.
- Chaunter is invulnerable on the beat they are ejected.
Every monster has its own stats and quirks: health, base damage, types of movement, spells, etc. Those way be buffed by items and circumstances. Moreover, not all monsters fly, and those that don’t may activate traps or get stuck in water or tar. Still, they are immune to hot coals, ice and ooze.
Possessed monsters can separated into two kinds:
Fast Monsters: Monsters that normally move every beat. When possessed, they can act every beat, however they cannot use weapons to fight.
They have to rely on items and their own normal attack (which is often just hurting something next to them by bumping into it).
Slow Monsters: Monsters that move less often. When possessed, they can still move every beat, but they need to skip a certain amount of beat (cooldown) after attacking, digging or using items.
However, they can use any weapon Chaunter has picked up!
Now that you get the gist of possessions, it’s time for a more detailed list of each monster’s unique quirks!
Zone 1 – Slimey Frienemies
HP:
Attack: Basic | Base Damage: 50 (yup) | Cooldown: None
Mobility: Stationary | Digging: Basic | Attributes: None
Description
Ah the Green Slime, the strongest monster Chaunter can possess! Although they have low health, Green Slimes can OHKO pretty much anything with their base attack!
The Green Slime is the best monster to possess… is what I would say if it wasn’t rooted to its spot. Use them to break crates or instakill minibosses that dare approach.
Note: Unless right next to you, angered Shopkeepers will flee if you possess a Green Slime. You’ll have to lure them close enough in Chaunter’s usual form first!
HP:
Attack: Weapon | Base Damage: 2 | Cooldown: 1 beat
Mobility: Vertical | Digging: Basic | Attributes: None
Description
The Blue Slime can move! Although they can only move upwards or downwards… Welp, better than nothing. Blue Slimes are slow monsters and have to skip 1 beat after acting. They also have more health, but really you better find a better possession.
HP:
Attack: Basic | Base Damage: 1 | Cooldown: None
Mobility: Normal | Digging: Basic | Attributes: None
Description
Orange Slimes are the most versatile slimes you’ll find here. Although they are weaker than Blue Slimes, they’re also faster and can actually move to the sides, woohoo! Don’t expect to keep them alive for long though.
Note: Orange Slimes change the direction they are facing clockwise on every beat, thus they have a weird interaction with Shields: the shield rotate clockwise, regardless of the direction you’ve been moving towards!
HP:
Attack: Weapon | Base Damage: 1 | Cooldown: 1 beat
Mobility: Normal | Digging: Basic | Attributes: Flying
Description
Bats are the first flying monsters you can possess. They’re not great, though: they are slow and weak. On the first few floors, you might not even find a weapon to use with them.
So they are almost always outclassed by their cousins…
HP:
Attack: Basic | Base Damage: 2 | Cooldown: None
Mobility: Normal | Digging: Basic | Attributes: Flying
Description
… the superior Red Bats! Unlike lame Blue Bats, they can act every beat and they’re stronger! In my opinion, they’re the second best Possession you can find in the first Zone.
HP: ( when grappling) / ( when grappling)
Attack: Grapple | Base Damage: None | Cooldown: None
Mobility: Normal | Digging: Basic | Other attributes: Grappler
Description
Hmmm, Monkeys…
Instead of attacking, Monkeys will grapple enemies by jumping on them. The enemy will be stuck in place and attack the Monkey if they attempt to move. This goes on until the monkey dies, which will instantly defeat both enemies and release Chaunter (whatever was the cause of death).
The best way to capitalize on this is to grab a strong enemy and eject right afterwards.
This does not drop gold, but it can be useful in a pinch.
Note: if Chaunter kills a Monkey that has grappled them, they will possess the Monkey.
HP: / /
Attack: Weapon | Base Damage: 1 / 2 / 3 | Cooldown: 1 beat
Mobility: Normal / Unidirectional (headless) | Digging: Basic | Other attributes: None
Description
Skeletons are basic run of the mill slow monsters. White Skeletons aren’t interesting to possess, but Yellow and Black Skeletons can take more hits and deal more damage. Pretty useful to break crates early on.
Note: Yellow and Black Skeletons will lose their head when their health reaches half a heart, regardless of the reason! This will often cause you to mess up and lose your multiplier.
My advice is to eject before the timer reaches 0 when at 1 heart.
Note: This does not happen to White Skeletons whose health has been buffed
HP:
Attack: Basic | Base Damage: 2 | Cooldown: None
Mobility: Normal | Digging: Basic | Other attributes: Flying
Description
Ghosts are in my opinion the best possessions you can find in the first Zone. They’re quick, they’re strong, they’re much easier to kill than Red Bats. They’re just great!
Note: skipping a beat without moving will turn you invulnerable, which can be useful in edge cases but you probably won’t really have to use it.
HP:
Attack: Basic | Base Damage: 1 | Cooldown: None
Mobility: Normal | Digging: Basic | Other attributes: Flying
Description
The screeching bastards of the first floors. Wraiths get outclassed by Ghosts and Red Bats. If you’re possessing one, it’s probably because they keep pestering you at every corner!
HP:
Attack: Weapon | Base Damage: 1 | Cooldown: 1 beat
Mobility: Normal | Digging: None | Other attributes: None
Description
Zombies are weaker White Skeletons. They can do anything Skeletons can, except dig: if a Zombie hits a wall, it’ll just turn around! It can’t break doors!
Zone 2 – Mushroom Madness
Zone 3 – Searing and Freezing
Zone 4 – Frantic Foes
Zone 5 (DLC) – Exhalting Electricity
I haven’t bought the Amplified DLC yet, but if you have information about possessing electric enemies, please comment down below and I’ll try to add them later.
Minibosses – Red Dragon goes Gr-BRAAAGH
Bosses – Minions are fair game
Although Chaunter cannot possess Bosses, he can possess most minions.
Other Enemies – You can’t fit everything in neat little boxes
This section will be for other enemies that Chaunter can encounter and possess, such as Chest Mimics, Shopkeepers or Leprechauns