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ClassesSeer Class Guide

Seer

The Seer worships the Goddess of Life, drawing life spirits through prayer, divine arts, and rune work. The faithful among them keep their vows while awaiting the gods’ return, using their gifts to mend the wounded and guard their allies. Those who cast off their old oaths become Blasphemers, turning forbidden runes and resentment into aggressive close-range power.

Equipment reshapes the class more than any other factor. Wielding the Catalyst serves the Reverent path, offering ranged psionic attacks, healing, shields, and Rune Constructs. Taking up the Mace serves the Blasphemer path, built around Curse Mana, Zeal, empowered rune attacks, mobility, and disruptive sigils.

Overview

RoleSupport / Battlefield Controller
Combat StyleRunic constructs, healing, shields, crowd control, ranged magic, and offensive mace pressure
WeaponsCatalyst / Mace
Damage TypeMagic / Physical
Key MechanicsPsionic Energy, Rune Constructs, healing, shielding, Curse Mana, Zeal, sigils, and area control
DifficultyIntermediate
FaithReverent / Blasphemer

The Seer is a flexible support-and-control class centered on shielding allies, shaping favorable zones, and disturbing enemy positioning. Catalyst users operate at range for the most part, while Mace users give up some support capability in exchange for stronger personal pressure and close-quarters control.

Role

In a group, the Seer steadies teammates through healing and shields, keeps fragile allies safe, seals off ground with runes, and cuts enemy pushes short using knockback, immobilization, stealth, and vision denial.

Playing solo, the class must lean on terrain, constructs, spacing, and a deliberate pick of control abilities to make up for its limited raw durability. Blasphemer setups offer a more aggressive route through Zeal and the Mace’s kit.

Combat Style

Catalyst play runs on Psionic Energy. Standard orb shots feed the resource back, while empowered orbs and Rune Summon spend it. Rune Constructs within their zones can heal, shield, hide, pin, strike, or reposition units.

Mace play runs on Curse Mana and Zeal. A full Curse Mana bar swaps the ordinary Rune: Heavy Strike for the equipped enchanted rune attack. Activating Zeal raises both attack and defense but halts automatic Curse Mana regeneration while the state lasts.

Weapons

  • Catalyst — a ranged magical focus driving Psionic Orbs, Rune Constructs, healing, shields, stealth, knockback, and battlefield control.
  • Mace — a close-range arm for Blasphemers covering physical strikes, enchanted rune attacks, Zeal, mobility, debuffs, sustain, and area denial.

Strengths

  • Outstanding group support through healing and shields.
  • Robust battlefield control via Rune Constructs and sigils.
  • Brings knockback, immobilization, stun, stealth, and vision obstruction to a fight.
  • Adapts between ranged support and aggressive melee playstyles.
  • High utility inside coordinated team compositions.

Weaknesses

  • Demands careful positioning and disciplined resource management.
  • Many Catalyst abilities require chanting or precise area placement.
  • Rune Constructs can be destroyed.
  • Healing and protection skills cannot target downed allies.
  • Mace builds must manage Curse Mana and Zeal timing.
  • Less forgiving when isolated or pressured before skills are prepared.

Playstyle

On Catalyst, hover just near enough to back up teammates without taking the front line. Set up Rune Constructs before enemies fully commit, keep Wind Surge or Intimidation Rune in reserve for emergency space, and spend Healing Art, Psionic Shield, or Death Ward on priority targets.

On Mace, charge Curse Mana before entering Zeal. Pick the enchanted rune attack that applies the debuff or control the situation calls for, then pair Shapeshift, Thorn Sigil, Impact Sigil, or Paralysis Curse to chase, retreat, or seize control of a fight.

Skills

Catalyst

Psionic Orb

Basic Skill

Pressing the attack button fires a Psionic Orb; firing and landing hits both accelerate Psionic Energy recovery. Holding the button chants and consumes 1 Psionic Energy to launch an empowered orb with greater damage, impact, effective range, and maximum range.

The spirit of life in the world is a gift from Goddess Misty, one only her devout followers can channel.

Rune Summon

Basic Skill

Spends Psionic Energy to place the currently selected rune at a targeted location.

Craftsman Plass praised Lagertha’s runes for their efficiency and versatility — and was rewarded with a beating for his trouble.

Punishment Rune

Rune Construct

After a held chant, a Punishment Rune is summoned at the chosen location and repeatedly deals Magic Damage to the lowest-Health enemy in range, prioritizing enemy players and hitting them harder. It counts as a Construct and is more durable in trio mode.

Even while devoted to prayer and practice, Seers keep ready means of punishing their foes.

Healing Rune

Rune Construct

A chanted summon that restores Health to every ally inside its radius over time. Uses are capped per match, with extra charges in trio mode. A Construct, and more durable in trio mode.

Healing everyone at once means standing together — let’s hope no Firegrease Jars are prepared.

Shelter Rune

Rune Construct

On summon, grants a Shield to all allies within range, then periodically re-shields the nearby ally with the lowest Health for a limited time. Shield strength scales with Attack. A Construct, more durable in trio mode.

Goddess Misty teaches that aid should reach those who need it most.

Stealth Rune

Rune Construct

An aimed summon that cloaks allies in its range with Stealth; taking damage does not end the state. A Construct, more durable in trio mode.

Plass’s constant pestering once drove Lagertha to hide behind a Stealth Rune for some peace.

Burst Rune

Rune Construct

A chanted call-down dealing Magic Damage to every enemy in the target area and restoring Psionic Energy based on the number hit. Lingering rune energy coats the ground and marks any enemy that touches it; after a delay the mark detonates for Magic Damage and Stagger. Psionic Orbs fired through the Burst Rune pick up its energy and mark the enemies they hit. A Construct.

A rune born like a shooting star, shining with fleeting beauty for an instant.

Binding Rune

Rune Construct

An aimed summon that, after a short delay, links to enemies within its range. Leaving the area breaks the link and applies Immobilization plus a jump lock for a period. Successfully binding an enemy player restores Psionic Energy. A Construct.

Plass once showed off his Binding Rune mechanism, only for the snare to bind him and Lagertha together for an entire afternoon.

Intimidation Rune

Rune Construct

Summoned instantly around the caster, dealing Magic Damage and knocking back every enemy in range; if destroyed, it repeats both effects. Costs no Psionic Energy and counts as a Construct.

Those disrespectful fools never back down — the Intimidation Rune teaches them otherwise.

Windwalker Rune

Rune Construct

A chanted summon that lengthens allies’ Dodge Distance inside its radius while shrinking enemies’ dodge reach. A Construct, more durable in trio mode.

Even small boosts or obstacles can turn the tide of battle; call on the wind spirits to serve.

Wind Surge

Divine Art

Fires a high-pressure cyclone at the crosshair, dealing Magic Damage and knocking back all enemies in range.

“Forces are reciprocal,” claimed the craftsman — yet he could not explain how a petite woman sent him flying while staying perfectly still.

Healing Art

Divine Art

A held, area-targeted cast that restores Health to the chosen unit. Cannot select downed allies and holds limited uses per match, gaining extra charges in trio mode.

Followers of Goddess Misty are said to revive the dead and heal flesh and bone; no wound is beyond their touch.

Psionic Shield

Divine Art

Mutually exclusive with Healing Art — only one of the two may be selected at a time. After a held chant and area targeting, bestows a Shield scaling with Attack on the chosen unit. Downed allies cannot be selected, and multiple charges can be stored.

“Power should protect others!” — yet Lagertha uses the Psionic Shield on herself more than anyone.

Blinding Rune

Divine Art

An aimed summon whose delayed activation obstructs the vision of enemies in range that are facing it; the obstruction lasts shorter the farther an enemy stands.

A blind old Seer robbed for his treasure threw out a Blinding Rune; the thieves cried “The sun has come!” and were left blinder than him.

Death Ward

Divine Art

A held, area-targeted empower granting the chosen unit Super Armor and preventing defeat for a limited duration. Downed allies cannot be selected.

Death can be postponed for a while but never evaded forever — a truth that applies to Seers as well.

Mace

Rune: Heavy Strike

Basic Skill

A heavy forward blow dealing Physical Damage to enemies hit; with a full Curse Mana bar, the skill becomes the selected enchanted rune attack instead.

Weapons can carry curses, inflicting pain far beyond the suffering of the flesh.

Unleash Zeal

Basic Skill

Enters Zeal, increasing Attack and Defense. While Zeal is active, Curse Mana no longer recovers automatically.

Immerse yourself in burning anger and desire — let it become your strength.

Rune: Drain

Rune Enchantment

A forward thorn attack dealing Magic Damage; recovers Health based on the damage dealt and lowers targets’ Attack for a period.

Plundering life essence was once taboo — but if breaking a taboo has no consequences, following the rules is foolish.

Rune: Sweep

Rune Enchantment

Unleashes a strong forward strike dealing Magic Damage to enemies hit.

What weapons cannot shatter can be broken by words, and vice versa.

Rune: Ankle Cut

Rune Enchantment

Ground smash. Enemies caught directly by the Mace take Magic Damage with Impact and become Immobilized; others in the area take Magic Damage without Impact and have their Movement Speed reduced.

Reverents practice asceticism by sacrificing a sense, but not every sacrifice is rewarded; failures are ignored.

Rune: Corruption

Rune Enchantment

Dashes forward into an attack dealing Magic Damage that also reduces the targets’ Healing Received for a period.

Blasphemers despise the healing power of Goddess Misty and use sorcery to block it.

Rune: Stun

Rune Enchantment

Leaps forward, dealing Magic Damage and leaving enemies hit Stunned.

The closer to the light, the larger the shadow — the stronger the faith, the easier the wound.

Shapeshift

Divine Art

Turns the caster into a rune form granting a large Movement Speed boost for a limited time; taking damage while transformed never causes Stagger. Pressing the attack button mid-transformation performs Shapebreak.

The rune form outruns the flesh, ideal for wanted Blasphemers evading capture.

Thorn Sigil

Divine Art

Places a Thorn Sigil that briefly Immobilizes enemies across a large area. The thorns persist for a while, slowing enemy Movement Speed and continuously dealing Magic Damage.

Blasphemer Yorol uses this to subdue Reverents seeking to “cleanse traitors” — the Goddess, he claims, has stolen far more from him.

Impact Sigil

Divine Art

An Impact Sigil set at a chosen location waits a brief moment, then travels its path, dealing Magic Damage and knocking back every enemy struck.

Yorol once studied under the sage Byrnes; after renouncing his oath he wandered exposing the gods’ hypocrisy, hurling hecklers with Impact Sigils.

Paralysis Curse

Divine Art

Enters a casting state in which each attack-button press places a Paralysis Curse at the target point, dealing Magic Damage and reducing enemy Movement Speed. Up to four curses may be used; hitting the same target three times in a short window also inflicts Stunned.

Blasphemer Seers are called self-destructive maniacs, yet they mock pain as an end in itself — suffering is meaningless unless exchanged for power.