Reverent Seer Technique
The Reverent Seer's shield does not stack; any new shield will replace the existing one.
Class database
Devout followers of the Goddess of Life, Seers channel divine magic through prayer and sacred arts. They skillfully guide the life essence bestowed upon the world to heal the wounded, dispel afflictions, and shelter their allies. In these times of chaos, most Seers hold unwavering faith in the return of the gods, while a few mad heretics harbor resentment toward divine silence, drawing chaotic power from blasphemous acts.
These are the class mechanics the game highlights before and during a hunt.
The Reverent Seer's shield does not stack; any new shield will replace the existing one.
The Reverent Seer can hold Light Strike and Heavy Strike simultaneously to recover Psionic Energy at any time.
All of the Reverent Seer's ally-targeting skills feature aim assist. Press Fn to target yourself.
Forsake the whispers of the Catalyst and embrace the fanatical power of Curse Mana. In the Skills panel, Seers can switch to the melee "Blasphemer" archetype to experience a completely different playstyle of aggressive close-quarters combat and rune bursts.
Named paths are shown only when they are used by a current skill set or talent branch.
Catalyst
Mace
These are the weapon families assigned to this class and the complete set of current skills that require each family.
Hold to chant, then call down a runic impact on the target area, dealing Magic Damage to all enemies within range and recovering Psionic Energy based on the number of enemies hit. The Burst Rune leaves rune energy on the ground for a period of time. Enemies who come into contact with the rune energy will be marked by the rune. After a delay, the mark will explode, dealing Magic Damage and inflicting stagger. Magic orbs passing through the Reverent's Burst Rune carry its energy, marking enemies they hit. Burst Rune is a Construct.
Hold to chant, then summon a Punishment Rune at the target location, continuously dealing Magic Damage to the enemy with the lowest Health within range. The Punishment Rune prioritizes attacking enemy players and deals more Magic Damage to them. Punishment Rune is a Construct, more durable in trio mode.
Hold to perform Area Targeting, restoring Health to selected units. Healing Art cannot be used on downed targets and has limited uses per match, with more uses available in trio mode.
Hold to chant and enable Area Targeting. After chanting ends, provide a shield to selected units. Shield value scales with Attack. Psionic Shield cannot be used on downed targets and can store multiple charges.
After using the skill, launch a high-pressure cyclone toward the crosshair direction, dealing Magic Damage and knocking back all enemies within range.
Hold to chant, then summon a Healing Rune at the target location, recovering Health for all allies within range for a period of time. Limited uses per match, with more uses available in trio mode. Healing Rune is a Construct, more durable in trio mode.
Hold to chant, then summon a Shelter Rune at the target location, providing a shield to all allies within range. For a period of time, the rune also provides a shield at a fixed rate to the ally with the lowest Health within range. Shield value scales with Attack. Shelter Rune is a Construct, more durable in trio mode.
After using the skill, immediately summon an Intimidation Rune nearby, dealing Magic Damage to all enemies in the area and knocking them back. When the Intimidation Rune is shattered, it deals Magic Damage again to all enemies in the area and knocks them back. Intimidation Rune is a Construct. Summoning Intimidation Runes does not consume Psionic Energy.
Hold to aim and summon a Blinding Rune at the target location. After a short delay, all enemies facing the rune within range have their vision obstructed. The farther enemies are from the Blinding Rune, the shorter the vision obstruction lasts.
Hold to aim and summon a Binding Rune at the target location. After a short delay, it establishes connections with all enemies within range. Enemies connected by the Binding Rune are immobilized and cannot jump for a period when breaking free and leaving the area. Each successful binding of a player restores Psionic Energy to the Reverent. Binding Rune is a Construct.
Hold to chant, then summon a Windwalker Rune at the target location, increasing dodge distance for all allies within range while reducing enemies' dodge distance. Windwalker Rune is a Construct, more durable in trio mode.
Hold to perform Area Targeting and provide powerful buffs to selected units, granting them Super Armor and preventing death for a period of time. Death Ward cannot be used on downed targets.
Hold to aim and summon a Stealth Rune at the target location, granting Stealth to all allies within range. This Stealth state remains active even when taking damage. Stealth Rune is a Construct, more durable in trio mode.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
Press Light Strike to fire a psionic orb. Both firing and hitting with psionic orbs accelerate Psionic Energy recharge. Hold Light Strike to chant and consume 1 Psionic Energy to fire an enhanced orb. Enhanced orbs have a higher Damage Multiplier, greater Impact, longer Effective Range and Maximum Range.
Consumes Psionic Energy to summon the currently selected rune at the target location.
Transform into a rune, greatly increasing Movement Speed for a period of time.
While in rune form, taking damage does not trigger stagger, and you can use Light Strike to perform Shapebreak.
Summon a Thorn Sigil that briefly immobilizes enemies in a large area. The thorns remain for a period of time, reducing enemy Movement Speed and dealing Magic Damage.
Attack forward with thorns, dealing Magic Damage to enemies hit and recovering your Health based on the damage dealt while reducing the targets' Attack for a period of time. Hitting an enemy player restores additional Health.
Dash forward and attack, dealing Magic Damage to enemies hit and reducing the healing they receive for a period of time.
Strike the ground, dealing Magic Damage with Impact to targets directly hit by the weapon and inflicting Immobilized. Targets in the area not directly hit by the weapon take Magic Damage without Impact and have their Movement Speed reduced.
Summon an Impact Sigil at the target location. After a brief delay, it knocks back and deals Magic Damage to all enemies in its path.
Unleash a powerful strike forward, dealing Magic Damage to enemies hit.
Enter a Casting state. While in this state, using Light Strike summons a Paralysis Curse at the target location, dealing Magic Damage to enemies hit and reducing their Movement Speed.
You can use up to 4 Paralysis Curses. If you hit the same target 3 times with Paralysis Curses within a short period, the target will also be stunned.
Leap forward, dealing Magic Damage to enemies hit and inflicting Stunned.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
Enter Zeal. While in this state, your Attack and Defense are increased.
While in Zeal, Curse Mana no longer recovers automatically.
Branches are ordered by their in-game unlock level. Every node below belongs to the current tree; prerequisites and exclusive choices are shown by name.
Exclusive choice: Reshape / Potent Wounding
If a Shield applied by a Reverent remains undamaged for a period of time, it automatically recovers Shield value. The recovery speed scales with Attack.
Requires: Reshape
Hold Light Strike to chant, consuming more Psionic Energy. After hitting an enemy player, it recovers Health for the ally with the lowest Health. Healing scales with Attack.
Hold Light Strike to chant, consuming more Psionic Energy to fire an enhanced orb with a higher Damage Multiplier.
Requires: Potent Wounding
After firing two enhanced orbs, the next enhanced orb will have greatly increased flight speed and tracking effect.
Exclusive choice: Inexhaustible / Ferocity
Continuously gain Curse Mana during Zeal.
Requires: Inexhaustible
Increases the duration of Zeal and boosts Movement Speed.
However, taking damage reduces the duration of Zeal.
Requires: Obsession
Immediately recovers a large amount of Curse Mana upon entering Zeal.
Gain Super Armor during Zeal with increased Magic Resistance and Physical Resistance.
Requires: Ferocity
Dealing damage with a Mace increases the duration of Zeal. The number of times this effect can trigger per Zeal is capped.
Requires: Relentless
Attacks during Zeal grant increased Curse Mana.
Successfully casting Wind Surge increases your Movement Speed for a period of time.
Increases the knockback distance of Wind Surge.
Enemies hit by Wind Surge are Stunned for a period of time if hit again by an enhanced orb within a short period. The more Psionic Energy the enhanced orb consumes, the longer the Stunned effect lasts.
After using the branch attack Shapebreak from Shapeshift, increases Physical Damage and Magic Damage dealt for a period of time.
Increases the duration and Movement Speed of Shapeshift.
After the Blinding Rune causes players to have obstructed vision, it recovers Psionic Energy for the Seer. The more players with obstructed vision, the more Psionic Energy is recovered.
Enemy players within a certain range of the Blinding Rune have their vision obstructed even if they are not facing it.
Impact Sigil reduces the healing received by enemies hit and reduces their Movement Speed.
Impact Sigil recovers a certain amount of Curse Mana upon hitting enemies.
Healing Art recovers additional Health based on the target's missing Health.
Healing Art removes all debuffs with remaining duration from the target.
Reduces the chanting time of Psionic Shield.
When the shield provided by Psionic Shield is destroyed, replaced, or expires, it refunds charge time for the Psionic Shield skill based on the total damage absorbed during its duration.
Gain Magic Resistance and Physical Resistance while within the range of Thorn Sigil.
When enemy players are within the range of Thorn Sigil, their dodge distance is reduced.
While within the range of your own Punishment Rune, hitting an enemy with your magic orb immediately triggers a follow-up attack from the Punishment Rune. The more Psionic Energy consumed by the magic orb that hits the enemy, the higher the Damage Multiplier of the follow-up attack. Follow-up attacks triggered by enhanced orbs restore Psionic Energy to the Reverent.
Enemies become Stunned for a period of time after breaking free and leaving the Binding Rune's range.
Enemies knocked back by the Intimidation Rune have reduced Movement Speed for a period of time.
When enemies remain in contact with the Burst Rune for an extended period or enter the rune area multiple times, the attached rune energy increases, causing the explosion to have increased Damage Multiplier.
When your Health is below a certain percentage of your Maximum Health, increases the healing of [Rune: Drain].
[Rune: Sweep] deals partial True Damage.
Increases the healing reduction effect caused by [Rune: Corruption] and its duration.
When Death Ward's death prevention effect ends, the target gains a shield. Shield value scales with Attack.
Increases the duration of Super Armor provided by Death Ward.
Paralysis Curse recovers a certain amount of Curse Mana upon hitting enemies.
While Paralysis Curse is active, movement speed is no longer reduced, and casting while moving is allowed.
The enhanced orb recovers Psionic Energy after landing a critical hit. The more Psionic Energy the enhanced orb consumes, the more Psionic Energy it recovers. If the critical hit strikes a player, it recovers even more Psionic Energy.
Increases the healing bonus.
Gain a shield when performing Breakaway. This effect has a cooldown. Shield value scales with Attack.
Increases shield strength and additionally increases shield strength based on Magic Damage.
Gain a certain amount of Curse Mana after using Breakaway.
Immediately gain a large amount of Curse Mana upon killing a player; immediately gain a small amount of Curse Mana upon killing a monster.
When attacking enemies with a shield, deals increased damage.
Reduces the duration of the Healing Rune but increases the Health recovery rate.
Increases the shield value provided by the Shelter Rune.
Stealth persists for a period after leaving the Stealth Rune's area.
Allied units within the Windwalker Rune's area of effect gain increased dodge energy recovery speed.
Increases the duration of the Movement Speed reduction effect caused by [Rune: Ankle Cut].
Increases the dash distance of [Rune: Stun].
These branches are available to every class and are kept separate from the class-specific constellation.
Woodling merchants will offer you a discount during matches.
Greatly increases damage dealt to Returner Woodlings.
Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.
Increases Gyldenblod gained.
Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.
Allows you to sense the corpses of other Gyldhunters.
Increases resistance to the Gyldenmist, slowing the rate of Gyldening.
These are the repeated baseline attributes and resources before equipment and talents. They are not a level-growth table and do not include final combat modifiers.
The game marks these affixes as recommendations for this class. Their order is preserved; final value still depends on the equipment, affix level, and build around them.