The Seer in ceremonial robes and an antlered crown
Classes

Seer

  • Catalyst
  • Mace

The most role-divided class of the six. The Catalyst stance carries the Support playstyle with healing and shielding built on Psionic Energy and enhanced orbs; the Mace stance runs on Zeal and splits into speed and Super Armor builds the developers called slightly overturned. Both come with a learning curve they named explicitly.

Two stances, two roles

The Seer is the only class where picking a stance changes what you do for the team rather than just how you deal damage. The official notes even give the two stances separate names: the Reverent Seer for the Catalyst and the Blasphemer Seer for the Mace.

Catalyst runs on Psionic Energy, which you spend to charge up and release enhanced orbs. It splits in two. The Offensive build spends that energy on damage, and the developers describe the synergy between its crowd control and its output as incredibly threatening once you can land the orbs reliably. The Support build spends it on the team instead, providing healing and shielding alongside crowd control and buffs — the developers single it out as performing well both when focusing a target and when peeling an ally off one.

Mace runs on Zeal, and its two builds are about what Zeal gives you. The Speed Boost build continuously replenishes Psionic Energy while you are in a Zeal state, letting you keep up high-frequency runic strikes and sustained pressure. The Super Armor build instead extends the duration of Super Armor and damage reduction, which lets you take the initiative in close quarters and, in the developers’ words, hold that window long enough to complete critical interactions mid-fight.

What changed at launch

For Catalyst, the developers said raw damage output leans on the weaker side — but declined to buff it, because a proficient Seer’s kiting already produces strong combat performance. Instead they addressed reliability: the channeling time of both Healing Rune and Punishment Rune was reduced, and the Support core talent Ebb and Flow now fires enhanced orbs with a larger damage hitbox, “improving accuracy to ensure a more reliable healing output.”

For Mace, the verdict was the opposite. Its data leaned slightly overturned: exceptional disengage, kiting and chasing that were overly dominant in combat, especially in the open terrain of Hallowgrove. The developers preserved short-range chasing and kiting while toning down long-distance escape.

The specific reductions were broad. Shapeshift lost duration and movement speed. Thorn Sigil’s slow effect was reduced. Paralysis Curse gained restrictions on when it can be cast and lost some maximum range. Rune: Corruption had both its healing-reduction effect and its duration cut. The Super Armor build’s core talent Relentless had the bonus Super Armor duration per successful hit slightly nerfed, though its maximum duration limit was left alone — so the build still reaches the same ceiling, just more slowly.

One change went the other way: Rune: Drain had its lifesteal ratio against players increased.

Who should pick it

If you are queuing solo, the weak raw damage and the acknowledged learning curve make this a hard first class. In a regular three-player squad, being the only documented source of healing and shielding is worth more than any tier placement — but the Support playstyle rewards aim, because the healing is carried by orbs you have to land.

There is one more thing worth knowing before you commit progression here. In the community AMA the developers said the systems around the Blasphemer — the Mace side of the class — would continue to be iterated on with seasonal updates, in response to a question about giving it more mechanical depth. Whichever stance you learn now, the Mace is the one most likely to change shape.

Seer skills

All 26 skills the Seer can use, grouped the way the game groups them — Basic Skill, Rune Construct, Divine Art and Rune Enchantment.

Basic Skill

  • Psionic Orb

    Press the attack button to fire a Psionic Orb. Firing and hitting enemies accelerates Psionic Energy recovery. Hold to chant and consume 1 Psionic Energy, launching an enhanced orb with greater damage, impact, effective range, and maximum range.

  • Rune Summon

    Consume Psionic Energy to summon the currently selected rune at the target location.

  • Rune: Heavy Strike

    Deliver a heavy forward strike that deals Physical Damage to enemies hit. When Curse Mana is full, Rune: Heavy Strike is replaced by the currently selected enchanted rune attack.

  • Unleash Zeal

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

Rune Construct

  • Punishment Rune

    Buffed

    Channeling time reduced.

    Hold to chant, then summon a Punishment Rune at the target location. It repeatedly deals Magic Damage to the enemy with the lowest Health within range, prioritizing enemy players and dealing increased damage to them. The rune is a Construct and is more durable in trio mode.

  • Healing Rune

    Buffed

    Channeling time reduced, to make healing output more reliable.

    Hold to chant, then summon a Healing Rune that restores Health to all allies within range over time. The skill has limited uses per match, with additional uses in trio mode. The rune is a Construct and is more durable in trio mode.

  • Shelter Rune

    Hold to chant, then summon a Shelter Rune. When created, it grants a Shield to every ally within range. For a limited time, it also grants shields at fixed intervals to the nearby ally with the lowest Health. Shield value scales with Attack. The rune is a Construct and is more durable in trio mode.

  • Stealth Rune

    Hold to aim and summon a Stealth Rune at the target location, granting Stealth to all allies within range. Taking damage does not end this Stealth state. The rune is a Construct and is more durable in trio mode.

  • Burst Rune

    Hold to chant, then call down a runic impact that deals Magic Damage to all enemies within the target area and restores Psionic Energy based on the number hit. Rune energy remains on the ground and marks enemies that touch it. After a delay, the mark explodes, dealing Magic Damage and causing Stagger. Your Psionic Orbs can pass through your Burst Rune to carry its energy and mark enemies they hit. Burst Rune is a Construct.

  • Binding Rune

    Hold to aim and summon a Binding Rune. After a short delay, it links to enemies within range. Enemies that break the link by leaving the area become Immobilized and cannot jump for a period of time. Successfully binding an enemy player restores Psionic Energy. Binding Rune is a Construct.

  • Intimidation Rune

    Immediately summon an Intimidation Rune near yourself, dealing Magic Damage and knocking back every enemy within range. When the rune is destroyed, it repeats the damage and knockback. Intimidation Rune is a Construct and does not consume Psionic Energy.

  • Windwalker Rune

    Hold to chant, then summon a Windwalker Rune. Allies within range gain increased Dodge Distance, while enemies within range have reduced Dodge Distance. The rune is a Construct and is more durable in trio mode.

Divine Art

  • Wind Surge

    Launch a high-pressure cyclone toward the crosshair, dealing Magic Damage and knocking back all enemies within range.

  • Healing Art

    Hold to use area targeting and restore Health to the selected unit. Healing Art cannot target downed allies and has limited uses per match, with additional uses in trio mode.

  • Psionic Shield

    Only one of Healing Art and Psionic Shield can be selected at a time. Hold to chant and use area targeting. When the chant finishes, grant the selected unit a Shield whose value scales with Attack. The skill cannot target downed allies and can store multiple charges.

  • Blinding Rune

    Hold to aim and summon a Blinding Rune at the target location. After a short delay, enemies within range who are facing the rune have their vision obstructed. The farther an enemy is from the rune, the shorter the obstruction lasts.

  • Death Ward

    Hold to use area targeting and empower the selected unit. The target gains Super Armor and cannot be defeated for a limited duration. Death Ward cannot target downed allies.

  • Shapeshift

    Nerfed

    Lost duration and movement speed, as part of toning down long-distance escape.

    Transform into a rune and greatly increase Movement Speed for a limited duration. Taking damage while transformed does not cause Stagger. Use the attack button during the transformation to perform Shapebreak.

  • Thorn Sigil

    Nerfed

    Slow effect reduced.

    Summon a Thorn Sigil that briefly Immobilizes enemies across a large area. The thorns remain for a period of time, reducing enemy Movement Speed and continuously dealing Magic Damage.

  • Impact Sigil

    Summon an Impact Sigil at the selected location. After a brief delay, it travels through its path, dealing Magic Damage and knocking back every enemy struck.

  • Paralysis Curse

    Nerfed

    Gained restrictions on when it can be cast, and lost some maximum range.

    Enter a casting state. During this state, each use of the attack button summons a Paralysis Curse at the target location, dealing Magic Damage and reducing enemy Movement Speed. Up to four curses can be used. Hitting the same target three times within a short period also inflicts Stunned.

Rune Enchantment

  • Rune: Drain

    Buffed

    Lifesteal ratio against players increased.

    Attack forward with thorns, dealing Magic Damage to enemies hit. Recover Health based on the damage dealt and reduce the targets' Attack for a period of time.

  • Rune: Sweep

    Unleash a powerful forward strike that deals Magic Damage to enemies hit.

  • Rune: Ankle Cut

    Smash the ground. Enemies directly struck by the Mace take Magic Damage with Impact and become Immobilized. Other enemies within the area take Magic Damage without Impact and have their Movement Speed reduced.

  • Rune: Corruption

    Nerfed

    Healing-reduction effect and duration both cut.

    Dash forward and attack, dealing Magic Damage to enemies hit and reducing the amount of Healing Received for a period of time.

  • Rune: Stun

    Leap forward, dealing Magic Damage to enemies hit and inflicting Stunned.

Skill names and effect text are second-hand, taken from mistfallhunter.wiki; Bellring Games has not published a skill list. Flavour text has been left out. Animations load only when you ask for one.

Other classes

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Other Mistfall Hunter data

Frequently asked questions

Is the Seer the healer in Mistfall Hunter?

The Catalyst stance carries the Support playstyle, which provides healing and shielding through skills such as Healing Rune. It is the only stance documented in the official balance notes with team healing.

Catalyst or Mace for the Seer?

They are close to different classes. Catalyst is the support and kiting stance built on Psionic Energy and enhanced orbs. Mace is the mobility stance built on Zeal and Shapeshift, with exceptional chase and disengage — and it is the one the developers called slightly overturned.

What are the Seer's build paths?

Four. The Catalyst splits into Offensive, which spends Psionic Energy on charged enhanced orbs, and Support, which provides healing and shielding. The Mace splits into Speed Boost, which replenishes Psionic Energy while in Zeal, and Super Armor, which extends Super Armor duration and damage reduction.

Is the Seer hard to play?

Yes. The developers named a steep learning curve for the Seer and the Sorcerer specifically, and noted that the Support playstyle's healing efficiency depends heavily on landing enhanced orbs.