Seer
Seer Class Combat Skills
Last updated
Seer Class Combat Skills
Last updated
This page details information about the Seer class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.
All information on this page is subject to change.
Last Update: 4/17/2024. Note that skills beyond Tier 5 have not yet been revised or balanced.
The Seer is a class of powerful and enigmatic mystics, gifted with the ability to see beyond the veil of time and space. They are able to predict the outcomes of battles, uncover hidden weaknesses in their enemies, and offer healing to their allies in the face of danger. These gifts are profound, but the Seer's gift of foresight is not limited to just the future, it also allows them to uncover truths and secrets in the present, enabling the most powerful amongst them to bend time to suit their needs.
The origins of the Seer class can be traced back to the ancient goddess, Skali. According to legend, Skali, the daughter of Gaia, resolved conflicts between nomadic tribes by using her foresight to predict the outcome of battles and guide the tribes to peace. The first Seers were said to be chosen by Skali herself, whose eyes were covered to fully realize the visionary power of a mere portion of her blessing. Those sightless could now see unlike any other and were tasked with carrying out her will on the mortal plane.
Her blessings can be felt to this day through the three paths of the Seer's Codex: the Oracle, the Astrologer, and the Artificer. Each path offers unique abilities and focuses on different aspects of the Seer's innate ability to predict outcomes. Each path presents a complex balance of spell mastery, time, and space.
The first path is that of the Oracle. These Seers are able to tap into the collective unconscious and see glimpses of the future. Time means nothing, and everything, to the Oracle. At early stages of study, a Seer focuses on defense, prediction, and enabling allies. However, some Oracles may even choose to do no harm, committing instead to guide their allies through difficult situations and to steer them safely through conflict before it even happens. As the Oracle masters their craft, time begins to bend to their will allowing them to manipulate the flow of time and chain a seemingly endless number of spells together to form countless combinations.
The second path is that of the Astrologer. These Seers are able to use the positions of the stars to predict events and divine the fates of their allies and foes. They can read the stars to determine the best time to take action, and use the heavens to navigate through treacherous terrain, turning that very terrain into an advantage through insight into the vulnerabilities and weaknesses of their enemies, striking devastating damage by pulling the heavens down to earth. The Astrologer path is often preferred by those who value strategy and planning in their quest to defeat their enemies.
Lastly is the path of the Artificer. The Artificer is able to channel and wield the power embedded deep within the great seeing stones of the realm. Rather than tapping into their own well of mana, the Artificer serves as a conduit to each stone in their arsenal, unlocking the ocean of energy stored within each stone. This energy is used to protect their allies and harm those standing in their way. The Artificer path is often preferred by those who value understanding the arcane arts in their quest to defeat their enemies.
Each path offers a unique way for Seers to use their abilities, and each path offers its own set of strengths and weaknesses. It is up to the individual Seer to choose the path that best suits their abilities and the needs of their allies. Whatever path they choose, Seers are powerful allies who can guide their allies to victory through their unique ability to predict outcomes.
One could be forgiven for mistaking the unassuming Seer to be nothing more than a simpler version of the greater class of mage. But the Seer is a true master of celestial divination and prophecy that should not be underestimated.
*DoD: Degree of Difficulty
10+ point skills cost 10 minus the cost of the basic version of the skill
15 point skills are only available to Heroes with a matching Class/Subclass
Skill Points | Discipline | Ability | Description | Range | Mana Cost | DoD |
---|---|---|---|---|---|---|
1
Oracle
Future Sight
Target Ally gains (1 + 1.0*WIS.S)
% EVA for 2 turns.
Delay 10, heal target party member for (1.0*SPELL + 1.0*WIS)
HP.
Stack Limit 1
Allies
4.5 / 1.5
-
1
Astrologer
Time Swell
Increase the AGI of target party member by X (X = 5 + 0.3*WIS + 0.2*INT
, rounded up) for 4 turns.
Gain +50% resistance to Slow for 4 turns.
Stack Limit 2
Party
4.5 / 1.5
-
1
Artificer
War Stone
Channel 800 Initiative.
Deal (1.5*SPELL + 1.0*WIS + 1.0*INT)
raw damage to target enemy.
3
3.0 / 1.0
5
2
Oracle
The Oracle
If this Hero performs an action that would deal damage of any type, that damage is reduced to 0.
This Hero gains 15% Haste.
All skills cost 10% less mana to cast.
-
Passive
-
2
Astrologer
The Astrologer
All Allies gain 5% Haste.
-
Passive
2
Artificer
The Artificer
At the start of the 1st and every 7th of this Hero's turns: this Hero's entire party gains a Barrier with a value equal to X% (X = 1.5*WIS.S
) of this Hero's max HP.
-
Passive
3
Oracle
Sanctuary
Each Party Member gains a Barrier with (0.4*SPELL + 1.0*WIS)
HP.
Delay 10, heal each party member for (0.8*SPELL + 1.0*WIS)
HP.
Amnesia 2
Party
8.0 / 2.0
-
3
Astrologer
Time Sink
(60 + 2.0*INT.S)
% chance to slow target enemy by 20% for 25 ticks.
Delay 30, deal (1.0*SPELL + 2.0*Targets_AGI)
raw damage to target.
Amnesia 1
3
3.0 / 2.0
5
3
Artificer
Purification Stone
Channel 800 Initiative. Gain 50% Taunt Resistance while channeling.
Purify target Party Member.
Target is healed for (1.5*SPELL + 2.0*WIS + 1.0*INT)
HP.
Party
1.0 / 1.5
-
4
Oracle
Osmotic Ward
Target Party Member gains a magical Ward for 2 turns.
If the Ward is destroyed, target is healed for (1.0*SPELL + 4.0*WIS + 1.0*LCK)
HP and Slowed by 20% for 25 ticks.
Amnesia 4
Party
5.0 / 1.5
-
4
Astrologer
Chrono Purge
Target enemy. On hit:
(70 + 2.0*INT.S)
% chance to Dispel target enemy.
(40 + 3.0*WIS.S)
% chance to Negate a single random Delayed action previously cast by targeted enemy.
Delay 30, deal (1.5*SPELL + 2.0*INT)
raw damage to target.
Amnesia 4
3
5.0 / 2.0
-
4
Artificer
Rejuvenation Stone
Channel 800 Initiative. Gain 50% Taunt Resistance while channeling.
Heal target party member for (1.5*SPELL + 3.0*WIS + 1.0*INT)
HP.
Delay 15, heal target for (0.5*SPELL + 1.5WIS)
HP.
Delay 30, heal target for (0.5*SPELL + 1.5*WIS)
HP.
Amnesia 1
Party
2.0 / 1.5
-
5
Oracle
Divination
The next skill target ally casts costs 80% less MP.
Target gains +(1.0*WIS.S)
% P.ACC and M.ACC for 2 turns.
Amnesia 4
Allies
5.0 / 2.0
-
5
Astrologer
Clairvoyance
The next 2 skills target ally casts cost 40% less MP.
Target gains (35 + 3.0*INT.S)
% Pierce for 2 turns.
Amnesia 4
Allies
5.0 / 2.0
-
5
Artificer
Barrier Stone
Channel 1000 Initiative. Gain 50% Taunt Resistance while channeling.
Target party member gains Barrier equal to X% of target's Max HP (X = 3.0*WIS.S
).
Delay 20, all barriers currently applied to target double in HP value.
Amnesia 4
Party
2.5 / 1.5
-
10+
Oracle
Future Sight +
Target ally gains X% EVA for a Duration of X. Delay X, target is healed equal to (X*Spell + X*WIS + X*INT).
3
x
-
10+
Oracle
Divination +
The next X abilities target casts cost X mana. Delay X, heal target for (X*Spell + X*WIS + X*INT).
3
x
-
10+
Astrologer
Haste +
Increase the effective AGI of target by X (X = X*WIS + X*INT) for a Duration of X.
3
x
-
10+
Astrologer
Time Sink +
Slow target by X% for a Duration of X. Delay X, deal magical damage to target equal to (X*SPELL + X*Target_AGI).
3
x
x
10+
Artificer
Purification Stone +
Channel for a Duration of X, gain X% resistance to Status Effects during Channel. Cleanse all allies. All allies are healed equal to (X*SPELL + X*WIS + X*INT).
3
x
-
10+
Artificer
Rejuvination Stone +
Channel for a Duration of X, gain X% resistance to Status Effects during Channel. Heal all allies for (X*SPELL + X*WIS + X*INT).
3
x
-
10
Oracle
Time Warp
Target ally may take X Actions on target's next Turn. If target dies before its next turn, refund the mana spent and cast it for free on a random ally.
3
-
-
10
Oracle
Bend Time
Target ally's next X Actions cannot be Blocked or Spell Blocked. COMBO: If "Future Sight" was used by this Hero last turn, target ally's Actions cannot be Evaded or Blocked, or Spell Blocked.
3
x
-
10
Oracle
Restore the Timeline
Set target ally or enemy's HP to where it was last Round. COMBO: If "Bend Time" was cast on this Hero's last turn and "Time Warp" was cast the turn before, this Hero immediately takes an additional Action this Turn.
3
-
-
10
Oracle
Phantasmal Secrets
Shroud all allies in secrecy for a Duration of X. Enemies are unable to see ally's Mana and HP values. The Battle Log has a X% chance of not showing an action for the enemy. For a Duration of X, Allies gain X% resistance to: Fear Stun Daze Slow COMBO: If "Restore the Timeline" and "Future Sight" were cast this battle, for a Duration of X, all allies gain: X% EVA X% Block X% Spell Block
3
x
-
10
Astrologer
Sphere of Influence
All allies gain X% EVA. COMBO: If The Astrologer is active, allies gain an additional X% EVA, to a total of X% EVA.
-
Passive
-
10
Astrologer
Astral Barrage
Channel for a Duration of X, gain X% resistance to Status Effects during Channel. Deal damage to all enemies equal to (X*SPELL + X*WIS + X*INT). COMBO: If "Sphere of Influence" is active, Dispel all enemies.
3
x
-
10
Astrologer
Astral Projection
Move all allies into an Ethereal state for a Duration of X. Delay X, heal all allies equal to (X*Spell + X*WIS + X*INT). COMBO: If "Clairvoyance" was cast on this Hero's last turn, gain: While in an Ethereal states, Ally abilities cost X% less mana.
3
x
-
10
Artificer
Banishing Stone
Target is Banished for a Duration of X. Delay X, target is Slowed by X% for a Duration of X. COMBO: If "Barrier Stone" was used on this Hero's last turn, gain: All allies gain a Barrier equal to X% of target Banished enemy's Max HP (X = X*END).
3
x
x
10
Artificer
Berserker Stone
Target enemy Hero goes Berserk for a Duration of X. Delay X, if Berserk hits, deal magical damage to target equal to (X*SPELL + X*INT). CONDITION: If target commits murder (kills another enemy), cast "Berserker Stone" again, for free, on a random enemy or ally.
3
x
x
15
Artificer
Dream Stone
Activate the Dream Stone to enter a meditative dream-like state. Seer's actions are unable to be controlled while the Dream Stone is active. Gain X% EVA. At the start of each enemy's Turn, deal magical damage to that enemy equal to (X*SPELL + X*WIS + X*INT). This meditative state lasts until interrupted. COMBO: If "Astral Projection" was cast this battle, Gain an additional X% EVA. COMBO: If "Barrier Stone" was cast this battle, Gain X% Backfire. COMBO: If "War Stone" was cast this battle, increase magical damage dealt to (X*SPELL + X*WIS + X*INT). COMBO: If "Purification Stone" was cast this battle, gain a X% resistance to status effects.
3
x
x