A martial monk whose spirit journey (Sojourn) makes her near-immune while building damage.

| Health | 115 (+34 per level) |
| Base damage | 12 (+2.4 per level) |
| Armour | 20 |
| Speed | 7 m/s |
| Difficulty | Medium |
| Tier | A · Very good, with a weak spot (health, mobility or item dependence). |
On victory: «..and so she left, burdened with knowledge.»
Unlocked by default with the Seekers of the Storm expansion.
Damage is a percentage of your normal damage: 100% is a normal hit; 300% is triple.

She gains Tranquility (up to 7) and each point makes her skills stronger.

250% ranged punches that go through; every third one explodes for 350%.

A hand rises from the ground and strikes in a line: 600%, stuns and heals you a little.

Orbs that spin around you (150%); each hit gives you temporary health.
To get it: As Seeker, hit three or more airborne enemies with a single use of the exploding third hit of Spirit Punch (9.5% of Steam players have it).

You fly and explode (500%, stuns). While flying you can pay health to hit harder.

Gives you temporary health and launches you; if it is broken, a cyclone heals allies and hurts enemies.
To get it: Deal 500,000% damage with one use of Sojourn's explosion (2.9% of Steam players have it).

You focus and explode (300%), heal allies and gain Tranquility. At full Tranquility you revive fallen allies.

A charged hand of 400% to 700% that goes through and heals allies. Hit three at once to gain Tranquility.
To get it: As Seeker, meditate 20 times consecutively without missing an input in a single run (6.5% of Steam players have it).
Spirit Punch+
Soul Spiral+
Sojourn+
Meditate
Transcendence
In Sojourn the damage goes to shield and does not count toward being kicked out.
All your health becomes shield, which refills if you avoid hits for a while, and you get 50% more. Each extra one, 25% more.
Stacking: Each copy adds the same, no cap.
Watch out: Healing items become nearly useless. Damage over time delays shield regeneration.

Paul's Goat Hoof
Sojourn gets faster with speed items.
You move 14% faster. Moving fast means dodging better. Each extra hoof adds 14%.
Stacking: Each copy adds the same, no cap.
Watch out: Always on. While sprinting, Energy Drink is faster (25% versus about 20%).

Tougher Times
Less damage taken, longer Sojourn.
Sometimes a hit that would land does nothing: with one bear, 13% of hits. More bears raise the chance, but less each time: it never reaches 100%.
Stacking: Each bear adds less: one blocks 13% (not the 15% the game says) and ten block 60%. It never reaches 100%.
Watch out: Luck (Clover) does not affect it. A blocked hit does not trigger enemy effects either, like Overloading Elite bombs. It does not stop Void Reaver implosions.

Repulsion Armor Plate
Same: extends Sojourn.
Every hit you take does 5 less. Great against lots of small hits. Each extra plate takes off 5 more.
Stacking: Each plate takes 5 more off every hit, no cap; a hit never goes below 1.
Watch out: Shines against lots of small hits and burns.

Planula
Healing extends Sojourn and keeps it fast.
Every hit you take heals you 15. Great against lots of small hits. Each extra one, 15 more.
Stacking: Each copy adds the same, no cap.
Watch out: It heals before the hit lands, with damage over time and falls too; not with void fog.

Unlocked by default with the Seekers of the Storm expansion.
We recommend Spirit Punch, Soul Spiral, Sojourn, Meditate.
Transcendence, Paul's Goat Hoof, Tougher Times, Repulsion Armor Plate, Planula.
Sources: Risk of Rain 2 game names and challenges, the Risk of Rain 2 wiki (stats, cooldowns and tips); the explanations are our own and public Steam statistics, as of 31 October 2026. The tier is our own. Icons: Risk of Rain 2 (Hopoo Games / Gearbox).