Priest

Priests have long been renowned for their incredible healing powers. A single word whispered through kindly lips is enough to double the lifespan of a companion, and no matter what ailments their allies are suffering from, they always know the magic word to make things better. Priests draw on divine power to restore others.

Surprisingly hardy, a Priest is not an easy target for enemies to take down, thanks to their shields and barriers. Their knowledge of healing is unmatched, and it is even said they hold power over life and death…

Stats and Playstyle

Weapon: 2-handed Holy Relic or 1-handed Holy Relic with Sacred Barrier

Crafting: Tailoring

Primary Stat: Wisdom

Recommended Secondary Stats: Constitution, Intellect

Recommended Itemisation: Heals, Mana, AC, Block, Magic Resistance, Spell Hit chance

Playstyle: Priests can dish out some powerful damage but their primary duty is healing and shielding. Support is left to other heroes while priests focus on keeping their allies alive. Weapon attacks and Spells are of secondary importance. Priests also focus on being personally difficult to kill – they are far from fragile, being able to Block, absorb and dodge a variety of hostile attacks.

Cantrips

Level 1: Sending
Name a target you are familiar with. You can mentally exchange a few sentences with them at unlimited distance. You must complete a Long Rest before you may use this Cantrip again.

Level 3: Confession
Encourages any sentient creature to confess. If successful, you may gain useful knowledge or tidbits of previously secret information. You must complete a Long Rest before you may use this Cantrip again.

Level 6: Power Word: Fortitude
An ancient, forgotten word of power from another universe. All allies gain 10 + Your Level in Blood Points. You must complete a Long Rest before you may use this Cantrip again.

Next Cantrip unlocked at Level 9.

Talents

Level One

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Healing Word

AP: 3 | Mana: 10 | CD: 2 | Range: 4

A chosen creature regains 1d10 HP.

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Blade Ward

AP: 3 | Mana: 20 | CD: 2 | Range: 4

Until the end of its next Turn, a chosen creature gains 10% additional Toughness, up to a maximum of 90%.

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Blossom of Light

AP: 3 | Mana: 0 | CD: 0 | Range: 4

All creatures within range regain 1d4 HP and 2d6 + Wis Mana.

Level Two

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Constellation

AP: 6 | Mana: 30 | CD: 1 | Range: 4

Blasts all creatures within range with stars of holy energy. Maximum one per target. Ignores Line of Sight restrictions. Each star restores 1d6 HP to allies and deals 1d6 Damage to enemies.

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Shield

AP: 3 | Mana: 20 | CD: 0 | Range: 4

Establishes a Shield around a creature, granting it 1d8 + Wis Blood Points.

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Holy Curse

AP: 6 | Mana: 20 | CD: 3 | Range: 4

Places a Curse on a creature, dealing 3d12 Damage over three Turns. Each Turn, the ally with the lowest Health is healed for the Damage dealt by the Curse.

Level Three

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Holy Pillar

AP: 2 | Mana: 10 | CD: 1 | Range: 4

A chosen creature is embraced by sacred light. It sacrifices its next Turn, cannot be targeted directly, and recovers 5d6 HP.

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Serenity

AP: 4 | Mana: 20 | CD: 1 | Range: 4

Until the end of its next Turn, a chosen creature gains 10% additional Magic Resistance, up to a maximum of 90%.

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Burst of Light

AP: 6 | Mana: 40 | CD: 0 | Range: 4

A chosen creature erupts into holy flame, taking 3d8 Damage. Any adjacent creatures are Healed for the same amount.

Level Four

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Rebalance

AP: 2 | Mana: 0 | CD: 2 | Range: 0

Converts up to 20 of your HP to double the amount of Mana.

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Sacred Lore

AP: 4 | Mana: 30 | CD: 6

Resets the cooldown on Healing Word, Holy Pillar and Holy Curse. The next one of these Spells you cast is 33% more effective.

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Swift Shield

AP: 4 | Mana: 20 | CD: 2 | Range: 4

Establishes a barrier around a creature, granting it 2d8 Blood Points and 3 Temporary MP.

Level Five

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Flare

Cornerstone Talent
AP: 2 | Mana: 10 | CD: 0 | Range: 4

Strikes a creature with divine light, dealing 1d4 Damage and restoring that amount of HP to you.

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Focus

Cornerstone Talent
AP: 3 | Mana: 30 | CD: 0 | Range: 4

Heals a creature for 10% of their Maximum HP.

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Favor

Cornerstone Talent
AP: 3 | Mana: 10 | CD: 0 | Range: 4

Shields a creature for 1d12 + Wis Blood Points. May only be cast in Combat.

Level Six

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Greater Healing Word

AP: 3 | Mana: 30 | CD: 0 | Range: 4

A chosen creature regains 2d10 HP.

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Sanctify

AP: 6 | Mana: 60 | CD: 2

A cross of light bursts out from your current position, moving in all four directions. This light has unlimited Range and passes through organic matter, but otherwise respects Line of Sight and obstacles. Each creature touched by the light regains 3d8 HP and 2d8 + Wis Mana.

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Global Light

AP: 3 | Mana: 30 | CD: 1

A chosen creature regains 4d4 HP. Ignores Line of Sight and Range restrictions.

Level Seven

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Cure

AP: 3 | Mana: 20 | CD: 0 | Range: 4

A chosen target is cleansed of Diseased or Poisoned Status conditions and regains 1d8 HP.

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Share Burdens

AP: 3 | Mana: 40 | CD: 4 | Range: 4

When activated, you and a chosen creature are linked for two Turns. 50% of all Damage the creature takes is transferred to you instead.

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Divine Agility

Passive Benefit

Grants 1 MP.

Level Eight

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Angel Flight

AP: 2 | Mana: 20 | CD: 3 | Range: 4

At the start of your next Turn, you fly to a chosen location within Range.

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Blessed Touch

AP: 5 | Mana: 80 | CD: 6 | Range: 4

Grant a chosen creature 400 HP. This can exceed their Maximum Health. May only be cast in Combat.

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Purify

AP: 3 | Mana: 30 | CD: 0 | Range: 4

A chosen target is cleansed of Cursed or Charmed Status conditions and regains 2d8 HP.

Level Nine

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Tied Spells

Passive Benefit

Your successful casts of Holy Curse and Burst of Light also target an additional random enemy creature for free. Ignores Line of Sight and Range restrictions.

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Lightbearer

AP: 6 | Mana: 60 | CD: 4 | Range: 4

Marks any creature as the Lightbearer. At the start of its next Turn, it explodes, dealing 5d10 Damage to all adjacent creatures, and gains Blood Points equal to the Damage dealt.

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Life Swap

AP: 1 | Mana: 10 | CD: 7 | Range: 4

You and a chosen ally switch your Health values.

Level Ten

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Beacon of Light

Cornerstone Talent
AP: 2 | Mana: 10 | CD: 1 | Range: 4

Marks a chosen creature as the Beacon. All direct Heals cast on creatures other than the Beacon also Heal the Beacon for 25% of the Healing done for free. Ignores Line of Sight and Range limitations.

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Seraphim

Cornerstone Talent
AP: 0 | Mana: 0 | CD: 9

You take on an angelic form of pure light. For three Turns, your direct Healing, Shielding and Damage Spells cost no Mana and have no cooldown. All Healing and Damage you do is increased by 75%. At the end of the third Turn, you die.

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Halo

Cornerstone Talent
AP: 6 | Mana: 80 | CD: 2 | Range: 4

A ring of light expands, Healing all allies and Damaging all enemies for 8d8 HP. Ignores Range restrictions.