Wiki / Classes & abilities / Priest
| Role | Armour worn | Trainer |
|---|---|---|
| Healer | Cloth, Leather, Mail | Nessa Wellmarrow |
Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.
Abilities (18)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
A lance of icy current that bites the foe for a moderate amount and numbs its pace.
A: Undertow Lance. Battle: 25% more damage, but no slow.
B: Mending Current. 10% less damage, but each lance that lands gives 6 Grace.
Draws cool spring water into a wound, restoring a solid chunk of health.
A: Overflow. The heal is 20% smaller, but a quarter of it also mends the most hurt other ally within 6 tiles.
B: Flowing Hands. You can walk while you cast it, but it heals 20% less (and costs 20% less mana).
Washes an ally clean: removes up to three harmful Physical, Magical or Mental effects. The broadest cleanse.
A: Washing Spring. Clears 2 harms instead of 3, but mends the ally a little for each one cleared. Cooldown 8 s instead of 6.
B: Wide Spring. Clears 1 harm from every ally within 3 tiles of you (you too). Cooldown 12 s instead of 6.
A steady spring rises through the ally, mending them a little every few seconds.
A: Quick Spring. The same mend in 6 s instead of 15, but an 8 s cooldown instead of 6.
B: Wellhead. The mend lands on the ally and on you, 60% each (20% more mana).
A tide-line of water wraps an ally, soaking up a healthy share of incoming harm.
A: Ebbing Tide. The ward is 15% smaller; if it runs out unbroken, what is left of it mends the ally.
B: Tide Wall. Guardian: on yourself only, but 40% bigger.
A cool rain falls around you, healing every nearby ally by a moderate amount.
A: Gathered Rain. Only the 3 most hurt allies within 6 tiles are mended, but they share all the healing the rain would have spread over everyone there (in a party of five, +67% each).
B: Soft Rain. No cast time; the same healing comes over 9 s instead of at once.
A sucking current grabs the foe at the ankles, holding it in place while it takes some damage.
A: Drag Under. Holds 2 s instead of 3, then the foe is slowed 30% for 3 s more.
B: Grace Current. Holds only 1.5 s instead of 3, then a 40% slow for 4 s, and gives 10 Grace.
Ring the Guardian's bell: every foe within 4 tiles turns on you for six seconds, stung by its peal. The Guardian Priest's taunt.
A: Great Bell. Every foe within 6 tiles instead of 4 turns on you, but for 4 s instead of 6.
B: Hand Bell. One foe up to 6 tiles away turns on you, for 9 s instead of 6.
A large, carefully poured draught of restoring water that heals an ally for a big amount. Spends 25 Grace.
A: Full Draught. Spends all your Grace (25 or more): the heal is 1% stronger for every point over 25.
B: Shared Draught. Split on the 2 most hurt allies within 6 tiles (you too), 60% each. Costs 30 Grace and 20% more mana.
A long, churning wave hammers the foe for a heavy amount of damage.
A: Breaking Wave. Battle: foes within 2 tiles of the target take 60% of the wave, but a 17 s cooldown instead of 14.
B: Scour and Mend. 25% less damage, but 30% of the damage dealt mends the most hurt ally within 6 tiles (you too).
A returning swell pulls a fallen ally back to their feet with a portion of their health.
A: Gentle Tide. A 1 s cast instead of 2, but the ally rises at 25% health instead of 40%.
B: Warded Rising. The ally rises at 30% health instead of 40%, but under a ward for 6 s.
Draw from the deep well and pour out a mighty mending on one ally. The strongest single heal.
A: Deep Draw. 25% more healing, but a 2.6 s cast instead of 1.8 and 25% more mana.
B: Mercy's Haste. A 1 s cast, but 25% less healing (and 25% less mana).
A bright flare of hearth-light that scorches the foe. The Battle Priest's steady bolt.
A: Kindled Smite. 15% less damage, but each smite that lands gives 8 Grace.
B: Candle Mark. 20% less damage, but the foe takes 8% more damage from everyone for 6 s.
The Guardian's answer: wrap yourself in a ward and a hardened guard for ten seconds.
A: Thorned Vigil. The ward is 30% smaller, but foes that strike you are stung (once a second each).
B: Shared Vigil. The ward also covers party members within 4 tiles at 40% of its size (the armour stays yours alone).
A sung blessing that mends every ally standing near you.
A: Close Chorus. Radius 3 instead of 6, but 30% more healing each (and 30% more mana).
B: Long Hymn. A 0.8 s cast instead of 1.6; the same healing comes over 8 s.
Raise a standing tide around an ally that holds for twelve seconds. A strong protective ward.
A: Twin Tide. The ward covers the ally and the most hurt other ally within 6 tiles, 55% each (10% more mana).
B: Breaking Tide. The ward is 30% smaller; when a blow breaks it, it mends the ally for 43% of the ward (as much as the ward gave up). A ward that runs out unbroken mends nothing.
A great, slow swell of mending water over everyone near you. The long-cooldown group heal.
A: Spring Tide. 60% of the heal at once, the rest over 10 s.
B: Neap Tide. 70% of the heal (and 30% less mana), but a 30 s cooldown instead of 45.
A long vigil of holy fire that burns the foe for twelve seconds. The Battle Priest's patient flame.
A: Spreading Vigil. If the foe dies, the burn jumps to the nearest foe within 5 tiles. Each tick 15% weaker.
B: Fervent Vigil. 15% less damage, but each tick that burns gives 2 Grace.
Passives (7)
+6% healing power.
Guardian training: you may wear Plate armor. +1 armor.
+10% maximum mana.
Steady hands in a storm: +5% healing power.
A thick mantle against the weather and worse: +3 armor and +3% maximum health.
A small flame that does not gutter: +4% healing power and +5% maximum mana.
The Battle Priest pays in fire: +5% spell power.