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Class Priest

Drehverschluss edited this page Nov 2, 2026 · 1 revision

Priest

A healer that keeps its group alive, always available. 40 health, 3 attack damage, speed 0.26, no knockback resistance.

Behavior

It keeps 8–14 blocks from its target, if possible behind an ally (the ally between it and the target), and backs off or jumps back when the target comes closer than 4 blocks. Its spells, by priority:

Spell (caster_visuals key) Effect
Self heal (heal) When alone and below 40 % health (cooldown 20 s)
Healing cloud (healing_cloud) When at least two allies within 8 blocks of each other are below 60 %: a cloud (radius 4) at their middle that heals allies in it for 5 seconds; it never heals players or other mobs (cooldown 25 s)
Heal (heal) The ally with the lowest health below 70 % within 16 blocks and in sight: holy light from the priest to the ally (attack power × 2.5, cooldown 8 s)
Protection (absorption) An ally that was just hit gets Absorption I for 10 seconds (cooldown 20 s)
Holy bolt (holy_bolt) Attack power × 0.35, cooldown 4 s, blocked by shields – only when nobody needs healing or when alone

Heal, self heal and cloud have a visible windup (raised hands and healing particles, 1.5 s; the cloud 2.7 s) in which the priest stands still. A hit of 4 or more damage, or any melee hit, during the windup interrupts the spell, and its cooldown restarts at half length.

Caps: one heal restores at most 25 % of the target's max health, a cloud at most 30 % per target in total, and nothing heals beyond max health. Healing reaches group members and other renegades, never players or other mobs. The cooldowns of its support spells are not shortened by nearby renegades (unlike other attacks).

/renegades nearby shows what a priest is doing (whom it heals), its cooldowns, interruptions and the health it has healed so far.

Countering it

  • Attack the priest first – interrupting its windup is the way to beat a group.
  • Any melee hit or 4+ damage during the windup stops the heal and halves its cooldown.

Ability keys (caster_visuals)

heal, healing_cloud, absorption, holy_bolt. Bundled looks (with Spell Engine and Paladins & Priests): paladins:heal, paladins:circle_of_healing, paladins:divine_protection, paladins:penance. See Spell looks.

Gear

Tier Without class mods With Paladins & Priests
1 (up to 1500 blocks) leather dyed white with golden hood and shoes, golden hoe as its staff priest robe, acolyte wand, holy wand or holy staff
2 (1500–4000 blocks, Nether) chainmail, golden hoe prior robe, diamond holy wand or staff
3 (beyond 4000 blocks, End) iron, golden hoe netherite prior robe, netherite holy wand or staff

Its hoe does nothing in combat, so the vanilla middle and far tiers enchant the chest piece instead of the weapon. Details: Equipment and drops.

Uniques (with Arsenal and Paladins & Priests): healing staffs replace a diamond/netherite holy staff (not wands), 0.5 % per entry.

Config

enablePriestHealing in [combat] (default true; false = the priest only protects and attacks) and healingMultiplier (default 1.0, 0.0–5.0, multiplies all healing by renegades; the caps still apply).

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