Priests can be a very important part of a Human army. While Healing and Dispel can be very useful many prefer Priests for their Inner Fire ability. Inner Fire can be an alternative to Orc Shaman Bloodlust and especially useful in team games. Healing can help return units to full health saving you the cost of replacing them. Dispel Magic is useful for countering powerful spells such as Bloodlust and Slow. Dispel Magic is also useful against Skeleton and other summoned units.
Remember to research Adept and Master Training. Besides just giving extra spells these upgrades also increase mana capacity and mana regeneration which is exactly what you want on spell-casting units.
Spells and abilities[]
Heal (Autocast)[]
Heals a target friendly non-mechanical wounded unit for 25 hit points.
Any friendly unit within acquisition range of the Priest will be automatically healed. The auto-healing function does not work when the Priest is in Hold Position.
Dispel Magic[]
Removes all buffs from units in a target area. Deals 200 damage to summoned units.
Cooldown
Mana Cost
Range
Allowed Targets
Area of Effect
Effect
Requirements
5 sec.
75
70
Air, Ground, Ward, Tree
20
Removes all spells, 200 damage to summoned units
Priest Adept Training
Dispel Magic has many different uses such as removing buffs and de-buffs. Dispel Magic is also useful for damaging summoned units.
Inner Fire (Autocast)[]
Increases a target friendly unit's damage by 10% and armor by 5.
Duration
Cooldown
Mana Cost
Range
Allowed Targets
Effect
Requirements
60 sec.
1 sec.
35
50
Air, Ground, Friend, Neutral, Self
Damage +10%, Armor +5
Priest Master Training
Inner Fire is a very powerful spell since it both increases damage and armor. On Knights, it can make them very difficult to kill. Inner Fire is especially useful in team games where many allied units can be buffed with Inner Fire. Inner Fire can be a good alternative to Bloodlust.
Upgrades[]
Priest Adept Training
Increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives Priests the ability to cast Dispel Magic
Research Cost
Researched At
Requirements
Upgrade Time
Effect
100 50
Arcane Sanctum
None
60 sec.
Hit Points: 330 Mana: 300 (Initial 112.5) Mana Regen Rate: 1.04 Mana/sec. Spell Learned: Dispel Magic
Priest Master Training
Further increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives him the ability to cast Inner Fire.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
100 150
Arcane Sanctum
Priest Adept Training, Castle
75 sec.
Hit Points: 370 Mana: 400 (Initial 150) Mana Regen Rate: 1.36 Mana/sec. Spell Learned: Inner Fire
Backpack
Gives the ability to carry up to two items. Items carried by the unit will be dropped upon death.
Units can not use or gain benefits of items that they carry.
Research Cost
Researched At
Requires
Upgrade Time
50 25
Townhall-type Structure
Player-built Shop
20 sec.
Manual description[]
Despite the high elves' official departure from the Alliance, some elves still remain true to their former human and dwarven allies. The altruistic priests of Quel'Thalas refused to abandon their roles as healers and agreed to remain in Lordaeron despite the edicts from their reclusive masters in Silvermoon. The high elven priests use their Light-given powers to heal the wounded and bolster the spirits of Lordaeron's fighting elite.[2]
World Editor description[]
Supporting spellcaster. Can initially cast Heal, which increases the life of wounded units. Can also learn Dispel Magic and Inner Fire.
Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer, Banshee, Druid of the Talon) have been re-balanced. In general, units with piercing damage rip up spellcasters, while basic melee units, such as Ghouls or Footmen, are weak against spellcasters. The specific changes to the units in question are:
They have a new armor type, unarmored, which takes bonus damage from siege and piercing attacks.
They also have a new damage type, magic, which does reduced damage to fortified and hero armor, but does bonus damage against medium armor.
They had their damage adjusted, typically downwards.
They no longer gain damage as they go up in level, and gain less hitpoints as they go up in level (but start with more hitpoints when initially built)
Many autocast buffs and debuff costs reduced.
Casters, including Dryads, have had their mana regeneration rates boosted by 30%.
Inner Fire cost increased to 35, from 25.
Patch 1.01 (2002-07-05):Inner Fire cooldown increased to 1 from 0.