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Overview | Heroes and Units | Unit Stats | Tech-tree | Arcane Vault | Building Stats | Basics | Advanced | Combos | Defeating Humans

Heroes: Paladin | Archmage | Mountain King | Blood Mage
Units : Peasant | Militia | Footman | Rifleman | Knight | Priest | Sorceress
Spell Breaker | Flying Machine | Mortar Team | Siege Engine
Gryphon Rider | Dragonhawk Rider | Water Elemental | Phoenix
Unit Index | Human Index


A holy field medic, these padres roam the battlefield curing the wounds of fallen comrades.



Level: 2
Cost: 135 10 2
Unit Type: Normal
Attack Type: Magic
Weapon Type: Missile
Armor Type: Unarmored
Armor: 0
Ground Attack: 8.5 avg

*(#) = Stats when fully upgraded
Air Attack: 8.5 avg
Cooldown: 2
Hit Points: 290 (370*)
Health Regeneration: Always
Mana: 200 (400*)
Mana Regeneration: 0.667 (1.167*)
Range: 60
Day Sight: 140
Night Sight: 80
Speed: Average (270)
Build Time: 28
Trained At: Arcane Sanctum
Requirements: None
Transport Space
Usage:
1
Production Hot Key: P

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.

Heal (Autocast)
Heals a target friendly non-mechanical wounded unit for 25 hit points.
Research Cost Researched At Requirements
None Always Available None
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
Instant 1 sec. 5 25 N/A Air, Ground, Friend, Self, Organic, Non Ancient Heals 25 HP

Heal Information
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.
Research Cost Researched At Requirements
100 50 Arcane Sanctum Priest Adept Training
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
Instant None 75 50 20 Air, Ground, Ward Removes all spells, 200 damage to summoned units

Dispel Magic Information
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.
Research Cost Researched At Requirements
100 150 Arcane Sanctum Priest Master Training
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
60 sec. 1 sec. 35 50 Unit Air, Ground, Friend Damage +10%, Armor +5

Inner Fire Information
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.

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
100 50 Arcane Sanctum None 60 sec.

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
100 150 Arcane Sanctum Priest Adept Training, Castle 75 sec.

Knight
Sorceress
Battle.net Warcraft III