Priest

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Priest
Priest.png
Statistics
Production & Protection

"The blessed and holy backbone of any army. Soldiers that were once flagging rally anew under the protection of a priest"

Priests can cast several spells.


Unit Statistics[edit | edit source]

Faction Human
Role Spellcaster
Produced From Church
Cost 150 Gold, 32 Sec, 3 Sup
Damage 5(+1) (Ground & Air)
Attack Rate 2 Sec
Range 5
AOE Radius 0
DPS 2.50(+0.50)
Health 80
Armor 0(+1)
Health Regen 0
Speed 2.20(+0.20)
Vision 8
Mana 100 (50 start)
Mana Regen 0.80


Description[edit | edit source]

Priests are a mid-lategame unit in LittleWarGame and are capable of using a variety of spells. They were added to complement Mages and increase the magical variety of the game, and as of patch 3.9 focus primarily on defensive abilities. Used effectively, they can truly transform the outcome of a battle.


Abilities[edit | edit source]

Invisibility

Cost: 50 Mana, Cooldown: 0 Sec, Range: 9

Priests can learn the ability to turn units and buildings invisible. Invisible units are visible only by a faint blur on the ground, and cannot be attacked unless they are spotted by a unit with Detection. In addition, they will deal +2 damage with each attack. Invisibility lasts 60 seconds.

Invisibility can be a powerful way to punish players who have not gotten Detection. It can save units near death and permit them to attack with impunity for the duration of the spell or until the enemy can bring in a Detector such as an upgraded Watchtower or an upgraded Airship. It is particularly good when used on very powerful units such as Werewolves. Furthermore, Invisibility can be used to hide buildings from attack.


Summon Healing Ward

Cost: 60 Mana, Cooldown: 0 Sec, Range: 6

Priests can learn the ability to summon Healing Wards, which restore health to nearby friendly units. The Healing Ward lasts 30 seconds and restores 4 health per second to biological units within 3.5 range.

Healing Wards can tremendously increase the durability of an army. While their healing rate is too low to be very useful in large-scale battles, it can restore units to full health afterward. For this reason Healing Wards are especially useful for Barracks armies, which cannot regenerate health otherwise and which are small enough to fit a lot of units into the range of one Healing Ward.


Upgrades[edit | edit source]

Research Invisibility

Lets your Priests cast Invisibility.


Research Summon Healing Ward

Lets your Priests cast Summon Healing Ward.


Attack Upgrade

Increases the attack damage of your Human units.

(Grants Priests +1 damage per upgrade, up to +5)


Defense Upgrade

Increases the armor of your Human units.

(Grants Priests +1 armor per upgrade, up to +5)


Speed Upgrade

Increases the movement speed of your Human units.

(Grants Priests +0.20 speed per upgrade, up to +1.00)


Range Upgrade

Increases the range of your ranged Human units. Has no influence on melee units.

(Grants Priests +1 range per upgrade, up to +5)


Usage[edit | edit source]

Priests are very strong support casters, specializing in abilities to heal and protect friendly units and structures.

Priest Healing Wards are arguably their most powerful spell, enabling them to restore entire armies to full health with just one or two castings. They can use Healing Wards in combat to reduce casualties, or afterward to bring all survivors back up to full effectiveness. In addition, Healing Wards reward good micro, which acts to distribute incoming damage evenly to keep every unit alive so that they can be healed later.

However, Priests can also be very effective using Invisibility to protect key units and structures. Invisibility can also be used to enable raiding parties to sneak into enemy territory or flank armies undetected, and even deal a small amount of extra damage when they do attack.

However, this very usefulness makes Priests prime targets on the battlefield, and they must be protected carefully.


Development[edit | edit source]