The chaplain is the healing class for humans. They have a pretty narrow focus on healing and reviving, and are without the benefit of a large array of non-healing spells such as roots, sensory disruptions, etc. Luckily, chaplain healing spells are very fast and effective - allowing the chaplain to heal and run, utilizing the spell cooldown periods to keep away from enemies until the spells are ready again. In addition to the healing spells, chaplains have a very strong single-target armor debuff. Chaplains also are the one single class that gets a direct damage bonus against hellbourne.
| Requires | Monastery |
| Cost | Free |
| Type | Healer |
| Speed | |
| Health | 350 |
| Mana | 450 |
| Stamina | 150 |
| Armor |
Chaplain melee is relatively slow and doesn't deal as much damage as the other classes. It has a 3-hit flurry, followed by a relatively long cooldown period. Chaplains generally aren't meant for melee combat and it's best to only use it in dire situations and when you need to finish off enemies or peck away at structures.
| Swing Arch: -__ to __ degrees | ||||
|---|---|---|---|---|
| | Min. Dmg | Max. Dmg | Attack Time | Chain Time |
| Swing 1 | 45 | 52 | 0.871 | 0.595 |
| Swing 2 | 45 | 52 | 0.871 | 0.595 |
| Swing 3 | 70 | 80 | 0.978 | None |
| Swing 4 |
This spell fires bolts of holy energy at enemy targets, doing a moderate amount of damage. It's not particularly effective against most units and is often considered a waste of mana, but it can be useful for eliminating weakened enemies at a distance. This ability deals extra damage to hellbourne units.
| Damages | Automatic | Speed | Mana Cost | Attack Type |
|---|---|---|---|---|
| 50-63 | No | 1.2 Sec | 22 | Ranged |
This snap-cast ability allows you to restore a large amount of health to a teammate for a moderate mana cost. Heal is essentially the staple skill for chaplains and should be used as often and efficiently as possible.
| Mana Cost | Cooldown | Heal | Duration | Type |
|---|---|---|---|---|
| 70 | 12,5 Sec | 120 | 2 Sec | Snapcast |
Group heal is essentially a multiple-target version of the heal spell which restores less health per target, but can heal large groups of teammates at once. Group heal can also affect yourself, allowing you to recover some hit points.
| Mana Cost | Cooldown | Heal | Duration | Type |
|---|---|---|---|---|
| 125 | 22,5 Sec | 50 | 1 Sec | Area of Effect |
This ability allows you resurrect a single teammate, returning them to combat readiness with about half of their health. Viable candidates for resurrection will have a resurrect icon displayed above their corpse.
| Mana Cost | Cooldown | Type |
|---|---|---|
| 100 | 35 Sec | Snapcast |
This snap-cast spell can be used on a single enemy to significantly reduce their armor. Enemies receive much more ranged damage and thus are far easier to kill when under the effect of this ability.
| Mana Cost | Cooldown | Enemy Armor | Duration | Type |
|---|---|---|---|---|
| 50 | 17.5 Sec | -75% | 20 Sec | Snapcast |