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The Priest is one of the four classes available in Farever's Early Access. It is the game's most flexible support class, equally capable of keeping allies alive, dealing damage, and even holding the front line. Earlier posts referred to this class as the Cleric, and the two names refer to the same class; Priest is the term used in the game's current patch notes. See Classes for how it compares to the others.
Resource: Prayers
The Priest's unique mechanic is Prayers. Priests gain access to special Prayers whose effects change depending on the impact of the skills you used before them. This gives the class a reactive, sequence-driven feel: the order in which you cast matters, because it shapes what your Prayers do next. Confirmed Priest abilities include Sunlight, Sun Halo, Burning Rays, and Melting Faith.
Playstyle and Roles
The Priest is a flexible support that can also fight and tank. As a healer, a Priest does more than restore health with a single button; they may place healing totems in strategic spots or carefully time their spells. Because roles in Farever are adopted through your choice of skills and gear rather than locked to a class, a Priest is not limited to healing: the class can hit hard, and it can take a sword and shield to more easily fill a tank role. See Multiplayer and Co-Op for how support and tanking fit into a group.
Weapons and Progression
Like every class, the Priest draws skills from both its class and its equipped weapons. A Priest might use a staff to enhance their efficiency, or opt for a sword and shield to lean into a tank role; the same weapon feels different on a Priest because the class's Prayer mechanic reshapes how it plays. See Weapons and the Arsenal for weapons and the Arsenal system, and Combat System for moment-to-moment play. The Priest also has its own Talent Tree and refines its abilities through passives, talents, and Masteries, all covered on Attributes and Progression.
Signature Skills
The Priest's signature kit unlocks as the class levels. The abilities below cover the launch build through level 20; the level-30 capstone arrives with the June 2026 major update that raises the level cap. Values reflect the current Early Access build and can shift between balance patches.
Skill | Unlocks | Cooldown | Effect |
|---|---|---|---|
Rosary | Starter | Passive | You can add several Prayers to your Rosary. Each Prayer can be selected once. Prayers have their own condition to become ready and their own effect triggering when you cast Judgment. |
Judgment | Starter | 12s | Releases a nova that activates all ready Prayers. Each Prayer has its own condition to become ready. |
Prayer: Life | Starter | 1s | Judgment restores health. Becomes ready after you use a Skill of your actual weapon. |
Prayer: Smite | Starter | 1s | Judgment deals holy damage. Becomes ready after you use your combo attack. |
Faithful Winds | Level 3 | 25s | Projects winds ahead, increasing the movement speed of allies that go through by 70% for 3s. |
Prayer: Virtue | Level 7 | 1s | Judgment grants a Shield absorbing damage. Becomes ready after you use a Skill of your Arsenal weapon. |
Radiant Verdict | Level 5 | 45s | Deals damage and stuns nearby enemies for 3s. |
Blessing of Fervor | Level 10 | 120s | Grants 10% Fervor to allies nearby for 15s. |
Crusader | Level 15 | 120s | Increase your critical chance, cooldown reduction, damage, healing and shielding done by 10% for 20s. |
Beacon of Hope | Level 20 | 180s | Drops a Totem storing 10% of damage you deal and heal you provide. After a short duration, the Totem explodes and releases a nova healing allies and damaging enemies with stored amounts. |
Miracle | Level 30 (June update) | None | Enter a holy state, granting 50% cooldown reduction to your abilities and making you charge a random Prayer every 1s for 15s. |
Talents
The Priest talent tree revolves around Sunlight, an empowering light the class spreads in combat. Talents decide whether that light heals, burns, or pierces resistances, alongside Prayer-focused options. Exact values are tuned between balance patches, so the entries below describe what each talent does.
Talent | Effect |
|---|---|
Sunlight | Skills that affect allies empower them for a short duration with the effect. The next combo attack consum the effect to deal additional damage. |
Soothing Rays | Sunlight heals for a share of the damage dealt. |
Fervent Defender | Fervor increased. |
Crusader's Resolve | Your Armor is increased and the threat generated by your Magic damage. |
Melting Faith | The effect reduces the magic resistance and Armor of the enemy hit by - for a short time. |
Radiance | Your own Sunlight damage is increased. |
Authority | Prayer: Smite damage is increased. |
Luminous Bastion | Blocking grants you Sunlight. |
Purging Strikes | Your own Sunlight empowers you for a short duration, causing all your Attacks to deal additional damage. |
Zealous Fighter | Your Attacks have an additional a chance to critically strike. |
Might of the Executioner | Your Attacks deal increased critical damage. |
Potent Fortitude | The Shield of Prayer: Virtue increases your Physical Mastery. |
Prosecutor | Your critical Attacks have a a chance to reduce the cooldown of Judgment by 0.5s. |
Pious Adept | Magic Mastery increased. |
Solar Devotion | You can trigger Sunlight effects without consuming it anymore. |
Swift Justice | Sunlight reduces the cooldown of weapon skills by 1s. |
Piercing Light | Sunlight ignores of magic resistance. |
Oppressive Rays | Sunlight has a 0.1 additional chance to critically strike. |
Burning Rays | If Sunlight critically strikes, it leaves a burn dealing of the damage dealt over a short duration. |
Sharp Mind | Cooldown reduction increased. |
Blessed Spirituality | Readying a Prayer has a chance of granting you Sunlight. |
Sun Halo | Sunlight deals of its damage to nearby enemies. |