Keres
Keres are winged death spirits, daughters of Nyx. They gather Souls from everything they kill and spend them to heal or to shield themselves. Their bites make enemies bleed, every hit steals life, and they can drag a target to them from 40 blocks away. They can’t regenerate naturally, and daylight drains their Souls.
Powers#
| Power | Effect | Cooldown |
|---|---|---|
| Daughter of Nyx | Flies on black feathered wings (Icarus wings, no item needed). | — |
| Eternal Hunger | Collects Souls (up to 50): +1 per kill. After the Ender Dragon has been killed, +1 more every 5 s out of direct sunlight. While sneaking, every non-player creature within 40 blocks glows. +1 Blood Spell Power (+100%). | — |
| Devour Souls | Primary ability key: spends Souls to heal 4% of max health each, until health is full. Souls left over become Absorption (lasting 5 minutes): about 1.56% of max health per Soul with no absorption, less the more absorption there already is, and none at 125% of max health. All Souls are used. | 1 s |
| No Escape | Secondary ability key, 5 Souls: pulls a creature within 40 blocks to 2 blocks in front of the Keres and gives it Darkness for 1 s and Weakness III for 5 s. The Keres gets Speed III for 30 s. | 0.2 s |
| Vicious Fangs | Every third hit against the same target makes it bleed for 30 s. | — |
| Soul Devourer | +5% life steal. | — |
| Bone eater | Bones can be eaten: each heals 2 health (1 heart). | — |
| Undead | Immune to Poison; permanent Water Breathing. | — |
Drawbacks#
| Drawback | Effect |
|---|---|
| Eternal Craving | Food is drained to 14 points (7 drumsticks), too low for natural regeneration. |
| Undead | Immune to Regeneration, so regeneration potions, spells and effects don’t heal. |
| Unholy | −0.5 Holy Spell Power. In direct sunlight the Keres loses 1 Soul every 2.5 s, unless its helmet has the Mirroring enchantment or it has killed the Ender Dragon. |
Playstyle#
The Keres heals by killing: Souls build up during a fight and Devour Souls turns them into health, or into a large shield when already at full health. Life steal and bleeding hits keep it going between Soul spends. No Escape pulls archers and casters into melee. Fighting at night, underground or with a Mirroring helmet protects the Soul reserve.