Inquisitor: Difference between revisions

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==Description==
==Description==
{{Unitdesc|Inquisitor}}
{{Unitdesc|Inquisitor}}
==Abilities==
==Abilities==
{{AbilityTable|Inquisitor|passive2_icon=Base passive absolute resistance.png|active1=Infuse Armor<sup>{{tt|Rank I|This ability has several versions with different effect strength.}}}}
{{AbilityTable|Inquisitor|passive2_icon=Base passive absolute resistance.png|active1=Infuse Armor<sup>{{tt|Rank I|This ability has several versions with different effect strength.}}}}
==Laws==
This unit is specifically affected by following Faction Laws:
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===Laws===
==Galery==
This unit is affected by the following Faction [[Laws]]:
<gallery>
{{LawSummary|lang=en|id=fraction_law_human_24}}
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{{LawSummary|lang=en|id=fraction_law_unfrozen_25}}
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{{LawSummary|lang=en|id=fraction_law_dungeon_27}}
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[[Category:Temple Units]]
[[Category:Temple Units]]
[[Category:Units]]
[[Category:Units]]
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Revision as of 10:33, 27 July 2026


Inquisitor
Faction
Tier
VI
Cost
1000Gold
Base growth
+2
Squad value
1122
Stats
Health
90
Attack
20
Defense
24
Damage
19-23
Morale
0
Luck
0
Initiative
7
Speed
4
Other Info
Related Units
Base unit
Inquisitor
Internal ID
inquisitor

Inquisitors are tier-VI units of the Temple faction. They can be recruited from the Threshold Basilica.

They can be upgraded into the Mother Superior or the Excommunicator.

Description

Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.

Abilities

Creature Type
Living
-5 to 5Morale Range
|
-3 to 3Luck Range
|
YesCounts for Necromancy?
A fully sentient inhabitant of Jadame.

Morale range: –5 to 5.
Luck range: –3 to 3.

Fallen Living creatures count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Unyielding I
Ignores 20% of the enemy’s Attack when struck.
Passive Ability
Absolute Resistance
Immune to all Magic Damage.
Active Ability
Infuse ArmorRank I
2 Focus Charge(s)
Increases this creature’s Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement.
Duration: 2 round(s).

Does not end the turn.
Active Ability
Celestial Flail
1 Focus Charge(s)
Hits the target and all adjacent enemies.


Laws

This unit is affected by the following Faction Laws:

Inquisitor growth in your cities increases by 1. They ignore 5%/10%/15% of the enemy’s Attack and they gain 1 Speed.
Tier IVCost: 3/2/2 Law Seals
Tier-6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IVCost: 2 Law Seals
Tier-6 creature growth in your cities increases by 1.
Tier IVCost: 2 Law Seals