Inquisitor
From Heroes of Might and Magic: Olden Era Official Wiki
Inquisitor |
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Faction |
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Tier VI |
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Cost 1000 |
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Base growth +2 |
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Squad value 1122 |
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| Stats | |||
Health 90
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Attack 20
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Defense 24
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Damage 19-23
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Morale 0
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Luck 0
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Initiative 7
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Speed 4
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| Other Info | |||
Dwelling |
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| Related Units | |||
Base unit Inquisitor |
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| 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
A fully sentient inhabitant of Jadame.
–5 to 5Morale range
–3 to 3Luck range
YesFallen Living creatures can be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Unyielding I
Ignores 30% of the enemy’s Attack when struck.
Passive Ability
Absolute Resistance
Immune to all Magic Damage.
Active Ability
Infuse Armor - Rank IThis ability has multiple versions.
Positive effect
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
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
Attack Modifier
Cost:
1 Focus ChargeCooldown: 1 roundTier I
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


