Elin:Inquisitor: Difference between revisions
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{{ | {{Beta}}<blockquote>''Inquisitors are clergy passionate about rooting out heresy and other faiths. They are skilled in the use of firearms and excel in agile maneuvers with light equipment. Inquisitors can excommunicate adversaries, stripping them of divine grace.''</blockquote> | ||
==Class Stats and Feats== | ==Class Stats and Feats== | ||
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!Feat Effect | !Feat Effect | ||
|- | |- | ||
| | |Inquisitor | ||
|7<sup>+35</sup> | |7<sup>+35</sup> | ||
|4<sup>+20</sup> | |4<sup>+20</sup> | ||
Line 55: | Line 55: | ||
|} | |} | ||
==Overview== | ==Overview == | ||
Inquisitors are to ranged and magic what warmages are to melee and magic - a hybrid of both archetypes. Proficient in crossbows and guns, inquisitors are able to use magic to deal with evasive or well-armoured enemies, although their defensive capabilities suffer as a result. | Inquisitors are to ranged and magic what warmages are to melee and magic - a hybrid of both archetypes. Proficient in crossbows and guns, inquisitors are able to use magic to deal with evasive or well-armoured enemies, although their defensive capabilities suffer as a result. | ||
==Strategy== | ==Strategy == | ||
Inquisitors can have a difficult early-game because of lack of resources. Without bolts and bullets, they can't use ranged attacks, and similarly, spells are still too expensive to be used readily. While they have melee skills in long and short sword, inquisitors lack armour skills and other defensive measures and ought to be careful early-game. The starting little girl with her taunt is an invaluable ally during this period. | Inquisitors can have a difficult early-game because of lack of resources. Without bolts and bullets, they can't use ranged attacks, and similarly, spells are still too expensive to be used readily. Taking the “dream walker ” '''[[Elin:Feats|feat]]''' would improve the situation somewhat, as each time you sleep you gain spell stock. While they have melee skills in long and short sword, inquisitors lack armour skills and other defensive measures and ought to be careful early-game. The starting little girl with her taunt is an invaluable ally during this period. | ||
Their main class feature relies on the bane spell, which means that after stock from the starting book is used up they have to do without their feat for a long while. As a | Their main class feature relies on the bane spell, which means that after stock from the starting book is used up they have to do without their feat for a long while. As you progress through the Home quest, you will unlock a service that will duplicate any spellbook, and you will be able to obtain a steady supply of the spellbook of Bane, so until then, mages and magic stores should be checked frequently. In order to determine what monsters are worth using bane on, a piece of equipment with "it reveals the religion of others" is strongly recommended. The Seeker's [[Elin:Mystic Mask|mystic mask]] is a static artifact with this attribute. | ||
Inquisitors have access to the darkness, mind and nerve domains, but they have no growths in magic, charisma and learning which underpin these elements; they should pick races which make up for these weaknesses. | Inquisitors have access to the darkness, mind and nerve domains, but they have no growths in magic, charisma and learning which underpin these elements; they should pick races which make up for these weaknesses. | ||
Once they acquire the tools to do their job, inquisitors can be potent ranged attackers with a powerful debuff in the form of bane. Faith bonuses on high-level monsters can be quite high, so the ability to remove them, especially resistances, can be helpful against strong enemies. | Once they acquire the tools to do their job, inquisitors can be potent ranged attackers with a powerful debuff in the form of bane. Faith bonuses on high-level monsters can be quite high, so the ability to remove them, especially resistances, can be helpful against strong enemies. | ||
Like priests, inquisitors should start worshipping a god as soon as they are able to reap the benefits; while one can get lucky and find an altar to one's intended deity in the wilderness or a nefia, a trip to the the [[Elin:Truce Ground|Truce Ground]], [[Elin:Aquli Teola|Aquli Teola]], [[Elin:Mifu Village|Mifu Village]], or [[Elin:Nefu Village|Nefu Village]] is far more reliable and should be undertaken as soon as possible. The longer a character's belief in a deity, the stronger the bonuses he or she receives, so it's recommended to start as early as possible. Changing gods is only necessary if you intend to collect more apostle pets; it is intended that feats and treasures rewarded by gods will not function properly for non-believers. | |||
Once you have worshiped God, make learning the “Model Follower” feat a top priority. This is a feat that automatically performs the daily prayers necessary to train your faith skills, and while you can substitute manual daily prayers in extreme cases, it greatly improves the efficiency of your play, such as when traveling the world map for days at a time. Furthermore, an inquisitor should have an altar at home in order to give offerings and train faith. The altar in Palmia's church can be claimed and then thrown to a delivery box, upon which it can be mailed to the player's home. | |||
==Suggested Races== | ==Suggested Races== | ||
Dexterity and perception are mainstays of ranged combat, and inquisitors rely on their race for growth in magical stats. | Dexterity and perception are mainstays of ranged combat, and inquisitors rely on their race for growth in magical stats. | ||
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*Eulderna | *Eulderna | ||
*Elea | *Elea | ||
*Mifu | |||
*Nefu | |||
*Succubus | *Succubus | ||
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*Mani's bonuses are suitable for inquisitors who prefer to use guns. | *Mani's bonuses are suitable for inquisitors who prefer to use guns. | ||
*Lulwy's bonuses provide more speed and evasion, which is always welcome, and provides bonuses to crossbows as well. | *Lulwy's bonuses provide more speed and evasion, which is always welcome, and provides bonuses to crossbows as well. | ||
==Starting Equipment== | ==Starting Equipment== | ||
Line 86: | Line 90: | ||
*7 bandages | *7 bandages | ||
==Lore and Trivia== | ==Lore and Trivia== | ||
The inquisitor is a backer class and is meant to be a callback to vampire hunter tropes, especially the use of firearms and crossbows. | |||
[[Category:Elin Classes]] | [[Category:Elin Classes]] | ||
[[Category:EN]] |
Latest revision as of 07:38, 25 October 2024
Some of the text on this page is from the Beta build of the game. |
Inquisitors are clergy passionate about rooting out heresy and other faiths. They are skilled in the use of firearms and excel in agile maneuvers with light equipment. Inquisitors can excommunicate adversaries, stripping them of divine grace.
Class Stats and Feats
Class | Str | Con | Dex | Per | Lea | Will | Mag | Cha | Total | Domains | Skills | Weapon Skills | Feat | Feat Effect |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Inquisitor | 7+35 | 4+20 | 4+20 | 7+35 | 0 | 4+20 | 0 | 0 | 26+130 | Darkness
Mind Nerve |
Evasion(140)
Marksman(140) Literacy(130) Faith(140) Casting(140) |
Long Sword(130)
Short Sword(130) Crossbow(140) Gun(140) |
Devout 1
Inquisition 1 |
Increase benefit from god's favour.
"Bane" Excommunicates the target, removing stats gained from faith. |
Overview
Inquisitors are to ranged and magic what warmages are to melee and magic - a hybrid of both archetypes. Proficient in crossbows and guns, inquisitors are able to use magic to deal with evasive or well-armoured enemies, although their defensive capabilities suffer as a result.
Strategy
Inquisitors can have a difficult early-game because of lack of resources. Without bolts and bullets, they can't use ranged attacks, and similarly, spells are still too expensive to be used readily. Taking the “dream walker ” feat would improve the situation somewhat, as each time you sleep you gain spell stock. While they have melee skills in long and short sword, inquisitors lack armour skills and other defensive measures and ought to be careful early-game. The starting little girl with her taunt is an invaluable ally during this period.
Their main class feature relies on the bane spell, which means that after stock from the starting book is used up they have to do without their feat for a long while. As you progress through the Home quest, you will unlock a service that will duplicate any spellbook, and you will be able to obtain a steady supply of the spellbook of Bane, so until then, mages and magic stores should be checked frequently. In order to determine what monsters are worth using bane on, a piece of equipment with "it reveals the religion of others" is strongly recommended. The Seeker's mystic mask is a static artifact with this attribute.
Inquisitors have access to the darkness, mind and nerve domains, but they have no growths in magic, charisma and learning which underpin these elements; they should pick races which make up for these weaknesses.
Once they acquire the tools to do their job, inquisitors can be potent ranged attackers with a powerful debuff in the form of bane. Faith bonuses on high-level monsters can be quite high, so the ability to remove them, especially resistances, can be helpful against strong enemies.
Like priests, inquisitors should start worshipping a god as soon as they are able to reap the benefits; while one can get lucky and find an altar to one's intended deity in the wilderness or a nefia, a trip to the the Truce Ground, Aquli Teola, Mifu Village, or Nefu Village is far more reliable and should be undertaken as soon as possible. The longer a character's belief in a deity, the stronger the bonuses he or she receives, so it's recommended to start as early as possible. Changing gods is only necessary if you intend to collect more apostle pets; it is intended that feats and treasures rewarded by gods will not function properly for non-believers.
Once you have worshiped God, make learning the “Model Follower” feat a top priority. This is a feat that automatically performs the daily prayers necessary to train your faith skills, and while you can substitute manual daily prayers in extreme cases, it greatly improves the efficiency of your play, such as when traveling the world map for days at a time. Furthermore, an inquisitor should have an altar at home in order to give offerings and train faith. The altar in Palmia's church can be claimed and then thrown to a delivery box, upon which it can be mailed to the player's home.
Suggested Races
Dexterity and perception are mainstays of ranged combat, and inquisitors rely on their race for growth in magical stats.
- Yerles
- Juere
- Eulderna
- Elea
- Mifu
- Nefu
- Succubus
Suggested Gods
- Mani's bonuses are suitable for inquisitors who prefer to use guns.
- Lulwy's bonuses provide more speed and evasion, which is always welcome, and provides bonuses to crossbows as well.
Starting Equipment
- Spellbook of bane
- 7 bandages
Lore and Trivia
The inquisitor is a backer class and is meant to be a callback to vampire hunter tropes, especially the use of firearms and crossbows.