Elin:Inquisitor: Difference between revisions

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m ((Added a note about the feet of exemplary believers. Also, modified the description of the auxiliary magic, since the rate of occurrence of auxiliary magic is not affected by the domain of expertise.)
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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.  
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. Since there is currently no stable means of obtaining the spellbook of Bane, mages and magic stores should be checked frequently. As a holy-domain spell, bane is rooted in will, which inquisitors have. 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.  
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.

Latest revision as of 07:38, 25 October 2024


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.