Elin:Inquisitor
Some of the text on this page is from the Alpha 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. 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 holy-domain spell, bane is rooted in will, which inquisitors have. However, inquisitors do not have access to holy as a domain, which can make finding the spell difficult.
Furthermore, 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.
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
- 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.
- Horome is a potential pick for inquisitors, as her MP drain works on ranged attacks.
Starting Equipment
- Spellbook of bane
- 7 bandages