Elin:Inquisitor

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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.

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 Truce Grounds, 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.

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.