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Until recently the very existence of the Inquisition was just a part of legend about ancient light mages, which untied to expel necromancers from their kingdom. Only after the establishment of the Necromancers Union the truth became known to everyone: last two millenniums the Inquisition continued to exist in secret and ruled the Paladins Order from behind the scenes. Inquisitors are both warriors and wizards which possesses powerful spells, but their connections and arcane lore gained over twenty centuries are far more dangerous. The Inquisition Library contains over forty thousand of unique writings, each of which exists in a single copy, and also copies of each book publishen on the Continent for the last seven hundred years. Collection of powerful artefacts in the Inquisition Storage are innumerable. On a par with the Necromancers High Council, the Inquisition in organization, which ability to destroy the whole world is beyond doubt.

Tactical Info:

Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.

Alignment: Passionless
* no bonuses or penalties.

Movement type: Military in closed helmet
* not good at flat terrain.
* good at village and castles defending.

Armor type: Ascetic human in armor
* well resistant to arcane damage.
* resistant to blade, pierce and impact damage.
* fractionally resistant to fire and cold damage.

Damage type: Arcane
* very effective against undead.
* more effective against orcs and sinners.
* less effective against drakes, elves, nages and merfolk.
* uneffective against woses, sages and saints.

Spells: 2 high and 1 ultimate
* hammer of justice (high): calls a huge magical hammer, which causes arcane damage at melee combat. Undead warriors can be killed with one good blow of that hammer. Basic damage is 15-2 damage. This spell inflicts increased damage at daytime and decreased damage at night.
* birth of nova (high): calls a stream of magic energy, reducing accuracy of counterattack and immobilizes opponent when hit.
* blessing of light (ultimate): unit's random trait replaces with much more powerful one.



Advances from: White Mage
Advances to:
Cost: 64
HP: 54
Moves: 5
Vision: 5
XP: 150
Level: 3
Id: Royal Inquisitor Temp
Abilities: blessing of the Light, dummy

Attacks (damage × count)

(image)hammer of justice(arcane attack) arcane15 × 2(melee attack) melee(lethal, light magic)
(image)birth of nova(arcane attack) arcane1 × 1(ranged attack) ranged(flash, immobilization)


(icon) blade10% (icon) pierce10%
(icon) impact10% (icon) fire5%
(icon) cold5% (icon) arcane30%


TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat130%
(icon) Forest250%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Sat May 25 00:58:18 2019.