Inquisitor
Tier 6 human badge Temple · Native: Grass

Inquisitor

Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.

Melee Living 3 passives 2 abilities
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§ Statistics

Combat profile

vs. roster maximum

Offence
20
Defence
24
Damage
21
Health
95
Speed
4
Initiative
7
Damage
19–23
Action pts
1
Morale
0 [-5…5]
Luck
0 [-3…3]

§ Cost

Recruitment

Gold
1,000

§ Abilities

Active abilities

Infuse Armor

cast Focus 2 CD 2

Increases this creature’s Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement. Duration: 2 round(s).

Celestial Flail

melee Focus 1 CD 1

Hits the target and all adjacent enemies.

§ Passives

Always-on traits

Melee Attack

passive

Can only attack adjacent enemies. Provokes counterattacks.

Unyielding I

passive

Ignores 30% of the enemy’s Attack when struck.

Absolute Resistance

passive

Immune to all Magic Damage.

§ Attack patterns

Hits these hexes

Accent hex is the targeted tile; red hexes take damage, with fill intensity tracking the multiplier; the dashed hex with a dot is the attacker. Ranged attacks push the attacker back with a dashed connector; an ∞ marker on the line means the engine resolves the actual distance at attack time. Self-cast abilities stamp the attacker dot directly on the targeted tile. Cells that deviate from the 100% baseline carry a label — ¼ / ½ / ¾ for partial hits, ×N for empowered ones.

  • Default attack

    melee

    single

  • Infuse Armor

    cast

    single buff

  • Celestial Flail

    melee

    rumble without self

§ Lineage

Upgrade path

Each base unit branches into two upgrade paths — switch any time in-game, and each stack can pick a different one.