
Temple · Native: GrassInquisitor
Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.
§ Statistics
Combat profile
vs. roster maximum
- Damage
- 19–23
- Action pts
- 1
- Morale
- 0 [-5…5]
- Luck
- 0 [-3…3]
§ Cost
Recruitment
- Gold
- 1,000
§ Abilities
Active abilities
Infuse Armor
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
Hits the target and all adjacent enemies.
§ Passives
Always-on traits
Melee Attack
passiveCan only attack adjacent enemies. Provokes counterattacks.
Unyielding I
passiveIgnores 30% of the enemy’s Attack when struck.
Absolute Resistance
passiveImmune 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.



