Inquisitor is a hybrid class, which on the one hand has special magic abilities, but on the other hand doesn't avoid melee combat on middle distances. Using telekinesis, Inquisitor can use various weaponry that deal ranged elemental damage.
You should invest in passive endurance, as his health regeneration is closely related to the course of the battle, and as long as you are victorious, you have a chance to get out unscathed. On the other hand, when the situation complicates itself, you'll have to spend a lot of action points to remain alive.
He is especially productive with any character that can apply bleeding on a target, or call a blood rain. If you managed to acquire the book with the mentioned ability, make sure that the hero learns it.
You can find base parameters for this class below.
- Abilities and Talent
- Starting abilities
- Inquisitor and Races
- Which abilities are worth choosing?
In the case of the Inquisitor, three attributes were improved:
Additional Strength is useful to this character because it can deal more damage when is using weapons. An increased load capacity is another good point.
Since Inquisitor's main strength are magic attacks, high Intelligence will allow them to fight more effectively and deal more damage.
An Inquisitor doesn't have any class-based defense abilities which can allow them to regenerate health points passively or heal effectively. Because of that you should remember to spend points on increasing their health, especially since an Inquisitor fights at mid-range.
Abilities and Talent
The main combat skills are actually based on this school. Each single point of development increases the damage dealt using skills, so it's worth investing several points.
Support for the two main starting skills will not be detrimental, and the modest ability to restore vitality with capacity development can effectively transform into hero's self-sufficiency.
With the development of his ability, he will manage moving objects effectively, allowing him to move them further away and by the way, he will be able to use heavy objects against his enemies.
Executioner - If a hit dealt by a hero was deadly then this character receives 2 additional AP during the same turn. This effect can be activated once per a single turn.
One of the basic skills with which the Inquisitor can initiate a fight. Reducing the physical enemy's armor for witchcraft that he can cure is something that will certainly not pass unnoticed.
The ability to shorten the distance between the hero and the most desirable target. In addition, anyone who stands on the road is knocked-down and gets injured.
The skill inflicts considerable area damage, which goes hand in hand with the injuries that two-handed weapons offer. Additional mutilating effects will prevent enemies from getting out of the field of basic attacks.
Inquisitor and Races
No predispositions, as elves have low predispositions towards magic.
A large initiative factor can be useful in controlling the course of battle. Everything depends on the distance our hero can hold during combat, and if he'll be able to walk in the first line.
A dwarf will handle well any activity based on strength or endurance. Sadly, in this case there is not a close connection between these attributes.
The racial intelligence bonus is in this case a serious advantage. With appropriate character progression on earlier levels, a lizard can be very effective on the battlefield.
Which abilities are worth choosing?
An Inquisitor has access to two schools (Warfare and Necromancer) which means that they can choose from 8 starting abilities. The default abilities are the best ones that you can choose from - they greatly compliment Inquisitor's play style who fights at a close distance and needs both a way of healing their wounds and damaging enemies. Because of that you shouldn't change anything and focus on using Battering Ram, Blood Sucker and Mosquito Swarm.