Inquisitor needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
16
Defense
16
Damage
9–12
Health
80
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
12
Experience per creature
100
Cost per creature: 850 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Inquisitor · reference values before bonuses
Creatures
Total cost
Base health
1
850 gold
80
5
4,250 gold
400
10
8,500 gold
800
Reading this profile correctly
The reference is Tribes of the East 3.1. Initiative concerns ATB and Speed concerns movement; increasing one does not automatically increase the other. Upgrades and alternatives have separate profiles.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.