Inquisitor should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.
Infuse Armor: Adds 5 defense and 1 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Celestial Flail: The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Attack
20
Defense
24
Damage
19–23
Health
90
Speed / reach
4
Initiative
7
Movement type
Ground
Retaliations per round
1
Initial morale
0
Initial luck
0
Morale limits
-5 … 5
Luck limits
-3 … 3
Base weekly growth
2
Creature type
Living
Cost per creature: 1000 gold
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Infuse Armor
Adds 5 defense and 1 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Celestial Flail
The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Living
Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Unyielding I
When being struck, ignores 30% of the attacker’s attack attribute. The final damage change depends on the full combat calculation.
Absolute Resistance
Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.
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
1,000 gold
90
5
5,000 gold
450
10
10,000 gold
900
Reading this profile correctly
This profile retains build 25672315, dated 2026-10-10. It is a dated reference export rather than automatic public-beta 0.82 values. Summoned and converted creatures use their own acquisition conditions.
Speed determines movement reach and initiative determines action order. Focus points differ from full charges: normally six points fill one charge. Ability costs use charges; zero identifies a verified free activation. Weekly growth and price exclude hero, law and other bonuses. Summons and conversions have separate acquisition rules. The full inventory of alternative free attacks, turn-ending conditions and some restrictions still needs expansion.
147 profiles from the game-data extract for build 25672315, dated 10 October 2026: 126 town forms across six factions, Fire Larva and 20 neutral profiles, including temporary Avatar and conversion-acquired Lich Dragon. Both alternative upgrades have separate cards. Creature type, attacks, movement, morale and luck remain distinct; abilities list Focus cost and cooldown. Supplementary official-wiki revisions are cited separately. Public beta 0.82 has different balance and additional neutrals; those values are kept separate from this reference build.