The Inquisitor is the anti-magic tank of Monsters and Memories — a plate-armored enforcer who stands in front of the group and takes enemy spellcasters apart. Silence the shaman, interrupt the necromancer, burn and steal a caster’s mana and hand it to your own healer, and strip the buffs off whatever is hitting your party. The rework tightened the kit, adding Reflecting Bash, the group Aura of Rapidity, Pillage Mana and Ward of Suspicion, a mana-based answer to melee.
Updated for Early Access · September 2026
- Plate armor and real tanking tools, with threat on almost every ability
- The best spellcaster shutdown in the game: silence, interrupts, casting-speed debuffs, purges and dispels
- Mana drains that refill your whole party
- Group attack-speed and resistance auras
- Spell-damage immunity and absorb shields for you and your allies
- Only two races at Early Access
- Your anti-melee tools cost mana, so long physical fights drain you
- Less raw mitigation against pure melee than a Fighter
- The kit shines most against casters and can feel narrower elsewhere
- Awkward to solo at low level
Inquisitor gameplay is about denying the enemy its magic. Hold threat with Taunt, Censuring Strike and your shield, then turn on the casters: interrupt with Reflecting Bash, silence, slow their casting and strip their buffs. Pillage Mana drains a caster and feeds your party. Against melee-heavy mobs, Ward of Suspicion gives you a mana-based defense, so watch your mana on long physical fights.
For players who want a tank with more to do. If you like tracking enemy casts, shutting down the most dangerous mob in the room and feeding mana to your healer, the Inquisitor is uniquely satisfying, especially in caster-heavy dungeons.
Deep Elf, Human
The official site lists four Inquisitor races, but only Human and Deep Elf are playable at Early Access.