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The Inquisitor

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

Inquisitor Class Guide
Ready to play one? Our Monsters and Memories Inquisitor Guide covers the best races and traits, anti-caster tanking, abilities by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • 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
Weaknesses

  • 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

StaminaPrimary
IntelligencePrimary
StrengthSecondary
WisdomSecondary

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.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Acrobatics No ?? ?? ??
Martial No ?? ?? ??
Might No ?? ?? ??
Valor No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Block No ?? ?? ??
Defense No ?? ?? ??
Dodge Yes ?? ?? ??
Hand to Hand No ?? ?? ??
Offense No ?? ?? ??
Parry Yes ?? ?? ??
Double Attack Yes ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Archery No ?? ?? ??
Bludgeoning No ?? ?? ??
Piercing No ?? ?? ??
Slashing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No ?? ?? ??
Fishing No ?? ?? ??
Swimming No ?? ?? ??

Notable Gear

Ranked for Inquisitor’s key attributes — Primary: Strength · Secondary: Stamina, Charisma, Intelligence
Pestilence, Shard of the Blightspire
Pestilence, Shard of the Blightspire
Weapon · Primary
STR +20, STA +20, INT +20
Crest of the Overwatch Commander
Crest of the Overwatch Commander
Armor · Chest
STR +10, STA +10, INT +10
Kell’s Hollow Standard
Kell’s Hollow Standard
Weapon · Primary
STR +12, STA +14
Gillmarked Bracer
Gillmarked Bracer
Armor · Wrist
STR +10, STA +14
Sungreet Warden’s Signet
Sungreet Warden’s Signet
Jewelry · Ring
STA +18, INT +15
Shoe-Iron Claymore
Shoe-Iron Claymore
Weapon · Primary
STR +15, STA +2
Stablemaster’s Claymore
Stablemaster’s Claymore
Weapon · Primary
STR +15, STA +2
Dreadtide’s Crown
Dreadtide’s Crown
Armor · Head
STA +14, CHA +18

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Inquisitor Spells & Abilities Inquisitor Guides ← Back to All Classes

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