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Monsters and Memories Inquisitor Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play an Inquisitor in Monsters and Memories — race and trait picks, the full anti-magic tanking toolkit, group and solo tactics, a leveling path and gear to chase.

01The Inquisitor at a Glance

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 official class page sums it up: the Inquisitor is "the specialist called in when the enemy wears robes." The deep dive calls it "a specialized tank class with a myriad of tools for neutralizing casters." You can hold a pack of melee mobs too — your plate, Taunt and threat-heavy strikes see to that — but every fight against casters is where you look best.

RoleTank & anti-caster
ArmorPlateMost melee weapons, plus a shield
Key statsSTA & INTSTR and WIS next
SoloModerateHard early, better vs. casters
Group demandHighEspecially in caster-heavy dungeons
DifficultyMedium-highMany buttons, tight mana

Strengths

Plate armor and real tanking tools (Taunt, 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-wide attack speed and resistance auras · spell-damage immunity and absorb shields for you and your allies · a short-duration charm.

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 · a lot of short cooldowns and debuffs to track · awkward to solo at low level.

Reworked before Early Access
The developers rebuilt the Inquisitor in the official deep dive released with Beta Update 0.28 (August 20, 2026), and those changes are part of the 0.30.0.0 Early Access build. The theme stayed the same, but the kit was tightened: Reflecting Bash replaced Kick, the Haste spell line became the group Aura of Rapidity, Pillage Mana replaced the Incinerate Mana line, Censuring Strike merged Slam and Mind Exhaustion, Arcane Tyrant merged your Strength and Magic Resistance buffs, and the new Ward of Suspicion gives you a mana-based answer to melee. Removed: Aura of the Inquisitive, the Weapon Shield aura, the Deflect and Focused Concentration cooldowns, and the Holy Resistance buffs. Overall damage went up slightly, especially against casters. Abilities marked New below are new or reworked.

02Is the Inquisitor Right for You?

You’ll love it if…

You want to tank but find a pure "hit it and taunt" class too simple; you enjoy punishing enemy casters; you like reading what a mob is about to do and stopping it; you like making your healer and casters stronger with stolen mana; you want a class that is a little unusual.

You might not if…

You want the sturdiest possible melee tank with the fewest buttons; you dislike managing mana on a melee character; you mostly want to solo; you want a wide choice of races; you want big damage numbers.

For a first character, the Inquisitor is playable but busier than a Fighter. The early levels are gentle — Censuring Strike, Distress, Taunt and a shield bash — and the kit grows steadily. If you like the idea of a tank who plays the enemy as much as the fight, it is a good pick. If you just want to learn tanking first, a Fighter is simpler.

03Choosing Your Race

The official site lists four Inquisitor races, but only Human and Deep Elf are playable at Early Access — the smallest race pool of any tank. Here are each race's base values for the stats that matter most; your class adds its own bonus on top at creation, and you get 10 bonus points to spend.

Race STA INT STR WIS Starts in Why pick it
Human 17 16 16 16 Night Harbor, Underdocks Starts right next to your Night Harbor trainer and starter quest. Tenacity (+15% resist to Mesmerize and Incapacitate, plus an active cleanse) keeps you in control of the fight instead of being controlled.
Deep Elf 15 19 14 17 Underdocks, Ail’Vorith The best INT and WIS of the two, and Ultravision for dark dungeons. Lower STR and STA. Evil-aligned, so surface guards are less friendly.

Spending your 10 bonus points

Our Inquisitor class page lists Stamina and Intelligence as primary and Strength and Wisdom as secondary. Stamina is your health pool as a tank; Intelligence supports the spell half of your kit; Strength drives your weapon-based strikes, which is where most of your threat comes from.

  • Recommended for most players:+5 STA / +5 INT. A tank that dies is useless, and a tank that runs out of mana loses half its tools.
  • Humans start with more STA and STR — you can lean INT a little harder (+4 STA / +6 INT).
  • Deep Elves already have plenty of INT — put more into STA (+7 STA / +3 STR or INT).
  • Don't dump points into AGI or CHA; they do little for this class. Check your character sheet as you allocate — the numbers update live.

Deep Dwarf and High Elf are listed as Inquisitor races on the official site but aren't playable at Early Access. Race base stats are from our New Player Guide.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For an Inquisitor:

Category Best pick Why Alternatives
Major Combat Tough +10 STA passive — more health for the character everything is hitting. The active (+10% STA for 5s) is a small emergency top-up. Intelligent (more support for your spells), Magic Resistant (you will be the target of every enemy caster), Strong (weapon damage and threat)
Minor Combat Shieldman +10 Block that levels 25% faster, and a Trainee's Buckler from day one. Reflecting Bash needs a shield, and a tank should block from level 1. Swordsman (Slashing, starts you with a scimitar), Alterer (Distress, Silence, Pillage Mana, Purge and Arcane Tyrant are all Alteration), Channeler (fewer interrupted casts while you are being hit)
Major Non-Combat Ultravision (Deep Elf) Dungeons and nights are very dark, and the tank needs to see the whole room. Deep Elves should always take it. Humans can't take night vision: Fast Metabolism (+25% Endurance, eat more) or Master Artisan
Minor Non-Combat Bookworm A free extra spellbook — handy once your ward, shield and resist lines take up space. Blacksmith (plate upkeep and crafting), Medicine (bandages between pulls), Miner or Forager for money
No cantrip trait for Inquisitors
Readiness (a cantrip slot from level 1) is only available to pure casters, so it is not an option. Humans should carry a light source and pick a useful non-vision trait instead.

05Getting Started

Your starter quest

Every Inquisitor begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Inquisitor Starter Quest Guide. Individual quest pages: Inquisitor Starter Quest (Night Harbor).

Where to buy spells and abilities

  • Night Harbor: Inquisitor spells and abilities are sold by vendors. Start with Jaffar Jhaym and ask a guard for the Inquisitor trainer and spell vendor.
  • Deep Elf Inquisitors starting in the Underdocks or Ail’Vorith: ask a guard for your trainer, and see our Underdocks and Ail’Vorith pages. The starter quest itself is in Night Harbor.
  • Melee abilities like Censuring Strike, Reflecting Bash and Purifying Blow are bought and trained like spells — check the vendor every few levels.
Buy these first
In order: Censuring Strike, Distress and Taunt (level 1), Aura of Resistance (2), Reflecting Bash (3), then Interdiction and Arcane Tyrant (5) and Silence and Ward of Suspicion (6). At level 8, Pillage Mana is the purchase that makes your group love you. And buy or find a shield early.

06Your Toolkit

Inquisitor spells and abilities come in lines: you learn one, then buy stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available. The kit falls into four jobs: hold threat, shut down casters, steal mana for the group, and block incoming spell damage.

Line Starts Progression What it's for
Censuring StrikeNew 1 I → II 8 → III 21 → IV 36 → V 55 Weapon strike plus physical damage that cuts the target's casting speed (20% at rank I, 35% at IV) for 30s. Merged Slam and Mind Exhaustion.
DistressNew 1 Distress → Persecute 20 → Excruciate 32 → higher ranks Magic damage, a chunk of threat and a Magic Resistance debuff. Also guarantees that your next Purifying Blow purges a buff.
Taunt 1 Taunt Forces the target to attack you. Your emergency button when something runs at the healer.
Reflecting BashNew 3 Reflecting Bash (needs a shield) Interrupts a cast, deals magic damage equal to the interrupted spell's mana cost, and locks the target out of that school of magic. Replaced Kick.
Purifying BlowNew 10 Purifying Blow → II 20 → III 30 → IV 40 → V 50 Heavy weapon strike plus magic damage and big threat, with a chance to purge a beneficial effect (guaranteed after Distress). Longer cooldown, higher damage since the rework.
IncapacitateNew 5 Interdiction (30s) → Attainder 24 (45s) → higher ranks Takes an add out of the fight, and adds threat so it comes back to you when it wakes. Any damage breaks it.
Silence 6 Silence (6s) → Mandate of Silence 28 (area) Stops a caster from casting. Mandate hits every enemy around you.
Area stun 10 Scintillating Shock (4s) → Scintillating Stupor 31 (5s) → Scintillation 53 Stuns everything near you. Great for grabbing a messy pull.
Psychic Choke 14 Psychic Choke Channeled: stuns the target and deals corruption damage every second for 6s. Got a small damage increase in the rework.
Mana drainNew 8 Pillage Mana → Plunder Mana 23 → Reive Mana 44 → Ravage Mana 60 Drains a target's mana and shares 25% of it with each party member. Refunds its own cost when it lands; 60s cooldown.
Mana Burn 18 Mana Burn → II 27 → III 36 → IV 44 → V 52 → VI 60 Destroys a caster's mana and deals damage equal to 75% of what was burned.
Purge & dispel 9 Dispel Magic 9 → Purge 15 → Greater Purge 25 Dispel Magic removes a harmful effect from an ally; Purge strips a buff and a song from an enemy; Greater Purge hits a whole group and removes damage immunities.
Group aurasNew 2 Aura of Resistance 2; Aura of Rapidity 12 Resistance: −5% spell damage taken and higher cold, fire, corruption, holy and magic resist for the party. Rapidity: party attack speed from 5% up to 25% at 52, plus a small secondary haste that stacks with Enchanter and Shaman hastes.
Ward of SuspicionNew 6 Suspicion → Accusation 18 → Judgement 30 → Condemnation 42 → Inquisition 54 Self absorb shield (25 damage at rank I, 250 at Judgement). When an attacker breaks it, their attack speed drops. Your mana-for-mitigation answer to melee.
Spell absorb 4 Spell Ward → Magic Ward 24 → Arcane Ward 36 → Mystical Ward 48 Absorbs spell damage on a target — put it on the healer when enemy casters are loose.
Spellshield 13 Lesser → Spellshield 26 → Greater 36 → Exceptional 48 → Arch 60 One-hour self buff: max health, AC and magic resist.
Spell immunity 4 Arcane Aegis 4 (self); Arcane Protection 23 (ally); Magic Disruption Shell 22 (party) Aegis and Protection grant 15s of spell-damage immunity; the Shell cuts party spell damage by 75% for 15s. Protection and the Shell leave an exhaustion debuff, so time them.
Arcane TyrantNew 5 Arcane Tyrant Self buff: Strength and Magic Resistance, and lets you see invisible enemies and magical effects. Merged two older buffs.
Charm 8 Dominate the Mind Forces a target to fight for you for 1 minute (no effect above level 52). A tactical tool, not a solo engine.
Utility 1–18 Fire and Electric Protection 7/16New, Invisibility 11, Sense Magic 8, Polar Alignment: North 1, Memory Fog Self-only resist buffs (added in the rework), travel, scouting and pulling.
About spell names and levels
Spell and ability levels come from community data compiled before the 0.30 Early Access patch. The official deep dive renamed, merged and removed several abilities (marked New) without publishing a full level list, so a few levels or names may have shifted. If your trainer or vendor disagrees with this table, trust the vendor — and tell us.

07Abilities to Prioritize, Levels 1–28

You won't be able to afford every rank as soon as it unlocks. This is the order that matters most for a new Inquisitor:

Level Key spells & abilities Notes
1–3 Censuring Strike, Distress, Taunt, Aura of Resistance (2), Reflecting Bash (3) Your whole early rotation. Open with Distress for threat, Censuring Strike on cooldown, bash any cast.
4–6 Arcane Aegis, Spell Ward, Arcane Tyrant, Interdiction, Silence, Ward of Suspicion Interdiction lets you hold an add out of the fight; Silence and the bash make caster mobs easy.
7–9 Fire Protection, Pillage Mana, Censuring Strike II, Dominate the Mind, Sense Magic, Dispel Magic Pillage Mana on every caster mob. Meditation and Channeling skills open at 8 — sit to regen.
10–12 Purifying Blow, Scintillating Shock, Invisibility, Aura of Rapidity Purifying Blow becomes your big threat hit. Rapidity makes the whole group faster.
13–16 Lesser Spellshield, Psychic Choke, Purge, Electric Protection Keep Spellshield up at all times. Purge buffed enemies before you fight them.
18–20 Mana Burn, Ward of Accusation, Persecute, Purifying Blow II Persecute is a big upgrade to your Distress opener. Double Attack skill opens at 20.
21–25 Censuring Strike III, Magic Disruption Shell, Arcane Protection, Plunder Mana, Attainder, Magic Ward, Greater Purge Your group-protection kit arrives: the Shell and Arcane Protection turn caster bosses into manageable fights.
26–28 Spellshield, Mana Burn II, Mandate of Silence Area silence shuts down a whole camp of casters at once.

Past level 28, the pattern continues: upgrade Censuring Strike, Purifying Blow and your Distress line first (they hold threat), then Spellshield and your wards, then the mana drains and burns.

08Playing in a Group

Your job is to hold every mob's attention and make sure the enemy casters never get a spell off. A good Inquisitor turns the scariest pulls — the ones with a healer and a caster in the back — into the easy ones.

Before the pull

  • Buff up: Arcane Tyrant and Spellshield on yourself, Aura of Resistance or Aura of Rapidity for the party, and a Spell Ward on the healer if casters are in the pull.
  • Look at the pull. Consider each mob and decide which is the caster. That's the one you control first — interrupts, silence and drains — whether or not it is the kill target.

During the fight

  1. Open with DistressIt generates threat immediately, lowers magic resist for your casters, and sets up a guaranteed purge on your next Purifying Blow.
  2. Build a threat leadCensuring Strike and Purifying Blow on cooldown. Both add threat, and Censuring Strike slows the target's casting.
  3. Stop every castReflecting Bash the first spell you see; Silence the next. The bash also locks that school of magic, so a healer mob that tried to heal can't try again right away.
  4. Control the addsInterdiction an add you can't tank yet. When it wakes it comes to you, not the healer. Scintillating Shock stuns everything around you if a pull gets messy.
  5. Feed your castersPillage Mana an enemy caster on cooldown — each party member gets a share of the mana, and the spell refunds itself when it lands.
  6. Blunt the big hitsEnemy caster about to unload? Magic Disruption Shell for the whole party, or Arcane Protection on whoever is taking the heat.
The key habit: always know who is casting
Watch enemy cast bars, not just your own health. A single interrupted heal or silenced nuke is often worth more than all your damage in a fight. Make a macro like /g Silencing %t so your group knows the caster is handled.

09Soloing

The class description is frank: an Inquisitor adventuring alone "may find some difficulty." It's doable, especially against the right targets.

  • Pick caster mobs. Shamans, priests and cultist spellcasters are your best solo targets — you can bash, silence and drain them into a melee fight they can't win.
  • Keep Ward of Suspicion up against melee mobs. It absorbs damage, and whoever breaks it attacks slower. It costs mana, so pick fights you can finish.
  • Pillage Mana refunds itself when it lands — on a caster mob it is close to free, and the mana it steals comes back to you.
  • Use Dominate the Mind carefully. A minute of a charmed mob fighting for you is a real boost, but it ends. Have Interdiction or Psychic Choke ready for when it turns on you.
  • Sit between pulls once you have Meditation (level 8) — you'll run out of mana long before health on most fights.
Solo safety
Pull one at a time and fight near your exit. Don't take on melee-heavy pairs until you have Ward of Suspicion and a decent shield, and remember Interdiction breaks the moment anything damages the mob.

10Leveling Path

A suggested route for an Inquisitor. As a tank you'll level fastest in groups, and groups will want you — especially for dungeons full of casters.

Levels Where Why it's good for Inquisitors
1–5 Night Harbor North & West Gate yards / Night Harbor Sewers Do the starter quest first. Rats, bats, snakes and beetles; the sewers add muggers and wererats.
1–4 Underdocks newbie yard (Deep Elves) Starting grounds for the Deep races. Undercap morsels, deep beetles, shadowbones.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon, and perfect tank practice: multi-mob skeleton pulls, and named ghosts around 8–10 drop the Wyrmsbane armor sets.
4–6 Shaded Dunes West Gate shoreline Non-hostile crocodile hatchlings — safe solo XP while you learn your buttons.
6–11 Ail’Vorith Cultist Warrens (Deep Elves) Cultist priestesses are exactly the caster targets your kit is built for.
8–14 Infested Crypt Easy pulls near the door, then broodmistresses deeper in. Good practice holding threat on swarms.
10–15 Tel Ekir Ashira Outskirts Ashira sentries and sandstalkers; Tel Ekir named drop useful early mail and weapons (see gear).
12–16 Tomb of the Last Wyrmsbane deeper halls Ghosts, zombies and ghouls; High Marshal Fionna (~16) waits at the bottom.
18–27 Fallen Pass, Keeper’s Bight Dense camps where a tank with interrupts and area silence keeps big pulls under control.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs. Resting near a campfire builds a 15% Rested experience bonus.

11Gear to Look For

Wear the heaviest armor you can find and stack AC and Stamina first, then Intelligence, Strength and Wisdom, with health and mana as a bonus. Always carry a shield — Reflecting Bash needs one, and the extra AC and block matter more to a tank than a second weapon. A negative Charisma on an item (some plate and weapons carry one) costs you almost nothing; a negative Stamina or Intelligence does.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Thirstbound Grips Hands AC 37, STR +5, STA +4, AGI +1, HP +25 Captain Caspian, Night Harbor
Gilded Claw of the Gladiator Primary STR +7, STA +6, HP +15, DMG 11/30 Jorvan Ironfist, Night Harbor
Hallowed Bone Amulet Neck AC 8, STR +3, STA +5, INT +3, HP +15, Mana +10 A Pale Forman, Night Harbor
Duneshaper Gauntlets Hands AC 29, STA +5, DEX +5, WIS +5 Maleq, Shaded Dunes
Shield of the Protector Secondary AC 21, STR +3, STA +3, DEX +1, AGI +3, HP +15 Ashir the Protector, Tel Ekir
Tanner's Mailshirt Chest AC 21, STA +3, WIS +3 Tanner Daba, Tel Ekir
Ashira Kneecaps Legs AC 25, STA +3, WIS +3 Najm the Mirage, Tel Ekir
Chain Splitting Axe Primary STR +8, STA +1, DMG 18/47 Animist Wafi, Tel Ekir
Orb of the Waning Waters Primary STA +7, INT +7, WIS +7, HP +35, Mana +35 Guardian of the Life Font, Tel Ekir

Upgrades for later

Item Slot Stats Where
Vindicator Breastplate Chest AC 57, WIS +10 Balindor Silvertrowel, Sungreet Strand
Vindicator Gauntlets Hands AC 36, STR +8, STA +6 Balindor Silvertrowel, Sungreet Strand
Kroth's Warplate Girdle Waist AC 7, STR +5, STA +8 Muggrah War-Ogre Kroth, Sungreet Strand
Heartwood Buckler Secondary AC 28, STA +7, HP +35 Bree Weatherstoll, Sungreet Strand
Sungreet Warden's Signet Ring AC 12, STA +18, INT +15, WIS +15, HP +20 Thal'gurok, the Sungreet Warden, Sungreet Strand
Scarred Crusader Shield Secondary AC 69, STR +7, STA +2 High Wyrmseer Valthrun, Glass Flats
Onyx Breastplate Chest AC 77, STR +8, STA +6, AGI +5, HP +25 Guillome The Accursed, Glass Flats
Crest of the Overwatch Commander Chest AC 59, STR/STA/INT +10, WIS +5, HP +50 High Master Farwyn Nyxx, Fallen Pass
Pestilence, Shard of the Blightspire Primary STR/STA/INT +20, HP +50, Mana +50, DMG 39/40 Fallen Pass

Stats from our item database. Item levels aren't published, so "early" is based on where they drop, and some Night Harbor and Tel Ekir named are tougher than the zone around them. Browse the database for more plate and shields.

12Holding Aggro

  • Open with Distress, every time. It's instant threat, and the magic-resist debuff makes your casters' spells land more often.
  • Your strikes are your threat. Censuring Strike and Purifying Blow both add threat on top of damage — use them on cooldown on the kill target. Purifying Blow's threat grows with your level.
  • Interdiction is a threat tool, not just crowd control. It adds threat to the incapacitated add, so when it wakes (or someone hits it) it comes back to you instead of the healer.
  • Save Taunt for when something gets loose. It snaps a mob back to you instantly.
  • Watch your mana. Your threat tools, wards and interrupts all cost mana. Sit whenever you can between pulls, and let Pillage Mana top you up — it refunds itself when it lands.

13Common Inquisitor Mistakes

  • Letting the enemy healer cast. Reflecting Bash and Silence exist for exactly that mob.
  • Breaking your own Interdiction with area stuns or careless tab-targeting — any damage wakes it.
  • Burning mana on wards against easy melee pulls and having nothing left for the caster pull after.
  • Using Arcane Protection and Magic Disruption Shell too early. They leave an exhaustion debuff, so save them for the big spell.
  • Sitting on Pillage Mana. It's on a 60-second cooldown and free when it lands — use it on every caster, every time it's up.

14Inquisitor FAQ

Is the Inquisitor a tank?

Yes. The official deep dive calls it "a specialized tank class," and it wears plate, has Taunt and adds threat on most abilities. Its specialty is shutting down enemy spellcasters while it tanks.

How is the Inquisitor different from the Enchanter?

The rework deliberately split them. Enchanters control fights from range with mesmerize and charm; Inquisitors do it from the front line with fast, short-range interrupts, silences, drains and brief incapacitates — and they tank.

What are the most important Inquisitor stats?

Stamina and Intelligence are the primary stats on our class page, with Strength and Wisdom as secondary. Most players split their bonus points between STA and INT.

Which races can be Inquisitors at Early Access?

Human and Deep Elf. Deep Dwarf and High Elf are listed as Inquisitor races on the official site but aren't playable yet.

What happened to Haste and Kick?

The Haste spell line became Aura of Rapidity, a party-wide attack speed aura with a small secondary haste that stacks with Enchanter and Shaman hastes. Kick was replaced by Reflecting Bash, a shield bash that interrupts and punishes the caster.

Can an Inquisitor solo?

Somewhat. It's slower than most classes, but caster mobs are easy prey, and Ward of Suspicion, Pillage Mana and Dominate the Mind help against everything else. Grouping is where the class shines.

Sources. The official Inquisitor class page, Inquisitor Deep Dive, Shaman and Inquisitor deep dive announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Inquisitor class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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