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Inquisitor
Temple · Tier 6

Inquisitor

Inquisitor
Base

Inquisitor

Living
1000 gold
Health
95
Attack
20
Defense
24
Damage
19–23
Initiative
7
Speed
4
Morale
0
Luck
0

Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Unyielding I Ignores 30% of the enemy’s Attack when struck.
  • Absolute Resistance Immune to all Magic Damage.

Active abilities

  • Infuse Armor
    Infuse Armor Increases this creature’s Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)
  • Celestial Flail
    Celestial Flail Hits the target and all adjacent enemies.
    Concentration: 1 Cooldown: 1 round(s)
    • Target:area

Immunities

LivingMagic damage
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Mother Superior
Upgrade

Mother Superior

Living
1500 gold
Health
125
Attack
20
Defense
28
Damage
19–23
Initiative
9
Speed
5
Morale
0
Luck
0

Most military orders within the Church are led by a mother superior, acting as commander in the absence of higher authority. Their presence on the battlefield signals an inevitable advance — they will see it through.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Unyielding II Ignores 40% of the enemy’s Attack when struck.
  • Absolute Resistance Immune to all Magic Damage.
  • Celestial Armor This creature generates +2 Focus Point(s) when taking Damage.

Active abilities

  • Infuse Armor
    Infuse Armor Increases this creature’s Defense by 10 and Speed by 2, and dispels any negative effects that restrict movement. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)
  • Celestial Flail
    Celestial Flail Hits the target and all adjacent enemies.
    Concentration: 1 Cooldown: 1 round(s)
    • Target:area

Immunities

LivingMagic damage
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Excommunicator
Alt. upgrade

Excommunicator

Living
1500 gold
Health
95
Attack
26
Defense
24
Damage
22–32
Initiative
8
Speed
6
Morale
0
Luck
0

The Church upholds purity of soul above all else — those who falter face the excommunicators, whose gaze never fails to uncover heresy.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Unyielding II Ignores 40% of the enemy’s Attack when struck.
  • Absolute Resistance Immune to all Magic Damage.

Active abilities

  • Infuse Armor
    Infuse Armor Increases this creature’s Defense by 10 and Speed by 2, and dispels any negative effects that restrict movement. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)
  • Swift Penance
    Swift Penance Deals [ 40 + 12 × amount of units ] Magic Damage to the target and all adjacent creatures, dispelling all positive effects from them.
    Concentration: 2 Cooldown: 2 round(s)
    • Damage:40
    • Target:area

Immunities

LivingMagic damage
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

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