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Inquisitor of the Absolute
Overview[edit | edit source]
Inquisitors are long-range combatants and expert marksmen of the Cult of the Absolute. It's not clear if, like the zealots and adepts, the inquisitors are oblivious to the Absolute's standing as a false goddess, or like the Mistresses of Souls, if they are aware of the hoax-like nature of the Absolutist plot.
Involvement[edit | edit source]
Act Three[edit | edit source]
Inquisitors make their first and only appearance during the battle for High Hall as mobile patrollers and lookouts. Two inquisitors can be observed patrolling the northern-most and southern-most sides of High Hall respectively, escorted by a Mind Flayer and Winged Horror, and will join combat whenever they are in range of the party. The third and last inquisitor is immediately encountered upon entering through the main gate, stationed by herself on the southern rampart.
Combat[edit | edit source]
Inquisitors are Dexterity-based Rangers, being mobile enemies capable of slowing down and harassing both the party and their summons. They are easily able to disrupt Concentrations through the use of their Arrow of Arcane Interference, and can render characters immobile through the use of .
Attacks and abilities[edit | edit source]
Loot[edit | edit source]
- Spear +1
- Heavy Crossbow +1
- Studded Leather Armour +1
- Arrow of Arcane Interference
- 2x Arrow of Humanoid Slaying
Notes[edit | edit source]
- Some members of this archetype may have slightly different passives, movement speed, weight, and size due to being members of different races.