The Inquisitor is a plate-wearing melee tank built around mental domination and anti-magic. The official archetype phrase is Anti-Magic Tyrant. It silences, dispels, drains mana and raises magical barriers, and it redistributes the mana it steals to its allies. It excels against spellcasters while remaining capable against physical opponents.
Field | Detail |
|---|---|
Archetype | Anti-Magic Tyrant |
Roles | Tank, Crowd Control |
Playable races | |
Armor and weapons | Plate armor and most weapons. |
Rework status | Detailed rework published and shipped to the closed beta servers in update 0.28.0.0 on August 20 2026 |
Identity and role
The rework separated the Inquisitor from the Enchanter. Where the two shared spells, the Inquisitor's versions were rebuilt around aggression and proximity rather than finesse, and grab-bag utility was cut to free up ability slots. Anti-melee options were added, but at a mana cost, which creates a real tradeoff against the class's primary role. Overall damage went up slightly, particularly against casters.
The Inquisitor is a knight, and the knight classes took a set of shared changes in the rework: Deflect, Weapon Shield and Focused Concentration were removed, Kick was replaced with a shield-based interrupt, and all knights gained fast-casting short-range abilities suitable for tanking under pressure.
Playable races
The Inquisitor is open to Deep Dwarf, Deep Elf, High Elf and Human, one of the shortest race lists in the roster.
That list covers the full designed race roster. Deep Dwarf and High Elf are designed but are not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
Melee and spells
Ability | Effect |
|---|---|
Censuring Strike | Combines Slam and the Mind Exhaustion line into damage plus a Casting Speed reduction. Because it has no mana cost, the Casting Speed reduction has been slightly rebalanced. |
Purifying Blow | A longer cooldown with more damage and increased Threat, plus a chance to remove one beneficial effect. That removal is guaranteed if the target is afflicted by any spell in the Distress line. |
Distress | Magic Damage and Threat, and decreases Magic Resistance. It combines spells formerly shared with Enchanters, and it guarantees the Purifying Blow purge. |
Pillage Mana | Drains Mana and distributes a percentage of it to each group member. The Mana cost is refunded when it lands. It replaces the Incinerate Mana line and now has a 60 second cooldown. |
Psychic Choke | Received a small damage increase to account for the melee damage lost while it is being channelled. |
Mana Burn, Invisibility, Purge, Dispel Magic, Memory Fog | Unchanged by the rework. |
Auras
Aura | Effect |
|---|---|
Aura of Rapidity | Group Attack Speed. Considered a Primary Haste, but it includes a smaller Secondary Haste component that stacks with hastes from Enchanters and Shamans. |
Aura of Resistance | Reduces Spell Damage received by the group and increases Cold, Fire, Corruption, Holy and Magic Resistance. |
Aura of the Inquisitive was removed, traded for the Pillage Mana refund, and the old Haste spell line was removed in favour of Aura of Rapidity.
Control and interrupts
Ability | Effect |
|---|---|
Reflecting Bash | A shield bash that interrupts casting, deals Magic Damage equal to the Mana cost of the interrupted spell, and prevents the target casting spells from the same school of magic. |
Interdiction | Adds threat to the mesmerized target rather than blurring its memory. |
Mesmerize | Retained, slightly branched from the Enchanter version. |
Stun, Silence | Retained. |
Dominate the Mind | Retained, a brief charm. |
Cooldowns and buffs
Ability | Effect |
|---|---|
Ward of Suspicion | New. Absorbs damage, and when an attacker breaks the ward their Attack Speed is decreased. |
Arcane Aegis, Arcane Protection, Magic Disruption Shell | Retained cooldowns. |
Arcane Tyrant | Strength, Magic Resistance, and seeing invisible entities and magical effects when considering targets. It absorbs the old Strength and targetable Magic Resistance buffs. |
Spellshield | Retained. Health, Armor Class and Magic Resistance. |
Electric and Fire resistance buffs | Self-only, replacing the old Holy Resistance buffs. |
Playing an Inquisitor in a group
Class details below come from the ability rework that rolled onto the closed beta servers through 2026. The developers state plainly that there is a high probability some aspects will change before they reach the beta servers, so treat specific ability behaviour as a snapshot of the beta build rather than a settled launch state.
The Inquisitor is the tank you bring to a caster fight. Reflecting Bash is the most pointed example: it punishes a caster for the spell it was casting and then locks that school out. Pillage Mana turns an enemy's mana bar into group resource, which in a game with real downtime between pulls is a meaningful contribution.
It is not a replacement for the Fighter on pure mitigation and threat, and it holds the Primary haste aura for the group. See Classes for the roster-wide haste tiers and knight changes, Combat for the combat basics, Grouping for how groups share experience, and Travel for movement between zones.