Inquisitor - Game Companion

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    Game Companion

    Epilepsy WarningCertain individuals have a condi-tion which may cause them toexperience epileptic ts and whichcould also include loss of conscious-ness, particularly when exposed tocertain types of strong light stimuli,

    such as a rapid succession of imag-es, repetition of simple geometricalshapes, ashes or explosions.

    Tese individuals may experiencets while playing computer gamescontaining such visual stimuli eventhough they may have no previousmedical history of such a conditionor may never have suffered an epi-leptic t. If you or a member of yourfamily have ever experienced symp-toms linked to epilepsy (ts or loss ofconsciousness) in situations of stronglight stimuli, please consult yourdoctor before playing any computergames. Parents should also monitortheir children closely when they areplaying computer games. If you oryour child show any symptoms ofthe following: dizziness, disturbed vision, eye or muscle twitching, dis-orientation, involuntary movement,convulsions or blackouts, you shouldstop playing immediately and seekmedical advice.

    P

    :

    If you are playing a game ona screen, play at a reasonabledistance from the screen and asfar back from it as the connectorcable will reach.

    Do not play if you are tired orlacking sleep.

    Always play in a well lit room,and ensure that the screenbrightness level is not too high.

    While you are playing, ensureyou take a 1015 minute breakevery hour.

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    C ontents

    E W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    S R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    I R G . . . . . . . . . . . . . .

    I. G G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . C . . . . . . . . . . . . . . . . . . . . . . . . .

    . G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    II. G W G . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . G . . . . . . . . . . . . . . . . . . .

    . G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    III. G C . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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    System Requirements

    M SR

    O :Windows XP

    P :Single Core 1.6 GHz

    RAM: 512 MB

    G :3D graphics card

    supporting DirectX with64 MB of memory

    S :

    A compatible sound card

    HDD:2.3 GB of free disk space

    R SR

    O : Windows XP/Vista/7

    P :Dual Core 2 GHz

    RAM: 1 GB

    G :3D graphics card

    supporting DirectX with256 MB of memory

    S :

    A compatible sound card

    HDD:2.3 GB of free disk space

    Installing and Runningthe Game

    Double-click on the setup leto begin the installation. TeInstallation wizard will guide you

    through the whole game installa-tion processall you have to do isto follow the on-screen instructions.Just dont forget that you will needat least 2.2 GB of free space on thedrive you wish to install the gameon. We also recommend to reserveanother 100 MB of free space for thegames work les.

    Based on your decisions made duringthe installation, you can run the gameonce the installation is complete eitherby double-clicking on the games iconplaced on the desktop or by clicking onthe Play Inquisitor icon placed in thePrograms/Cinemax/Inquisitor folderof the Start menu.

    Attention: Te game will automaticallytry to identi y and set an optimal gameconguration based on your hardwareequipment. Once the opening video se-quence (that you can skip anytime by pressing the space key) ends, make surethat this setting matches the real per or-mance o your PC or change it manu-ally to the appropriate settings. Morein ormation can be ound in the chaptersGame menu, and Game controls o thisusers manual.

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    CHAPTER I

    Game GuideI n the rst part of this manual (the game guide) you will become acquaint-ed with the basics of the game. We will show you how to start a new game,how to choose your main character, and how to shape his characteristics.Subsequently, you will familiarize yourselves with the main characters con-

    trol and with his interaction with other characters and the surrounding gameworld.

    Te game world itself, its reality and story are covered in the second chapter ofthis manual.

    . G When the game starts a game menu appears where you can control the followingbasic functions of the game:

    N By pressing this button you will start a new game. If you are already playing a game,you have to save your progress in this game rst, because with the start of a newgame the older game will be terminated.

    CIf you have opened the game menu when playing a game, pressing this button willreturn you back to it. Otherwise, this button is inactive.

    SA er you start a new game, you have an option to save your current progress any-time, under any name. Information about a save game will display the date of thesave and the current location in which the main character is found. Tere is nolimitation of the number of your save games. Save games are stored in the Inquisi-tor_Save Games folder placed in your Documents.

    LOn this screen you can select a save game that you wish to load. All you have to dois to indicate the respective save game (by clicking on a diamond) and press theLoad button.

    OTe Options menu includes game resolution setting (Video), sound volume setting(Audio) and an overview of keyboard shortcuts (Controls).

    CA list of names of this games authors.

    EBy pressing this button you will exit the game without saving your current progress.

    Note: You can access the game menu anytime while playing either by pressing theEsc key or by clicking on the appropriate button in the lower right-hand corner othe game screen.

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    . G Inquisitor is an RPG, i.e. a Role-Playing Game, and as such requires a higherdegree of controls than other games. In this chapter you will become ac-quainted with all parts of the game, as well as its controls.

    Note: Te whole game with all o its unctions can bewith some exceptionscon-trolled with mouse only. But to make things easier, there is a whole set o keyboardshortcuts with which you can control the game with more exibility. A list o all key-board shortcuts is available in the Controls section o the game at any time.

    L According to the situation, clicking on the le mouse button has the followingfunctions:

    Main character movement by clicking on the le mouse button you movethe main character to a desired position, if that position is accessible. If youclick on the mouse button over a non-accessible position, the characterwont move.

    Note: Te de ault type o character movement is a quick walk. I you or any reasonwant to switch to a slow walk, press the R key. You can go back to a quick walk in thesame way.

    Attack if the mouse cursor rests on an enemy, the main character will at-tack that enemy with currently equipped weapon.

    Dialogue if the cursor rests on a character that can be talked to, a dialoguewindow will pop up.

    Object manipulation if the cursor rests on an interactive object (door,chest, barrel), the main character will try to manipulate it (open it, smashit). If the object is locked and the main character has a key on himself, theobject will open automatically.

    Picking up an object if the cursor rests on an item lying on the ground,the main character will pick this item up and put it into the inventory. If thecursor rests on an item in the inventory, that item will stick to the cursor andbecome moveable.

    Using an item if the cursor rests on an item in the inventory, the maincharacter will use this item by double-clicking on it (drink a potion, learn aspell or a book of magic).

    R According to the situation, clicking on the right mouse button has the followingfunctions:

    Casting a spell if you activate any of the spells located in the slots on theright-hand side of the screen you will cast that spell by clicking on the rightmouse button. Most spells require the cursor to be over the spells target(character, object) while doing so.

    Using a skill if you activate any of the skills located in the slots on theright-hand side of the screen you will activate that skill by clicking on theright mouse button.

    Displaying item information if the cursor rests on an item located inthe inventory or in the slots on the right-hand side of the screen a windowwith information about that item will pop up by clicking on the right mousebutton.Among others, a destroy an item icon is present in this window that can beused to irrevocably destroy most of the items.

    Note: Destroying an item can serve as a way o getting rid o useless items, but it canalso represent a requirement to nish certain quests!

    Mixing a potion if your main character is a priest, you can use the rightmouse button in the inventory to mix potions and to make more complexand powerful potions of them. o do so, grab a potion with your cursor thatyou want to mix with another one and right click on a potion you want to

    mix it with. If successful, a newly mixed potion will appear in the given slotof the inventory.

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    K

    Attack, dialogue, manipulation . . . . . . . . . . L

    Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . R

    Weapon swap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . W

    Run/Walk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R

    Character statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C

    Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I

    Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QNotes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N

    Proofs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . P

    Spellbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . S

    Skillbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . K

    Change cursor to attack mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . T

    Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . M

    Use potion; icon/seal activation . . . . . . . . . . . . . . . . . . . . . . . . .

    Allow/Forbid the party to drink potions . . . . . . . . . . . . . . . . . . . DParty command: Attack! AParty command: Cease re! FParty command: Hold positions! GParty command: Attack the target! ZParty command: Help me! X

    Game menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E

    Quick save . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . F

    Screenshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . F

    Quick load . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . F

    Display items and characters names . . . . . . . . . . . . . . . . . . . . A

    P

    Te main character can admit subsidiary characters into the party that will be will-ing to accompany him and to help him. Tat is quite important because two (even-tually three or more) characters are a force to be reckoned with. A er admitting asubsidiary character as a member of the party, his portrait will show up next to theportrait of the main character.

    Subsidiary characters have an intelligence of their own, you can nevertheless issuethem simple commands (using keyboard shortcuts) that the subsidiary charactersalways obey. You just have to remember that a command is always issued to the

    whole party; hence you cant issue different commands to different party members.

    Attack by issuing this command you will order your party to attack any-thing hostile in the vicinity.

    Cease re this command results in a party stopping attacking. You can usethis for a quick retreat from a battleeld or when you for any reason dontwant your party to engage in a ght (e.g. when an enemy doesnt see you andyou want it to stay that way).

    Stay here pursuant to this command your party stays on a position wherethe main character was located in the instant of issuing this command. Teparty will actively defend against eventual attacks, but it wont leave thegiven position.

    Help me if the main character ghts anyone (i.e. if you attack an enemy byle clicking on him) and you issue this command your party members willleave their own ghts behind and attack your enemy. You can also use this

    command when you decide to open a locked object with forceyour partywill come to aid you in your effort.

    Attack a selected target with this command you can mark an enemyyou want your party to attack. Tis way, you can also mark a locked object(chest, door) that you want to open with force.

    Note: Most subsidiary characters have their own history, motives and manners, thuseven i you nd allies in these characters not everything will always be according to your wishes! Moreover, some characters may not see eye to eye with each other and so you will have to choose who to have in your party and who to let go.

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    G Tese ten game slots are intendedfor spell and skill icons. A spell orskill icon has to be put into a slotbefore that spell can be cast or thatskill used. You can place an iconby opening the book of spells and

    skills, choosing an icon of a spell orskill, grabbing it (by clicking on thele mouse button) and placing itinto a slot of your choice (by click-ing on the le mouse button again).A spell or skill can be subsequentlyactivated by pressing the respectivekeyboard shortcut (keys 1 through0) or by double-clicking on the lemouse button over it.

    You can also place potions and sealsinto the game slots. By pressing therespective key a potion will be drankor a seal activated. Spells from sealscan be cast in a similar way as spellsfrom the books of magic. A drunkpotion will be automatically replacedby another one of the same kind (ifthey are still in your inventory) andhence it is not necessary to replenishthem manually. Te same applies tothe seals.

    I Important information aboutgame progress, e.g. obtaining anew quest, moving up a level, tak-ing a note etc., are displayed inthis window. Older entries can belooked up using a slider.

    G

    Tree buttons placed be-low the game slots open thegame menu, the game bookand exit the game, respec-tively.

    M

    A portrait that you chose during thecharacter creation process displayshere. If the main character is strickenwith some negative effects (e.g. immo-bilization, drunkenness, curse) the

    portrait will change its colour to green.

    S

    If you accept a subsidiary characterinto your party, his or her portraitwill display next to the main charac-ters portrait. Subsidiary charactersthat are not members of your party,but are only being escorted by you,are placed in a different frame (in achain).

    H ,

    Te rst (red) bar represents thehealth indicator, the second (yellow)bar represents the stamina indicatorand the third (blue) bar represents themana indicator. By placing a mousecursor over an indicator you will learnthe current numerical value of it.

    G S

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    Te rest of the inventory pages repre-sent a backpack of the main characterwhere you can put anything that willt in.

    A purse where all gold points gath-ered during the game are put is also

    a part of the inventory. You do nothave to worry about your purse, sinceyou cant lose it in any way, whichnaturally cannot be said about yourmoney.

    Te inventory is for the sake of bettermanipulation with items divided intothe le and right side and using thebuttons located below the inventoryyou can open any inventory page onany side of it. But you cant open thesame page on both sides of the inven-tory at the same time.

    Pressing the right mouse button overan item displays an information win-dow with item description and char-acteristics.

    G

    Game book is a general term for yourinventory, book of spells and skills,notepad and personal journal.You can switch amongst individualparts of the game book using the but-tons in its lower le -hand corner. Abutton to show the automap is also

    situated here.

    IItems that you have gained duringthe game are stored in your inven-tory. Te inventory has ve pages intotal. On the rst page you can ndthe equipment and weaponry themain character has currently on. Intoindividual slots, the appropriate itemsthat the main character is to wear, likearmor, weapons, shield, helmet, ringsetc., can be placed. It is not possible toequip the character with more itemsthat there are slots. If the characterwields a two-handed weapon (e.g. abow or a two-handed sword, a shieldcannot be equipped at the same time(the slot for it disappears). Tere arealso buttons on this page of the inven-tory for so called quick weapons, i.e.weapons that the main character hasready for immediate usage. You canprepare three weapons (and shields)for immediate usage and you can usethese buttons or the W key to switchamongst them.

    Note: I you want to use bows in ght, you have to equip arrowsinto the appropriate slot.

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    T

    Spells that the main character learns during the game are put into this part of thegame book. Once learnt, the spells are automatically placed on the page of the re-spective eld of magic. You can switch amongst individual elds of magic and skillsby clicking the icons at the top of the book. By clicking on the spell (or skill) icona description of this spell (skill) displays along with all the available statistics. Youcan also grab this icon and place it into any game slot. As far as skills are concerned,only an active skill icon can be placed into a game slot because there is no need toactivate the passive ones. Active skills icons are highlighted for easier overview.

    N

    Notes that the main character makes during the game are automatically writtendown here. Te notepad is divided into three partsquests, notes and proofsamongst which can be switched using icons at the top of the notepad. In quests,there are those tasks written that the main character received and hasnt fullledyet; by completing a quest the appropriate record is deleted. In notes you can ndcommon information gathered throughout the game that remain in the book thewhole time. Te third part of the notepad is composed of proofs, where direct con- vincing evidence against individual characters is written. Tis evidence serves forconvincing heretics and criminals and is important for trials.

    Older entries in the notepad (quests, notes, as well as proofs) can be looked up us-ing arrows located near the lower part of its backbone.

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    P

    Te main character statistics can be found at this page. Here, you can see the nameof the main character that you chose during the creation, the current rank, attri-butes, skills, level, immunities, attack, defense and also the indicator of good andevil that shi s based on whether the main character performs good or bad deeds.Tere are also cells here in which undistributed points of skills and attributes canbe found. If there are some undistributed points available, the buttons of thoseattributes and skills that can still be raised are lit (activated). In case there are noundistributed points le or if an appropriate ability or skill is at the maximum levelthe button is grayed out (inactive).

    Note: o take back the reshly distributed points o skills and abilities is possible onlyuntil you close your personal journal. As soon as you close it or switch to another pageo the game book the allocated points cant be taken back!

    By placing the mouse cursor over a skill, a description of this skill displays alongwith the requirements for a move to a higher level of mastery.

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    D

    Te game is, to a great extent, based on interaction with other characters in thegame world. Every person can know a secret that can help you to nish the game.In case you want to talk to someone or someone else wants to talk to you a dia-logue window appears. A er each statement of a person you are talking to youget a list of possible answers and reactions to choose from. For most charactersyou have a chance to talk about everything that interests you (which is importantmainly for gathering evidence during your investigation!), with merchants thereis also an opportunity to visit their store. It is important to have in mind that eachperson you are talking to will take up a different attitude towards you according

    to your and his or her belief, your reputation and if that person has heard aboutyou already. Tat way, it may happen that a person will refuse to talk to you aboutcertain topics. Tere are several options how to make him or her talk then:

    reatening for some characters it works to press on them and to makethem answer under the threat of an imminent violence. Te threateningitself can consequently lead to even larger deterioration of your relation-ship, though.

    Flattering through attering you can make those characters that are vain-glorious, and take pride in being right at all times, answer your questions.

    Bribing the easiest way how to make someone talk is to pay him or her asmuch as he or she demands. All that matters is your nancial capacity.

    If something important happens during a dialogue, e.g. if you accept a new quest,take a new note etc., this event will be listed in the information window.

    Note: A mutual relationship between the main character and the person he is currentlyspeaking to is among other things related to the price o goods with merchants. Tere- ore, it is wise to be on good terms with them.

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    G

    Te game world map displays when the main character approaches an edge of anoutside location that he is currently located in. An option to go to the world mapshows itself as a cursor change. By clicking on any place at the edge of an exteriora world map will be displayed. Only those game locations that you can visit at themoment are shown on the world map. Teir number rises with the games progres-sion, especially a er you move to another act of the game. Most locations becomeavailable automatically through the course of the game (along with the progressionof the storyline) but there are some places that you have to learn about from certaincharacters that will reveal their locations to you.

    Te name of the location always displays automatically upon placing the mousecursor over it. Moving the main character (and his party) to another location canbe done by le clicking on the selected location. o return to the current location,all you have to do is to press the Esc key or le click on an icon of the location youare currently in.

    Note:Each exterior has a rmly set place where the main character appears upon mov-ing to that location. It can ofen be within the sight o a group o enemies, hence it isalways necessary to be on alert when moving to a location you havent been to yet!

    A

    Pressing an appropriate button in the game book (or the M key) displays an au-tomap of the current location with the most important objects of interest markedthat being icons of individual buildings (church, merchant) in cities, or doorsand staircases in the undergrounds. You can go back from the automap to the gameby le clicking on the Back button or by pressing the Esc or M key.

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    . G UTe Realm of Ultherst is one of the faithful countries of the Old World. It is sur-rounded by an ocean from three sides and the high range of the Moonshine moun-tains on the north separates it from the rest of the faithful world. Te capital of theRealm is Alvaron, where the sovereign of Ultherst, King Edward II resides. Tewhole land is decimated by the Scourges of God that befell it in the last three years,and you can notice that at every step. Most houses in towns are deserted, businessstagnates, there is nothing to eat and hellish monsters or bands of bandits swarmoutside the town walls. Te story will lead you to three large towns and their sur-roundingsHillbrandt, Glatzburg and Alvaron.

    HYour story begins in the barren foothills of the Moonshine mountains, in a frontiertown of Hillbrandt. It is here where the investigation of your rst case leads you.Te town and its surroundings are governed by Duke Weinberg who managed formany years to keep the town above water, thanks to the mining of iron ore in near-by mines. But when the miners came across an ancient evil lurking in the depthsof the earth, the mining was over. Monsters from distant times infested the minesand their neighborhood, plundered the mining village of Asherbald and spreadthroughout the foothills of the Moonshine mountains. Since then, there is nowheresafe other than within the town walls. If it wasnt for the great help of Bishop Quen-tin, an old and experienced priest, the people of Hillbrandt could have ended in allsort ways. But thanks to him there is still a touch of hope among people.

    GRoughly amidst the Realm, there is an old town of Glatzburg situated. It was

    built near the former ancient town of Galibornium, a thousand years ago in thetimes when the pagan realm of Ereborn was destroyed under the attack of faithfularmies led by Saint Orthenius. It used to be a rich town with massive stone walls,imposing citizen houses, and busy market places, but bad times descended evenhere. Order in the streets is kept by the iron hand of Grand Duke Heidrick, aconsiderate and strict man. Recently though, he has had to face innite bands ofbandits and robber barons that have almost laid siege to the town and wont allowany merchant expedition in or out of the town.

    ANot far from the southern shore of the ocean lies the royal residential town of Al- varon. In its center stands the royal castle, a magnicent structure built in the mostmonumental of styles. But there are more such buildings in Alvarona er all, this

    is where Archbishop Laurencius, the head of the Holy Mother Church, the Inquisi-tor General Commendoni, as well as other very prominent persons of the Realmreside. It used to be a town brimming with endless entertainment, carnivals andfairs, but that all ended. A stiing atmosphere of the end of the world lies heavyon the town now and the fact that the King has been drowning in his grief overthe loss of his only son, the Crown Prince Louis, for several years already doesnthelp either.

    T KHe used to be a powerful sovereign and a dauntless warrior that was willing to doanything for the welfare of his Realm. He was loved by people and tolerated by aris-

    tocracy, which is quite something! But since the moment his whole royal family diedof the plague, including his three daughters and the Crown Prince Louis, it startedto go from bad to worse with King Edward. He was unable to bear his grief and winebecame his most faithful companion. Tat was why he didnt think twice when sign-ing a decree entrusting all of judicial power to the hands of Inquisition. And with thathe plunged the Realm into an even bigger schism that he is not able to solve alone.Tough the far worst question is what happens with the Realm if the king dies andleaves no heir to the throne behind.

    H M CWhen the First Prophet died a martyrs death on the cross, he le twelve followers,saint prophets, behind. And it was them who stood at the birth of the Holy MotherChurch, a clerical institution continuing the work that the First Prophet and his fol-lowers started. Te mission of the Church is to bring salvation to people by guidingthem to obedience and repentance, similar to a shepherd leading his sheep. Dur-ing centuries though, the Church ceased to take care of spiritual matters only andbecame a powerful player in the elds of politics and business as well. Te fortuneof the Holy Mother Church moved entirely away from the idea of saint prophets of

    poverty and renunciation. Te spiritual law binds an entire society without excep-tion, and the position of archbishop, head of the imperial church, is comparable tothat of the king. No wonder there are many people that dont like it, but it is betterto hold ones tongue these days. Archbishop Laurencius is the head of the HolyMother Church nowadays, an old priest with a longtime experience obtained inservice at the Apostolic See far beyond Realms borders.

    IAlthough the Holy Office was born from the Holy Mother Church, the Inquisitionisnt subordinated to the Church in any wayquite on the contrary. Based on thekings decree, everything and everyone is subject to the Holy Inquisition. Te In-quisition has the right to investigate and try all crimes against God and faith, that is

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    all cases of heresy no matter who the suspect is. It is lead by the Inquisitor Generalcardinal Commendoni, a strict and reserved man that is absolutely convinced ofthe rightness of each of his steps. Te structure of the Inquisition is rather com-plicated, it breaks up into individual curia that cover the area of the whole Realmand where the superb authority is maintained by an appropriate curial inquisitor.All inquisitorial judges and investigators in that curia that partake in investigationsand trials of cases of heresy are subject to him. And we cant forget to mention thatthe Inquisition is of course competent to use torture during their interrogations.

    B RMany centuries ago, when the Old World writhed in agony of crusades waged

    against the pagan desert realm of Jad-Habaal, a powerful knightly order of theBrotherhood of the Righteous had been born in Ultherst that took justice into itshands in the time when the then leader of the Realm was ghting in distant sandlands for the liberation of Gods grave. When crusades died away the order waspreserved and extensive competences in the eld of administration of justice wereentrusted to it. Paladins of the Brotherhood of the Righteous thus above all becamea guarantee of safety on roads as well as within cities. But as their power was rising,many started to raise a warning nger because there was no doubt that the orderwas becoming more powerful than the royal family itself. Currently, the order isheaded by Grand Master Christoffer de Malamert, a bold and dreaded warriorthat has gotten into a bitter conict with Inquisition because he refused to subduemembers of the order to its authority. Relations between the Brotherhood of theRighteous and the Holy Offi ce are thus very tight.

    AIndividual provinces of the Realm are not governed by the king directly, but by thearistocracy. Although the noblemen are kings liege their power allows them to actrelatively independently in relation to the royal crown, in fact. But if they break thebounds they can easily get to know the kings wrath and end up imprisoned or ex-ecuted. At the most important places of the Realm, noblemen exercise kings poweras royal governors which is a title that the king grants them (even hereditarily) fortheir services to the homeland.

    HHeresy existed everywhere and ever since the moment the First Prophet died onthe cross and most of the Old World adopted the true faith there were people thatdiverted themselves from it for all sorts of reasons, whether they were worship-ers of the old pagan gods or followers of the Devil. And the Holy Mother Churchdoes its best the whole time to ght against heresy because it threatens the veryprinciples of faith. Tose who were found guilty were burnt at the stake so that the

    ames of divine justice puried their souls from their sinful bodies. Te numberof cases of heresy was thus constantly kept in check even though the faithful worldwas consternated by this or that heretical conspiracy from time to time. But a erthe ill star had appeared in the sky a few years ago the number of cases of exposedheresy began to rise rapidly in the Realm and it was no longer possible to facethem in the same way as before. Tat is why it was suggested for the Inquisition toreceive far broader competences than thus far. And so it happened. But the resultwasnt as many had hoped for because heresy took roots in the Realm so deep thatthey reach perhaps into the hell itself.

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    . G

    IInquisitor is a role playing game which means that the main character will travelthe game world, communicate with other characters and, of course, ght. Te storyof the game revolves around an investigation of crimes against God and King. Withyour main character you will search for clues of dangerous as well as cunning crim-inals, gather evidence against them and convict them. Accomplishment of mosttasks is therefore bound to obtaining a suffi cient number of convincing evidencethat will allow you to exhibit a charge against a certain character and arrest him orher subsequently. According to the Inquisitorial Codex, anything that can provethe guilt of the suspect may be used as an evidence. Most o en it will be testimoniesof witnesses and corpus delicti but it can also be for example logical deductions ofthe main character implied from other, seemingly unrelated information. o makeyour investigation easier, all of the gathered evidence is written down in a specialpart of your notebook.

    AAs soon as you manage to gather adequate number of evidence against a certaincharacter you can look up local inquisitorial prosecutor or judge and ask him toissue an arrest order.

    Note: I you play the role o priest you can be promoted to a higher rank afer complet-ing certain tasks and so it can happen that it will be you who will act as local inquisito-rial prosecutor or judgeyou can naturally issue an arrest order to yourselves then.

    On the grounds of an issued arrest order you can go and put a suspected characterto jail. Characters are arrested by conveying a charge to the suspect. Tat person

    will either give in voluntarily, or you will have to overcome his or her resistanceusing violence. If you succeed and the suspect wont ght till death a portrait ofthe arrested person will show up next to the portrait of the main character. Ten itis necessary to escort the arrested person to the local sheriff and hand him or herover for imprisonment.

    Note:I you do not convey your suspicion to a person and attack him or her directly youare not acting in accordance with the law and the suspect has every right or privatede ense.

    Torture is an important part of every inquisitorial investigation and you are fully

    entitled to use it. Terefore you will be able to use four torturing instruments in

    total in the game to disclose the culpritsa rack, a strappado, a pillory and aniron maiden. However, in connection with torture a notice has to be giveneventhough the inquisitorial law allows it as a regular way of obtaining a testimony or aconfession you should approach its usage cautiously because no one can ever knowif a character being questioned is really guilty, and to torture an innocent can so-cially harm the main character deeply. Moreover, every torture (whether of a guiltyor an innocent character) worsens the main characters alignment. Tat is why youshould always try to avoid the torture by obtaining a needed evidence in anotherwaybut that is not possible in all cases.

    SA strappado is an instrumentwith which the questioned

    persons hand s, tied up behindhis or her back, are pulledalo resultingin his or herarms beingdislocated inthe shouldersthanks to his orher weight.

    R

    A rack is a classical torturinginstrument where the ques-tioned person is laid on aslant bench and stretchedusing belts with a winchuntil his or her limbs

    dislocate and his or hermuscles crackle.

    PA pillory is a bench equippedwith folding planks at both

    ends with openings for hands,legs and head into whichthe questioned personis locked and thenbeaten with stockwhip, burnt with iron

    or choked with waterpoured into his or

    her throat.

    I An iron maiden is anall-metal torturinginstrument in the formof a double winghollow gurine withspikes on the insidewhere the questionedperson is placed inthe middle of thegurine that is thenslowly being closedwhich results in agradual penetrationof iron spikes into thebody of the person beinginterrogated.

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    TAs soon as you obtain other (convincing) evidence against an arrested person youcan pass the whole case on to local inquisitorial judge. A er hearing out all of thegathered evidence, the judge will decide whether to impose a trial against the ac-cused or not. If it happens so, youas a plaint iff s attorneywill have to bring for-ward all of the evidence and eventually put in corpus delicti as well with which youwill certify the accused persons guilt. If you dont have those items at hand, the trialwill be adjourned until you will obtain corpus delicti once again. In case you havethese items about or if no items are needed to implement evidence, the inquisitorial judge will deliver the verdict of guilty and you will be bound to set the stake on re.

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    M Cincreases hit probability and inflicted damage when attacking withhand arms.

    R Cincreases hit probability and inflicted damage when firing the bow orthrusting throwing weapons.

    A Uincreases defense against all types of physical attacks and al lows forusage of better protective wear.

    Pallows to automatically reveal hidden objects, such as secret passage-ways, caches with treasures and deadly traps.

    Iallows the main character to identify found magical items withouthaving to visit a merchant.

    CHAPTER III

    Game Characters

    T o fulll your holy mission, you will be able to choose one of three maincharactersa priest, a paladin or a thief. Each character is endowedwith many skills that will enable you to develop your character into never-

    thought-of heights. Skills that the characters possess are of two kindscom-mon skills with which each character is provided, and unique skills thatmake abysmal differences among main characters and will thus allow you totry out three wholly different gameplay strategies. It will be up to you onlywhat skills and attributes you will decide to develop for your characterthegame is really very exible in this respect, so that two priests for example candiffer from each other like day and night.

    Amongst the common skills of all three main characters there are:

    Te above mentioned skills common to all main characters as well as special skillsof individual main characters represent so called cra s. Except for them, each maincharacter can master seven different magical elds in total that belong to magicalskills. We will talk about them in the chapter about magic below.

    Te main character can gradually improve in all cra and magical skills and attainhigher levels of knowledge (so called masteries) that will bring him other possibili-ties and improvements.

    o attain a higher level of mastery, it is always necessary to reach a given experiencelevel. Te main character also must have an appropriate attribute value (strength,

    dexterity) as well as a respective skill at the required level. While the experiencelevel and attribute values are different for individual skills, the required skill level isthe same for all levels of mastery:

    A (N ) D (S ) J (I ) M (M )

    Note: o ease your orientation, requirements or attaining the individual levels o mas-tery are stated in the description o each skill, both in your personal journal and thebooks o spells and skills.

    Te maximum value of any skill is 20. A skill value is raised by investing skill pointsthat the main character receives at each level up (or in some other way). Te rule isthat the higher the skill value, the more skill points you need to raise its value again.

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    M C

    Melee combat includes both the skill of unarmed combat and wielding ofall types of melee weaponsdaggers, swords, axes, blunt weapons andpolearms.

    Te higher the mastery level of this skill, the higher the chances to hit the oppo-

    nent. Damage caused to the enemy increases as well.

    A ; S ; ( , , ) D ; S ; ( , , ) J ; S ; ( ) M ; S ; ( )

    R C

    Ranged combat is a skill that enables to kill an opponent by a throwing ora ranged weapon. Unlike melee combat this skill gives the attacker a high-er chance to avoid a direct contact with the opponent that pursues his or

    her death. A disadvantage of the ranged combat is the need to restock an ammuni-tion (arrows, throwing daggers or axes) constantly.

    Te higher the mastery level, the higher the chances to hit the opponent. Damagecaused to the enemy increases as well.

    A ; D ; ( , , ) D ; D ; ( , , ) J ; D ; ( , ) M ; D ; ( )

    A U

    It is much safer to ght in armor than without itthere is no doubt aboutthat. If one is affluent enough to be able to buy armor, it is very likely thatthis investment will save his of her life one day.

    Te higher the mastery level, the higher the chances to reduce the damage taken.Also the chance of receiving a critical hit and the clumsiness caused by wearing aheavy armor are reduced.

    A ; S ; ( , , ) D ; S ; ( , , ) J ; S ; ( , ) M ; S ; ( )

    PPerception increases the probability of discovering disguised traps, hiddendoors, buttons, hideouts as well as small items such as rings, necklaces andany other treasures.

    Te higher the mastery level, the higher the chances to discover hidden objects.Also the damage inicted by sprung traps and blindness penalty are reduced.

    A ; I ; D ; I ; J ; I ; M ; I ;

    I

    Tis skill is used for identication of found items. It helps to nd out what

    kind of object it is, what are its qualities and possible magical attributes.Tose who do not have this skill must leave the identication to merchantswho are not likely to do it for free.

    Te higher the mastery level, the higher the chance to identify a found item. Techaracter also gains the ability to identify more difficult objects such as scrolls,seals, artifacts or relics.

    A ; I ; D ; I ; J ; I ; M ; I ;

    C

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    H A

    Holy Aura is a skill that all the priests of the Holy Mother Church can de- velop. It will create a permanent spiritual shield taking its energy from thefaith in the one true God and protecting it's bearer from dangers threaten-

    ing him on the part of any conceivable enemies. It is a gi the priests receive fortaking the orders and a powerful weapon for those who are lead by their mission to

    places where divine sight cannot see.

    Te higher the mastery level, the lesser the chances the priest will be hit by anenemys attack or spell. Te magic defense of all priest's enemies is also lowered.

    A ; S ; D ; S ; J ; S ; M ; S ;

    F

    Flagellantism is a peculiar skill previously banned and punished, for it'sroots lie in an originally heretic cult of the Flagellants also known as TeWhippers. Te Whippers believed that self-torment is a way to remedy the

    world and so they publicly exposed and whipped themselves en masse to make theworld better. Te cult was later incorporated in the Holy Mother Church and agel-

    lantism began to be performed as a means of strengthening the body and the spirit.

    Te higher the mastery level, the higher the pain tolerance of the priest. Fatiguepenalty decreases and fear resistance increases as well. Te chances that a criticalhit of the priest will interrupt his spell casting or an attack are lower too.

    A ; C ; D ; C ; J ; C ; M ; C ;

    A

    Te authority of the priest is based on a natural respect he gains by his rmbelief that he is performing Gods will. It is an inner strength which servesas a shield for the priests spirit and a support in his work. Not only the

    faithful have the respect but the heretics and hellspawns submit to it as well al-though only against their will.

    Te higher the mastery level, the higher the cowardice of enemies the priest strug-gles with. With every successful attack there is a chance that the enemy ees inhorror or will be paralyzed by fear. Also the effect of threatening is bigger when thepriest uses it in a dialog.

    A ; I ; D ; I ; J ; I ; M ; I ;

    W

    Wisdom is the priests strength. Tanks to their wisdom the priests are ableto absorb a huge amount of information and use them for increasing theirknowledge and understanding. Tis helps them to better understand and

    perform spells of all magical books.

    Te higher the mastery level, the lower the amount of mana necessary to cast aspell. Te mana loss for casting a spell decreases as well. On the contrary, the prob-ability of successfully casting a spell increases and the time needed to restore manaa er casting a spell decreases.

    A ; I ; D ; I ; J ; I ; M ; I ;

    S P S P

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    A

    For many centuries, alchemy was a eld neglected by the clergy and onlytaken care of by the Royal Alchemist Guild and, if tolerated by local bish-ops and governors, also by folk seers and herbalists. Only in the 10th cen-

    tury did the brothers of Saint Fiono's Order start to study this science and the rstachievements came soonespecially when it came to mind and sanity affecting

    elixirs. Tanks to this alchemy was accepted as a spiritual science by the Saint-Messia Council and soon became very popular within the clergy.

    Te higher the mastery level, the faster the effect of potions which add mana, stam-ina and hit points. Te potion maker is also able to make more complex potionsconsisting of two, three or four different basic potions.

    A ; C ; D ; C ; J ; C ; M ; C ;

    M R

    Mana Restoration is a skill vital to any priest. It allows him to restore a partof the maximum amount of mana using concentration which is howeverpaid by a stamina loss. Saint Orthenius who always longed for an unlim-

    ited source of mana because he did not want to reconcile with the idea that he couldbe ever le without a power in his ght against heresy, is considered the discovererof this mental ability.

    Te higher the mastery level, the lesser the amount of stamina used up by this skill.Te amount of mana restored increases at the same time.

    A ; I ; D ; I ; J ; I ; M ; I ;

    S I

    Spiritual Insight is the most controversial of all the spiritual skills. It en-ables a priest to connect his consciousness with a spiritual plane of exis-tence which alchemists call the astral world, thus gaining many supernatu-

    ral powers. Te problem with this skill is that while in the astral world the priest isdeprived of his own sight, and the Spiritual Insight skill cannot be terminated be-

    fore its time to end comes.Te higher the mastery level, the better supernatural powers the priest is gainingwhile in the astral worldhis intelligence increases, his ability to cast spells of allmagical books improves and the duration of Spiritual Insight is longer.

    A ; I ; D ; I ; J ; I ; M ; I ;

    S P S P

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    Paladin The paladin is a member of the knightly order ofthe Brotherhood of the Righteous, an opposingforce standing up against the boundless author-ities of the Holy Office. He is called up mainly tofight, and his special skil ls correspond that.

    S Uimproves defensive capabilities of shields againstall forms of physical attack.

    Sincreases the amount of paladins hit points.

    H Pincreases paladins magic resistance which enableshim to better withstand magical attacks.

    E Ereveals some of enemys characteristics, thanks to whichpaladin gains numerous advantages during a fight.

    D Sincreases the probability and amount of damage of the criti-cal hit, the most powerful blow in the game.

    D

    increases defense abilities of the paladin, but at the expenseof his stamina and hit probability.

    Sallows to repair damaged items without havingto visit a merchant.

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    S U

    Faith is not the only thing that can protect a person from dangerin manycases a shield which protects from a deadly attack of an infernal beast or aerce heretic, who cooks human insides and fornicates with black goats in

    the cellar below his house, helps more than an unshakable faith in the Lord. Tefounders of the Brotherhood of the Righteous order realized this and decided that

    every member from the novice stage until his death shall be trained not only inweapon and armor use, but in the ght with a shield as well. Tis skill therefore in-creases the control of a shield.

    Te higher the mastery level, the better the shield protects the knight. Te chancesof receiving a critical hit are lower as well.

    A ; S ; D ; S ; J ; S ; M ; S ;

    S

    Every paladin of the Brotherhood of the Righteous order shall be persis-tent in his ght against injusticethat is what one of the orders regula-

    tions says. And the paladins keep this commandment, for their sturdinessenables them to survive many bloody battles. Sturdiness increases the paladinsstamina which anybody who drenches in blood daily will appreciate.

    Te maximum hit points increase when the paladin becomes an apprentice, aswell as when he is promoted to a disciple, his stamina increases a er he is pro-moted to a journeyman and his poison resistance increases when he becomes amaster because an experienced paladin cannot be poisoned easily.

    A ; C ; D ; C ; J ; C ; M ; C ;

    H P

    Holy Protection was adopted by the Brotherhood of the Righteous fromthe imperial Holy Cross Order which has been developing it since theday it was founded. Te principles of holy protection have been reput-

    edly discovered by a novice named Benjamin del orra during his rst crusade.Te rumors have it that it was supposed to protect him from the lure of Jad-

    Habaal brothels. At the end, the spiritual training had borne unexpected fruitwhich became a welcome contribution to the order and its holy mission.

    Te higher the mastery level, the higher the magic, re, frost and lightning re-sistances.

    A ; C ; D ; C ; J ; C ; M ; C ;

    E E

    Estimation of an enemy is a useful skill which enables the paladins to discoverstrong and weak points of opponents with their experience and use theseweaknesses to their own benet. Tis makes an experienced paladin a more

    dangerous opponent than anybody else because such a paladin knows where to inicta wound, what the weaknesses of his opponent are and when to retreat from a ght.

    Te higher the mastery level, the more qualities of an opponent the paladin canestimate. Chances to hit, armor class and spell penetration increase as well.

    A ; I ; D ; I ; J ; I ; M ; I ;

    S P S P

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    D S

    Divine Strike represents a conjunction of divine wrath and the strength ofthe paladins arm, i.e. a conjunction of spiritual and physical side of justice.Using the Divine Strike a paladin can multiply effect of a regular melee

    attack which is however costing him twice as much stamina.

    Te higher the mastery level, the more probable the critical hit which can stun anopponent for a moment.

    A ; D ; D ; D ; J ; D ; M ; D ;

    D

    Te paladins of the Brotherhood of the Righteous are trained in combatsince their novitiate (period of training), for combat is o en the only wayto enforce justice in the Realm. Combat, however, requires not only attack

    skills but defense skills as well. Terefore the defense skills receive as much atten-tion as the attack skills. He who can defend himself is more needed in the battlethan the famous barbarian berserkers.

    Te higher the mastery level, the lower the damage taken by the paladin, but at thecost of a stamina loss. Te duration of the skill is longer as well and the chances ofdefending completely against an attack are higher. Deadly attacks will not kill thepaladin but will only decrease his chance to hit temporarily.

    A ; S ; D ; S ; J ; S ; M ; S ;

    S

    Smithing is an indispensable part of the warcra . Terefore the paladins ofthe Brotherhood of the Righteous are skilled in it as well. Te protection of justice in the Realm cannot be stopped because a paladins sword has bro-

    ken or a part of his armor fell off. Without the smithing skill the enforcement of justice would be dependent on gold paid to the smiths for the repair of broken

    equipment.

    Te higher the mastery level, the more complicated armor and weapons the pala-din can repair.

    A ; C ; D ; C ; J ; C ; M ; C ;

    S P S P

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    Thief The thief is a former nobleman that was deprivedof all property, of his title and nearly of his life aswell, which made him an outlaw dependent onlyon himself. But he got a chance to gain his statusback and in that effort his special skills acquired

    during years spent among the worst scum of theRealm will surely come in handy.

    Eimproves communication with other characters andmakes prices in shops more favourable.

    Aallows to avoid an attack completely and to return part ofthe damage back to the enemy.

    Aa surprising attack that increases hit probability anddamage amount.

    Shides the thief from the sight of other characters andallows him to sneak past them undetected.

    Sa handy skill, on the other side of law though.

    Tallows removal of detected traps, and to open locks of

    doors and chests.

    M Aallows support to the thiefs weapon attack with magicalpowers that inflict much bigger amount of damage.

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    E

    Eloquence is a skill that can do miraclesit can improve the thiefs reputa-tion, lower the prices of items in the shops, ease persuasion during dia-logues or get the thief out of any trouble. It is no wonder then that elo-

    quence is practiced mainly by people who o en nd themselves in problematicsituations.

    Te higher the mastery level, the higher reputation bonus the character gets. It alsoaffects prices in the shopsof items being sold as well as of items being bought.Te threatening skill improves and if a reputation loss occurs, it is lowered by theeloquence of the character.

    A ; I ; D ; I ; J ; I ; M ; I ;

    A

    Agility is good both for the body and the mindan old imperial sayingsays. And this is especially true when a deadly attack which could separatethe soul from the body for all eternity occurs. Dodging a brutal enemy at-

    tack is a useful skill anybody who o en nds himself in situations solved by violencecan use.

    Te higher the mastery level, the higher the chances of dodging an incoming attackcompletely. Higher level characters are able to wound an enemy while defendingthemselves or confuse him completely by a clever maneuver.

    A ; D ; D ; D ; J ; D ; M ; D ;

    A

    Ambush is not only a cr ime punishable by death or at least by chopping offa hand, it is also a skill useful for those who like to do well surpriseattacks. It is a tricky ghting maneuver when the assailant takes advantage

    of the fact that the victim does not know about his presence and thus easily inictswounds much worse than if the victim had defended.

    Te higher the mastery level, the higher the chances to hit the victim and thedamage inicted. Te chances of causing a critical hit and an instant kill are higheras well.

    A ; D ; D ; D ; J ; D ; M ; D ;

    S

    Stealth allows a character to become almost invisible to all who do not payattention. Te character uses shadows and enclosed terrain features as wellas his spiritual ability to look like he is not there at all. It is however quite an

    exhausting activity that costs the character some stamina.

    Te higher the mastery level, the better the stealth effect. Also the stamina demand islower and the probability that the character will stay hidden even when somebody iswatching him increases. At higher levels the character is able to stay hidden even a ercasting a spell or attacking an enemy. Te duration of inconspicuousness is longer as well.

    A ; D ; D ; D ; J ; D ; M ; D ;

    S T S

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    S

    Stealing is a lthy crime and nobody can say otherwise. However, it is alsoself-evident that it is a useful skill which gives one many opportunities. Ithappens to everybody sometimes that they long for something which be-

    longs to somebody else. Unfortunately, only really skilled thieves can attempt tosteal something really valuable and get away with it if they get caught.

    Te higher the mastery level, the more opportunities the thief gainshis chancesof a successful the increase, he can steal not only on the street but in the shopsas well and there is a greater chance he will not be discovered when he makes anunsuccessful attempt.

    A ; D ; D ; D ; J ; D ; M ; D ;

    T

    Tieving is a useful skill which allows the thief to open locked doors andchests and remove traps. Even though this skill can be used for doing gooddeeds as well, it was called a er the more frequent way in which it is being

    used. Anyway, no matter for what purpose this skill is used, one must count withthe fact that picking a lock or removing a trap is a time-consuming task that coststhe character a lot of energy.

    Te higher the mastery level, the less time is needed for opening a lock or removinga trap and the less energy it takes.

    A ; D ; D ; D ; J ; D ; M ; D ;

    M A

    Te Magical Attack skill allows a character to interconnect the body andthe mind for a short period of time and to inict an attack during this timewhich not only causes physical damage but certain magical damage as well.

    It can be a re damage, a lightning damage, a frost damage or a poison damage. Suchattack will cost the character some mana though. Tere is a dispute lead amongst the

    Holy Mother Church of how it is possible that laics have such supernatural powerswhen their faithwhich is usually considered to be the main source of magicalpoweris minimal or none whatsoever. Tat is why theories emerged that super-natural powers of a human being do not come from faith but from a state of mind.

    Te higher the mastery level, the bigger magical damage is inicted and the lessmana is consumed. Also the duration of this skill is longer.

    A ; I ; D ; I ; J ; I ; M ; I ;

    S S

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    STe main character must know the respective eld of magic before he can cast spells.But the knowledge of the eld itself is not enough, it is necessary to nd spells thatbelong to this eld of magic and learn them. Spells can only be learnt from magicscrolls that can be bought in shops or obtained in some other way (e.g. in treasurechests). However, the main character can only learn those spells for that he has therequired mastery level. Te required mastery level can be found in the descriptionof each scroll (in the Mastery eld). Te description also says if the main characterknows that spell or not.

    Note: I there is a scroll with spell in the inventory that the main character is not ableto learn, it is graphically distinguished rom those that the character can learn. Tisway, you can easily tell or example i a merchant offers spells that the character doesntknow yet.

    M agic has its basics in seven magic elds (or skills), whereas each eldincludes ten unique spells. o gain knowledge of a eld of magic, thecharacter must rst obtain a magical book and by learning it he gets a newskill. At the beginning of the game you can choosebased on the selectedcharacterwhich magic skills (elds of magic) you want to know from start;the remaining elds must then be learnt by the main character from ob-tained books.

    Te main character can gradually improve in all elds of magic and gain higherlevels of knowledge (so called masteries) in them that will bring him a bettermentof spell effects.

    All main characters are allowed to gain knowledge of any permitted or forbiddeneld of magic. Yet only the priest can achieve the highest mastery level. Paladincan reach the level of student only, while the thief can get up to the level of initiate.

    o attain a higher mastery level, it is always necessary for the main character togain a certain experience level and he must have the intelligence and the respectiveskill (eld of magic) at the required level as well. Conditions for attaining a highermastery level are the same for all seven elds of magic:

    N ; I ; S ; I ; I ; I ; M ; I ;

    Fields of magic are furthermore divided into permitted and forbidden accordingto which magical books the Holy Mother Church allowed and which it rejected.

    P

    eologia Arcaneabook of divine magic

    Adversum Malecarum

    book of magic of true faith

    Diquisitiones Magicaebook of magic of miracles

    Directorium Inquisitorumbook of inquisitorial magic

    F

    Liber Artum MagicarumProhibitarumbook of heretical magic

    Elenchs Ts PseudonymGnsesbook of pagan magic

    Liber Lucifer Ordinis Novibook of infernal magic

    M

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    List of all types of armorand weapons can be foundin the B A

    W .

    List and description of all books,spells, potions and more

    information on magic can befound in the Book of Magic .

    Book of Magic Armor and Weapons

    SFire Lightning Frost

    M Permitted magical books

    Teologia Arcanea book o divine magicAdversum Malecarum book o magic o true aithDiquisitiones Magicae book o magic o miraclesDirectorium Inquisitorum book o inquisitorial magic

    Zakzan magick knihy

    Liber Artum Magicarum Prohibitarum book o heretical magicElenchs s Pseudonym Gnses book o pagan magicLiber Lucifer Ordinis Novi book o in ernal magic

    STeologia Arcaneabook o divine magic

    Adversum Malecarumbook o magic o true aith

    Diquisitiones Magicaebook o magic o miracles

    Directorium Inquisitorum

    book o inquisitorial magic

    Liber Artum Magicarum Prohibitarumbook o heretical magic

    Elenchs s Pseudonym Gnsesbook o pagan magic

    Liber Lucifer Ordinis Novibook o in ernal magic

    PBasic potions Composed potions Elixirs

    P Boots Gloves Helmets

    APadded Armor Leather Armor Sca le ArmorChain Mail Plate Armor Full Plate Mail

    SBuckler Round Shield Large Shield Pavise

    S Knife Dagger Stiletto FalchionShort Sword Dou ble Blade

    L Short Saber Sab er Backsw ord Long SwordBastard Sword wo-Handed Sword

    B Combat Staff Great Club Mace FlailWar Hammer wo-Handed Flail

    AAxe Great Axe Combat Axe wo-Handed AxeDouble-Blad ed Axe Battle Axe

    BShort Bow Long Bow War Bow Composite Bow Arrows

    PLance rident Long Lance PikeHalberd Partisan

    Trowing Daggers Trowing Axes

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    www.inquisitor-rpg.comInquisitor 2012 Cinemax