Inquisitor
Inquisitor is a mercenary Heavy Infantry unit from Knights of the Mediterranean. Depending on civilization, it can be hired at a Tavern, Monastery or Lombard. It combines Stealth mode with a healing ability and can deal siege damage, making it a support unit with scouting and combat utility. Its four-population cost makes it a valuable specialist to protect; losing it also removes healing support from the force.

Recorded values
- Cost
- 110 Coin
- Available
- Commerce Age · Tavern (Europeans) ; Monastery (Asians) ; Lombard (Italians)
- Training
- 45 sec · 4 population · 20 XP per train
- Durability & mobility
- 150 hit points · 20% hand resistance · 4.75 speed · 12 line of sight
- Healing
- range 12
- Siege attack
- 30 base damage · range 6 · attack interval 3.0
- Hand attack
- 18 base damage · attack interval 1.5 · bonus damage: 10.0x vs. Hero; 10.0x vs. Mercenary; 1.5x vs. Villager
- Burning damage
- 1 base damage · attack interval 1.0 · bonus damage: 10.0x vs. Hero; 5.0x vs. Mercenary; 2.0x vs. Cavalry; 1.5x vs. Villager; 0.5x vs. Building
- Ability
- Stealth mode
Role, availability & values
Use Stealth to approach or scout a route where the Inquisitor can reach a safe support position, then keep it near damaged allies so its healing can contribute. Its listed healing range is 12. Avoid exposing it at the frontline merely to deal damage; use other units to screen it and watch for detection that can reveal stealth.
Training & availability
Knights of the Mediterranean; mercenary Heavy Infantry; hired at Tavern, Monastery or Lombard depending on civilization; four population; healing range 12; Stealth mode and siege damage.
Matchup & timing
Hire one when the army benefits from healing and the map allows a safe route or protected rear position. It can support an extended campaign and bring siege utility, but four population is a significant commitment. Check the available hiring building for the civilization and compare the mercenary cost with more direct army reinforcements.
Current statistics and combat attacks
The Inquisitor is a Commerce Age outlaw and support unit introduced with Knights of the Mediterranean. It costs 110 coin, takes 45 seconds to train, uses four population, and has 150 hit points with 20% hand resistance. Its speed is 4.75 and line of sight 12. It heals friendly units at range 12 for 4 hit points per second. Its hand attack deals 18 damage every 1.5 seconds, with a 10.0 multiplier against Heroes and Mercenaries and a 1.5 multiplier against Villagers. Its siege attack deals 30 damage at range 6 every 3 seconds. It also attaches burning damage to attacks: one damage per second for ten seconds, with multipliers against Heroes, Mercenaries, cavalry, Villagers, and buildings. The exact base number is small, but the continued effect and special multipliers reinforce the Inquisitor's role against valuable human units.
Stealth, healing, and target selection
The Inquisitor combines some of a Spy's anti-hero and anti-mercenary role with a healer's ability to restore friendly troops. It can enter Stealth mode and see stealth, making it useful for scouting and approaching a target unseen; while hidden, it moves at half speed. Its hand attack has tenfold damage against Heroes and Mercenaries, so it can threaten an Explorer, War Chief, Monk, or costly mercenary if it reaches them. It also deals bonus damage to Villagers and can pressure buildings with its siege attack. Keep it near the units it is healing and bring it forward only when the enemy has exposed a high-value target. Its slow speed and four-population cost make it unsuitable for chasing fast units or replacing a dedicated frontline.
Strengths, weaknesses, and timing
Inquisitors are most useful in the Commerce Age, when a small number can heal the army, reveal stealth, and punish heroes or mercenaries. Light infantry, counter-skirmishers, and artillery are dangerous opponents; at speed 4.75, the Inquisitor can be caught or out-ranged. Later, Spies and Ninjas can become more efficient against heroes and mercenaries, while Priests and Surgeons heal more quickly. The Inquisitor does gain age upgrades if Compunction, Folk Heroes, or Wild West is researched: Industrial Age adds 30% hit points and damage, and Imperial Age adds another 50%. That upgrade path can preserve it in a specialist role, but does not remove the population and mobility limitations.
Recruitment maps and civilization access
The European outlaw can appear on a set of maps including Alps, Archipelago, Baltic Sea, Black Forest, Bohemia, Corsica and Sardinia, Danish Straits, England, Ireland, Italy, Low Countries, Pyrenees, Saxony, Scandinavia, Scotland, Spain, and Wales. Europeans recruit it from a Tavern, Asians from a Monastery, and Italians from a Lombard, where the outlaw is in the available pool. Germans can send three through the Witch Hammer Home City Card; that card also enables recruitment at additional buildings and reduces the population cost of Inquisitors and other outlaws by two. Lakota decks can include them in Outlaw Band or Bandit Gang shipments, and Spanish teams can send one with TEAM Spanish Inquisition. Haiti, Argentina, and Maya revolution routes also have access through relevant outlaw cards or shipyards.
Patch and classification notes
The Inquisitor's current classification includes heavy infantry, hand infantry, siege unit, healer, outlaw, and stealth detection. Earlier patches classified it as a Pikeman, and its speed, cost, training time, hand damage, siege damage, and attack rate have changed over time. The present 110-coin cost and 45-second training time are later than the old 100-coin, 35-second profile. Treat its current 18 hand damage and 30 siege damage as the active baseline; older guides may show much lower values. It is a Definitive Edition unit and should not be conflated with the historical religious office outside the game's mechanics.
Building an outlaw support group
The Inquisitor's value improves when its healing and anti-hero attacks are used together. Keep it behind the main infantry and let it heal units between engagements, then use Stealth to approach an exposed mercenary or hero. Burning damage attaches to its attacks and continues after the initial strike, so avoid wasting the hand attack on low-value targets when a costly enemy unit is nearby. Its population cost is four, which a German Witch Hammer shipment can reduce by two; without that card, compare the healer's four hit points per second with a Priest or Surgeon before adding several to the army.
Burning damage details
Burning Damage is attached to both hand and siege attacks and lasts ten seconds, ticking for one base damage each second. Its multipliers are 10.0 against Heroes, 5.0 against Mercenaries, 2.0 against cavalry, 1.5 against Villagers, and 0.5 against buildings. Combined with the 10.0 hand-attack multiplier against Heroes and Mercenaries, this makes the Inquisitor's target choice more important than its modest base health suggests.
European map pool
The Inquisitor's appearance is map-dependent: its listed pool covers European settings such as Alps, Baltic Sea, Black Forest, England, Ireland, Italy, Spain, and Scandinavia, among others. Check the map's outlaw roster before assigning it a fixed role in a build.
Stealth scouting
Because it can detect stealth and enter Stealth mode itself, an Inquisitor can scout a route before the army advances. Use this to locate a hero or mercenary, then approach slowly and bring support before revealing its position.
Outlaw healer and anti-hero unit
The Inquisitor combines the roles of an outlaw, healer and Spy. It can use Stealth, deals siege damage with its hand attack and heals nearby units for four hit points per second in the documented profile. Its bonuses make it especially effective against mercenaries and heroes such as Explorers, Warchiefs and Asian Monks. Like other outlaws it costs Coin but uses more population than ordinary infantry; the current profile lists 110 Coin and 45 seconds to train.
Use stealth to reach valuable targets
An Inquisitor can scout or approach a hero without entering the main front, then support the army with healing after the target is removed. It has hand resistance but is not a durable replacement for a front line. Keep it away from artillery and Heavy Cavalry, and check the applicable Tavern, Monastery or Lombard access by civilization. It can be a strong specialist when the opponent relies on heroes or mercenaries, but its population cost makes mass production inefficient.