Beginner Guide: Inquisitor

The Tyrant of Magic

Why play an Inquisitor?

Because it’s so unexpected, despite all evidence to the contrary.


Inquisitors are tanks specializing in the pacification and destruction of rogue mages.


Their signature abilities include Pillage Mana, which drains mana from the target and distributes it among your group members, or Mana Burn which drains mana and causes damage equal to 75% of the mana drained. Censuring Strike which slows the enemy’s casting speed. Silence which prevents spell casting for six seconds.


They have access to a variety of utility spells to aid in their quest to hunt down rogue spell-casters, such as Sense Magic, See Invisibility and Dispel Magic. They can even Dominate the Mind of an opponent, forcing them to fight alongside the Inquisitor for one minute.


Their strongest buff is Arcane Tyrant, which gives them addition strength and magic resistance for one hour, along with also allowing them to see invisible entities and magical effects.


When played solo, due to their low damage, Inquisitors perform poorly. They do not have much to compensate for their low damage except a single stun.


In groups, Inquisitors are tanks who can grant their party members auras which can increase attack speed or reduce spell damage taken while also increasing resistances.


In closing, choose Inquisitors if you enjoy the role-play of being a witch hunter or if you enjoy the specialized tank role they have which focuses on interrupt timing and purging enemy buffs.


The full official deep dive on Inquisitors can be found [here].


Starter Quest: Night Harbor

Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”

A full list of beginner tips can be found [here].


Open your inventory and memorize any spells you might’ve started with, then read the Rune-Etched Note.


Directions to: Jaffar Jhaym

Enter the city through the North Gate, turn left and head up the large staircase to the floating pink-purple wizard tower. Go to the stone platform underneath the floating platform and stand on the glowing bright pink teleporter pad. Once upstairs in the teleporter hub, turn left to go to the Spellbinders Spire teleporter. Once at the Spellbinder Spire, turn left and head through the open doorway, then through the open doorway in front of you to the right and take an immediate left up the ramp. When you are outside on the roof, turn left and continue along the wall, around the tower and up several staircases. At the top will be Jaffar Jhaym.


Hand him your Rune-Etched Note and he will you to bring your note to Petra Gyle.


Directions to: Petra Gayle (from Jaffar Jhaym)

Head back down the way you came until you exit the doorway you first entered, then turn left and Petra will be there overlooking the city.


Hand her the Rune-Etched Note and she will hand you a Spellbinder’s Cell Key and ask you if you are prepared to take on the role of Inquisitor.

Interaction with: Petra Gayle

“Yes, I am.”


Directions to: Containment Cells (from Petra Gayle)

From Petra follow the wall in the direction of the large castle in the distance until you walk down a small staircase, then turn right and head down the ramp, turn left and head down another ramp, continue straight and then turn left down a third ramp. Take the first door on the right pick up your key and click on the cell door. Cast Torment on one of the prisoners three times and they will reveal a secret pocket in their cloak. Use the “/look” command near the table with knives on it, then “/inspect cloak” followed by “/inspect seam” and finally “/take note.”


Give the note to Inquisitor Selpha outside the cell.


Return to Petra and give her the Mysterious Rolled Note, the Mysterious Iron Spike and the Spellbinder’s Cell Key. She will give you a Spellbinder’s Symbol of Inquisition and a Tarellian Seer Stone.

Interaction with: Petra Gayle

“What are Seer Stones?”

“What choice?”

“The note” or The spike”


The Note path

Petra will hand you a Tarellian Seer Stone, a Small Leather Bag and a Revealed Cultist Note. Equip the Tarellian Seer Stone and head to the Shaded Blood Inn near the West Gate.


Objectives of: the Note path

Exit Spellbinder’s Spire via the teleporter behind where you first arrived at the spire. Once back on the teleporter hub platform, turn right and use the teleporter at the start of the large stone pathway pointing up. Now that you are back on the ground, continue straight and cut across the entire plaza, towards the large gate with a floating pink crystal above it. Pass through the gate and head down the stairs, turning right at the end and passing through a keyhole shaped arch. Continue onwards across a small bridge until you reach a fork in the road near the corner of Seabreeze Park. Take the right path in the fork and continue forwards until you pass the bank building with the white tented roof, then turn left and head into the Shaded Bloom Inn. The first Easthymnite Traveler walk in and out of the basement behind the bar, follow him down and kill him when you are alone. Pick up two Ornately Carved Iron Spikes from him.


Exit the Shade Bloom Inn and turn right once outside, passing by the inn and turning right again down the cobblestone road towards the Night Market. Within the Night Market are the remaining two Easthymnite Travelers. You do not need to kill them, only follow them until they stop at different locations. Once one stops at a location, wait for them to leave then walk up to the same spot and use the “/look” command, followed by “/pull spike.” Once you have collected a total of six spikes, place one within each slot of the Small Leather Bag and press combine to create a Small Bag of Spikes.


Return to Petra and hand her the Small Bag of Spikes and Tarellian Seer Stone, she will then give you a Ashira Herb Pouch, a Filthy Leather Herb Pouch and a Tarnished Spellbinder Cuirass.


The Spike path

Petra will hand you a Cultist’s Iron Spike and a Tarellian Seer Stone, and ask you to bring the spike to Spellbinder Kharash.


Directions to: Spellbinder Kharash (from Petra Gayle)

Spellbinder Kharash can be found in the archives near the containment cells below where you interrogated the captured cultists. Instead of turning into the containment cells, head straight in the hallway.


Hand the spike to Kharash and he will give you a Spellbinder’s Bag and ask you to fill it with components.

Interaction with: Spellbinder Kharash

“What components?”

He will tell you that he needs the following:

  • Fire Beetle Eye
  • Bat Eye
  • Spiderling Eye
  • Scarab Eye
  • Crypt Scarab Eye
  • Pocket Mirror


Locations of: Beetles, Bats, Spiderlings, Scarabs and Pocket Mirror

Everything except the pocket mirror can be acquired be killing enemies outside the North Gate where you started. Once you have the items, return to the teleporter hub platform and head towards the Grand Library teleporter. Once you have been teleported, continue forwards onto the central teleporter and Haredi will be against the left wall downstairs. Purchase a Pocket Mirror from him and place all items within the Spellbinder’s Bag and combine.


Head back to Kharash.


Kharash will hand you a Revealing Iron Spike and tell you there is one final thing for you to do.

Interaction with: Spellbinder Kharash

“What must I do?”

Head to the North Gate and stand directly underneath it and right-click the Revealing Iron Spike.

Target of the Eye of Kharash

Right-click the spike to summon an Eye of Kharash, then follow it to its destination. The eye will travel to Farmer Lubern, whom you must fight. First hand him the Tarellian Seer Stone, which will unmask him as Lubern the Heretic. Kill him and loot Lubern’s Scrying Orb from his body and return to Petra with it.

Return to Petra and hand her the orb.

Starter Quest: Ail’vorith

Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”

A full list of beginner tips can be found [here].


Open your inventory and memorize any spells you might’ve started with, then read the Imbued Parchment.


Location of: Head Toilmaster

Toilmaster Verrith can be found right behind you.


Hand him the note and he will ask you to find a working pickaxe.


Location of: Slave Pickaxe

They can be found in the crate just behind him. Write “/take pickaxe” to acquire one.


Hand the pickaxe to Verrith and he will tell you to go mine a stock of 20 rocks in the old quarry across the pond.


Directions to: Old Quarry

Turn left from Verrith and swim across the water towards the fire in the distance. Equip your pickaxe and mine 20 Fragile Quarry Rocks from the veins in the small cave.


Return to Verrith and hand him the rocks and the pickaxe. He will then ask you to bring the Pack of Stone to Supplier Jul within the foreign quarter. The weight of the pack will slow you down.


Directions to: Supplier Jul (from Head Toilmaster Verrith)

Head up the ramp next to Verrith and head across the bridge, into the foreign quarter. Once you enter, turn left and enter the first building on your left to find Supplier Jul.


Hand him the Pack of Stone and he will ask you to forge the sharpening stones that Verrith wants.


Interaction with: Supplier Jul

“I will do it.”

Directions to: Smithing House (from Supplier Jul)

Learn the recipe he gave you, use the command “/take stones” twice to take ten rocks, just so that you have spares, and head towards the smithing house. Exit Jul’s shop and turn right. Continue forwards through the gate and turn left before crossing the bridge. Follow along the edge and head down the small ramp, continue along and enter the last house on the left and take the first right to find the smithing house.


Right-click the grinding stone and make five Fragile Sharpening Stones. Place all five sharpening stones within the Sharpening Stone Satchel and press combine, then return to Jul and hand him the Full Sharpening Stone Satchel.


After talking to Jul, return to Verrith and hand him the Sharpening Stone Delivery Satchel.

Interaction with: Toilmaster Verrith

“Yes, I did.” / “No, I did not.”

“I am prepared.”


Verrith will then ask you to acquire six items:

  • 2x bone chips
  • 2x myconid caps
  • 2x deep beetle legs


Locations of: Skeletons, Myconids & Beetles

Skeletons, myconids and deep beetles can all be found nearby to where Verrith is, as well as across the bridge past the beginner enemies. Small beetles can also drop the legs required,


Place all six items within the Leather Hunting Satchel that Verrith gave you and press combine. Return to Verrith and hand him the Filled Leather Hunting Satchel. He will give you a Satchel of Questionable Spoils and ask you to bring it to Vashuk, the cook at the inn, in the foreign quarter.


Direction to: Foreign Quarter Inn's Kitchen (from Head Toilmaster Verrith)

Cross the bridge and enter the foreign quarter, then turn right and enter the house after the fountain on the right. Cross the dining hall and enter the hallway slightly to the right. Head down the stairs until you enter the downstairs dining area, then turn right and enter the kitchen.


Hand Cook Vashuk the Sacthel of Questionable Spoils then return to Verrith.


Interaction with: Toilmaster Verrith

“Yes, I wish to rejoin the Houses.”

Verrith will send you to see Provost Xan’shorn within the Obsidian Academy to deliver his recommendation.


Directions to: Provost Xan'shorn (from Head Toilmaster Verrith)

Enter the foreign quarter and Provost Xan’shorn will be right next to the academy entrance to slightly to the left, as he wanders a bit.


Hand Xan’shorn the Toilmaster’s Recommendation and he will ask you to speak to the representatives of the seven houses within Ail’vorith.

  • Vael’xirith
House Vael'xirith accepted classes & directions

Recruits Archers and Rangers.

Laren Drin’dar can be found in the training quarter building opposite Supplier Jul’s shop, against the wall opposite the entrance. Hail him and tell him “I am skilled with the bow” and then “I will prove myself.”

  • Varros
House Varros accepted classes & directions

Recruits Elementalist and Necromancers.

Vaslir Naiyth can be found in the back right corner of the academy’s entrance hall. Hail her and say “I can find a patch.”

  • Xal’tharn
House Xal'tharn accepted classes & directions

Recruits Inquisitors and Monks.

Klavel Sul can be found in the training quarter building opposite Supplier Jul’s shop, on the left once inside. Hail him and tell him you would serve “The Queen” and that “I wish to become a Cenobite.” Then ask him “Do you have a task for me?”

  • Hal’kareth
House Hal'kareth accepted classes & directions

Recruits Spellblades and Wizards.

Myal Vehear can be found on the second floor of the academy. Take the ramp up from the entrance hall and turn either left or right up another ramp, then turn around. Hail her and say “I would like to assist.”

  • Ith’vayen
House Ith'vayen accepted classes & directions

Recruits Enchanters and Rogues.

Amarah Ith’vayen can be found just inside the academy and to the left. Hail her and ask her “What task?” Then say “I am ready to go.”

  • Drezzorith
House Drezzorith accepted classes & directions

Recruits Clerics and Paladins.

Zalethra Drezzorith can be found on the second floor of the academy. Take the ramp up from the entrance hall and turn either left or right up another ramp, then turn around. Hail her and ask “What problem?”

  • Velgarrith
House Velgarrith accepted classes & directions

Recruits Fighters and Shadow Knights.

Xilonen Velgarrith can be found on the second floor the training quarter building opposite Supplier Jul’s shop. Head inside and enter the door on the left, then head up the ramp and enter the first room on the left. Hail him and tell him “I wish to prove myself.” and when he asks if you are ready, tell him “I am ready.”


The Obsidian Academy area contains all seven representatives and can be found directly opposite the entrance to the foreign quarter. Find the house representative that recruits your class and continue the quest-line.

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