Inquisitors are the Hyper Evolution of Knights, belonging in the Hyper Evolved tier. They are powerful and durable melee combatants.
Spawning
Hyper Evolved from a Knight when it obtains at least 7 Evolution Points and its 10 minute Evolution timer expires. Once it does, it will Hyper Evolve into an Inquisitor.
Can be spawned by Challenge Watchers as a special mob during a Challenge Raid.
Can be spawned by Vigils during the third wave of a Vigil Raid.
Can be spawned by the Reinforcement System.
Unique Behavior
For every entity that an Inquisitor kills, its melee damage increases by 1 (x0.5 hearts). This has a cap of 15 bonus damage (x7.5 hearts), or 30 total damage (x15 hearts), which is double its base melee damage; it takes 15 kills for an Inquisitor to reach its maximum potential damage. Additionally, upon an Inquisitor reaching 10 kills (25 total damage (x12.5 hearts)), its texture will change to appear very bloody, indicating that specific Inquisitor is capable of dealing a lot of damage.
For every 2 health (x1 heart) an Inquisitor loses relative to its maximum HP, its armor increases by 1 (x0.5 bars). This has a cap of 14 bonus armor (x7 bars) or 21 total armor (x10.5 bars); it takes 28 lost health (x14 hearts) or 32 remaining health (x16 hearts) for an Inquisitor to reach its maximum potential armor. An Inquisitor's armor can be reduced if it regenerates its lost health.
Used to obtain Skeletal Blood Samples via Syringes.
Behavior
Inquisitors are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Inquisitors inflict Mycelium Infection I for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 3 or lower.
Cannot ride Boats.
Can perform short dashes in liquids to pursue a target.
Inquisitors have a 5% chance to drop a Scent upon death unless they are freezing.
Inquisitors will create Nests.
Can fall from up to 8 blocks before taking fall damage.
Inquisitors have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Melee attacks of Inquisitors have an AOE.
Inquisitors can see targets through walls if they are closer than 10 blocks.
Able to utilize Kill Points to grant themselves buffs.
Present a weakness to the cold.
Inquisitors are not influenced by Horde Mentality; they are lone hunters. However, Infected, Evolved (excluding Chargers), Bairns, Scampers, and Gastgebers will attempt to pair up with them.
Inquisitors can be Linked.
Are affected by the Despawning System.
Will despawn during Proto World Modifier if they are at least 256 blocks away from a player.
Are not affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 3 and Enum Percentage of 5%.
Related Advancements
Drops
Armor Fragment (80% chance for 12 - 22)
Claw Fragment (80% chance for 5 - 15)
Mutated Fibre (70% chance for 5 - 9)
Mutated Heart (50% chance for 1)
Inquisitor
Statistics
HP: 60 (x30 hearts)
Armor: 7 (x3.5 bars) - 21 (x10.5 bars)
Melee Damage: 15 (x7.5 hearts) - 30 (x15 hearts)
Damage Cap (Hard Difficulty): 20 (x10 hearts)
Follow Range: 32 blocks
Move Speed: 0.30
ID: spore:inquisitor
Threat Level: Very High
Trivia
The Inquisitor's ability to increase its armor was originally exclusive to the Inquisitor. However, it was later added to the Knight to make it less basic, as it previously had no unique abilities.
The fungus petals on the Inquisitor model's head are meant to represent the helmet of a Spanish conquistador.
The Inquisitor's model is named "spanish inquisition" in BlockBench.
The original texture for the bloody Inquisitor went unused, so until the current one was made, the mod creator decided to simply tint the Inquisitor red. However, it appeared more orange than red, and this sparked multiple memes in the Spore community.
Gallery
An Inquisitor in a Mass Grave Structure.