---
esi_data:
  fitting_stats:
    cpu_output: 135
    high_slots: 3
    low_slots: 4
    med_slots: 2
    powergrid_output: 51
    rig_slots: 3
  group: Frigate
  hull_stats:
    hp_armor: 500
    hp_shield: 225
    hp_structure: 330
  name: Inquisitor
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 3331
  type_id: 590
  velocity: 405
faction: Amarr Empire
faction_group: Empire
image: /590.png
last_updated: '2026-04-20T01:48:20.938951'
ship_class: Frigate
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 500
  armorkin: 25
  armortherm: 35
  bandwidth: 5 Mbit/sec
  bonuses: <b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Remote
    Armor Repairer amount<br>10% reduction in Remote Armor Repairer activation cost<br><b>Role
    Bonus:</b><br>50% bonus to Remote Armor Repairer optimal range<br>600% bonus to
    Remote Armor Repairer falloff<br>
  capacitor: 675 GJ
  cargohold: "250 m\xB3"
  class: Frigate
  cpu: 135
  dronebay: "5 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Standard Frigates
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 3
  hulltype: Inquisitor Class
  inertia: 3.55
  info: In YC114 each major empire faction, having been embroiled in a harrowing,
    extensive, long-term war, recognized the growing need for support and logistics
    functionality in their vessels during the kind of protracted interstellar warfare
    that might otherwise prove exhausting for its participants. In the Amarr Empire,
    this led to the redesign and redeployment of the Inquisitor.<br><br>The Inquisitor
    was originally an example of how the Amarr Imperial Navy modeled their design
    to counter specific tactics employed by the other empires. After its redesign,
    it was exclusively devoted to the role of a support frigate, and its formerly
    renowned missile capabilities gave way to a focus on remote armor repair.<br>
  launchers: 0
  lows: 4
  mass: 1630000
  maxlockedtargets: 7
  maxvelocity: 405
  mediums: 2
  powergrid: 51
  quote: We are the shepherds in the darkness, His Angels of Mercy.
  quote_attribution: The Scriptures, Book of Reclaiming, 4:45
  reqskills: '*{{RequiredSkill|Amarr Frigate|I}}

    ** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 900 mm
  sensortype: RADAR
  sensorvalue: 10 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 225
  shieldkin: 40
  shieldtherm: 20
  shipid: 590
  shipimg: Inquisitor.jpg
  shipname: Inquisitor
  sigradius: 34 m
  structurehp: 330
  targetrange: 36.00 km
  tech: ''
  totaltraintime: 25m 0s
  turrets: 2
  variations: '{{Ship|Deacon}}, {{Ship|Purifier}}'
  volume: 28700
  warpspeed: 5 AU/s
  warptime: 8.02 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Inquisitor
tech_level: Unknown
title: Inquisitor
type_id: 590
validation_score: 1.0
---

<img src="/590.png" alt="Inquisitor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

<div style="display: flow-root;">

## Summary

</div>
The Inquisitor is the Amarr Logistics Frigate; Inquisitor pilots repair their fleetmates’ ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ship’s bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about Logistics. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr Augoror), and then Tech II logistics ships (including the Deacon and Guardian). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.

One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.)

The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the Deacon, its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the Confessor, Coercer or Punisher). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole (C13) PvE.
<div style="display: flow-root;">

## Skills

</div>
The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point.

 Amarr Frigate to increase repair amount and reduce capacitor use to run more repair modules for longer.
 Remote Armor Repair Systems to further reduce capacitor use on repair modules.
 Hull Upgrades to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be.
<div style="display: flow-root;">

## Tactics

</div>
New Inquisitor pilots should read the Tactics section of the UniWiki’s Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor:

 Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off!

Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.

 Stay moving, behind your fleetmates. One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
<div style="display: flow-root;">

## Notes

</div>
While both Amarr logistics cruisers—the Augoror and the Guardian—are designed to fly as part of a cap chain, the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage.

When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance.