---
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: '2026-04-20T03:07:14.330649'
ship_class: Frigate
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 500
armorkin: 25
armortherm: 35
bandwidth: 5 Mbit/sec
bonuses: Amarr Frigate bonuses (per skill level):
10% bonus to Remote
Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Role
Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to
Remote Armor Repairer falloff
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.
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.
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: Tech 1
title: Inquisitor
type_id: 590
validation_score: 1.0
---
## Summary
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.
## Skills
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.
## Tactics
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.
## Notes
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.