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Races

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The world of EVE is inhabited by five major races: the Amarr, Caldari, Gallente, Jove, and Minmatar, and numerous smaller factions. All of these races are of human origin; their ancestors entered this little part of the universe thousands of years ago through a natural wormhole. Though most of the first settlements collapsed when the wormhole suddenly closed, a few survived. Today’s races are the descendants of those scattered colonies.

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The Amarr
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Contents

Racial attributes

Each of the racial factions had its own set of statistics but that has been abolished by the latest game expansions so now all races start with the same attributes.

Race Faction Charisma Intelligence Memory Perception Willpower
Amarr The True Amarr 7 8 8 8 8
The Ni-Kunni 7 8 8 8 8
The Khanid 7 8 8 8 8
Caldari The Deteis 7 8 8 8 8
The Civire 7 8 8 8 8
The Achura 7 8 8 8 8
Gallente The Gallente 7 8 8 8 8
The Intaki 7 8 8 8 8
The Jin-Mei 7 8 8 8 8
Minmatar The Brutor 7 8 8 8 8
The Sebiestor 7 8 8 8 8
The Vherokior 7 8 8 8 8


Source(s): EVE Online solutions

The Empires

The galaxy of EVE is dominated by the five main imperial powers:

  • The Amarr Empire: An ancient and traditional society, dominated by the church and aristocratic great houses.
  • The Caldari State: An extremely industrial society, controlled and governed by its vast mega corporations.
  • The Gallente Federation: A dynamic and egalitarian society, driven by the democratic wishes of its citizens.
  • The Minmatar Republic: A vibrant and fiercely independent society, formed from the gathering of its many tribes.

All players originate in one of these four empires.

  • The Jove Empire: The mysterious fifth empire, the enigmatic and technologically superior Jovians have long held themselves in secluded isolation, having only limited contact with the other great empires. (This race is not playable.)


These five empires form the core of political and military power in EVE. Their collective territories are known as Empire space, and while still dangerous, are policed and guarded with great efficiency.


The Independents

In addition to the core imperial powers, several other factions exist, and while many of their aims and goals may coincide with one empire or another, each is a distinct and separate power in the EVE galaxy.

  • CONCORD Assembly: Formed from the combined efforts and resources of the five main powers, this wholly independent organization is the highest law in EVE, and continually strives to keep the peace, regardless of affiliation.
  • The Ammatar Mandate: During the slave uprising which formed the present day Minmatar Republic, many of the oppressed chose to collaborate with the Amarr, rather than fight for freedom. The Ammatar are the descendants of those collaborators, and now have a great deal of autonomy, and are even now hated by the Minmatar for their actions.
  • The Khanid Kingdom: Formed by a breakaway Amarr great house, the Khanid now enjoy self-rule. In breaking with the Amarr, they also broke with many traditions, resulting in a culture that is a fusion of Amarr and Caldari influences.
  • The Syndicate: A splinter of the Gallente Federation who fled during the Caldari-Gallente war, The Intaki Syndicate operates in the gray regions of law and order, somewhere between empire and pirate nation.
  • The InterBus: A unique and powerful organization dedicated almost exclusively to impartial and confidential space freight. Their strict neutrality allows them to operate in all areas of the EVE galaxy, including those controlled by outlaws.
  • Outer Ring Excavations: A wealthy and successful mining company. Rather than give in to the demands of the Gallente Federation, they instead opted for outright political independence and exile, and have never looked back.
  • The Thukker Tribe: One of the seven Minmatar Tribes, these nomadic people opted for a life of roaming the more remote reaches of space, rather than join the Minmatar Republic.
  • The Servant Sisters of EVE: A religious humanitarian organization driven by the mystery that is the EVE Gate. In addition to attempting to understand the link between God and the gate, they conduct aid effort in all areas of the galaxy.
  • The Society of Conscious Thought: A long-running and ever-changing organization founded by a Jovian spiritualist. The Society is currently engaged in setting up and running a wide network of learning institutions for purposes unknown.


The Outlaws

While piracy is commonplace, certain organizations endure and grow strong. Generally regarded as menaces to all civilized societies, their particular grievances vary widely. Despite being pirates, several of these gangs have gained significant power and influence over the years, making them effective factions in their own right, with worlds, stations, fleets and all the other trappings of imperial magnitude.

  • Guristas Pirates: Unashamed greed-driven pirates of the traditional type, the Guristas were formed by a pair of Caldari Naval officers gone rogue. Understandably, they use Caldari vessels and typically prey on Caldari space.
  • Angel Cartel: The largest and most powerful of the outlaw factions, the Angel Cartel have secured their position in the galaxy largely through the pillaging and adoption of abandoned Jovian technologies. They operate mostly in Minmatar space, but can be found all across the galaxy.
  • The Blood Raider Covenant: A dangerous religious cult who practice gruesome blood rituals in a search for purity. They primarily conduct a holy war against the Amarr Empire, usually using adapted Amarrian vessels.
  • Sansha's Nation: The scattered remnants of a sixth empire, whose twisted abuses of technology invited the wrath of the other five empires. The remaining ships and outposts continue to prey upon the empires across the galaxy, using bizarre ship designs of their own. Their modules seem to be related to those of the Ammatar.
  • The Serpentis: An unethical and organized research and manufacturing corporation turned faction. The Serpentis are primarily involved in the design, manufacturing and distribution of narcotics, along with more traditional forms of pirate activity, often in Gallente space, using modified Gallente ships and equipment.


All Factions are entirely NPC-based organizations. For the player-based equivalents, see Alliances.



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