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The EVE Character Tool
Attributes: (assign a total of +5 attributes)
Intelligence: 0 +1 +2 +3
Charisma: 0 +1 +2 +3
Perception: 0 +1 +2 +3
Memory: 0 +1 +2 +3
Willpower: 0 +1 +2 +3
School:
State War Academy Science and Trade Institute School of Applied Knowledge
School:
Republic Military School Republic University Pator Tech School
School:
Imperial Academy Hedion University Royal Amarr Institute
School:
Federal Navy Academy University of Caille Center for Advanced Studies
Department:
  Gunnery Operations  
Department:
  Science Business  
Department:
  Engineering Industry  
Department:
  Gunnery Operations  
Department:
  Science Business  
Department:
  Engineering Industry  
Department:
  Gunnery Operations  
Department:
  Science Business  
Department:
  Engineering Industry  
Department:
  Gunnery Operations  
Department:
  Science Business  
Department:
  Engineering Industry  
Field:
Advanced Gunnery Improved Hybrid Weapons Rocketry
Field:
Command Pilot Recon
Field:
Physics Applied Science Biology
Field:
Market Fundamentals Management Public Relations
Field:
Force Fields Reactor Technology Electronics
Field:
Mining Manufacturing Ship Repair
Field:
Advanced Gunnery Improved Projectile Weapons Rocketry
Field:
Command Pilot Recon
Field:
Physics Applied Science Biology
Field:
Market Fundamentals Management Public Relations
Field:
Force Fields Reactor Technology Electronics
Field:
Mining Manufacturing Ship Repair
Field:
Advanced Gunnery Improved Laser Weapons Rocketry
Field:
Command Pilot Recon
Field:
Physics Applied Science Biology
Field:
Market Fundamentals Management Public Relations
Field:
Force Fields Reactor Technology Electronics
Field:
Mining Manufacturing Ship Repair
Field:
Advanced Gunnery Improved Hybrid Weapons Rocketry
Field:
Command Pilot Recon
Field:
Physics Applied Science Biology
Field:
Market Fundamentals Management Public Relations
Field:
Force Fields Reactor Technology Electronics
Field:
Mining Manufacturing Ship Repair
Speciality:
Gunsmith Master Gunnery Close Quarter Combat
Speciality:
Projectile Weapons Master Hybrid Weapons Laser Weapons
Speciality:
Improved Rocketry Standard Missiles Defender Missiles
Speciality:
Captain Training Advanced Command Group Tactics
Speciality:
Advanced Navigation Advanced Piloting Combat Maneuvering
Speciality:
Advanced Recon Electronic Warfare Scout Drones
Speciality:
High Energy Physics FTL Physics Astrometrics
Speciality:
Astrogeology Metallurgy CSO
Speciality:
Mnemonics Genetics Cybernetics
Speciality:
Broker Relations Underhand Trade Practices Advanced Trade
Speciality:
CFO Millitary Strategy CEO
Speciality:
Diplomacy Networking Underworld Politics
Speciality:
Advanced Force Field Technology Shield Emission Technology Shield Grid Upgrades
Speciality:
Advanced Energy Manipulation Energy Pulse Technology Power Grip Upgrades
Speciality:
Sensor Modifications Electronic Warfare Advanced Sensor Operation
Speciality:
Remote Mining Advanced Refining Surveying
Speciality:
Ship Construction Faster Production Mass Manufacturing
Speciality:
Advanced Ship Repair Remote Repair Hull Modifications
Speciality:
Gunsmith Master Gunnery Close Quarter Combat
Speciality:
Advanced Projectile Weapons Hybrid Weapons Laser Weapons
Speciality:
Improved Rocketry Standard Missiles Defender Missiles
Speciality:
Captain Training Advanced Command Group Tactics
Speciality:
Advanced Navigation Advanced Piloting Combat Maneuvering
Speciality:
Advanced Recon Electronic Warfare Scout Drones
Speciality:
High Energy Physics FTL Physics Astrometrics
Speciality:
Astrogeology Metallurgy CSO
Speciality:
Mnemonics Genetics Cybernetics
Speciality:
Broker Relations Underhand Trade Practices Advanced Trade
Speciality:
CFO Millitary Strategy CEO
Speciality:
Diplomacy Networking Underworld Politics
Speciality:
Advanced Force Field Technology Shield Emission Technology Shield Grid Upgrades
Speciality:
Advanced Energy Manipulation Energy Pulse Technology Power Grip Upgrades
Speciality:
Sensor Modifications Electronic Warfare Advanced Sensor Operation
Speciality:
Remote Mining Advanced Refining Surveying
Speciality:
Ship Construction Faster Production Mass Manufacturing
Speciality:
Advanced Ship Repair Remote Repair Hull Modifications
Speciality:
Gunsmith Master Gunnery Close Quarter Combat
Speciality:
Projectile Weapons Hybrid Weapons Advanced Laser Weapons
Speciality:
Improved Rocketry Standard Missiles Defender Missiles
Speciality:
Captain Training Advanced Command Group Tactics
Speciality:
Advanced Navigation Advanced Piloting Combat Maneuvering
Speciality:
Advanced Recon Electronic Warfare Scout Drones
Speciality:
High Energy Physics FTL Physics Astrometrics
Speciality:
Astrogeology Metallurgy CSO
Speciality:
Mnemonics Genetics Cybernetics
Speciality:
Broker Relations Underhand Trade Practices Advanced Trade
Speciality:
CFO Millitary Strategy CEO
Speciality:
Diplomacy Networking Underworld Politics
Speciality:
Advanced Force Field Technology Shield Emission Technology Shield Grid Upgrades
Speciality:
Advanced Energy Manipulation Energy Pulse Technology Power Grip Upgrades
Speciality:
Sensor Modifications Electronic Warfare Advanced Sensor Operation
Speciality:
Remote Mining Advanced Refining Surveying
Speciality:
Ship Construction Faster Production Mass Manufacturing
Speciality:
Advanced Ship Repair Remote Repair Hull Modifications
Speciality:
Gunsmith Master Gunnery Close Quarter Combat
Speciality:
Projectile Weapons Master Hybrid Weapons Laser Weapons
Speciality:
Improved Rocketry Standard Missiles Defender Missiles
Speciality:
Captain Training Advanced Command Group Tactics
Speciality:
Advanced Navigation Advanced Piloting Combat Maneuvering
Speciality:
Advanced Recon Electronic Warfare Scout Drones
Speciality:
High Energy Physics FTL Physics Astrometrics
Speciality:
Astrogeology Metallurgy CSO
Speciality:
Mnemonics Genetics Cybernetics
Speciality:
Broker Relations Underhand Trade Practices Advanced Trade
Speciality:
CFO Millitary Strategy CEO
Speciality:
Diplomacy Networking Underworld Politics
Speciality:
Advanced Force Field Technology Shield Emission Technology Shield Grid Upgrades
Speciality:
Advanced Energy Manipulation Energy Pulse Technology Power Grip Upgrades
Speciality:
Sensor Modifications Electronic Warfare Advanced Sensor Operation
Speciality:
Remote Mining Advanced Refining Surveying
Speciality:
Ship Construction Faster Production Mass Manufacturing
Speciality:
Advanced Ship Repair Remote Repair Hull Modifications
Learned skills:
Summary:
Background:
Attributes:
Schooling:
Skills:

Welcome to the EVE Character Tool, designed to enable you to look at what your starting skills and attributes will be like when you create a character inside EVE Online, without forcing you to actually create a new character, and then wait 10 hours to delete it again.

To use this tool, simply select the choices you'd like to try, and new options will appear, until you've gone through the entire EVE character creation process (except of course designing your portrait :).

Remember you need to select a race and bloodline, your ancestry, no more than 5 bonus attribute points, and then the schools you've gone to and what courses you've taken. These choices will also determine where you start in EVE.

PLEASE NOTE that after the Revelations upgrade this tool is no longer acurate (or, I find, really necessary - especially not since the Apocrypha upgrade).

F.A.Q. (I'll update this as new questions arrive):

  • Q: Why doesn't this tool work? A: Make sure your browser support Javascript and CSS level 2, as the EVE Character tool won't work without those.
  • Q: How many attributes do each character get? A: Each character gets 30 points from their race, 4 from their ancestry, and up to 5 bonus points. So 39 attribute points - plus some skills increase your attributes. (This question and answer is out of date!)
  • Q: How many skills do they get? A: Each character get 3 racial skills, 2 ancestry skills, 3 skills from the department of their choice, 1-2 skills from the field in that department chosen, and 1-2 skills from their speciality. And every character starts with Mining and Gunnery. So 12-14 skills. (This question and answer is out of date!)
  • Q: Can you really only get a maximum of 3 bonus points to each ability? A: Yes, a maximum of 3 to each ability, and no more than 5 in total. (This question and answer is out of date!)
  • Please keep in mind that I've made this primarily for my own amusement, so I can't guarantee that everything on this page is absolutely correct.

    If you find any mistakes, typos, errors, or has anything you'd like to see added, be welcome to send me an email, or alternatively you can send an EVE-mail to Cheyne Chelonian which will probably eventually also be read.

    EVE-online is © CCP and this page was made by Nicolai H. Wium. The screenshots and graphics were taken from http://www.EVE-online.com, including some player-submitted screenshots, and most of the descriptions of the races were copied (painstakingly by hand) from the EVE character creation screens.

    You're more than welcome to use/copy/abuse this page, but if you move it somewhere else, please give credit where it's due, especially to CCP, thanks. The data used are also free for all to use and abuse (there's no reason anyone else should need to go through all that work) - so go ahead!

    Turn the descriptions on/off. Reset the EVE Character Tool.
    Change the background picture. Make the screen printer friendly.

    Deteis

    The Deteis race.

    Symbolizing the Caldari in every way, the Deteis are efficient, hard working, and duty filled. The Deteis are commonly found in positions of authority, both in administration and the military, something that suits their temperament well.

    Deteis Females tend to be neat and composed with a wry sense of humor and a no non-sense outlook on life.

    Deteis Males are generally tall and well groomed with a fair complexion. They strike an imposing chord with their haughty, detached demeanor.

    Civire

    The Civire race.

    Providing the backbone to the Caldari Empire the Civire are cool, levelheaded, and relentless in their approach to either trading or fighting. Civire can handle pressure extremely well, an invaluable aid in combat or other stressful situations. Many of the best bounty hunters are Civire.

    Civire Females are not very tall, but lithe and supple. They are ardent and committed workers, never willing to give up.

    Civire Males are big-boned and masculine, preferring a clean-shaven chin and closely cropped head.

    Achura

    The Achura race.

    Achura has been part of the State for three centuries and joined and left the Federation at the same time as the State. Yet the Achur have always remained a mystery to others. Intensely spiritual the Achur are as reclusive and introvert as one can be and still partake in galatic affairs.

    Female Achur are greatly sought after as teachers and mentors. Their intense interest in the metaphysical world give them great knowledge of everything from quantum physics to the human psyche. More importantly, it gives them the patience and modesty to look beyond their own petty interests, allowing them to truly relate to others.

    The Achur male is reserved in deeds and manner and is a master of disguising his own thoughts and emotions. Never rash or impulsive, he likes to meditate on every decision of importance. Compassion is not alien to him, but his tendency to look at the bigger picture makes it easier for him to sacrifice short-term gains for long-term benefits.

    Sebiestor

    The Sebiestor race.

    Ambitious and driven the Sebiestors are innovative thinkers and are always willing to try something new and different. The Sebiestors are slight build, but are lithe and often graceful. Pale, taut skin and a thin frame are the norm and these looks lead many to believe they suffer from constant malnutrition and sickness.

    Sebiestor Females are kind and considerate, but notorious for their cruel streaks. Generally loveable, they're realistic enough to take the world only at face value.

    Sebiestor Males are contemplative and curious, charming and passionate. They are great tinkers, but their inquisitive nature makes them ideal for any profession when they put their mind to it.

    Brutor

    The Brutor race.

    Brutors are strong-willed and have a great sense of individuality. They are a swarthy people, a bit larger and burlier than the other Minmatar tribes. They favor physical prowess over anything else and can be frightening to face.

    Brutor Females are in some ways opposites of male Brutors. They are dominant, persistent, and egocentric. Their grace and beauty serve to aid them in these matters.

    Brutor Males are patient, alert, and determined. Their thoughtful and deliberate manner gives them great situational awareness.

    Vherokior

    The Vherokior race.

    The Vherokior tribe is a splinter tribe from the Starkmanir tribe. The origins of the Vherokiors are actually well known, unlike the other older tribes. Some five thousand years ago a brutal Starkmanir chief was exiled with all his people. The chief led his people into the most inhospitable part of Matar and was never seen again. But several centuries later their ancestors returned to Minmatar society, much changed in appearance and manners. They never revealed the cause for this change, but took to roaming between the other Minmatar tribes in large caravans, living as merchants, healers, scholars and fortune tellers.

    Vheroikior females are renowned for their shrewd minds when it comes to business and trade. Their batering skills are second to non and they possess exactly the right mixture of sense and intuition to excel in both commerce and industry. The Vherokiors have long since abandoned their wandering ways, instead opting for small-scale family-run businesses. These small establishments, often small canteens and bistros, are usually operated by the matriarch of the family.

    The Vherokior male is small in stock, but nimble and quick footed. They possess an easy charm and are quite affable. While the tribal tattoo tradition is something shared by all Minmatars, the Vherokior male shamans have taken it to new heights. The mystical nature of the Voluval ritual, where the inner soul and karma of the person is revealed through a body tatoo, is exclusively handled by Vherokior shamans and the secrets of the rituals are only known to them.

    Amarr

    The Amarr race.

    Those directly descendant from the Amarrian ethnic group before it conquered its home planet and intermingled with other people - are proud and supercilious, having a great sense of tradition and ancestry.

    Amarr Females are very class conscious and formal in their dealing with others. They have strong family ties and can be very vindictive when someone harms their close ones - this vengefulness can last for generations.

    Amarr Males are haughty, cruel and inflexible in their belief of their own superiority. Although this makes them difficult to deal with, it gives them decisiveness and a great sense of purpose.

    Ni-Kunni

    The Ni-Kunni race.

    These people were a primitive race conquered some 1000 years ago by the Amarr Empire. Unlike the other races conquered by the Amarrians, the Ni-Kunnis adapted to the Amarr society much better and today only a small minority is still enslaved. Most Ni-Kunnis are tradesmen and artisans - occupations frequently frowned upon by Amarrians, but still a vital part of their society.

    Ni-Kunni Females have an enticing and enchanting demeanor. Before becoming part of the Amarr Empire, the Ni-Kunnis had a polygamous society. Although this practice has long been abolished, it still lingers in relations between Ni-Kunnis males and females. Beneath their meek manners Ni-Kunnis women are just as smart and devious as their male counterparts.

    Ni-Kunni Males are sly, cunning, and unscrupulous. The only way for a Ni-Kunnis male to advance up the rigid Amarrian social ladder is by amassing great wealth, so most Ni-Kunnis males are very conscious of making a healthy profit, but this does not necessarily make them greedy.

    Khanid

    The Khanid race.

    The Khanids were fellow settlers alongside the Amarrians on Athra, better known today as Amarr Prime. During the height of the Amarr Reclaiming the Khanids were swept up and merged into the growing Amarr nation. The Khanids proved themselves as valuable allies to the Amarrians from day one and have ever since held exalted status within the Empire, with only a handful of them ever actually having to endure slavery. The name Khanid was give to the Khanid chiefs by the Amarrians. It means "little lord" or "lordling"; an affectionate term given to a cherished friend. The name stuck to the nation as a whole at some point and even after the Khanid domain was granted to one of the great Amarr Holder families, the family adopted the Khanid name as their own, winning the hearts of the Khanid people over in the process.

    The warrior lifestyle of the Khanid males from ancient times has made its mark on the Khanid society. The Khanid female is used to run the household on her own, making her independent and resourceful. Used to make her own decisions, the Khanid female lets no one domineer her and is very much the mistress of her own destiny.

    Long before the Amarr Empire took to the sky the Khanid males were recognized as the best ground fighters in the Empire. During the Reclaiming Khanid warriors were at the forefront in the subjugation of the Ealurians, the Ni-Kunnis andd the Minmatars. Though physical stature and bravery counts for less today, many Khanid males keep up the warrior tradition.

    Gallente

    The Gallente race.

    Originally of French origins, although any direct similarities have long since vanished, Gallenteans value freedom and individual liberty above all else. The Gallente Federation is the only true democracy in the world of EvE.

    Gallente Females considerate and kind, spirited, out-going and lively. They value self-empowerment and can be very creative and resourceful.

    Gallente Males driven and ambitious. They often act self-righteously and are generally very opinionated. They can be very courageous when they feel their way of life is threatened.

    Intaki

    The Intaki race.

    The Intakis were integrated into the Gallente Federation a few centuries ago. Their thoughtful and composed manner suited the Gallente society well; the Intakis are especially good at human interaction and are very prominent in the federal bureaucracy.

    Intaki Females share much the same traits as the males; they're quiet and contemplative, moving through the world without making a ripple. Yet their contemplative manner can conjure great beauty through words and visions.

    Intaki Males are methodical and reserved, never outspoken or confrontational. They enjoy sitting in quiet reflection. Intaki homes are a place of peace and tranquility.

    Jin-Mei

    The Jin-Mei race.

    The nation of Jin-Mei is the latest addition to the Federation, having joined only shortly before the Galenteans came into contact with the Amarr Empire. The Jin-Meis have a very rigorous caste-system, which sometimes clashes with the liberal ideals of the rest of the Federation. The Jin-Mei inhabit the Lirsautton system in Everyshore and seldom venture far from their homes. But that is now changing with the civil war ragin between feuding Sang Do overlords, leaders of the Jin-Meis.

    When the Jin-Mei joined the Federation the social standings of Jin-Mei women were woefully inadequate for liberal democracy. Much has changed since then, not the least by Jin-Mei women themselves grabbing the torch of equal opportunities by both hands and carrying it forward with fervor.

    The Jin-Mei male is generally carefree and good-humored, though very class conscious. He is not very curious by nature, rather favouring stability and security. Most put much stock in generating good social appearance.

    Merchandisers

    There is nothing the Deteis love more than having total control over all their activities and this holds true for producing items. They want to master every aspect of the process, from mining the materials, the actual production, and finally the dristribution and marketing.

    Scientists

    The Deteis beautifully combine efficiency with inventiveness, making them superb researchers and scientists. It's the ability of the Deteis to continuousy create hi-tech devices and the combat abilities of the Civire that together make the Caldari State such a formidable force.

    Tube Child

    Acutely away of the small population of the Caldari State in comparison with the sprawling Gallente Federation, the Deteis have for decades untilized artificial procreation to increase their population. These tube-children are then raises in inhospitable, State-run orphanages, making them tough and self-reliant.

    Entrepreneurs

    Civire are usually not known for their business endeavors, but when they go into business they do it with the same aggressiveness and confidence as when fighting a battle. To them, business is war, and should thus be pursued with the same vigilance and ruthlessness.

    Mercs

    Civire love the brutality of battle and take every opportunity to engage in one. This is the reason why so many of them sell their services as mercenaries - it promises a constant supply of combat. For many families, a merc career has become mandatory for every member before he can settle down for a quiet family life.

    Dissenters

    The cold, disciplined Caldari society does not appeal to everyone, nor are eveyrone happy with the stranglehold the mega-corporations have on everyday life. These people are not rebellious, but have for years been trying to actively change the system from within. One of these days the State will want to deal with them once and for all.

    Inventors

    Creativity is a prized attribute amongst the Achur, as inventions are considered spiritual rather than strictly scientific in nature. Only those in touch with themselves and the universe can 'tap' into the universal consciousness and return with novel ideas.

    Monks

    Thousands of monasteries are scattered around Saisio III, operated by dozens of different monastic orders. While each order has its own code of conduct regarding member behaviour, celibacy and other issues, they all agree on one thing; that only by perfecting the body can you perfect the soul.

    Stargazers

    While the spiritualism execised by the Achur is not an organized religion in any sense, the Achura nation still holds seers and visionaries in high esteem. While the Achur are realistic enough not to attribute them with supernatural prophetic powers, these individuals are still regarded as possessing uncanny understanding of what makes the universe, and humans, tick.

    Tinkerers

    The Sebiestors are the engineers and inventors of the Minmatars. They are especially adept at taking various ideas and techniques and modling them into their own special designs. Some Sebiestors seem to have an uncanny empathy with the ways things work and tick, making them extremely competent tinkerers.

    Traders

    Many Sebiestor traders live like nomads and travel the width and breath of the galaxy in search of quick profit. They seldom settle down to exploit a prosperous trade route for long, always moving on to seek the big payoff that will make them rich beyong their wildest dreams.

    Rebels

    While most Minmatars are trying to establish some sort of a normal way of life since the Rebellion there are many that are not willing to forgive the Amarrians or forget their atrocities. Fighting to free the millions of Minmatars still enslaved by the Amarrians the rebels are building hidden bases close to Amarrian borders.

    Workers

    The majority of Brutors have a modest background - that of working the fields, mines and factories of the Republic (and before that of the Amarr Empire). Still, a lot of them take pride in their jobs and are expert craftsmen and builders.

    Tribal Traditionalists

    The Brutor clan was treated harshly while the Minmatars where under the yoke of the Amarr Empire. This strengthened their bond with their cultural heritage, the only thing the Amarrians couldn't take away from them.

    Slave Child

    The many millions of slaves within the Amarr Empire dream of escape, especially for their children. Every year thousands of newly born slave children are smuggled out of the Empire into Minmatar space, where foster parents raise them.

    Drifters

    The wanderlust is still strong with many Vherokiors. While most have managed to curb their lust for adventure, there are those that can never settle down in one place for long. Never at rest, the horizon holds a constant faschination for them. For there are places to be seen and riches to be discovered.

    Mystics

    The Vherokiors have always seemed a bit odd to the other Minmatar tribes. Doubly so in regard to those Vherokiors with mystical inclinations. Vherokior shamans are both revered and feared by the Minmatars. They possess insights that can be of great help to people, but these same insights can also grant them great powers.

    Retailers

    Walk into any dingy little eatery in Minmatar space and odds are it's owned and operated by a Vherokior. The same goes for any other small business establishment in the Republic. The Vherokiors are notorious peddlers, dating back to their caravan days. They usually run a family business and are seldom inclined to create big corporations.

    Liberal Holders

    Holders, the elite caste in Amarr society, are usually very conservative and habitual. Some of them have rejected their traditional role as inactive power-mongers and are instead active members of the economical life of the Empire. Their champion is Catiz Tash-Murkon, the Udorian Royal Heir.

    Wealthy Commoners

    Some Commoners manage to break out of the strict caste form and make a name for themselves, usually through trade or other merchant activities. Although they can never enjoy political power within the empire they are still free to hoard vast amount of wealth through inter-stellar trade.

    Religious Reclaimers

    Many Amarrians still dream of the glory days of the Empire when the Amarrians seemed poised to conquer the galaxy. They abhor the peace policies of the current regime, regarding them as weak and against everything that the Empire has hitherto stood for.

    Free Merchants

    Ni-Kunnis, originally a slave race within the Amarr Empire, have adapted exceptionally well and most of them are today free. The Ni-Kunnis have used the inherent dislike Amarrians have for merchants to their advantage and Ni-Kunni merchants are now vital for the economic health of the Empire.

    Border Runners

    The Amarr Empire has strict rules regarding trade with other races. This encourages smuggling operations to ferry goods not otherwise permitted to cross the border to flourish. none is better at this than the Ni-Kunnis, which have perfected their smuggler run operations for generations.

    Navy Veterans

    A large portion of the Ni-Kunnis live in impoverished slums and ghettos. One of the few ways for them to escape is to enlist in the Imperial Navy. There they get the education and career they need to jump-start their, and their family's, life.

    Cyber Knights

    Many Khanids want to keep their warrior traditions alive, but the only way to do so in the modern world is through massive body enhancements. The extensive knowledge on cyber implants possessed by the Amarrians is just the thing they need. Some still aim to excel in physical combat, while the more progressive ones seek to become masters of modern warfare.

    Unionists

    A number of Khanids were unhappy with the break from the Amarr Empire. While they never succumbed to insurgence they are now rejoicing the improving relations with the Empire and are hoping the two nations can unite once more. They're willing to do what it takes for that to happen, such as taking on common enemies of the Empire and the Kingdom.

    Zealots

    The Khanids are not known to be as religious minded as the Amarrians, but when they are they tend to be even more fanatical. Religious Khanids are often involved in a cult of some sort, based to more or less extent on the Scriptures. The Amarrians regard religious Khanids with suspicious interest; on one hand they are alarmed by the extremism often shown by the Khanids, but on the other the religious fervor displayed often results in deep theosophical insights.

    Activists

    The common Gallente citizen is extremely politically aware compared to citizens of other races. To outsiders it seems like each and every Gallentean is fighting for one issue or another - anti-corruption, pro-war, anti-pollution, pro-Federation - anything and everything is worth at least one good rally and a general strike.

    Miners

    The insatiable Gallente industry demands massive amounts of minerals for its day-to-day operation. The Federation, loath to be dependent on other races, encourages asteroid mining on a large scale. The sense of independence while mining appeals greatly to the individualistic Gallenteans.

    Immigrants

    Nowhere are honest immigrants as welcome as in the Gallente Federation and no nation is as quick to assimilate them and mold them gently into their own. Hard-working immigrants of every race, greed and color can quickly make it on their own - the opportunities are plentiful.

    Artists

    It is widely believed that the introvert Intakis create the most stunning and thought provoking art around. They've revolutionized many art-forms and created new, such as metapaints and touch sculpture. Intaki artists seem to have a unique ability to create and convey unparalleled beauty that is universal for all human races.

    Diplomats

    Since their inauguration into the Federation the Intakis have slowly established a reputation as superb diplomats, negotiations and bureaucrats. In the tense and often violent world of EvE these qualities can be of vital importance.

    Reborn

    Although persons in risky positions (such as space ship captains) use clones, the general Intaki public refrains from using them. Instead they have a unique method for transferring the personality of a dying person into a newborn baby. Steeped in tradion and perfected with technology the Reborn process in the ideal Intaki vision of 'afterlife'.

    Sang Do Caste

    The Sang Do caste (translates as overlords) is the ruling class in Jin-Mei society. Despite this, they rule with a benevolent hand and most are noble and charitable. With easy demeanor and insightful nature, they have an unparallel knack to inspire loyalty and command others.

    Saan Go Caste

    The Saan Go caste (translates as standing high) are just below the Sang Do caste in the social hierachy of the Jin-Meis. They are commonly found as governmental officials, administration officers, police commissioners and in similar positions. They are resilient and amiable, generally well educated and possessing good common sense.

    Jing Ko Caste

    The Jing Ko caste (translates as good spirit) is the proverbial middle-class of Jin-Mei society. While most people that belong to this caste toil in obscurity all their life, a selective few of exceptional talent manage to rise above the masses. These individuals usually attach themselves to an upper class patron, which paves the way for them to receive the education and career opportunities they merit.

    Caldari

    The Caldari empire.

    Ruled by a handful of mega corporations, the Caldari State is the epitome of civil duty and efficiency, where ruthless capitalism leaves no room for human rights or feelings. They are brutally efficient fighters, giving the opponents no chance of retailiation. Through grit and superior technology, the State fought the much larger Gallente Federation to a standstill.

    The Caldari navy.

    The Caldari Navy use metallic and utilitarian ship designs, with many flat and dull grey surfaces. They are rarely symmetrical and sometimes have wierd angles and a tilted look. They usually design their ships as missile ships and favour shields far more than armor. This also means they have many medium slots but very few low slots, giving them many gadgets to use, but also a dependency on those gadgets to function to survive. When not using missiles they usually use hybrid turrets (railguns and blasters). They tend to name their ships after birds, such as Crows and Ravens.

    Minmatar

    The Minmatar empire.

    The undeniable ultimate underdogs of EvE are the Minmatars. Once enslaved by the Amarr Empire for centuries, the Minmatar Nation is now revelling in its newfound freedom, fighting for its claim as a major power. Steeped in a deep-rooted tribal society, the Minmatars display vehement attachment to their kindred. They will never forget their lost brothers and sisters enslaved by the Amarr Empire.

    The Minmatar navy.

    The Minmatar Navy use vessels pieced together out of random rust-colored metal objects, with large solar sails and industrial surfaces. Many of their ships look like flying engines with guns attached and they do fly much faster than any other ships around. They have great versatility, using many projectile turrets and missile launchers to attack, although these sometimes result in less medium and low slots for defensive equipment. They name their ships short dynamic names, like Slasher, Breacher, Burst, and Probe.

    Amarr

    The Amarr empire.

    Amarr is a vast and ancient empire, with the Amarr Emperor as the head of the feudal society. It is rich in history and traditions, with a caste system that is cruel to those on the bottom, but kind to those at the top. Centuries ago during the Reclaiming, the Amarr Emprie enslaved several nations, including the Minmatars, but has calmed down in recent times.

    The Amarr navy.

    The Amarr Navy favour a sleek, balanced, and symmetrical look, with a yellow tint and reflective gold plating. Their ships are big and smooth and have the thickest armor in the galaxy. The Amarr like laser turrets and all their ships receive bonuses when equipped with such and have the capacitors to power them, but they have few missile ships, and most of their ships fly at medium to slow speeds. Their ships have many low slots and few medium slots, so they don't as much try to avoid getting hit as try to shrug off any damage this cause. They tend towards menacing ship names like Punisher, Executioner, or Apocalypse.

    Gallente

    The Gallente empire.

    The Gallente Federation is the only true democracy in EvE. The Gallenteans regard themselves as the champions of freedom and liberty. Their human touch makes them excellent traders and media moguls. Forged in fire in a war against the Caldari State, the Federation still depends on its mighty drone fleets to defend its beliefs against encroaching anarchy.

    The Gallente navy.

    The Gallente Navy build ships of a blue-green hue with smooth curves and odd asymmetrical designs which look more grown than built. They have few bad sides, although they slightly favour armor over shield technology, and usually come equipped with hybrid weapons (railguns and blasters). They do stand out in their use of drones, which is far more pronounced than the other races, with large drone bays in most of their ship designs. Their ships are usually named in Greek or Latin, like the Navitas or Imicus.