Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Standard view
Full view
of .
Save to My Library
Look up keyword
Like this
0 of .
Results for:
No results containing your search query
P. 1
Four Races of Eve

Four Races of Eve

Ratings: (0)|Views: 3,192|Likes:
Published by Scudd

More info:

Published by: Scudd on Aug 14, 2008
Copyright:Attribution Non-commercial


Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less





Guide To The Four Races of Eve
Written By \u2013 Feral Karkassia
Published in PDF format by [aaeo].net
A Guide to Eve's Four Races

A person playing Eve-Online would, upon creation of their
character, have chosen from four different starting
races. These are the Minmatar, the Amarr, the Gallente
and the Caldari. This "guide" is really just a basic
description of the fighting styles of each; each race has
positive and negative aspects about its gameplay.

Note that the weapons used by each racecan be used by
each of the other races; however, the ships of any given
race have "bonuses" to the racial weapons. In other
words, Amarr ships will have bonuses to the damage of
laser turrets mounted on them, since the Amarrians
primarily use lasers. But nothing keeps an Amarr ship
from mounting missiles, and many do. Using every ship to
its best advantage, however, means that the most damage
will be done by mounting lasers on the ship, and so most
Amarrians will do that. Of course, an Amarrian could just
train to fly Caldari ships if they preferred missiles--
and then, you'd want to check out the Caldari list of
features instead.

Before we begin, if you're interested in learning more
about the fictional aspects including background and
personality traits of your race, head here:

The Stories of the Four Races
On to the fighting styles.
Amarr: The Amarr are fictionally an advanced slaveholding

race, believing in their race's purity and superiority.
In-game this is reflected with their advanced laser
weapons systems. There are two different types of lasers-
-pulse and beam--for long and short range. The lasers
must be fitted with crystals--these crystals both focus
the beam and can modify the damage. The bonus of this is
that an Amarrian will not have to carry around ammunition
or stop to reload his weapons. The negatives are that the
crystals eventually wear down, and can do so in the
middle of battle if the fighter doesn't pay attention. In
addition (and this is very important) the lasers use
capacitor energy to fire. This means that there is less
energy available to run a tank (see the Term List for
more), and that if the ship runs out of capacitor energy-
-whether because the ship used it all, or because an
enemy is attacking with an energy neutralizer or
Nosferatu (energy drain), the weapons will cease
functioning until the cap recharges.

Amarrian ships are generally very tough. They are also
the second-fastest in the game, in general; in accordance
with their "technological superiority" aspect, the ships

tend to be very shiny and sleek, often looking like lumps
of pure gold. The Amarrians have one of the best
Battleships in the Eve universe, and the rest of their
ships can generally hold their own in a fight. In
addition, the Punisher is one of the two best frigates in

Caldari: The Caldari are often called "the Chosen Race"

of Eve, not because of any fictional feature but rather
because CCP (the game's creators and developers) often
appear to favor this race when coding new game elements.
In fact, the majority of Eve players are Caldari.

The Caldari use missiles to their full advantage. A
Caldari fighter can be seen in battle sitting far back
beyond his allies, nearly invulnerable to attack as he
launches volley after volley of long-range explosions.
Missiles do excellent damage, but tend to have a low rate
of fire; this is often made up for, however, by the
Caldari ship bonuses. The Caldari have good frigates (the
Merlin and Kestrel are both good fighting ships), a great
cruiser (the Caracal), an excellent Battlecruiser (the
Ferox), some great electronic-warfare ships and an
excellent Battleship (though it's mostly used for

The Caldari also use hybrid turrets. The Ferox is the
ship to most take advantage of this, and is often set up
as a close-range gunboat. The Moa, too (a cruiser) also
tends to use these guns. Hybrid turrets, however, are
less common than missiles in the Caldari fighting style.
They use up ammunition quickly and are not long-range

The negative aspects to using the Caldari race for
fighting are few, but include the fact that large amounts
of cargo space must be taken up by missiles or
ammunition, that once fully-trained as a Caldari fighter,
one can only really use missiles or hybrid turrets, and
that the missile systems of the Caldari have a low rate-
of-fire. Currently, however, the pros of this race far
outweigh the cons.

Gallente: The Gallente are currently (as of November

2006, pre-Kali release) being termed "CCP's Second Chosen
Race" by some. This race is a race of excellent fighters;
their background, fictionally, is of a people who cherish
and preserve freedom by whatever means necessary, and are
ingenious fighters as a result, with a small variety of
warfare tactics available to them. The Gallente tend
toward EW (Electronic Warfare) and drone use. Their top-
notch battleship, the Dominix, is something to fear

You're Reading a Free Preview

/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->