Races: Caldari, Minmatar, Amarr, Gallente.
Bloodlines: Deteis, Civire, Achura; Sebiestor, Brutor, Vherokior; Amarr, Ni-Kunni, Khanid; Gallente, Intaki, Jin-Mei.
Caldari Ancestries: Merchandisers, Scientists, Tube Child; Entrepreneurs, Mercs, Dissenters; Inventors, Monks, Stargazers.
Minmatar Ancestries: Tinkerers, Traders, Rebels; Workers, Tribal Traditionalists, Slave Child; Drifters, Mystics, Retailers.
Amarr Ancestries: Liberal Holders, Wealthy Commoners, Religious Reclaimers; Free Merchants, Border Runners, Navy Veterans; Cyber Knights, Unionists, Zealots.
Gallente Ancestries: Activists, Miners, Immigrants; Artists, Diplomats, Reborn; Sang Do Caste, Saan Go Caste, Jing Ko Caste.
Schools: Caldari schools, Minmatar schools, Amarr schools, Gallente schools.
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 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.
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.
Intelligence: 7. Charisma: 6. Perception: 5. Memory: 7. Willpower: 5.
Deteis Racial skills: Caldari Frigate, Small Hybrid Turret, and Engineering.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +4. Willpower: +0.
Merchandisers Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +3. Charisma: +0. Perception: +1. Memory: +0. Willpower: +0.
Scientists Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +0. Willpower: +4.
Tube Child Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: 5. Charisma: 6. Perception: 9. Memory: 4. Willpower: 6.
Civire Racial skills: Caldari Frigate, Small Hybrid Turret, and Missile Launcher Operation.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +4. Willpower: +0.
Entrepreneurs Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +0. Willpower: +4.
Mercs Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +2. Perception: +0. Memory: +0. Willpower: +2.
Dissenters Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: 8. Charisma: 3. Perception: 7. Memory: 6. Willpower: 6.
Achura Racial skills: Caldari Frigate, Small Hybrid Turret, and Science.
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.
Intelligence: +4. Charisma: +0. Perception: +0. Memory: +0. Willpower: +0.
Inventors Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +2. Memory: +0. Willpower: +2.
Monks Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +1. Memory: +3. Willpower: +0.
Stargazers Ancestry skills: Caldari Frigate, and Small Hybrid Turret.
State War Academy->Gunnery = Targeting, Gunnery, and Electronics.
State War Academy->Gunnery->Advanced Gunnery = Gunnery, and Targeting.
State War Academy->Gunnery->Advanced Gunnery->Gunsmith = Weapon Upgrades, and Mechanic.
State War Academy->Gunnery->Advanced Gunnery->Master Gunnery = Gunnery, and Targeting.
State War Academy->Gunnery->Advanced Gunnery->Close Quarter Combat = Motion Prediction, and Spatial Awareness.
State War Academy->Gunnery->Improved Hybrid Weapons = Small Hybrid Turret, and Gunnery.
State War Academy->Gunnery->Improved Hybrid Weapons->Projectile Weapons = Small Projectile Turret, and Gunnery.
State War Academy->Gunnery->Improved Hybrid Weapons->Master Hybrid Weapons = Small Hybrid Turret, and Gunnery.
State War Academy->Gunnery->Improved Hybrid Weapons->Laser Weapons = Small Energy Turret, and Gunnery.
State War Academy->Gunnery->Rocketry = Missile Launcher Operation, and Rockets.
State War Academy->Gunnery->Rocketry->Improved Rocketry = Missile Launcher Operation, and Rockets.
State War Academy->Gunnery->Rocketry->Standard Missiles = Missile Launcher Operation, and Standard Missiles.
State War Academy->Gunnery->Rocketry->Defender Missiles = Missile Launcher Operation, and Defender Missiles.
State War Academy->Operations = Caldari Frigate, Leadership, and Iron Will.
State War Academy->Operations->Command = Leadership, and Caldari Frigate.
State War Academy->Operations->Command->Captain Training = Caldari Frigate, and Spaceship Command.
State War Academy->Operations->Command->Advanced Command = Leadership, and NO SKILL.
State War Academy->Operations->Command->Group Tactics = Siege Warfare, and Skirmish Warfare.
State War Academy->Operations->Pilot = Navigation, and Warp Drive Operation.
State War Academy->Operations->Pilot->Advanced Navigation = Navigation, and Warp Drive Operation.
State War Academy->Operations->Pilot->Advanced Piloting = Navigation, and Afterburner.
State War Academy->Operations->Pilot->Combat Maneuvering = Navigation, and Evasive Maneuvering.
State War Academy->Operations->Recon = Electronics, and Signature Analysis.
State War Academy->Operations->Recon->Advanced Recon = Electronics, and Signature Analysis.
State War Academy->Operations->Recon->Electronic Warfare = Electronics, and Electronic Warfare.
State War Academy->Operations->Recon->Scout Drones = Drones, and Scout Drone Operation.
Science and Trade Institute->Science = Science, Analytical Mind, and Research.
Science and Trade Institute->Science->Physics = Science, and Research.
Science and Trade Institute->Science->Physics->High Energy Physics = Engineering, and Energy Systems Operation.
Science and Trade Institute->Science->Physics->FTL Physics = Warp Drive Operation, and Navigation.
Science and Trade Institute->Science->Physics->Astrometrics = Astrometrics, and Electronics.
Science and Trade Institute->Science->Applied Science = Science, and Engineering.
Science and Trade Institute->Science->Applied Science->Astrogeology = Mining, and Astrogeology.
Science and Trade Institute->Science->Applied Science->Metallurgy = Metallurgy, and Refining.
Science and Trade Institute->Science->Applied Science->CSO = Science, and Research.
Science and Trade Institute->Science->Biology = Biology, and Science.
Science and Trade Institute->Science->Biology->Mnemonics = Science, and Mnemonics.
Science and Trade Institute->Science->Biology->Genetics = Genetic Engineering, and Biology.
Science and Trade Institute->Science->Biology->Cybernetics = Science, and Cybernetics.
Science and Trade Institute->Business = Trade, Empathy, and Social.
Science and Trade Institute->Business->Market Fundamentals = Trade, and Refining.
Science and Trade Institute->Business->Market Fundamentals->Broker Relations = Broker Relations, and Retail.
Science and Trade Institute->Business->Market Fundamentals->Underhand Trade Practices = Retail, and Black Market Trading.
Science and Trade Institute->Business->Market Fundamentals->Advanced Trade = Trade, and NO SKILL.
Science and Trade Institute->Business->Management = Trade, and Corporation Management.
Science and Trade Institute->Business->Management->CFO = Corporation Management, and Trade.
Science and Trade Institute->Business->Management->Millitary Strategy = Corporation Management, and Small Hybrid Turret.
Science and Trade Institute->Business->Management->CEO = Leadership, and Corporation Management.
Science and Trade Institute->Business->Public Relations = Social, and Leadership.
Science and Trade Institute->Business->Public Relations->Diplomacy = Diplomacy, and Leadership.
Science and Trade Institute->Business->Public Relations->Networking = Negotiation, and Connections.
Science and Trade Institute->Business->Public Relations->Underworld Politics = Criminal Connections, and Social.
School of Applied Knowledge->Engineering = Engineering, Electronics, and Science.
School of Applied Knowledge->Engineering->Force Fields = Science, and Shield Operation.
School of Applied Knowledge->Engineering->Force Fields->Advanced Force Field Technology = Engineering, and Shield Operation.
School of Applied Knowledge->Engineering->Force Fields->Shield Emission Technology = Engineering, and Shield Emission Systems.
School of Applied Knowledge->Engineering->Force Fields->Shield Grid Upgrades = Engineering, and Shield Upgrades.
School of Applied Knowledge->Engineering->Reactor Technology = Science, and Energy Systems Operation.
School of Applied Knowledge->Engineering->Reactor Technology->Advanced Energy Manipulation = Shield Emission Systems, and Energy Systems Operation.
School of Applied Knowledge->Engineering->Reactor Technology->Energy Pulse Technology = Energy Pulse Weapons, and Energy Systems Operation.
School of Applied Knowledge->Engineering->Reactor Technology->Power Grip Upgrades = Engineering, and Energy Grid Upgrades.
School of Applied Knowledge->Engineering->Electronics = Science, and Electronics.
School of Applied Knowledge->Engineering->Electronics->Sensor Modifications = Engineering, and Electronics Upgrades.
School of Applied Knowledge->Engineering->Electronics->Electronic Warfare = Electronic Warfare, and Electronics.
School of Applied Knowledge->Engineering->Electronics->Advanced Sensor Operation = Signature Analysis, and Electronics.
School of Applied Knowledge->Industry = Industry, Mechanic, and Mining.
School of Applied Knowledge->Industry->Mining = Mining, and Refining.
School of Applied Knowledge->Industry->Mining->Remote Mining = Drones, and Mining Drone Operation.
School of Applied Knowledge->Industry->Mining->Advanced Refining = Industry, and Refining.
School of Applied Knowledge->Industry->Mining->Surveying = Electronics, and Survey.
School of Applied Knowledge->Industry->Manufacturing = Mass Production, and Industry.
School of Applied Knowledge->Industry->Manufacturing->Ship Construction = Mechanic, and Frigate Construction.
School of Applied Knowledge->Industry->Manufacturing->Faster Production = Industry, and Production Efficiency.
School of Applied Knowledge->Industry->Manufacturing->Mass Manufacturing = Mass Production, and NO SKILL.
School of Applied Knowledge->Industry->Ship Repair = Mechanic, and Repair Systems.
School of Applied Knowledge->Industry->Ship Repair->Advanced Ship Repair = Mechanic, and Repair Systems.
School of Applied Knowledge->Industry->Ship Repair->Remote Repair = Drones, and Repair Drone Operation.
School of Applied Knowledge->Industry->Ship Repair->Hull Modifications = Hull Upgrades, and Repair Systems.
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 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.
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.
Intelligence: 7. Charisma: 6. Perception: 5. Memory: 6. Willpower: 6.
Sebiestor Racial skills: Minmatar Frigate, Small Projectile Turret, and Mechanic.
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.
Intelligence: +4. Charisma: +0. Perception: +0. Memory: +0. Willpower: +0.
Tinkerers Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +0. Charisma: +4. Perception: +0. Memory: +0. Willpower: +0.
Traders Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +3. Memory: +0. Willpower: +1.
Rebels Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: 4. Charisma: 6. Perception: 9. Memory: 4. Willpower: 7.
Brutor Racial skills: Minmatar Frigate, Small Projectile Turret, and Navigation.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +4. Willpower: +0.
Workers Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +0. Charisma: +1. Perception: +0. Memory: +0. Willpower: +3.
Tribal Traditionalists Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +2. Memory: +0. Willpower: +2.
Slave Child Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: 7. Charisma: 8. Perception: 4. Memory: 8. Willpower: 3.
Vherokior Racial skills: Minmatar Frigate, Small Projectile Turret, and Industry.
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.
Intelligence: +2. Charisma: +0. Perception: +2. Memory: +0. Willpower: +0.
Drifters Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +1. Charisma: +0. Perception: +0. Memory: +0. Willpower: +3.
Mystics Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
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.
Intelligence: +0. Charisma: +1. Perception: +0. Memory: +3. Willpower: +0.
Retailers Ancestry skills: Minmatar Frigate, and Small Projectile Turret.
Republic Military School->Gunnery = Targeting, Gunnery, and Electronics.
Republic Military School->Gunnery->Advanced Gunnery = Gunnery, and Targeting.
Republic Military School->Gunnery->Advanced Gunnery->Gunsmith = Weapon Upgrades, and Mechanic.
Republic Military School->Gunnery->Advanced Gunnery->Master Gunnery = Gunnery, and NO SKILL.
Republic Military School->Gunnery->Advanced Gunnery->Close Quarter Combat = Motion Prediction, and Spatial Awareness.
Republic Military School->Gunnery->Improved Projectile Weapons = Small Projectile Turret, and Gunnery.
Republic Military School->Gunnery->Improved Projectile Weapons->Advanced Projectile Weapons = Small Projectile Turret, and Gunnery.
Republic Military School->Gunnery->Improved Projectile Weapons->Hybrid Weapons = Small Hybrid Turret, and Gunnery.
Republic Military School->Gunnery->Improved Projectile Weapons->Laser Weapons = Small Energy Turret, and Gunnery.
Republic Military School->Gunnery->Rocketry = Missile Launcher Operation, and Rockets.
Republic Military School->Gunnery->Rocketry->Improved Rocketry = Missile Launcher Operation, and Rockets.
Republic Military School->Gunnery->Rocketry->Standard Missiles = Missile Launcher Operation, and Standard Missiles.
Republic Military School->Gunnery->Rocketry->Defender Missiles = Missile Launcher Operation, and Defender Missiles.
Republic Military School->Operations = Minmatar Frigate, Leadership, and Spaceship Command.
Republic Military School->Operations->Command = Leadership, and Minmatar Frigate.
Republic Military School->Operations->Command->Captain Training = Minmatar Frigate, and Spaceship Command.
Republic Military School->Operations->Command->Advanced Command = Leadership, and NO SKILL.
Republic Military School->Operations->Command->Group Tactics = Siege Warfare, and Skirmish Warfare.
Republic Military School->Operations->Pilot = Navigation, and Warp Drive Operation.
Republic Military School->Operations->Pilot->Advanced Navigation = Navigation, and Warp Drive Operation.
Republic Military School->Operations->Pilot->Advanced Piloting = Navigation, and Afterburner.
Republic Military School->Operations->Pilot->Combat Maneuvering = Navigation, and Evasive Maneuvering.
Republic Military School->Operations->Recon = Electronics, and Signature Analysis.
Republic Military School->Operations->Recon->Advanced Recon = Electronics, and Signature Analysis.
Republic Military School->Operations->Recon->Electronic Warfare = Electronics, and Electronic Warfare.
Republic Military School->Operations->Recon->Scout Drones = Drones, and Scout Drone Operation.
Republic University->Science = Science, Analytical Mind, and Research.
Republic University->Science->Physics = Science, and Research.
Republic University->Science->Physics->High Energy Physics = Engineering, and Energy Systems Operation.
Republic University->Science->Physics->FTL Physics = Warp Drive Operation, and Navigation.
Republic University->Science->Physics->Astrometrics = Astrometrics, and Electronics.
Republic University->Science->Applied Science = Science, and Engineering.
Republic University->Science->Applied Science->Astrogeology = Mining, and Astrogeology.
Republic University->Science->Applied Science->Metallurgy = Metallurgy, and Refining.
Republic University->Science->Applied Science->CSO = Science, and Research.
Republic University->Science->Biology = Biology, and Science.
Republic University->Science->Biology->Mnemonics = Science, and Mnemonics.
Republic University->Science->Biology->Genetics = Genetic Engineering, and Biology.
Republic University->Science->Biology->Cybernetics = Science, and Cybernetics.
Republic University->Business = Trade, Empathy, and Social.
Republic University->Business->Market Fundamentals = Trade, and Retail.
Republic University->Business->Market Fundamentals->Broker Relations = Broker Relations, and Retail.
Republic University->Business->Market Fundamentals->Underhand Trade Practices = Retail, and Black Market Trading.
Republic University->Business->Market Fundamentals->Advanced Trade = Trade, and NO SKILL.
Republic University->Business->Management = Trade, and Corporation Management.
Republic University->Business->Management->CFO = Corporation Management, and Retail.
Republic University->Business->Management->Millitary Strategy = Leadership, and Small Projectile Turret.
Republic University->Business->Management->CEO = Leadership, and Corporation Management.
Republic University->Business->Public Relations = Negotiation, and Leadership.
Republic University->Business->Public Relations->Diplomacy = Diplomacy, and Leadership.
Republic University->Business->Public Relations->Networking = Negotiation, and Connections.
Republic University->Business->Public Relations->Underworld Politics = Criminal Connections, and Social.
Pator Tech School->Engineering = Engineering, Instant Recall, and Science.
Pator Tech School->Engineering->Force Fields = Science, and Shield Operation.
Pator Tech School->Engineering->Force Fields->Advanced Force Field Technology = Engineering, and Shield Operation.
Pator Tech School->Engineering->Force Fields->Shield Emission Technology = Engineering, and Shield Emission Systems.
Pator Tech School->Engineering->Force Fields->Shield Grid Upgrades = Engineering, and Shield Upgrades.
Pator Tech School->Engineering->Reactor Technology = Engineering, and Energy Systems Operation.
Pator Tech School->Engineering->Reactor Technology->Advanced Energy Manipulation = Shield Emission Systems, and Energy Systems Operation.
Pator Tech School->Engineering->Reactor Technology->Energy Pulse Technology = Energy Pulse Weapons, and Energy Systems Operation.
Pator Tech School->Engineering->Reactor Technology->Power Grip Upgrades = Engineering, and Energy Grid Upgrades.
Pator Tech School->Engineering->Electronics = Science, and Electronics.
Pator Tech School->Engineering->Electronics->Sensor Modifications = Engineering, and Electronics Upgrades.
Pator Tech School->Engineering->Electronics->Electronic Warfare = Electronic Warfare, and Electronics.
Pator Tech School->Engineering->Electronics->Advanced Sensor Operation = Signature Analysis, and Electronics.
Pator Tech School->Industry = Industry, Mechanic, and Mining.
Pator Tech School->Industry->Mining = Mining, and Refining.
Pator Tech School->Industry->Mining->Remote Mining = Drones, and Mining Drone Operation.
Pator Tech School->Industry->Mining->Advanced Refining = Industry, and Refining.
Pator Tech School->Industry->Mining->Surveying = Electronics, and Survey.
Pator Tech School->Industry->Manufacturing = Mass Production, and Industry.
Pator Tech School->Industry->Manufacturing->Ship Construction = Mechanic, and Frigate Construction.
Pator Tech School->Industry->Manufacturing->Faster Production = Industry, and Production Efficiency.
Pator Tech School->Industry->Manufacturing->Mass Manufacturing = Mass Production, and NO SKILL.
Pator Tech School->Industry->Ship Repair = Mechanic, and Repair Systems.
Pator Tech School->Industry->Ship Repair->Advanced Ship Repair = Mechanic, and Repair Systems.
Pator Tech School->Industry->Ship Repair->Remote Repair = Drones, and Repair Drone Operation.
Pator Tech School->Industry->Ship Repair->Hull Modifications = Hull Upgrades, and Repair Systems.
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 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.
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.
Intelligence: 7. Charisma: 3. Perception: 4. Memory: 6. Willpower: 10.
Amarr Racial skills: Amarr Frigate, Small Energy Turret, and Engineering.
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.
Intelligence: +0. Charisma: +3. Perception: +0. Memory: +0. Willpower: +1.
Liberal Holders Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +0. Charisma: +1. Perception: +0. Memory: +3. Willpower: +0.
Wealthy Commoners Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +0. Willpower: +4.
Religious Reclaimers Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: 5. Charisma: 8. Perception: 7. Memory: 6. Willpower: 4.
Ni-Kunni Racial skills: Amarr Frigate, Small Energy Turret, and Trade.
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.
Intelligence: +0. Charisma: +4. Perception: +0. Memory: +0. Willpower: +0.
Free Merchants Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +1. Charisma: +0. Perception: +3. Memory: +0. Willpower: +0.
Border Runners Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +0. Willpower: +4.
Navy Veterans Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: 5. Charisma: 5. Perception: 8. Memory: 4. Willpower: 8.
Khanid Racial skills: Amarr Frigate, Small Energy Turret, and Gunnery.
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.
Intelligence: +1. Charisma: +0. Perception: +3. Memory: +0. Willpower: +0.
Cyber Knights Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +2. Charisma: +2. Perception: +0. Memory: +0. Willpower: +0.
Unionists Ancestry skills: Amarr Frigate, and Small Energy Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +2. Willpower: +2.
Zealots Ancestry skills: Amarr Frigate, and Small Energy Turret.
Imperial Academy->Gunnery = Targeting, Gunnery, and Electronics.
Imperial Academy->Gunnery->Advanced Gunnery = Gunnery, and Targeting.
Imperial Academy->Gunnery->Advanced Gunnery->Gunsmith = Weapon Upgrades, and Mechanic.
Imperial Academy->Gunnery->Advanced Gunnery->Master Gunnery = Gunnery, and Targeting.
Imperial Academy->Gunnery->Advanced Gunnery->Close Quarter Combat = Motion Prediction, and Gunnery.
Imperial Academy->Gunnery->Improved Laser Weapons = Small Energy Turret, and Gunnery.
Imperial Academy->Gunnery->Improved Laser Weapons->Projectile Weapons = Small Projectile Turret, and Gunnery.
Imperial Academy->Gunnery->Improved Laser Weapons->Hybrid Weapons = Small Hybrid Turret, and Gunnery.
Imperial Academy->Gunnery->Improved Laser Weapons->Advanced Laser Weapons = Small Energy Turret, and Gunnery.
Imperial Academy->Gunnery->Rocketry = Missile Launcher Operation, and Rockets.
Imperial Academy->Gunnery->Rocketry->Improved Rocketry = Missile Launcher Operation, and Rockets.
Imperial Academy->Gunnery->Rocketry->Standard Missiles = Missile Launcher Operation, and Standard Missiles.
Imperial Academy->Gunnery->Rocketry->Defender Missiles = Missile Launcher Operation, and Defender Missiles.
Imperial Academy->Operations = Amarr Frigate, Leadership, and Iron Will.
Imperial Academy->Operations->Command = Leadership, and Amarr Frigate.
Imperial Academy->Operations->Command->Captain Training = Amarr Frigate, and Spaceship Command.
Imperial Academy->Operations->Command->Advanced Command = Leadership, and Skirmish Warfare.
Imperial Academy->Operations->Command->Group Tactics = Siege Warfare, and Skirmish Warfare.
Imperial Academy->Operations->Pilot = Navigation, and Warp Drive Operation.
Imperial Academy->Operations->Pilot->Advanced Navigation = Navigation, and Warp Drive Operation.
Imperial Academy->Operations->Pilot->Advanced Piloting = Navigation, and Afterburner.
Imperial Academy->Operations->Pilot->Combat Maneuvering = Navigation, and Evasive Maneuvering.
Imperial Academy->Operations->Recon = Electronics, and Signature Analysis.
Imperial Academy->Operations->Recon->Advanced Recon = Electronics, and Signature Analysis.
Imperial Academy->Operations->Recon->Electronic Warfare = Electronics, and Electronic Warfare.
Imperial Academy->Operations->Recon->Scout Drones = Drones, and Scout Drone Operation.
Hedion University->Science = Science, Analytical Mind, and Research.
Hedion University->Science->Physics = Science, and Research.
Hedion University->Science->Physics->High Energy Physics = Engineering, and Energy Systems Operation.
Hedion University->Science->Physics->FTL Physics = Warp Drive Operation, and Navigation.
Hedion University->Science->Physics->Astrometrics = Astrometrics, and Electronics.
Hedion University->Science->Applied Science = Science, and Engineering.
Hedion University->Science->Applied Science->Astrogeology = Mining, and Astrogeology.
Hedion University->Science->Applied Science->Metallurgy = Metallurgy, and Refining.
Hedion University->Science->Applied Science->CSO = Science, and Research.
Hedion University->Science->Biology = Biology, and Science.
Hedion University->Science->Biology->Mnemonics = Science, and Mnemonics.
Hedion University->Science->Biology->Genetics = Genetic Engineering, and Biology.
Hedion University->Science->Biology->Cybernetics = Science, and Cybernetics.
Hedion University->Business = Trade, Empathy, and Social.
Hedion University->Business->Market Fundamentals = Trade, and Retail.
Hedion University->Business->Market Fundamentals->Broker Relations = Broker Relations, and Retail.
Hedion University->Business->Market Fundamentals->Underhand Trade Practices = Retail, and Black Market Trading.
Hedion University->Business->Market Fundamentals->Advanced Trade = Trade, and Retail.
Hedion University->Business->Management = Trade, and Corporation Management.
Hedion University->Business->Management->CFO = Corporation Management, and Trade.
Hedion University->Business->Management->Millitary Strategy = Leadership, and Small Energy Turret.
Hedion University->Business->Management->CEO = Leadership, and Corporation Management.
Hedion University->Business->Public Relations = Social, and Leadership.
Hedion University->Business->Public Relations->Diplomacy = Diplomacy, and Leadership.
Hedion University->Business->Public Relations->Networking = Negotiation, and Connections.
Hedion University->Business->Public Relations->Underworld Politics = Criminal Connections, and Negotiation.
Royal Amarr Institute->Engineering = Engineering, Electronics, and Science.
Royal Amarr Institute->Engineering->Force Fields = Science, and Shield Operation.
Royal Amarr Institute->Engineering->Force Fields->Advanced Force Field Technology = Engineering, and Shield Operation.
Royal Amarr Institute->Engineering->Force Fields->Shield Emission Technology = Engineering, and Shield Emission Systems.
Royal Amarr Institute->Engineering->Force Fields->Shield Grid Upgrades = Engineering, and Shield Upgrades.
Royal Amarr Institute->Engineering->Reactor Technology = Science, and Energy Systems Operation.
Royal Amarr Institute->Engineering->Reactor Technology->Advanced Energy Manipulation = Shield Emission Systems, and Energy Systems Operation.
Royal Amarr Institute->Engineering->Reactor Technology->Energy Pulse Technology = Energy Pulse Weapons, and Energy Systems Operation.
Royal Amarr Institute->Engineering->Reactor Technology->Power Grip Upgrades = Engineering, and Energy Grid Upgrades.
Royal Amarr Institute->Engineering->Electronics = Science, and Electronics.
Royal Amarr Institute->Engineering->Electronics->Sensor Modifications = Engineering, and Electronics Upgrades.
Royal Amarr Institute->Engineering->Electronics->Electronic Warfare = Electronic Warfare, and Electronics.
Royal Amarr Institute->Engineering->Electronics->Advanced Sensor Operation = Signature Analysis, and Electronics.
Royal Amarr Institute->Industry = Industry, Instant Recall, and Refining.
Royal Amarr Institute->Industry->Mining = Mining, and Refining.
Royal Amarr Institute->Industry->Mining->Remote Mining = Drones, and Mining Drone Operation.
Royal Amarr Institute->Industry->Mining->Advanced Refining = Industry, and Refining.
Royal Amarr Institute->Industry->Mining->Surveying = Electronics, and Survey.
Royal Amarr Institute->Industry->Manufacturing = Mass Production, and Industry.
Royal Amarr Institute->Industry->Manufacturing->Ship Construction = Mechanic, and Frigate Construction.
Royal Amarr Institute->Industry->Manufacturing->Faster Production = Industry, and Production Efficiency.
Royal Amarr Institute->Industry->Manufacturing->Mass Manufacturing = Mass Production, and Mining.
Royal Amarr Institute->Industry->Ship Repair = Mechanic, and Repair Systems.
Royal Amarr Institute->Industry->Ship Repair->Advanced Ship Repair = Mechanic, and Repair Systems.
Royal Amarr Institute->Industry->Ship Repair->Remote Repair = Drones, and Repair Drone Operation.
Royal Amarr Institute->Industry->Ship Repair->Hull Modifications = Hull Upgrades, and Repair Systems.
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 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.
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.
Intelligence: 6. Charisma: 8. Perception: 8. Memory: 4. Willpower: 4.
Gallente Racial skills: Gallente Frigate, Small Hybrid Turret, and Drones.
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.
Intelligence: +0. Charisma: +4. Perception: +0. Memory: +0. Willpower: +0.
Activists Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +4. Willpower: +0.
Miners Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +2. Memory: +0. Willpower: +2.
Immigrants Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: 8. Charisma: 6. Perception: 3. Memory: 7. Willpower: 6.
Intaki Racial skills: Gallente Frigate, Small Hybrid Turret, and Electronics.
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.
Intelligence: +0. Charisma: +2. Perception: +2. Memory: +0. Willpower: +0.
Artists Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +4. Perception: +0. Memory: +0. Willpower: +0.
Diplomats Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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'.
Intelligence: +0. Charisma: +0. Perception: +0. Memory: +4. Willpower: +0.
Reborn Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: 5. Charisma: 7. Perception: 6. Memory: 5. Willpower: 7.
Jin-Mei Racial skills: Gallente Frigate, Small Hybrid Turret, and Leadership.
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.
Intelligence: +0. Charisma: +1. Perception: +0. Memory: +0. Willpower: +3.
Sang Do Caste Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: +2. Charisma: +0. Perception: +0. Memory: +2. Willpower: +0.
Saan Go Caste Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
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.
Intelligence: +0. Charisma: +0. Perception: +4. Memory: +0. Willpower: +0.
Jing Ko Caste Ancestry skills: Gallente Frigate, and Small Hybrid Turret.
Federal Navy Academy->Gunnery = Targeting, Gunnery, and Electronics.
Federal Navy Academy->Gunnery->Advanced Gunnery = Gunnery, and Targeting.
Federal Navy Academy->Gunnery->Advanced Gunnery->Gunsmith = Weapon Upgrades, and Mechanic.
Federal Navy Academy->Gunnery->Advanced Gunnery->Master Gunnery = Gunnery, and NO SKILL.
Federal Navy Academy->Gunnery->Advanced Gunnery->Close Quarter Combat = Motion Prediction, and Spatial Awareness.
Federal Navy Academy->Gunnery->Improved Hybrid Weapons = Small Hybrid Turret, and Gunnery.
Federal Navy Academy->Gunnery->Improved Hybrid Weapons->Projectile Weapons = Small Projectile Turret, and Gunnery.
Federal Navy Academy->Gunnery->Improved Hybrid Weapons->Master Hybrid Weapons = Small Hybrid Turret, and Gunnery.
Federal Navy Academy->Gunnery->Improved Hybrid Weapons->Laser Weapons = Small Energy Turret, and Gunnery.
Federal Navy Academy->Gunnery->Rocketry = Missile Launcher Operation, and Rockets.
Federal Navy Academy->Gunnery->Rocketry->Improved Rocketry = Missile Launcher Operation, and Rockets.
Federal Navy Academy->Gunnery->Rocketry->Standard Missiles = Missile Launcher Operation, and Standard Missiles.
Federal Navy Academy->Gunnery->Rocketry->Defender Missiles = Missile Launcher Operation, and Defender Missiles.
Federal Navy Academy->Operations = Gallente Frigate, Leadership, and Iron Will.
Federal Navy Academy->Operations->Command = Leadership, and Gallente Frigate.
Federal Navy Academy->Operations->Command->Captain Training = Gallente Frigate, and Spaceship Command.
Federal Navy Academy->Operations->Command->Advanced Command = Leadership, and NO SKILL.
Federal Navy Academy->Operations->Command->Group Tactics = Siege Warfare, and Skirmish Warfare.
Federal Navy Academy->Operations->Pilot = Navigation, and Warp Drive Operation.
Federal Navy Academy->Operations->Pilot->Advanced Navigation = Navigation, and Warp Drive Operation.
Federal Navy Academy->Operations->Pilot->Advanced Piloting = Navigation, and Afterburner.
Federal Navy Academy->Operations->Pilot->Combat Maneuvering = Navigation, and Evasive Maneuvering.
Federal Navy Academy->Operations->Recon = Electronics, and Signature Analysis.
Federal Navy Academy->Operations->Recon->Advanced Recon = Electronics, and Signature Analysis.
Federal Navy Academy->Operations->Recon->Electronic Warfare = Electronics, and Electronic Warfare.
Federal Navy Academy->Operations->Recon->Scout Drones = Drones, and Scout Drone Operation.
University of Caille->Science = Science, Analytical Mind, and Research.
University of Caille->Science->Physics = Science, and Research.
University of Caille->Science->Physics->High Energy Physics = Engineering, and Energy Systems Operation.
University of Caille->Science->Physics->FTL Physics = Warp Drive Operation, and Navigation.
University of Caille->Science->Physics->Astrometrics = Astrometrics, and Electronics.
University of Caille->Science->Applied Science = Science, and Engineering.
University of Caille->Science->Applied Science->Astrogeology = Mining, and Astrogeology.
University of Caille->Science->Applied Science->Metallurgy = Metallurgy, and Refining.
University of Caille->Science->Applied Science->CSO = Science, and Research.
University of Caille->Science->Biology = Biology, and Science.
University of Caille->Science->Biology->Mnemonics = Science, and Mnemonics.
University of Caille->Science->Biology->Genetics = Genetic Engineering, and Biology.
University of Caille->Science->Biology->Cybernetics = Science, and Cybernetics.
University of Caille->Business = Trade, Empathy, and Social.
University of Caille->Business->Market Fundamentals = Trade, and Retail.
University of Caille->Business->Market Fundamentals->Broker Relations = Broker Relations, and Retail.
University of Caille->Business->Market Fundamentals->Underhand Trade Practices = Retail, and Black Market Trading.
University of Caille->Business->Market Fundamentals->Advanced Trade = Trade, and NO SKILL.
University of Caille->Business->Management = Trade, and Corporation Management.
University of Caille->Business->Management->CFO = Corporation Management, and Retail.
University of Caille->Business->Management->Millitary Strategy = Leadership, and Drones.
University of Caille->Business->Management->CEO = Leadership, and Corporation Management.
University of Caille->Business->Public Relations = Social, and Leadership.
University of Caille->Business->Public Relations->Diplomacy = Diplomacy, and Leadership.
University of Caille->Business->Public Relations->Networking = Negotiation, and Connections.
University of Caille->Business->Public Relations->Underworld Politics = Criminal Connections, and Social.
Center for Advanced Studies->Engineering = Engineering, Electronics, and Science.
Center for Advanced Studies->Engineering->Force Fields = Science, and Shield Operation.
Center for Advanced Studies->Engineering->Force Fields->Advanced Force Field Technology = Engineering, and Shield Operation.
Center for Advanced Studies->Engineering->Force Fields->Shield Emission Technology = Engineering, and Shield Emission Systems.
Center for Advanced Studies->Engineering->Force Fields->Shield Grid Upgrades = Engineering, and Shield Upgrades.
Center for Advanced Studies->Engineering->Reactor Technology = Science, and Energy Systems Operation.
Center for Advanced Studies->Engineering->Reactor Technology->Advanced Energy Manipulation = Shield Emission Systems, and Energy Systems Operation.
Center for Advanced Studies->Engineering->Reactor Technology->Energy Pulse Technology = Energy Pulse Weapons, and Energy Systems Operation.
Center for Advanced Studies->Engineering->Reactor Technology->Power Grip Upgrades = Engineering, and Energy Grid Upgrades.
Center for Advanced Studies->Engineering->Electronics = Science, and Electronics.
Center for Advanced Studies->Engineering->Electronics->Sensor Modifications = Engineering, and Electronics Upgrades.
Center for Advanced Studies->Engineering->Electronics->Electronic Warfare = Electronic Warfare, and Electronics.
Center for Advanced Studies->Engineering->Electronics->Advanced Sensor Operation = Signature Analysis, and Electronics.
Center for Advanced Studies->Industry = Industry, Mechanic, and Mining.
Center for Advanced Studies->Industry->Mining = Mining, and Refining.
Center for Advanced Studies->Industry->Mining->Remote Mining = Drones, and Mining Drone Operation.
Center for Advanced Studies->Industry->Mining->Advanced Refining = Industry, and Refining.
Center for Advanced Studies->Industry->Mining->Surveying = Electronics, and Survey.
Center for Advanced Studies->Industry->Manufacturing = Mass Production, and Industry.
Center for Advanced Studies->Industry->Manufacturing->Ship Construction = Mechanic, and Frigate Construction.
Center for Advanced Studies->Industry->Manufacturing->Faster Production = Industry, and Production Efficiency.
Center for Advanced Studies->Industry->Manufacturing->Mass Manufacturing = Mass Production, and NO SKILL.
Center for Advanced Studies->Industry->Ship Repair = Mechanic, and Repair Systems.
Center for Advanced Studies->Industry->Ship Repair->Advanced Ship Repair = Mechanic, and Repair Systems.
Center for Advanced Studies->Industry->Ship Repair->Remote Repair = Drones, and Repair Drone Operation.
Center for Advanced Studies->Industry->Ship Repair->Hull Modifications = Hull Upgrades, and Repair Systems.
0: NO SKILL.
1: Afterburner.
2: Amarr Frigate.
3: Analytical Mind.
4: Astrogeology.
5: Astrometrics.
6: Biology.
7: Black Market Trading.
8: Broker Relations.
9: Caldari Frigate.
10: Connections.
11: Controlled Bursts.
12: Corporation Management.
13: Criminal Connections.
14: Cybernetics.
15: Defender Missiles.
16: Diplomacy.
17: Drones.
18: Electronic Warfare.
19: Electronics.
20: Empathy.
21: Energy Grid Upgrades.
22: Energy Pulse Weapons.
23: Energy Systems Operation.
24: Engineering.
25: Evasive Maneuvering.
26: Frigate Construction.
27: Gallente Frigate.
28: Genetic Engineering.
29: Gunnery.
30: Hull Upgrades.
31: Industry.
32: Instant Recall.
33: Iron Will.
34: Leadership.
35: Learning.
36: Mass Production.
37: Mechanic.
38: Metallurgy.
39: Mining.
40: Minmatar Frigate.
41: Missile Launcher Operation.
42: Mnemonics.
43: Motion Prediction.
44: Navigation.
45: Negotiation.
46: Production Efficiency.
47: Refining.
48: Repair Drone Operation.
49: Repair Systems.
50: Research.
51: Retail.
52: Rockets.
53: Science.
54: Scout Drone Operation.
55: Shield Emission Systems.
56: Shield Operation.
57: Shield Upgrades.
58: Siege Warfare.
59: Signature Analysis.
60: Skirmish Warfare.
61: Small Hybrid Turret.
62: Small Projectile Turret.
63: Small Energy Turret.
64: Social.
65: Spaceship Command.
66: Spatial Awareness.
67: Standard Missiles.
68: Survey.
69: Targeting.
70: Trade.
71: Warp Drive Operation.
72: Weapon Upgrades.
73: Electronics Upgrades.
74: Mining Drone Operation.
Back to the EVE Character Tool.