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Amarr Empire

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This page is about the Faction. For the race, see Amarr.

Contents

Description

The largest of the five main empires, the Amarr Empire is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbors. Another source of ill-feelings on part of the other empires is the fact that the Amarrians embrace slavery.

The Amarr Empire has the widest influence with their empire being in control of 40% of the inhabited solar systems. The Empire is supposedly ruled by the Emperor, but most decisions are made by the Five Heirs. Amarrian royalty use extensive cyber-implants to live for at least 500 years, despite failure of their bodily organs. Their government and lives are based on an almost fanatical zeal for their religion. They have in the past made a practice of enslaving every race they encountered, including the Minmatars. This has led to bad relations with not only the Minmatar, but also the Gallenteans. They have recently been subdued due to a series of wars with the Gallente Federation, the Minmatar Republic, and the Jove Empire.

Bloodlines

The Amarr Empire is composed of the Amarrians, Ni-Kunnis, and Khanids, as well as many other races that they have enslaved, conquered, or otherwise joined with.

Amarrians

The Amarrians are the founders of the Amarr Empire, and have a strong sense of tradition and ancestry. Their origins are in the Conformists, a religious group that split from the United Catholic Church prior to the opening of the EVE gate. Under the leadership of Dano Gheinok they settled the continent of Amarr on the planet of Athra and spread from there.

Ni-Kunnis

The Ni-Kunnis are a race enslaved by the Amarr some 1000 years ago. They have adapted remarkably well to the Amarr culture, and have progressively changed from being enslaved to being part of the Amarr society. They usually take jobs as tradesmen or artisans.

Khanids

The Khanids, or Dark Amarr, split from the Amarr Empire to form the Khanid Kingdom. This was because Khanid, one of the five heirs, refused to commit ritualistic suicide as all four heirs who failed to become emperor were ordered to in an attempt to prevent power struggles. This occurred in 22,762 AD, and that Emperor has since died.

History

In 3,805 AD, a group known as the Conformists, within the United Catholic Church, settled on Sockheviti. 92 years later, they lost power for reasons unknown, and were exiled. In 7,989 AD, the Conformists take the opportunity provided by the EVE gate to begin migrating. One of their leaders, Dano Gheinok, spurred the migration and directed them towards Athra. Then, in 8,000, Gheinok declared himself a prophet and established a theocracy. By the time EVE closed, all the conformists had migrated to Athra, and began settling the continent of Amarr. Thousands of years pass, during which the Conformists are renamed the Amarr and declare themselves an Empire. Then, in 20,022 AD, the Udorians arrived on the Amarr continent, leading to the launching of the Reclaiming in 20,078. By 20,544, the Amarr had conquered the entire planet of Athra, and begin spreading outward. Expansion and conquest are the trademarks of the Empire until 21,875 AD, when the Empire went through what were known as the Moral Reforms. The apostles became less powerful at that time, and the stage was set for the five heirs to come to power. In 22,480 AD, they invaded and conquered the Minmatar, enslaving them. Khanid was exiled in 22,762 AD, and the Amarr Empire continued to expand until 23,180 AD, when they first made contact with the Gallenteans, followed by the Caldari and the Jovians. Then followed a war with Gallente, a subsequent war with Jove, and a rebellion among the Minmatar slaves, all of which severely damaged the Empire. Though still the largest Empire, the spirit of the Reclaiming has finally been crushed out of the Empire, and expansion has slowed dramatically.

Ships

Amarr built ships tend towards heavy armor and employ laser weapons, although many of the advanced versions of their ships lean towards missiles due to the Khanid corporation's close ties to the Caldari.

Statistics

Member Races:Amarr
Settled Systems:484
Stations:998

Legality

Strong Exile Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Ammatar Navy Colonel Insignia I
Standard X-Instinct Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved X-Instinct Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong X-Instinct Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Frentix Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved Frentix Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Frentix Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Mindflood Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved Mindflood Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Mindflood Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Drop Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Small Arms: standing loss 0.10, confiscation in sec = 0.50, fine 300.00% of estimated market value
Improved Drop Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Drop Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Exile Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Amarr Navy Sergeant Insignia II
Ammatar Navy Sergeant Insignia II
Blue Pill: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Caldari Navy Captain Insignia IV
Drop: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Caldari Navy Captain Insignia V
Amarr Navy Sergeant Insignia III
Ammatar Navy Sergeant Insignia III
Plutonium: standing loss 0.05, confiscation in sec = 0.60, fine 120.00% of estimated market value
Ectoplasm: standing loss 0.05, confiscation in sec = 0.60, fine 120.00% of estimated market value
Khumaak: standing loss 0.30, confiscation in sec = 0.00, fine 1000.00% of estimated market value
Viral Agent: standing loss 0.20, confiscation in sec = 0.40, fine 300.00% of estimated market value
Nerve Sticks: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved Exile Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Crash: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Crash Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Blue Pill Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
CONCORD Star Emblem
Exile: standing loss 0.20, confiscation in sec = 0.30, fine 500.00% of estimated market value
Caldari Navy Midshipman Insignia I
Caldari Navy Midshipman Insignia II
Caldari Navy Midshipman Insignia III
Caldari Navy Captain Insignia I
Caldari Navy Captain Insignia II
Caldari Navy Captain Insignia III
Caldari Navy Commodore Insignia I
Caldari Navy Admiral Insignia I
Caldari Navy Vice Admiral Insignia I
CONCORD Officer Emblem
Amarr Navy Midshipman Insignia I
Amarr Navy Midshipman Insignia II
Amarr Navy Midshipman Insignia III
Amarr Navy Sergeant Insignia I
Amarr Navy Sergeant Major Insignia I
Amarr Navy Captain Insignia I
Amarr Navy Major Insignia I
Amarr Navy Colonel Insignia I
Amarr Navy General Insignia I
Ammatar Navy Midshipman Insignia I
Ammatar Navy Midshipman Insignia II
Ammatar Navy Midshipman Insignia III
Ammatar Navy Sergeant Insignia I
Ammatar Navy Sergeant Major Insignia I
Ammatar Navy Captain Insignia I
Ammatar Navy Major Insignia I
Amarr Navy Squad Leader Insignia
Amarr Navy Raid Leader Insignia
Amarr Navy Sergeant Elite Insignia
Ammatar Navy Squad Leader Insignia
Ammatar Navy Raid Leader Insignia
Ammatar Navy Sergeant Elite Insignia
Ammatar Navy Fleet Commander Insignia
Caldari Navy Captain Elite Insignia
Caldari Navy Squad Leader Insignia
Caldari Navy Raid Leader Insignia
Caldari Navy Commodore Insignia II
Caldari Navy Fleet Commander Insignia
Amarr Navy General Insignia II
Amarr Navy Fleet Commander Insignia
Ammatar Navy Colonel Insignia II
Ammatar Navy Major Insignia II
X-Instinct: standing loss 0.20, confiscation in sec = 0.30, fine 500.00% of estimated market value
Sooth Sayer: standing loss 0.20, confiscation in sec = 0.30, fine 500.00% of estimated market value
Frentix: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Crystal Egg: standing loss 0.20, confiscation in sec = 0.30, fine 500.00% of estimated market value
Improved Crash Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Crash Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved Blue Pill Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Blue Pill Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Mindflood: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Standard Sooth Sayer Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Improved Sooth Sayer Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
Strong Sooth Sayer Booster: standing loss 0.10, confiscation in sec = 0.50, fine 200.00% of estimated market value
CONCORD Soldier Emblem
CONCORD Piranha Emblem
CONCORD Panther Emblem
CONCORD Captain Emblem
CONCORD Raptor Emblem
CONCORD Colonel Emblem
CONCORD General Emblem

Controlled Territory

Regions:Tash-Murkon
Devoid
The Bleak Lands
Domain
Kador
Aridia
Kor-Azor
Genesis
Constellations:The Bleak Lands / Tandoiras

Head Quarters: Amarr

Member Corporations

Standings

LikesDislikesLiked byDisliked by
Ammatar Mandate 9.00Sansha's Nation -8.00Ammatar Mandate 9.00The Blood Raider Covenant -8.00
Caldari State 5.00The Blood Raider Covenant -8.00Caldari State 7.00Guristas Pirates -7.00
Mordu's Legion Command 5.00Guristas Pirates -7.00Khanid Kingdom 6.00Sansha's Nation -7.00
CONCORD Assembly 3.00Minmatar Republic -5.00Mordu's Legion Command 5.00Minmatar Republic -5.00
Khanid Kingdom 0.50Thukker Tribe -5.00The InterBus 0.25Thukker Tribe -4.00
The InterBus 0.25Gallente Federation -2.00ORE -3.00
The Syndicate -2.00Gallente Federation -2.00
ORE -1.25The Servant Sisters of EVE -1.00
The Servant Sisters of EVE -1.00Jove Empire -0.50
Jove Empire -0.50The Society -0.25
The Society -0.25

See also

Amarr Empire's EVE-Online Corporation page [1]



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