
Immortals of Thera


Empire of Religion and Slaves
The Amarr Empire is a vast star empire that controls more regions of the New Eden cluster than any of the other core empires. The Amarr began aggressively expanding beyond the confines of their home star system over 2,000 years ago, conquering and enslaving several races in a crusade known as the Reclaiming, before encountering the Gallente Federation and the Jove Empire. A disastrous attempt to invade the Jove Empire triggered a rebellion by Minmatar slaves, resulting in the formation of the Minmatar Republic and the loss of some territory.
The Amarr Empire, together with satellite states the Ammatar Mandate and Khanid Kingdom, remains a vast and powerful empire, compelled by its religion and feudal structure to dominate others. The other empires, even its ally the Caldari State, keep a careful eye on this giant lest they be caught up in a new eruption of the Reclaiming.


No. of Known Star Systems: 702
Form of Government: Imperial Theocracy
Main Ethnic Groups: True Amarr, Khanid, Ni-Kunni
No. of Regions: 8


Amarr ships are focused primarily on the use of energy turrets, which include both beam and pulse lasers (described more in detail below). These generally provide excellent range and high damage, but are limited in damage output to EM and thermal damage types, and utilize large amounts of capacitor when fired. The smaller T1 ships in the Amarr arsenal tend to be mediocre, with only a few standout ships for PVP like the Arbitrator and Punisher. Things begin to look up at the battlecruiser level, where the Harbinger is an outstanding ship for both PVP and PVE purposes, and the Amarr battleships are the best in the game. In addition, Amarr T2 ship options include the fantastic Zealot long range heavy assault ship, and the Pilgrim, which is one of the best ships for solo PVP. So don't get discouraged if it takes you 3 months to get on a killmail.
For a long time Amarr pilots had problems ratting in our space as it is populated by Angel rats which tank very well against EM and thermal damage (the two damage types lasers put out). This has changed in the last couple of weeks as we are now invading a region that contains enemies with specific weaknesses toward electromagnetic and thermal damage. Enjoy.
Good Amarr T1 PVP ships
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Punisher (tackling)
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Arbitrator (tracking disruptors)
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Harbinger (antisupport)
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Armageddon (dps)
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Apocalypse (Best sniping battleship in the game, bar none)
Background
The largest of the empires in the world of EVE, Amarr spans 40% of the inhabited solar systems. The Amarr Emperor is the head of a ritualistic, authoritarian imperial state, and below him are the Five Heirs, the heads of the five royal families from which a new Emperor is chosen. The Emperor's authority is unquestioned and absolute, but the archaic and bureaucratic system of government makes it difficult for him to exert his rule unless directly in person. Otherwise, the Five Heirs rule in his name, dividing the huge empire between them.
The Emperor and the Five Heirs can expect to live for at least 500 years. Extensive cyber-implants keep their frail bodies alive, even when their organs begin to fail. These cyber-enhancements date back many millennia, and have become a symbol of royal divinity in the eyes of the Amarrians.
Always a deeply religious people, religion remains of great importance to every Amarrian, a fervour which at various times has been responsible both for great good and great evil. Similar to most people of faith, they often suffer from an acute persecution complex. Shortly after recovering from the closure of EVE, they began to expand their realm at the expense of neighbouring states. The nations they conquered were enslaved, a practice justified by their religion. Ever since, the Amarrians have enslaved every nation and race they have encountered, and today slavery is an essential part of Amarr society. This has, of course, tainted their relations with other races, especially the individualistic Gallenteans.
The Amarrians were the first of the races in EVE to re-discover Warp technology, notably Jump gate technology. After accomplishing this more than 2,000 years ago, they immediately began expanding to nearby solar systems, slowly building up their empire in the process. On the way, they encountered two human races, both of whom suffered the fate of being enslaved by the far more powerful Amarrians.
In recent years, however, the Amarrians have begun to run into serious opposition. First, they met the Gallente Federation. Although much smaller than the Amarr Empire, the Amarrians soon found the economic and military might of the Gallenteans a match for their own.
Soon after, the Jovians arrived on the scene and the Amarrians made a futile attempt to subjugate them, resulting in a humiliating defeat. To make matters worse, the Minmatars, enslaved for centuries by the Amarrians, used the opportunity to rebel against their slave-masters.
Since these fateful events almost two centuries ago, the Amarrians have learned restraint. They have slowed down their expansion and are less forceful in their dealings with other races, but still view themselves as the most powerful race in EVE, if only because of their sheer numbers.
The Amarrian Ship Archetype
Amarr ships generally sit like a ton of bricks and dish out/tank a lot of damage. They are the best armor-tanking race in the game. The primary weapons of the Amarr are LASERS (pew pew) and drones (Amarr are second only to the Gallente in drone usage).
There are a few issues with the Amarr race, mostly relating to fitting issues and capacitor usage. However, CCP has stated that addressing these issues are a high priority. The Amarr still have very good ships, and their enhanced "tech two" ships are some of the best in the game.
Amarr ships are some of the best ratting ships for Delve. If you are an Amarr pilot and are strapped for cash, ratting in a Harbinger, Armageddon, or Apocalypse is an easy way to make some isk in our home region.
You should fly Amarr if you like lasers and fitting strong tanks.
Energy Weapons
Energy weaponry deals EM and Thermal damage—effective against shields but not armor. Energy weapons are ammoless; range and damage are determined by frequency crystals.
Amarr turrets use the skill "(size) Energy Turret."
Pulse lasers have short range, fast tracking, and deliver one of the highest damage rates in the game.
Beam lasers have much longer range, slower tracking, and do less damage.
Most Amarr pilots prefer beam over pulse lasers on frigates and cruisers and as a frigate pilot for Goonfleet you will be given beams for your corp-issued ships.







