Raeya Strmel
2d ago
Dec 13, 2015(10y)
Dec 13, 2026(203d)
Combat
Kills1,445
Losses133
Efficiency92%
ISK
Destroyed3.13t
Lost17.05b
ISK Eff.99%
Solo
Solo Kills5
Solo Ratio0%
Final Blows52
Points1,445
Other
NPC Losses15
NPC Loss Ratio11%
Avg Kills/Day0.38
ActivityInactive
Raeya Strmel
Last Active
2d ago
Birthday
Dec 13, 2015 (10 years old)
Next Birthday
Dec 13, 2026 (203 days)
Combat
Kills1,445
Losses133
Efficiency92%
Danger Ratio89%
ISK
Destroyed3.13t
Lost17.05b
ISK Efficiency99%
Balance+3.11t
Solo
Solo Kills5
Solo Ratio0%
Final Blows52
Points1,445
Other
NPC Losses15
NPC Loss Ratio11%
Avg Kills/Day0.38
ActivityInactive
No data available
Bio
The Minmatar society is very much based on tribal society. There are seven major tribes or clans, Sebiestor, Krusual, Brutor, Vherokior, Nefantar, Thukker and Starkmanir.
Of the seven clans, four make up the Minmatar Republic, Sebiestor, Krusual, Brutor and Vherokior. The Starkmanir tribe was almost totally destroyed by the Amarrians after a crushed rebellion four centuries ago, only a handful remain as slaves within the Amarr Empire. The Nefantars collaborated with the Amarrians during the latter control of the Minmatars. They were driven out alongside the Amarrians during the Minmatar Rebellion and today make up what's commonly known as the Ammatars. Lastly, the Thukkers are scattered throughout the world of EVE, their tribal bindings are very loose and many of them don't even consider themselves to be a part of a tribe any longer. These people have rejected many of the strongest traditions of the Minmatars, such as the tattooing process.
The large, fertile plains of Matar, home planet of the Minmatars, with endless herds of hoofed animals, proved ideal for a nomadic lifestyle. The fabulous conditions on Matar coupled with more than enough space meant there was less incentive to struggle to keep up the technology level after the closure of the EVE gate. For ages the Minmatars roamed this paradise, slowly divided by time and distance into numerous tribes.
The tribal community was ideally suited for nomads, but remarkably the Minmatars kept their strong tribal ties after urbanization began, even if some of its more strict aspects have declined in recent times, such as the stringent caste system and (for some of the tribes) acreage serfdom for farmers and workers. To this day, Minmatars identify themselves first and foremost through their clan.
Of the seven clans, four make up the Minmatar Republic, Sebiestor, Krusual, Brutor and Vherokior. The Starkmanir tribe was almost totally destroyed by the Amarrians after a crushed rebellion four centuries ago, only a handful remain as slaves within the Amarr Empire. The Nefantars collaborated with the Amarrians during the latter control of the Minmatars. They were driven out alongside the Amarrians during the Minmatar Rebellion and today make up what's commonly known as the Ammatars. Lastly, the Thukkers are scattered throughout the world of EVE, their tribal bindings are very loose and many of them don't even consider themselves to be a part of a tribe any longer. These people have rejected many of the strongest traditions of the Minmatars, such as the tattooing process.
The large, fertile plains of Matar, home planet of the Minmatars, with endless herds of hoofed animals, proved ideal for a nomadic lifestyle. The fabulous conditions on Matar coupled with more than enough space meant there was less incentive to struggle to keep up the technology level after the closure of the EVE gate. For ages the Minmatars roamed this paradise, slowly divided by time and distance into numerous tribes.
The tribal community was ideally suited for nomads, but remarkably the Minmatars kept their strong tribal ties after urbanization began, even if some of its more strict aspects have declined in recent times, such as the stringent caste system and (for some of the tribes) acreage serfdom for farmers and workers. To this day, Minmatars identify themselves first and foremost through their clan.
Dashboard
Stats
Kills0
Losses1
Efficiency0%
ISK Destroyed0
ISK Lost41.49m
ISK Efficiency0%
Solo Kills0
Solo Losses1
NPC Losses0
Blob Factor0
Active TimezoneUSTZ
Final Blows0
Points0
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Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -
Typically Loses
Top Fleet Partners