src="http://www.tentonhammer.com/image/view/63900"> style="text-decoration: underline;">

| Minmatar |
Gallente
| Caldari | Amarr |

 

Unlike many games where racial choice is just a matter of
graphics, EVE Online makes racial options count.  It goes beyond just
picking a race though and each decision you make in the character creation
process has a impact on your attributes and starting skills.  These stats
will eventually become less important as you mold your skills in game, but
starting out on the right foot is very important for the early survivability of
your character and the fun you have as a player.

Skills are of particular interest for the player just starting
out.  If you've had your eye on a specific form of gameplay, being able to
use drones for example, you'll want to choose a race that will allow those skill
from the beginning.  Skills take time and cost to train in, and you don't
want to waste time with skills you won't use!

Here we will outline the options that you will be presented with
in the character creation process.  You will choose a race, a bloodline
from within that race, and then an ancestry.  We also give just a little
bit of advice that will ease the pain of trying to decide.  Try to make
choices that you think will work for you, but remember you can always re-roll a
character and try again once you've gained better knowledge of your racial
options!

 

MINMATAR

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"A tough, no-nonsense race, the Minmatars are a determined and independent
people. Their home planet of Matar is a natural paradise, although centuries of
abuse have taken much from its beauty."

The Minmatar republic has a general philosophy.  Fit as many weapons as
possible onto one ship and smash the opponent into oblivion.  This usually is
quite effective for about the first minute.  After that, the problem for most
new players with being in a Minmatar ships is that they have zero to none in
terms of armor and structural integrity.   This results in a lack of being able
to take any amount of concentrated fire for an extended period of time.

Minmatar ships are notoriously fast (seeing as how most of them are put
together with duct tape), which presents a problem for players in ships larger
than the one that the Minmatar pilot is using, because they are so hard to hit. 
They deal damage either very quickly, in terms of auto-cannon turrets, or over
extreme ranges, in the case of artillery turrets.  Most of the ships that are
available to a novice player are also very easily customized, making it simple
to try out a variety of different attack styles with little monetary investment.

 

Racial Acquired Skills

 

Bloodline

 

Bloodline Acquired Attributes

 

Ancestry

 

Ancestry Acquired Attributes

Engineering I

Gunnery I

Learning I

Mining I

Minmatar Frigate I

Shield Operation I

Small Projectile Turret I

Spaceship Command I
       
   

Sebiestor

Charisma - 6

Intelligence - 7

Memory - 6

Perception - 5

Willpower - 6
   
      Tinkerers Intelligence +4
      Rebels Perception +3

Willpower +1
      Traders Charisma +4
   

Vherokior

Charisma - 8

Intelligence - 7

Memory - 8

Perception - 4

Willpower - 3
   
      Retailers Charisma +1

Memory +3
      Mystics Intelligence +1

Willpower +3
      Drifters Intelligence +2

Perception +2
   

Brutor

Charisma - 6

Intelligence - 4

Memory - 4

Perception - 9

Willpower - 7
   
      Workers Memory +4
      Tribal Traditionalists Charisma +1

Willpower +3
      Slave Child Perception +2

Willpower +2

 

GALLENTE

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"The Gallenteans. Self-righteous, meddling, pompous and tiresome, or virile liberalists and defenders of the free world. Love them or hate them, you simply can't ignore them."

Gallente players have a bit more opportunity for diversity than Caldari
pilots do, but they can also be harder to master.  The main arsenal of many a
Gallente pilot is drones. Small, unmanned, remotely controlled fighters that are
stored inside the ship until released during combat, and are capable of doing
damage without the player firing a single gun.  All of the lower level drones
are cheap enough for any novice player to afford, although early on it is nigh
impossible to fit enough drones on a ship to do anything but support damage for
the main weapons, such as turrets or in the rare case, missiles.

The downside to drones is that, while they are very small and hard to hit,
they cannot withstand sustained fire for more than a few seconds without being
destroyed.  Since ships cannot refit drones without being docked in a station or
near a corporate hangar (which will be covered at another time), if a pilot runs
out of drones during combat, most have to run to safety.  The exceptions to this
rule are Carrier-class ships and Titan-class ships.  But since those two classes
of ships take over 2 years of intensive training to be able to use, for all
intensive purposes of this guide they do not exist.

Like the Caldari, the Gallente have an alternate route which many players
take over drones, which is turrets, specifically blaster-class turrets.  These
favor close-range, high damage output over range and safety, since the player
has to be right up next to the target for these guns to be effective.


 

Racial Acquired Skills

 

Bloodline

 

Bloodline Acquired Attributes

 

Ancestry

 

Ancestry Acquired Attributes

Drones I

Gallente Frigate I

Gunnery I

Learning I

Mechanic I

Mining I

Small Hybrid Turret I

Spaceship Command I
       
   

Intaki

Charisma - 6

Intelligence - 8

Memory - 7

Perception - 3

Willpower - 6

   
      Artists Charisma +2

Perception +2
      Reborn Memory +4
      Diplomats Charisma +4
   

Gallente

Charisma - 8

Intelligence - 6

Memory - 4

Perception - 8

Willpower - 4
   
      Activists Charisma +4
      Immigrants Perception +2

Willpower +2
      Miners Memory +4
   

Jin-Mei

Charisma - 7

Intelligence - 5

Memory - 5

Perception - 6

Willpower - 7
   
      Jing Ko Caste Perception +4
      Sang Do Caste Charisma +1

Willpower +3
      Saan Go Caste Intelligence +2

Memory +2

 

CALDARI

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"Caldari society is steeped in military tradition. As a people, its
members had to fight a long and bloody war to gain their independence, and even
had to surrender their home planet to their hated enemies, the Gallenteans. It
was at this time that the corporations established themselves as the driving
force behind creating and maintaining the new Caldari State."

The main focal point of this race is Missiles, and lots of them.  As a new
Caldari character, you will have the opportunity of being proficient with
missiles right off the bat, if you so choose.

The disadvantage of this race is that if you follow the typical Caldari
layout (which is just as effective as any other race), you will always be paying
for ammunition.  If you are a big penny-pincher, this may not be for you, as
missiles do not come cheap, especially when you are just starting off. 
Generally speaking, it is more cost-effective for a new Caldari character to use
a blend of Missiles and turrets, since turret ammunition is far less expensive
than missile launcher ammunition, while the blend of the two will still put out
a decent amount of damage.

There is an alternate side of the Caldari, one that specializes in turrets
completely.  These ships that are part of the Caldari arsenal can deal out
damage from incredible range, putting themselves out of harms reach from most
foes.  However this road of training also requires considerable time before it
is possible to act on your own in combat, as most ships that are proficient at
this type of combat early on in a player’s lifetime cannot withstand enough
damage to be able to run solo, and are meant more as support ships.


 

Racial Acquired Skills

 

Bloodline

 

Bloodline Acquired Attributes

 

Ancestry

 

Ancestry Acquired Attributes

Caldari Frigate I

Engineering I

Gunnery I

Learning I

Mining I

Missile Launcher Operation I

Shield Operation I

Small Hybrid Turret I

Spaceship Command I
       
   

Civire

Charisma - 6

Intelligence - 5

Memory - 4

Perception - 9

Willpower - 6

   
      Entrepreneurs Memory +4
      Mercs Willpower +4
      Dissenters Charisma +2
Willpower +2
   

Deteis

Charisma - 6

Intelligence - 7

Memory - 7

Perception - 5

Willpower - 5
   
      Merchandisers Memory +4
      Scientists Perception +1

Intelligence +3
      Tube Child Willpower +4
   

Achura

Charisma - 3

Intelligence - 8

Memory - 6

Perception - 7

Willpower - 6
   
      Inventors Intelligence +4
      Stargazers Memory +3

Perception +1
      Monks Perception +2

Willpower +2

 

AMARR

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"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."

The Amarrian race is focused on two things: Strong defenses, and
earth-shattering damage potential.  The Amarrians benefit from being able to, in
many cases, out-tank most other combatants due to the sheer toughness of their
armor plating that is present in much of their ship catalogue.  This fact,
coupled with their natural affinity to laser weapons, makes them a force to be
trifled with. 

Most Amarrian ships are capable of doing damage over a wide variety of
ranges, most notably long range, due to their ability to hot-swap ‘frequency
crystals’ to increase or decrease the range of the turrets as needed.  Their
lack of variety in damage-dealing options may end up being a turn off to new
players who want to experience a variety of different play styles.


 

Racial Acquired Skills

 

Bloodline

 

Bloodline Acquired Attributes

 

Ancestry

 

Ancestry Acquired Attributes

Amarr Frigate I

Gunnery I

Hull Upgrades I

Learning I

Mechanic I

Mining I

Repair Systems I

Small Energy Turret I

Spaceship Command I
       
   

Amarr

Charisma - 3

Intelligence - 7

Memory - 6

Perception - 4

Willpower - 10

   
      Wealthy Commoners Charisma +1
Memory +3
      Religious Reclaimers Willpower +4
      Liberal Holders Charisma +3
Willpower +1
   

Khanid

Charisma - 5

Intelligence - 5

Memory - 4

Perception - 8

Willpower - 8
   
      Zealots Memory +2
Willpower +2
      Unionists Charisma +2

Intelligence +2
      Cyber Knights Intelligence +1
Perception +3
   

Ni-Kunni

Charisma - 8

Intelligence - 5

Memory - 6

Perception - 7

Willpower - 4
   
      Navy Veterans Willpower +4
      Free Merchants Charisma +4
      Border Runners Intelligence +1

Perception +3

 


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Last Updated: Mar 13, 2016

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