3 Character Creation
Choosing Race
Before embarking on your first journey into EVE, you must first configure your character's appearance and identity. The first step is to choose the race of your character.
A unique name and appearance, created by you, identifies your character. During character generation you select your gender and race. The character creation tools offer you the opportunity to manipulate (or "morph") your facial features, creating a face unlike any other. The final result is your avatar portrait, which is visible to other players in several ways, including on our message boards and in-game chat channels.

When you log in for the first time, the first screen you will see is the "Choose Race" screen. When you have completed the creation process, your character identity will be saved here. You have the option of creating up to three characters rather than just one.
Most players only use one of their characters as their main character, for it takes time to develop skills. They have found ingenious ways of using their other characters, and there are no guidelines or restrictions against this.
Players may choose to portray a character from four major races, with each race branching off into two bloodlines. This then splits into male and female.
Basic information is available for each of the four playable races by moving your mouse over the "i" icon. This information will help you determine which race to select for your character. Each race offers numerous variations in skills and abilities, as well as adhering to its own doctrine. Below is a short description of each race; more detailed information about the races can found here.
All characters have a set of basic attributes, based partially on race and other options selected during the character creation process. The character will then advance through a skill training system after play begins. The skill training system is explained later in this guide. There are no classes in EVE and no race is generally superior to another - at least not as far as the game mechanics are concerned. Which race is best for you is a matter of personal taste, based on which description intrigues you and how you wish to play the game.
Amarr Race
Amarrians
These are direct descendants of the Amarrian ethnic group before it conquered its home planet and intermingled with other people. They are proud and supercilious, having a great sense of tradition and ancestry.
Females: 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.
Males: 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.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 3 | 7 | 6 | 4 | 10 |
Ni-Kunnis
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 that are frequently frowned upon by Amarrians, but still a vital part of their society
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.
Males: sly, cunning, and unscrupulous. The only way for a Ni-Kunnis male to advance on the rigid Amarrian social ladder is by amassing great wealth, so most Ni-Kunnis males are very conscious of making a healthy profit. This does not necessarily make them greedy.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 8 | 5 | 6 | 7 | 4 |
Khanid
The people of Khanid have endured the political turmoil of their leaders with great dignity and calm. They were originally fellow settlers alongside the Amarrians on Athra, better known today as Amarr Prime. During the height of the Amarr Reclaiming, the Khanid were swept up and merged into the growing Amarr nation. Proving themselves valuable allies to the Amarrians from day one, they have ever since held an exalted status within the Empire, with only a handful of them actually having to endure slavery.
The name Khanid was given to the Khanid chiefs by the Amarrians. It means "little lord" or "lord ling" and is an affectionate term generally given to a cherished friend. The name stuck to the nation as a whole, 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 in the process.
Females: strong and independent through years of being the sole mistresses of their domain. The typical Khanid woman lets no one boss her around.
Males: have a long, proud tradition of combat superiority; their lives are often dedicated to their culture's ancient warrior codes.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 5 | 5 | 4 | 8 | 8 |
Caldari Race
Deteis
Symbolizing the Caldari in every way, the Deteis are efficient, hard working, and duty filled. They are commonly found in positions of authority, both in administration and the military, something that suits their temperament well.
Females: tend to be neat and composed with a wry sense of humor and a no non-sense outlook on life.
Males: are generally tall and well groomed with a fair complexion. They strike an imposing chord with their haughty, detached demeanor.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 6 | 7 | 7 | 5 | 5 |
Civire
Providing the backbone to the Caldari Empire, the Civire are cool, levelheaded, and relentless in their approach to both trading and fighting. Civire can handle pressure extremely well, an invaluable aid in combat or other stressful situations. Many of the best bounty hunters are Civire.
Females: not very tall, but lithe and supple. They are ardent and committed workers, never willing to give up.
Males: big-boned and masculine, preferring a clean-shaven chin and closely cropped head.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 6 | 5 | 4 | 9 | 6 |
Achura
Achura has been part of the Caldari State for three centuries, joining and leaving the Federation at the same time as the State. Yet the Achur have always remained a mystery to others. Hailing from the inhospitable Saisio system in The Forge, the Achur are as reclusive and introverted as an entity can be while still participating in galactic affairs. Intensely spiritual, the average Achur has little interest in the material world's transitory doodads. Achur pilots have been few and far between in the past, but the recent sacrilege of their home world prompted them to take to the skies in greater numbers.
Females: renowned the universe over for their empathy and understanding which, coupled with their widespread knowledge, makes them ideal as teachers.
Males: reserved and meditative, the Achur male has a tendency to look at the bigger picture instead of concentrating too much on details.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 3 | 8 | 6 | 7 | 6 |
Gallente Race
Gallenteans
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.
Females: considerate and kind, spirited, out-going and lively. They value self-empowerment and can be very creative and resourceful.
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.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 8 | 6 | 4 | 8 | 4 |
Intakis
The Intakis were integrated into the Gallente Federation a few centuries ago. Their thoughtful and composed manner suited Gallente society well; the Intakis are especially good at human interaction and are very prominent in the federal bureaucracy.
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.
Males: methodical and reserved, never outspoken or confrontational. They enjoy sitting in quiet reflection. Intaki homes are a place of peace and tranquility.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 6 | 8 | 7 | 3 | 6 |
Jin - Mei
The nation of Jin-Mei is the latest addition to the Federation, having joined only shortly before the Gallenteans came into contact with the Amarr Empire. The Jin-Mei 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, up until now, seldom ventured far from their homes. Due to the civil war raging between the Sang Do overlords, leaders of the Jin-Mei, that is now changing.
Females: traditionally downtrodden, Jin-Mei women have in recent times risen to equality with their male counterparts.
Males: socially aware and class-conscious, the Jin-Mei male generally prefers stability and security over adventure and excitement.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 7 | 5 | 5 | 6 | 7 |
Minmatar Race
Sebiestors
Ambitious and driven, the Sebiestors are innovative thinkers and are always willing to try something new and different. The Sebiestors are of 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.
Females: kind and considerate, but notorious for their cruel streak. Generally loveable, they're realistic enough to take the world only at face value.
Males: contemplative and curious, charming and passionate. They are great thinkers, and their inquisitive nature makes them ideal for any profession when they put their mind to it.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 6 | 7 | 6 | 5 | 6 |
Brutors
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.
Females: in some ways opposites of male Brutors. They are dominant, persistent, and egocentric. Their grace and beauty serve to aid them in these matters.
Males: patient, alert, and determined. Their thoughtful and deliberate manner gives them great situational awareness.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 6 | 4 | 4 | 9 | 7 |
Vherokior
The Vherokior tribe is a splinter of 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 of 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.
Females: shrewd and business minded.
Males: short but nimble. They possess an easy charm and are quite affable.
| Charisma | Intelligence | Memory | Perception | Willpower |
| 8 | 7 | 8 | 4 | 3 |
Selecting a Bloodline and Gender

After you have selected your race, the next step is to select a bloodline and then a gender. Each bloodline has a slightly different set of starting skills.
Move the mouse over the "i" icon to reveal more information on each bloodline. The "book" icon reveals the basic skills you will receive for that bloodline, while the lower icon will show its basic starting attributes.
Bloodlines help to shape what your character will be most adept at doing, whether he/she is a cunning scientist, or a relentless fighter, or any other profession.
Bloodlines help to shape what your character will be most adept at doing, whether he/she is a cunning scientist, a relentless fighter, or any other profession.
You can always click on the left-hand arrow icon at the bottom of the screen to return to the previous selection screen, but all selections in the current window will then be lost.
Distribution of Attribute Points

After you have selected you bloodline and gender, the next thing is to distribute an additional 5 Attribute points to your character. Each attribute can receive a maximum of 3 points.
Attributes show the strengths of a character and determine the speed at which he/she trains in skills of a certain category. Every skill has a primary and secondary attribute. The formula for the speed of skill training (points per minute) is: (primary attribute + secondary attribute/2) x (1 + 0.02 x Learning skill level). The attributes used to train a skill can be seen in the Attributes tab of the Skill Info.
The values you see in the "Attributes" tab of your character sheet are rounded numbers, so the calculations for the amount of skill points trained per minute can be slightly off.
Intelligence - describes the capacity for creative and logic-based thinking and reasoning. This attribute helps in scientific pursuits and other activities that require good deductive skills.
Charisma - is a character's attractiveness to others. A high charisma attribute helps in all dealings with NPCs.
Perception - describes a character's situational awareness and his or her ability to adapt and react quickly to rapidly changing situations. Good perception helps on the battlefield and in situations where good reflexes are critical.
Memory - is the ability to store and retrieve data quickly and efficiently, thus making complex and repetitive activities, such as manufacturing and production, easier to perform.
Willpower - is the drive and determination useful for commanders, greatly enhancing their leadership abilities.
Each skill group uses specific attributes, which are:
| Group | Attributes used (primary and secondary) |
| Corporation Management | Memory, Charisma |
| Drones | Memory, Perception |
| Electronics | Intelligence, Memory |
| Engineering | Intelligence, Memory |
| Leadership | Willpower, Charisma/Charisma, Willpower |
| Learning | All |
| Mechanic | Intelligence, Memory |
| Missile Launcher Operation | Perception, Willpower |
| Navigation | Intelligence, Perception |
| Science | All except Perception |
| Social | Charisma, Intelligence |
| Spaceship Command | Perception, Willpower/Willpower, Perception |
| Trade | Willpower, Charisma/Charisma, Memory |
As can be seen from this list, there are attributes that are more useful for one profession than others. Many recommend that fighters focus on Perception and Willpower, industrialists on Memory and Intelligence, and Charisma for Traders.
Choosing your Ancestry

Choosing your Ancestry is a next step in character creation process. Each bloodline offers 3 different ancestries to choose from and each ancestry will shape the attributes and skills of your character differently.
Moving your mouse over the book icon in the Ancestry selection menu will reveal the basic skills you receive for that part of your history or prior life-experience. The bottom icon shows you how the ancestry modifies your basic character attributes.
After this comes the selection screens for the Career and Specialty of your character - these selections determine the career path and initial skills your character possesses when he or she comes to life.
Choosing your Career

Your choice of career dictates your general sphere of interest and what school you enter to specialize in subjects relating to it. Your choice of career will influence your skills and, through them, your attributes as well.
You can choose a career in 3 different fields:
Industry
Industry is a career that spells not only wealth for those that choose to follow that path, but also opens the door to potential popularity. In the war torn reaches of space, everyone loves a provider.
Serious industrialists need to learn how to harvest precious ore, refine it and either produce something from it or haul it around and sell it where prices are high. A successful industrialist often eventually ends up with a lot of cash on his hands to spend on some other line of work.
Military
A career in the military means learning how to dispose of enemy vessels as fast and securely as possible, without them disposing of you. Military academies thoroughly educate enlisted cadets in combat related skills.
Business
Business is all about dealing with people, solving problems or finding compromises in quarrels, and servicing trade routes. Of course, this is all in the name of financial success. Business careers can be roughly divided into two categories. One revolves entirely around buying and selling, dealing with business contacts and playing the market with the sole purpose of maximizing profit margins. The other category is all about preparing the pilot to lead a group or a crowd of people, form and run a corporation and to supply leadership.
Choosing your Specialization

Depending on your selection of a career in the previous screen you will be offered two different fields within your career to specialize in. Your specialization indicates the direction of your studies in the later stages of your education and will greatly influence your skills.
Careers will enable the following specialization schools:
Industry
- Prospector: The grassroots of wealth creation.
- Engineer: The coordination and manipulation of complex machines.
Military
- Special Forces: The intricacies of capsular interfacing.
- Soldier: The technology and science behind space ship weaponry.
Business
- Executive Commander: The laws that drive the universe.
- Entrepreneur: The art of the market, the pursuit of wealth.
Choosing your Appearance

The interface is effectively divided into three areas: on the left are the options to select backgrounds, clothing, accessories and various 'skin deep' attributes; on the right are the physical attribute scales that will dictate the shape and structure of your character's facial features; in the center are the positioning controls that you can use to roll the eyes and head. You can also click and hold the left-mouse button in the main screen to move the entire body.
You can get random options for your character's appearance by clicking the two dice icons, located on either side of the central controls. This is often a good starting point.
Appearance - Left
- Background: Cycle this to change her background. What's even cooler is that they change with the lighting styles you apply, so feel free to choose away.
- Deco/Decoration: Cycle this to change your character's decoration.
- Hair: Changes the hair on your model; several options and colors are usually available.
- Skin: Changes color, tone, and age of the skin on your model.
- Lights: Changes lighting effects for your character.
- Eyebrows: Makes a big impact on the general attitude your character presents.
- Lipstick: Not available on males, this changes the color and application of lipstick.
- Costume: Changes the clothing your character is wearing; no, you can't remove them all!
- Eyes: They range from thin beady eyes to steely gray with wide lenses.
- Accessories: In most of the tribal races you'll find these.
- Makeup: Not available on males. Cycle this and watch makeup applied instantly.
Pose - Middle
The little pyramid at the top of the circle allows you to adjust head tilt left or right; the circle of course indicates the amount of tilt on the head, while the pyramid is the marker.
- Under that you'll see two interconnected cylinders: these allow for adjustment of the head.
- Below the cylinders is what looks to be an eyeball; it allows adjustment of the characters eyes.
- If you want to angle the body, you simply need to click on your character and drag it in a direction.
Morph - Right
Allows morphing of the characters facial features. This is a bit more complicated to use than the other tools but you'll be able to figure it out simply by experimenting. Drag the black boxes along the grid until you achieve the desired results.
Enter Name

You will then be prompted for a character name - many EVE players enjoy inventing plausible first and last names for their characters.
At the bottom you will also see a career selection. You can either select a pre-set configuration or create a custom career. Please note that choosing any pre-set career other than "Custom" will immediately save and complete your character, making it impossible to modify.
- Selecting a career will determine your starting skills. So make sure you select a career path that fits your personality and playing style. You can, however, diverge into new careers at any time by training other skills.
If you select Custom, you completely customize your characters' skills. Doing so is beyond the scope of this manual as the combinations are vast, but if you know what role you will be using your character for, you are better off selecting custom career and maximizing the attributes that affect the skills needed for that career. Keep in mind that the Skill Training Time is dependent upon the attributes of your character. You only have so many attributes points to distribute among the various sets. Placing more points in one set will lessen the number of points for the others. For more information about skills, please refer to Chapter 1.
Start your Life in Space

Click on the newly created portrait that now occupies the first character slot. Your character's life in EVE has just begun!
You will see a dialog box saying Welcome Dear Customer. This is your in-game tutorial, which is very important that you follow, and will take you through the basic things you need to know to survive in this complex and sometimes hostile world.
Make sure you follow each step of the in-game tutorial. Please allow for few hours to complete the tutorial. Again, do not jump ahead and skip the tutorial - you will regret it later. At the end of the tutorial, you will be given a very valuable reward and a bonus in standings, which is important later when you start running real missions.






















