The Quick Start Guide for
Complete Newcomers to EVE
The basic gameplay in EVE is straightforward once you overcome the initial learning curve and get the hang of how
skill training, ship outfitting, and item purchasing works. The hardest things to wrap your head around are:
character creation, skill training, getting around the place, looting your kills efficiently, and some combat
This quick start guide is written specifically for complete newcomers to EVE who are trying to get the most of of
their 14-day trial period. I'm not going to rehash too much information that is already present in the various
guides that are stickied in the EVE New Citizens Q&A forum, but I might quickly summarize the important bits.
This guide assumes most newcomers will want to experience the "action/combat" side of EVE first, so the main
thing you'll be doing at first are missions rather than mining, trading, or the more esoteric aspects of the
OMG Character creation is so complex!
What is the best overall choice to try during my trial period?
This one is easy. Do yourself a huge favor and don't waste too much time on all the possibilities at first. Just
roll up a Caldari > Achura > Inventor > Military > Special Forces character. Yes, the male portraits for the
Achura are the ugliest in the game (although the females aren't bad at all), but this is a first character for
use during your trial period so it shouldn't be that big of a deal.
I won't go into detail why this is the best choice, but instead will point you at this thread if you want the
gory details. Look at post 36 on page 2 of the thread for the reason I specifically recommend the Military >
Special Forces career. Even though Akita T doesn't go into detail on this recommendation, the main reason is that
you will be geared up for mission flying, which is your main source of income as a true newcomer. The reason for
the Caldari > Achura > Inventor profession is that it gives you the best overall set of starting attributes you
could possibly ask for unless you are an experienced EVE player who is rolling a very specialized alt. You will
never feel gimped either at the beginning nor in the future (as long as you can live with your player portrait
and the roleplay aspects of this recommended choice).
That said, if you really hate your portrait as an Achura, or if you really would rather play another
race/bloodline/profession for roleplay reasons, you will slow down your training and probably your initial money
making capability by a small factor, but it's not the end of the world by any means, so do what makes you happy.
If, on the other hand, you just want to try out EVE quickly and not feel gimped right out of the gate, then the
recommended Caldari > Achura > Inventor > Military > Special Forces character is what you want.
Some experienced players will argue that if your ultimate goal is to PvP, Caldari might not be the best choice.
Caldari ships are really optimized for fighting NPC pirates, not real player pirates. (This post explains why.)
Regardless, it never hurts to have your first character be a more "balanced" character such as the Caldari >
Achura > Inventor because then your training times for skills in all disciplines is roughly equal. Also, you can
fly any race's ships with the proper training, and all you give up is a slightly longer training time for
Skill training is massively complex! Where do I start?
Do yourself a HUGE favor and go find and download EVEMon (http://evemon.battleclinic.com/). Do this as soon as
you've created your character. Add your new character to EVEMon (File > Add Character).
Next, in EVEMon, choose Plans > Add Plan to create a plan for your character. At first the Plan Queue tab will be
blank. On the Ship Browser tab, set the filter to All Ships and then search for "Drake". In the results list,
click "Drake" and then notice the "Required Skills" box down in the lower right corner. Click the Add Skill to
Plan button, and all the skills you don't currently have, but need to train in order to quality to fly a Drake
cruiser, are added to your Plan Queue tab. You can use this same technique in the Item Browser tab to determine
what skills are needed to be able to fit any particular item on one of your ships.
The Skill Browser tab works a bit differently. Here you can search for a particular skill name (for example,
because you tried to fit some booty item from pirate kill onto your ship but the game tells you that you're
missing a required skill) and the result will tell you what prerequisites you need to learn the skill, etc. In
the little drop-down list just above the blue area, select the level of the skill that you want to train, and a
pop-up will appear that enables you to add that skill and all of its required prerequisites to the Plan Queue.
In the Plan Queue, you can select items and move them up or down in the list as needed to organize the order in
which you train your skills.
Now here's the best tip: on the status bar at the bottom of the Plan Queue tab, you might occasionally see a
"Suggestions" link. If you click this link, it will suggest some skills in the Learning category that will help
you train some of the skills in your Plan Queue even faster. You should always add these suggested skills and
then move them up and down in the queue to see which other skills they will speed up the training for.
Occasionally you should try re-sorting your Plan Queue and playing with the "Move learning skills to front of
plan" and "Sort By Priority First" options to optimize the order of skills in the Plan Queue. You should also try
manually moving skills above or below some of the Learning skills to see exactly how much the learning skills
will speed up the learning of all subsequent skills in the queue.
The golden rule for training
never have idle time in your training
* If you can't train the next skill in your Plan Queue because you can't afford the book for it yet (or
whatever reason), move down the list until you find somethign that you can train now, and have it training while
you're doing whatever is necessary to be able to train the first skill in your Plan Queue.
* If you're going to log out of game (especially overnight), look down your Plan Queue for the next skill
that will take a longer time to train than the time you'll be away from game, and start training that skill
before you log out. When you next log in to the game, pause that long skill and resume with the shorter skills
near the top of your Plan Queue.
* Finally, never neglect useful skills you need ASAP to make money in favor of Learning skills. Always
prioritize useful and short-to-train skills like Mechanic and Navigation and Targeting and Warp Drive Operation,
etc. ahead of things like Analytical Mind III or Instant Recall III and so on. So even if EVEMon automatically
puts a bunch of Learning skills at the top of your Plan Queue, you might still want to tweak the queue order a
bit to give priority to skills that are holding you back on your immediate earning potential.
* Traveling to mission locations and back to your agent:
When traveling to a mission objective's location and back to your agent after the mission, the fastest way
is to use the People and Places window. On the Places tab, there is always an "Agent Missions" folder. When you
accept a mission, bookmarks for the objective location and your agent are both automatically placed in that
folder. You can right click each bookmark to set it as a destination, or if it's in the same system you currently
are in, you can warp to location or approach or dock back at your agent's station or whatever.
* Traveling to a distant station to pick up an item you just purchased:
When traveling to stations listed in the Marketplace as having the best price for things, the easiest way
is to purchase the item remotely before you actually leave your current station. Then open your Assets window and
the station that has your just-purchased item will appear in the list. You can right-click the station in the
list and choose Set Destination. Keep your Assets window open and exit the station you're currently docked at and
engage the Auto-pilot. After you arrive in the system where the destination is located, the Auto-pilot will turn
off. At this point, right-click the station in your Assets window again and choose Location > Dock.
NOTE: Don't forget to move the thing you just bought from the ITEMS window at that station into your ship's
Cargo Hold before leaving the station to go elsewhere!
* Traveling to your current "home base" agent after you've been shopping:
When you are doing a line of missions for a particular agent (generally a good idea rather than agent
hopping because it increases your standing with that agent), it can be awkward to travel to the agent after
you've been running around picking up items that you've purchased at other stations, because when you right-click
the agent and choose Set Destination, your auto-pilot will stop when you've entered the agent's solar system.
(Auto-pilot never fully "docks" you at your destination if it's a station.) So you have to look up your agent's
station location and use the Current location tool or the Overview window to browse to his station and choose
"Dock". A much easier solution is to create a bookmark for the station at which your agent is located. Then you
can just open your People and Places window, go to the Places tab, and right-click the bookmark and choose Dock
when the auto-pilot has dumped you in the Agent's system.
Tips for getting around safely
The only place you're ever 100% safe to AFK is when docked inside a station. It is generally a bad idea to AFK
while auto-piloting unless you're in the highest-security space (systems with 0.5 to 1.0 security ratings) AND
you do not belong to a corporation yet. If you belong to a corporation, then members of other corporations that
are at war with your corporation can attack you with total impunity even in high-sec space.
If your plotted course takes you into or through any low-sec systems (0.1 to 0.4 security rating), you're in
trouble, because this is where player pirates like to hang out and gank you either for kicks or for "ransom"
(destroying your ship and then threatening to kill your pod if you don't pay them money). Stargates in these
low-sec systems are favorite locations for player pirates to camp (called a "blockade"). When you travel via
auto-pilot through low-sec space, you're taking a HUGE risk for several reasons:
* Auto-pilot always warps you to within 15km of the next gate on the waypoint list. This means that you must
"approach" the gate at normal speed for 15km before you can make the gate jump. You are extremely vulnerable
during this time period. (Tip: if you come under attack during this time, you can attempt to "Dock" at a nearby
station in the system to warp away as fast as possible. This might not work if a hostile ship scrambles your warp
capability.) Note that the reason for this default 15km approach distance is to give your capacitor tim