eve-online-o-igre-no-11-1

Eve Online about the game # 1

Creating a character
Hello everyone, post about rosos.The whole text does not fit, I decided to hide under spoilers with pictures so that everyone is convenient, I think when reading you will not have any problems.You just need to expand the spoiler and read the info.
Welcome! We congratulate you on obtaining a pilot license! When creating a character (Pilot) You can choose Rasu, floor, The genealogy And Name. If desired, during the game it will be possible to change the portrait character, But floor, Rasu And after the creation, the name cannot be changed. Therefore, make sure that the character suits you completely. When entering name The letters register are taken into account. Complete Name (Name and surname) may contain only one gap.

Race, genealogy and profession
1.The differences between the characters of the four peoples are mainly in appearance and in the biography. Races have different starting skills. However, this difference is insignificant and can be smoothed with intensive training. Achieving the maximum fifth level of all available skills for any character in the game is only a matter of time (At the moment, it will take about 20 years to achieve this level).2 Choose the character only if he suits you: for years exploring the world Eve, You will witness his development. If you are primarily focusing on the role component, then start from the biography of the character.
And so, we have 4 races: Amar, Gallent, Minmatar, Kaladari,Each race has 3 branches of a related tree-also say 3 subspecies of this rash, and 3 pedigree races of each branch have its own 3.For example: subspecies they change people, that is, 3 subspecies of each race differ from each other, but the specialization of the races does not change anything in the appearance of the character.However, you yourself have to choose reason and subspecies, and the genealogy will only determine your deposit..
Amarr – Empire of slaveholders (available to players)

Amarrians were the first race in EVE, which re-developed WARP technology, Jump Gate technology. More than 2000 years ago, after the development of this technology, they began to move to nearby solar systems, slowly creating their empire. In their path, they met two human races, which were enslaved by the much superior, powerful Amarr Empire.
However, not so long ago, Amarrians Received a rebuff. They met a federation Gallente. Although they were much smaller than the empire Amarr, But exceededAmarrians In economically and military terms.
A little later, they entered the war Jovian, And all attempts Amarrians to ensure them ended with an offensive defeat. Position Amarrians The enslaved for centuries worsened Minmatar, using the opportunity to rebel against their owners.Starting from these fatal events almost two centuries ago, Amarrians Received a rebuff. This negatively affected the expansion of the empire and relations with other races, but Amarrians still consider themselves the most powerful race in Eve, referring to the large size of his empire.

They descended from the ethnic group Amarrian Even before she won her native planet and mixed with other peoples. Arrogant and arrogant, very devoted to their traditions, they honor the cult of their ancestors.
Female representatives: have a class consciousness and behave officially in relations with others. They have strong family ties. For this reason, they can be very vindictive if someone causes evil to their loved ones-their vindictiveness can continue for many generations.Male representatives: arrogant, cruel and adamant regarding their superiority. This gives them determination and determination, but sometimes it’s hard to communicate with them.
3 pedigrees of this race are available: liberal nobility, rich commoners, religious masters

Representatives of this primitive race were won a thousand years ago by the empire Amarr. Compared to other enslaved races of the Empires, Ni-kunnis Adapted in society Amarr much better, and at the moment only a small part is still in slavery. Majority Ni-kunnis merchants and artisans are classes to which Amarrians often treated with disapproval, but still an extremely necessary component for their society.Female representatives: have seductive and charming behaviors. Before becoming part of the empireAmarr, Ni-kunnis represented a polygamous society. Although such an experience has long been abolished, it is still held in a relationship between Ni-kunnis man and woman. Despite their meek temper, Ni-kunnis Women are also agile and cunning, like their male representatives.Male representatives: sneaky, cunning and non -protested. The only way for male representativesNi-kunnis in advance forward on a difficult social ladder Amarrian – The accumulation of great wealth. Therefore, for the majority Ni-kunnis The main credo is to gain benefit. At the same time you can’t call them stingy.3 genealogies are available: free merchants, smugglers, fleet veterans

Khanid people transferred the political bustle of their leaders with proper dignity and tranquility. They were in-carriers settled next to the Amarrian on Atre, better known today as Amarr Prime (Amarr Prime). During the elevation of Amarra (Amarr Reclaiming) Khanid gradually merged with the Amarrian nation. Subsequently, they turned out to be reliable allies for the Amarrians, and from the very first days of their joint residence Khanid received exalted status within the empire. The name “khanid” was given to their leaders of the Amarrian, it means “little lord” or “lordic”. Despite such a friendly and no sound, this name was assigned to the whole people, and even after the area Khanid was transferred to one of the great Amarr families (Amarr Holder), the family accepted the name Khanid as their own, thereby receiving support and influence among the common people Khanid.Female representatives: the lifestyle of a warrior was assigned to men Khanid From ancient times. Women alone manage the household, which made them independent and resourceful. They do not allow anyone to indicate themselves and always make all decisions themselves. Woman Khanid – The mistress of her own fate.
Male representatives: Even before the Amarra Empire sent her eyes to heaven, men Khanid were recognized as the best warriors in the empire. During the elevation (reclaiming) Khanid warriors were in the forefront of Ealurians, Ni-kunnis And Minmatars. Although physical strength and courage today do not mean as much as before, Khanid Still very reverently related to their military traditions.Available 3 genealogies: cyber knights, juniists, fanatics.

Caldari – aggressors, money overlords (available to players)
To restrain your aggressiveness, Caldari actively participate in various sports. Many contests are bloody, like gladiatorial battles. In addition to sports Caldari They love gambling, they created an entire game industry in the state.

Society Caldari has rich military traditions. Once they waged a cruel and protracted war in which they were forced to give their native planet to the enemies- Gallentean. It was at this time that corporations were established as a driving force in the creation and development of a new state Caldari. Now, when Caldari They have long finished the war, they still strive to be the first in military technologies, but still inferior in this mysterious Jovians.

Speaking for Caldari in every war, representatives of Deteis are dexterous, hardworking and very responsible. Due to full compliance with temperament Caldari Deteis usually achieve leading posts both in the administration and in military affairs.Female representatives: neat and restrained, have gloomy humor and sober view of life.Male representatives: usually tall, tightened, with light facial features. They captivate with their honed and impartial behaviors.3 genealogies are available: merchants, scientists, children from a test tube

Achura are part of the state Wsm Casino for three centuries. They joined the state of Caldari immediately after leaving the Federation, at about the same time when the Kaldari themselves left the Gallent Federation. Achura have always been a mystery for other races. Remaining friendly in a completely unfriendly system Saisio in The Forge, Achura are such recluses and introverts, how much is possible in order to take part in galactic affairs. For strong spirit Achura, The material world is of little interest. There were very few pilots among them, and all of them remained far in the past, but the recent disaster in their native world prompted Achura more and more often turn your eyes to heaven.
Female representatives: very much as good teachers and mentors. They are indefatigably interested in the surrounding metaphysical world, and this gives them the greatest knowledge about everything, starting with quantum physics and ending with human psychology. Moreover, this feature also gives them patience and modesty, forcing them to look outside of its own minor interests, concentrating on any particular basic task.Male representatives: are very restrained in their affairs and manners, they are a master of masking their own thoughts and emotions. Men Achura do not differ in swiftness and impulsiveness, they like to think and meditate for a long time before making any important decision. Compassion is not alien to Achura, but their line is to look at everything around, subtly calculating the all kinds of events, forces them to sometimes sacrifice a fleeting benefit for the sake of long -term “profit”.3 genealogies are available: monks, starships, inventors

Speaking the basis of the empire Caldari, Civire Cold -blooded, balanced and purposeful both in trade and battles. They are not amenable to pressure, which helps in battles and other stressful situations. Civire One of the best award hunters (Bounty).Female representatives: short stature, compliant and helpful. They love to work, very patient.Male representatives are wide -sided and courageous, prefer a purely shaved chin and a short -cut head.3 genealogies are available: mercenaries, dissidents, entrepreneurs

Gallente – proud, beautiful race of researchers (available to players)
In the world Eve GAllenteans – kings of entertainment, they conduct mass production of everything: from cheap porn, to magnificent luxury items, just to satisfy the thirsty audience. They are famous for the most luxurious cosmic yachts and hotels. Everything that you dreamed about, what you longed and wanted to feel – you can find all this with Gallenteans.

Gallenteans society contrasted. Most of the richest people in the world are Gallenteans, creating a constant demand for luxury items. Along with this, millions Gallenteans poor, because the liberal market economy and freedom of human rights give everyone a chance not only to rise to the heights of society, but also the risk of losing everything.

Possessing French roots, Gallenteans primarily value freedom and personal independence. Federation Gallente represents the only one in the world Eve Democracy.Female representatives: calm and kind, energetic, sociable and cheerful. They value self -confidence and often have a creative beginning and ingenuity.Male representatives: incendiary and ambitious. They often act self -confident. With a threat of life, miracles of courage show.3 genealogies are available: activists, miners, immigrants

Intakis integrated into the federation Gallente A few centuries ago. Their carefully thought -out and restrained manner was the disposition of the Gallente Society, intakis has well own the psychology of human relations and differ in outstanding abilities in the field of federal bureaucracy.Representatives of the female: are very similar to male representatives;They have a quiet and speculative disposition, leisurely following life. Their speculative temper is manifested in the wealth of sayings.Male representatives: systematic and restrained, do not express their opinion in public and do not argue. They prefer to simply observe thoughtfully. Housing Intaki The place is quiet and calm.3 genealogies are available: artists, diplomats, revived.

Nation Jin-Mei – The last addition to the federation, they joined it shortly before the Galleants came into contact with the Amarr Empire.Jin-Mei have a very strict caste system, which sometimes contradicts the liberal principles of the rest of the Federation. Jin-Mei Mostly inhabited the system Lirsautton in EVERYSHORE and rarely got out of its limits. But now the state of things has changed due to the civil war raging between the warring leaders Jin-Mei.Representatives of the female: When Jin-Mei joined the Federation, the social status of their women was simply unacceptable for liberal democracy Gallent. Much has changed in society Jin-Mei: with the support of the rest of the woman of the woman Jin-Mei began to actively fight for equal rights and freedoms with men.Male representatives: mostly carefree and good -natured, although they are very conscious and smart. They are not very curious, striving in life for stability and love to feel safe. Men Jin-Mei are ready to sacrifice many for the sake of a high social situation.3 genealogies are available: caste sang-do, caste Saan-andO

Minmatar – independent race (available to players)
Hard, purely business race Minmatar – Purposeful and independent people. Their native planet Matar is a natural paradise, Although the centuries of exploitation of the planet left their mark on it.

Minmatar one of the many races in the worldEve, But they are divided into many fractions. Official state of the Republic Minmatar Only a quarter of the whole peopleMinmatar. The largest part, almost a third, is enslaved by the empire Amarr, The fifth of lives within the federation Gallente and draws up a powerful political unit, which keeps in constant tension the relationship between Gallente And the empire Amarr. The rest that are not part of formal organizations live around the world as venerable citizens. Many are hired workers wandering from one system to another in search of work. Some are hunting piracy and smuggling, many large criminal groups in the world Eve Manage Minmatar.

Brutors are decisive and have a huge sense of individuality. They have dark skin, they are stronger and healthier than other representatives of the race Minmatar. They prefer physical superiority, and have a harsh look.Female representatives: to some extent are the opposites of male. They are powerful, stubborn and egocentric. Their sensitive and careful manner of behavior helps in solving various situations.Male representatives: patient, vigilant and determined. A well -thought -out and cautious manner of behavior – a guarantee of awareness and control over the situation for Brutors.3 genealogies are available: workers, children of slaves, tribal traditionalists.

Being energetic and ambitious, Sebiestors have non-standard thinking and always crave to try something new. Sebiestors of a thin physique, while flexible and very graceful. The image with a pale, stretched skin and a thin physique makes them consider them suffering from constant malnutrition and disease.Female representatives: good -natured and sedate, but became famous for their cruelty. Although they are attractive, they perceive the world realistically, as it is.Male representatives are thoughtful and curious, charming and hot -tempered. They are magnificent artisans, but their inquisitive disposition contributes to the fact that they can apply their qualities in any profession, provided that they will take a serious way.3 genealogies are available: crackers, merchants, revolutionaries.

Vherokior tribe is a breakdown part of the Starkmanir tribe. The origin of Vherokior is quite well known, unlike the history of other senior tribes Minmatar. About five thousand years ago, a cruel leader came to power in the Starkmanir tribe, who after some time was exiled from Starkmanir habitats with his minions. The former leader led his people into the most unfriendly and wild area of ​​their native planet Matar, no one else has ever seen him. But after a few centuries the descendants of the departed Starkmanir returned to the Society of relatives, Changing very strongly not only externally, but also in his behavior. They never told anyone about the reasons for such a radical change. Returning back, representatives of the newly -minted Vherokior tribe took up the vagrancy between other Minmatar tribes in large caravans, in which they lived. Vherokior became merchants, healers, scientists and predictors of fate.Female representatives: they are famous for their penetrating mind when it comes to business and trade. Their merchant skills are first -class, they have a unique, only correct mixture of business thinking and intuition, thanks to which women Vherokior surpassed others in trade, and in industry. Vherokior has long abandoned their wandering path, Choosing a small family business instead. These small institutions-small cafes or fast foods-are usually controlled by the matriarch of the family.Male representatives: outwardly low, but very dexterous and agile. They are very charming and very friendly. All Minmatar is united by one tribal tradition – these. Vherokior shamans have erected this tradition to a new level. The mystical nature of the Voluval ritual, where the soul and fate of a person are shown through the underlying tattoo, is known only to Vherokior shamans, they reliably guard all the secrets of their rituals
From strangers.3 genealogies are available: straps, mystics, shopkeepers.

Jove – mysterious, mysterious race (available only by GM or developers.

The most mysterious and elusive of all peoples are Eve, Jovians occupy a very small territory compared to other races, But their technology gives them great superiority.Many people think Jovians a race of strangers, but in fact these are people. The reason for such opinions was a high level of genetic engineering. With this techno, Jovians are able to solve any troubles of human races. For more than a thousand years, the Jovians conducted experiments with all types of genetic modifications. Their skill grew, their bodies were subjected to more and more bizarre mutations. And all this was under strict government control.But one fatal moment in history made them free from control for several generations, the result was a catastrophic. By this time, Jovians faced the main instincts, backwards their aggression, sexual attraction, they replaced them with new, incomprehensible instincts. Starting with the “Eide Days”, Jovians They consider that time a time of eclipse of their civilization, they tried to restore their DNA structure, but it was so changed that they failed. Consequence – deadly disease Jovians. This is not an infectious disease, it cannot be transmitted to other human race and acts only on Jovian, introducing their strong depression, which repels the desire to live, and after a few weeks the patient dies.Despite this, Jovians successfully survived chaos, Coming after closing Eve. After a few centuries of recovery Jovians again returned the championship in high -tech progress. They settled in many systems and formed an empire, the age of nine millennia, but no matter how high -tech are not in comparison with other races Eve, They still have not returned their original power. The disease continues to restrain their growth in their empire.Jovians crave knowledge, any knowledge. Their superior technology made it possible to fill other races with listening devices and sensors, which gives them complete access to any information that they use to maintain their high position among races.Jovians sell a lot of their sophisticated technologies and the latest equipment to other races.Jovians society is mysterious and it is difficult to comprehend. Therefore, it is closed for other races, and very few foreigners live within the limits Jove empire.

2370 AD – the solar system is completely colonized
3805 AD – conformists, representatives of the United Catholic Church settled on Sohekheviti
2841 AD – Conformers took control of Soheheviti
3691 AD-open WARP technology
3897 AD – Conformers lost power and were sent from Soheheviti to exile
4224 AD-WARP devices for spacecraft are opened
7703 AD – Wormhole (Wormhole) opened
7987 AD – Gate opened to the world Eve
7989 AD – Conformers began to migrate into the EVE world, incented by Danda Gheinok, one of the leaders of conformists. Dand Geynok organized their settlement on the atre (Athra)
8000 AD – Dand Gainok declares itself a prophet and establishes the foundations of the ammar theocratic state
8061 AD – Gate to the world Eve closed
8061 AD – in the year when the EVE world was cut off the last group of conformists arrived at the Atro. All conformists settled on the continent of Amarr, in whose honor they got their name
16470 AD – crowned first Amar
20022 AD – Udorians arrived at the Amar Continent, inciting the Ammar society to quick changes
20371 AD – Changes began, the Amarrians began a conquering war in order to capture all the lands of the planet atra
20544 AD – Amarrians seized the last state on the atre, now they controlled the entire planet
21290 AD – the first star gate (from the time of collapse of the gate to the EVE world), which connected Amarr (Amarr) and Hedion, were built
21423 AD – Amarrians met the Ealurians and later enslaved them
21875 AD – moral reforms began. The status of the emperor has changed and the power of the apostles was curbed
22480 AD – Amarrians invaded the Minmatar empire and captured it
22762 AD – the emperor still ruling so far was elected. The head of another hereditary family, Khanid, refused to admit this and created his own empire, which he called the Khanid Kingdom (also known as the Dark Amarr)
23180 AD – the first contact of Amarrtsev and Gallenteans (Gallenteans), a little later – the Ammar came into contact with Caldarians and Jovians (Jovians)
23216 AD-Ammar-Jovian war
23216 AD – uprising of Minmatarstsy. Ammarians and their allies were forced to retreat. The rebellious Minmatarians created their own semi -dependent state. Today they are known as ammatars (Ammatars)
23236 AD – the standard time EVE was introduced at the Ioyul (YOUL) conference
23341 AD – current date

Before continuing
First of all, it is recommended to go through all training programs
and a number of missions at Career Agent (if you are not yet
made). This will help you get acquainted with management, basics
And the structure of the game.When you complete these missions, you will have about 5 on your account
millions ISK. The selected skills will reach the level AND, And in the hangar
You can find five Frigates. Career Agents are explained by many
Features of the game. In addition to teaching trade and extermination tasks NPC, You will also be offered a study of space and mission,PVP. In addition, you
get acquainted with the basics of the ship’s equipment and Using Warp Scrambling.
Experience, ISK, ships and implants received as a reward for training missions will definitely not be superfluous. Now you can start finding a corporation to which you join. In the corporation you can count on the help of “veterans”.
Eve Online is a multiplayer game
Eve Online designed for players’ interaction, Therefore, we
We offer to get friends as soon as possible. New people can easily be found on the channel Help and regional channels. Join them as soon as possible. To do this, in the upper right corner of the chat window, open the ‘Open Channel Window’ item. In the “ channels’ window you can choose the desired channel from the list or
Enter its name manually.
Some information channels and channels of the community:
• Rus-re-recruiting-a common recruiting channel.
• Pro-help-Russian-speaking Channel for Assistance in EVE
• Mozg – Russian -speaking Channel for Assistance in EVE.
• EVE Flight School – a channel for teaching Azam PVP “For all”.
Most channels have their own participants’ lists. When someone begins to write, his name is displayed in the window with a list of channels. Do not be afraid to ask questions. We all were once newcomers and everyone knows how difficult it seemsEve For the first time several days. You will always find people who will
We are glad to answer your questions.

Information channels are often too busy, and it is very difficult to track specific topics in them. Therefore, you should also join several community channels. Corporations and alliances often support their own channels, but during the first days it is better to refuse them from joining them. Inspect and determine for yourself the style of play (and the corporation you want to enter). Help can be obtained on public channels. There you can also get acquainted with the new
people and meet representatives of corporations. Acquaintance with them can determine the style of your future game.

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In the next post we will analyze: interface, viewing panel.
Until the next post)

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