Frigates
How do you get a class S frigate? Buy it from the fleets of a system, and keep looking. A frigate's traits come from the spot where it flies, so every new fleet brings new frigates. Class S needs four good traits on top of its own, which happens to at most 9.8% of them. Or take a weaker one and send it out: a frigate gains levels on expeditions, and they clear its bad traits and add good ones.
The types
Five types fly in the fleets of any system, one as likely as the next: Combat, Exploration, Industrial, Trade, and Support. The pirates bring a sixth, the Raider. The rest come from a space whale or as expedition rewards.
| Frigate | Where you get it |
|---|---|
| Combat | Bought from the fleets of a system |
| Exploration | Bought from the fleets of a system |
| Industrial | Bought from the fleets of a system |
| Trade | Bought from the fleets of a system |
| Support | Bought from the fleets of a system |
| Raider | Bought after a dreadnought battle |
| Organic | Called from a space whale with a Dream Aerial |
| Stealth Reconnaissance | A reward of Expedition 2 |
| Organic Vessel | A reward of Expedition 7 |
| Cursed | A reward of Expedition 13 |
Buying one
Your fleet holds 30 frigates. 60% of the frigates flying with a fleet are for sale. The frigates that roam a system in groups of their own never are.
The same system shows different frigates each time a fleet arrives, so you can keep looking without leaving.
Raiders
Raiders fly only with a pirate dreadnought. They go on sale once the battle has paid its rewards, however it ended, under the same rules as other frigates.
Traits and class
Every frigate starts with the trait of its type, such as Combat Specialist, and main stats inside the ranges of its type.
| Frigate | Combat | Exploration | Industrial | Trade |
|---|---|---|---|---|
| Combat | 1 to 5 | 0 to 2 | 0 to 4 | 0 to 2 |
| Exploration | 0 to 2 | 1 to 5 | 0 to 2 | 0 to 4 |
| Industrial | 0 to 3 | 0 to 1 | 1 to 5 | 0 to 3 |
| Trade | 0 to 1 | 0 to 2 | 0 to 4 | 1 to 5 |
| Support | 0 to 4 | 0 to 4 | 0 to 4 | 0 to 4 |
| Raider | 1 to 5 | 0 to 2 | 0 to 4 | 0 to 2 |
| Organic | 1 to 3 | 1 to 3 | 1 to 3 | 1 to 3 |
Then it may draw more traits: each round goes on 56% of the time, and a trait can be good or bad. A frigate has five trait slots, its own trait and four more. A trait adds to one stat, and a bad one takes away; no stat goes below -10 or above 50. Every trait, with what it does and which types draw it, is under Frigate traits below.
| Trait | Small | Medium | Large |
|---|---|---|---|
| Own, the trait of its type | +15 | +15 | +15 |
| Secondary, good | +2 | +4 | +6 |
| Tertiary, good | +1 | +2 | +3 |
| Bad | -2 | -4 | -6 |
The class letter counts the traits: good ones, its own included, minus bad ones, minus two. So class S means its own trait and four good ones, and a bad trait cancels a good one in the letter.
| Frigate | C | B | A | S |
|---|---|---|---|---|
| Organic | 69% | 14% | 7.7% | 9.8% |
| Raider | 80% | 13% | 3.6% | 3.5% |
| Exploration | 83% | 12% | 2.9% | 2.6% |
| Industrial | 83% | 12% | 2.9% | 2.6% |
| Trade | 83% | 12% | 2.9% | 2.6% |
| Support | 83% | 11% | 2.9% | 2.6% |
| Combat | 83% | 11% | 2.8% | 2.5% |
A Combat frigate appears at class S 2.5% of the time, a Raider 3.5%, an organic frigate 9.8%, because it never draws a bad trait.
A good frigate
A frigate works on the stat of its own type, and its own trait is the only one that gives the big boost. So two new frigates of one type start close, and the other traits make the difference. Look for, in this order:
- no bad trait: it stays until a level takes it away, and that level brings nothing new;
- good traits on its own stat, the larger the better;
- the letter last: a class C can arrive with three or four traits, a good one cancelled by a bad one.
Frigate traits
The good traits are those on the frigate's own stat: a Combat frigate wants Combat traits, an Industrial frigate Industrial ones. A good trait adds 1 to 6, a bad one takes up to 6 away, and only the trait of the frigate's type gives 15.
The largest good traits come only to the type they belong to: Combat traits of the largest kind to Combat frigates and Raiders, Industrial ones to Industrial frigates, and so on. A type draws the small traits of the other stats more rarely. Fuel traits save fuel, Speed traits shorten an expedition, and a trait that says Never damaged keeps the frigate safe on every expedition. A Support frigate never draws a bad fuel trait, and a Raider draws its bad traits only on Industrial, Trade, and Exploration.
| Trait | Kind | Stat | What it does | Who can draw it |
|---|---|---|---|---|
| Support Specialist | Own | Fuel | -15 fuel | Every Support frigate |
| Large Tanks | Good | Fuel | -3 fuel | Support 15 |
| Oversized Fuel Scoop | Good | Fuel | -6 fuel | Support 15 |
| Generator Grid | Good | Fuel | -9 fuel | Support 15 |
| Antimatter Cycler | Good | Fuel | -3 fuel | Support 15 |
| Advanced Power Distributor | Good | Fuel | -6 fuel | Support 15 |
| Portable Fusion Ignitor | Good | Fuel | -9 fuel | Support 15 |
| Oxygen Recycler | Good | Fuel | -2 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Tuned Engines | Good | Fuel | -4 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Robot Crew | Good | Fuel | -6 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Photon Sails | Good | Fuel | -2 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Overclocked Power Distributor | Good | Fuel | -4 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Solar Panels | Good | Fuel | -6 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Efficient Warp Drive | Good | Fuel | -4 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5, Raider 10 |
| Thirsty Crew | Bad | Fuel | +1 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5 |
| Inefficient Engine | Bad | Fuel | +2 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5 |
| Leaky Fuel Tubes | Bad | Fuel | +4 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5 |
| Poorly-Aligned Ballast | Bad | Fuel | +2 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5 |
| Oil Burner | Bad | Fuel | +1 fuel | Combat 5, Exploration 5, Industrial 5, Trade 5 |
| Combat Specialist | Own | Combat | +15 | Every Combat frigate |
| Raiding Specialist | Own | Combat | +15 | Every Raider frigate |
| Massive Guns | Good | Combat | +2 | Combat 15, Raider 15 |
| Ablative Armour | Good | Combat | +4 | Combat 15, Raider 15 |
| Cloaking Device | Good | Combat | +6 | Combat 15, Raider 15 |
| Ultrasonic Weapons | Good | Combat | +2 | Combat 15, Raider 5 |
| Experimental Weaponry | Good | Combat | +4 | Combat 15, Raider 5 |
| Tremendous Cannons | Good | Combat | +6 | Combat 5, Raider 5 |
| Hidden Weaponry | Good | Combat | +1 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Ammo Fabricators | Good | Combat | +2 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Reinforced Hull | Good | Combat | +3 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Aggressive Probes | Good | Combat | +1 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Angry Captain | Good | Combat | +2 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Retrofitted Turrets | Good | Combat | +3 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Cowardly Gunners | Bad | Combat | -2 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Second-Hand Rockets | Bad | Combat | -4 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Faulty Torpedoes | Bad | Combat | -6 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Fragile Hull | Bad | Combat | -2 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Low-Energy Shields | Bad | Combat | -4 | Exploration 5, Industrial 5, Trade 5, Support 5 |
| Industrial Specialist | Own | Industrial | +15 | Every Industrial frigate |
| Laser Drill Array | Good | Industrial | +2 | Industrial 15 |
| Tractor Beam | Good | Industrial | +4 | Industrial 15 |
| Ultrasonic Welders | Good | Industrial | +6 | Industrial 15 |
| Ore Processing Unit | Good | Industrial | +2 | Industrial 15 |
| Terraforming Beams | Good | Industrial | +4 | Industrial 15 |
| Asteroid Vaporizer | Good | Industrial | +6 | Industrial 15 |
| Mineral Extractors | Good | Industrial | +1 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Extendable Drills | Good | Industrial | +2 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Asteroid Scanner | Good | Industrial | +3 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Harvester Drones | Good | Industrial | +1 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Metal Detector | Good | Industrial | +2 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Remote Mining Unit | Good | Industrial | +3 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 10 |
| Lazy Crew | Bad | Industrial | -2 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 5 |
| Small Hoppers | Bad | Industrial | -4 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 5 |
| Clumsy Drill Operator | Bad | Industrial | -6 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 5 |
| Underpowered Lasers | Bad | Industrial | -4 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 5 |
| Malfunctioning Drones | Bad | Industrial | -2 | Combat 5, Exploration 5, Trade 5, Support 5, Raider 5 |
| Trade Specialist | Own | Trade | +15 | Every Trade frigate |
| Trade Analysis Computer | Good | Trade | +2 | Trade 15 |
| Automatic Investment Engine | Good | Trade | +4 | Trade 15 |
| Mind Control Device | Good | Trade | +6 | Trade 15 |
| HypnoDrones | Good | Trade | +2 | Trade 15 |
| Propaganda Device | Good | Trade | +4 | Trade 15 |
| Teleportation Device | Good | Trade | +6 | Trade 15 |
| Economy Scanner | Good | Trade | +1 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| Remote Market Analyser | Good | Trade | +2 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| Robot Butlers | Good | Trade | +3 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| AutoTranslator | Good | Trade | +1 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| Negotiation Module | Good | Trade | +2 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| Well-Groomed Crew | Good | Trade | +3 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 10 |
| Rude Captain | Bad | Trade | -2 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 5 |
| Small Hold | Bad | Trade | -4 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 5 |
| Roach Infestation | Bad | Trade | -6 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 5 |
| Thief On Board | Bad | Trade | -4 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 5 |
| Badly Painted | Bad | Trade | -2 | Combat 5, Exploration 5, Industrial 5, Support 5, Raider 5 |
| Exploration Specialist | Own | Exploration | +15 | Every Exploration frigate |
| Anomaly Scanner | Good | Exploration | +2 | Exploration 15 |
| Interstellar Signal Array | Good | Exploration | +4 | Exploration 15 |
| Cartography Drones | Good | Exploration | +6 | Exploration 15 |
| Realtime Archival Device | Good | Exploration | +2 | Exploration 15 |
| Gravitational Visualiser | Good | Exploration | +4 | Exploration 15 |
| Spacetime Anomaly Shielding | Good | Exploration | +6 | Exploration 15 |
| Planetary Data Scoop | Good | Exploration | +1 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Stowaway Botanist | Good | Exploration | +2 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Radio Telescopes | Good | Exploration | +3 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Fauna Analysis Device | Good | Exploration | +1 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Holographic Displays | Good | Exploration | +2 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Long-Distance Sensors | Good | Exploration | +3 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 5 |
| Wandering Compass | Bad | Exploration | -2 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Outdated Maps | Bad | Exploration | -4 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Uncalibrated Warp Drive | Bad | Exploration | -6 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Misaligned Sensors | Bad | Exploration | -4 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Haunted Radar | Bad | Exploration | -2 | Combat 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Local Time Dilator | Good | Duration | -1% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Mass Driver | Good | Duration | -1% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Expert Navigator | Good | Duration | -2% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Alcubierre Drive | Good | Duration | -2% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Wormhole Generator | Good | Duration | -3% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Experimental Impulse Drive | Good | Duration | -3% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Motivated Crew | Good | Duration | -2% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Dynamic Ballast | Good | Duration | -2% duration | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5, Raider 10 |
| Self-Repairing Hull | Good | Damage | Never damaged | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5 |
| Advanced Maintenance Drones | Good | Damage | Never damaged | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5 |
| Holographic Components | Good | Damage | Never damaged | Combat 5, Exploration 5, Industrial 5, Trade 5, Support 5 |
A level never gives a frigate the trait of its type, so the big boost comes only with the type.
Reward frigates
The three reward frigates always come with the same five traits.
| Trait | Kind | Stat | What it does | Who has it |
|---|---|---|---|---|
| Deep Scout Prototype | Own | Combat | +15 | Always on the Stealth Reconnaissance |
| Tantalus Drive | Own | Exploration | +15 | Always on the Stealth Reconnaissance |
| Mass Accelerator Cannon | Good | Combat | +6 | Always on the Stealth Reconnaissance |
| Internal Emission Sink | Good | Damage | Never damaged | Always on the Stealth Reconnaissance |
| Long-Range FTL Capacity | Good | Duration | -3% duration | Always on the Stealth Reconnaissance |
| Cursed to Roam | Own | Exploration | +15 | Always on the Cursed |
| Phantasmic Cannons | Own | Combat | +15 | Always on the Cursed |
| Powered by souls | Good | Fuel | -9 fuel | Always on the Cursed |
| Undying | Good | Damage | Never damaged | Always on the Cursed |
| Driven by the bells | Good | Duration | -3% duration | Always on the Cursed |
| Transcendent Vision | Own | Exploration | +15 | Always on the Organic Vessel |
| Siren Song | Own | Trade | +15 | Always on the Organic Vessel |
| Hungering Beak | Good | Combat | +6 | Always on the Organic Vessel |
| Time Loop | Good | Damage | Never damaged | Always on the Organic Vessel |
| Nourishing Oils | Good | Fuel | -9 fuel | Always on the Organic Vessel |
Sending them out
Send frigates of the expedition's kind. Most of its events, 75% to 80%, are of that kind, and on those the whole fleet's stat counts. On the other events it counts at 25%, and on a Balanced expedition at 40% on every event. Each frigate adds its stat up to 50, each matching boost, a frigate module a Starship Pilot sells, adds 10, and the fleet modules of your freighter multiply the sum, up to 150.
Every event rolls 0 to 25 and adds the fleet's stat; it goes well if it reaches the event's difficulty. The first event starts near 10, each later one is 2 harder, every frigate you send adds one, and each expedition adds a hidden difficulty of 0, 15, 30, 45 to all its events. When the fleet's stat reaches the difficulty, the event always goes well; each point short takes one chance in 26 away. So the late events of a long expedition fail whatever you send, and a strong fleet pays most on the long ones.
| Hidden difficulty | Frigates | Their stat | 4 events, about 6 h | 6 events, about 9 h | 10 events, about 15 h | 14 events, about 21 h | 18 events, about 27 h |
|---|---|---|---|---|---|---|---|
| 0 | 1 | 15 | 3.8 | 5.5 | 7.8 | 8.8 | 9.0 |
| 0 | 1 | 20 | 4.0 | 5.9 | 9.0 | 10.8 | 11.5 |
| 0 | 1 | 30 | 4.0 | 6.0 | 10.0 | 13.3 | 15.5 |
| 0 | 1 | 50 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 0 | 3 | 90 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 0 | 5 | 150 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 15 | 1 | 15 | 1.8 | 2.3 | 2.5 | 2.5 | 2.5 |
| 15 | 1 | 20 | 2.6 | 3.5 | 4.3 | 4.3 | 4.3 |
| 15 | 1 | 30 | 3.8 | 5.5 | 7.8 | 8.8 | 9.0 |
| 15 | 1 | 50 | 4.0 | 6.0 | 10.0 | 13.8 | 16.8 |
| 15 | 3 | 90 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 15 | 5 | 150 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 30 | 1 | 15 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
| 30 | 1 | 20 | 0.4 | 0.4 | 0.4 | 0.4 | 0.4 |
| 30 | 1 | 30 | 1.8 | 2.3 | 2.5 | 2.5 | 2.5 |
| 30 | 1 | 50 | 4.0 | 5.9 | 9.0 | 10.8 | 11.5 |
| 30 | 3 | 90 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 30 | 5 | 150 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
| 45 | 1 | 15 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
| 45 | 1 | 20 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
| 45 | 1 | 30 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
| 45 | 1 | 50 | 2.6 | 3.5 | 4.3 | 4.3 | 4.3 |
| 45 | 3 | 90 | 4.0 | 6.0 | 10.0 | 14.0 | 17.8 |
| 45 | 5 | 150 | 4.0 | 6.0 | 10.0 | 14.0 | 18.0 |
The stat decides only how many events go well, not what they bring. Each event that goes well pays one reward of its kind; one that fails pays nothing. Until you have bought 3 frigates, expeditions are easy and pay far less.
| Event | One success brings |
|---|---|
| Combat | 200,000 to 400,000 units, or 500 Chromatic Metal, Indium, or Magnetised Ferrite, or a Carrier AI Fragment |
| Exploration | 200 to 250 nanites or a procedural product, or 5 to 10 curiosities, or 250,000 to 400,000 units |
| Industrial | 250 to 750 of one activated metal (Copper, Cadmium, Emeril, or Indium), 2 to 10 alloys, 5 to 20 trade goods, a cargo or frigate token, or 250,000 to 400,000 units |
| Trade | 250,000 to 400,000 units, or 5 to 10 curiosities |
A Speed trait cuts the time: each event takes about 1.5 hours, less a share for each point of Speed.
Damage and loss
Only a failed event damages a frigate, and only once you have finished more than 3 expeditions; the chance grows until 10.
| Expeditions you have finished | Chance a failed event damages a frigate |
|---|---|
| 3 or fewer | 0% |
| 4 | 2.9% |
| 5 | 5.7% |
| 6 | 8.6% |
| 7 | 11% |
| 8 | 14% |
| 9 | 17% |
| 10 or more | 20% |
The weakest frigate in the event's kind is the likeliest to be hit. A frigate with a trait that says Never damaged, and an organic frigate, is never hit.
The first hit damages the frigate, and you choose to let it go on or send it home; sent home, it still counts the expedition. A second hit while it is damaged destroys it: it is gone from your fleet for good. So send a damaged frigate home. If no frigate is left, the expedition ends at once. You always keep the rewards it won.
Damage is not a bad trait. You repair it for resources, and it never adds or removes a trait.
Levels
A frigate gains a level when it has finished 4, 8, 15, 25, 30, 35, 40, 45, 50, 55 expeditions, whether they went well or not. The number of Successful Encounters on its card is only a tally of events that went well; it does not move the level.
Each level gives 5 stat points on Combat, Exploration, Industrial, and Trade, and changes one trait at most:
- if the frigate holds a bad trait, one of them goes, picked at random, and nothing takes its place in that level;
- if it holds none and has a free slot, it gains one good trait of its type's list, never a second trait of its type.
So a frigate keeps its bad traits until levels remove them, one a level, and the free slot is filled by a later level. A frigate can reach S if its bad traits and the good traits it lacks fit in the levels it has left; a frigate you buy has already spent some, one for every trait it drew beyond its own.
The ring on the card fills short: it counts the expeditions since the last level against the whole count of the next. Trust the count of expeditions, not the ring.
| Level | After finished expeditions | Ring one expedition before | Ring when the level comes |
|---|---|---|---|
| 1 | 4 | 75% | 100% |
| 2 | 8 | 38% | 50% |
| 3 | 15 | 40% | 47% |
| 4 | 25 | 36% | 40% |
| 5 | 30 | 13% | 17% |
| 6 | 35 | 11% | 14% |
| 7 | 40 | 10% | 12% |
| 8 | 45 | 8.9% | 11% |
| 9 | 50 | 8% | 10% |
| 10 | 55 | 7.3% | 9.1% |
Price
A frigate's price is set by its type and class: a base with a spread, times a multiplier of its class.
| Frigate | Class C | Class B | Class A | Class S |
|---|---|---|---|---|
| Combat, Exploration, Industrial, Trade, Support | 1.5 to 2.5 | 3 to 5 | 5.3 to 8.8 | 7.5 to 12.5 |
| Raider | 4.5 to 5.5 | 9 to 11 | 15.8 to 19.3 | 22.5 to 27.5 |
| Organic | 7.5 to 12.5 | 15 to 25 | 26.3 to 43.8 | 37.5 to 62.5 |
An organic frigate draws from a list of its own and never a bad trait: organic frigates says how to call a whale and pick the kind of its frigate.