Wiki / Player's Guide / Levels and Progression

Player's Guide · Chapter 11 of 19

Levels and Progression

Player level, commander mastery past level 50, base level and fleet level: what raises each one and what it unlocks. Daily orders, the login reward, weekly Tide bounties, medals and titles, the daily sector briefing and commander training.

“Rank is earned one hull at a time.”

— Fleet Admiral Selene Voss

Player level

Your commander earns XP for doing something for the first time. Your level and XP are shown at the top of the HUD.

What you doWhen it pays
Build a shipThe first time you build each design (a class and a role, such as a Corvette Striker). The same design from another faction does not count again
Build a module in the ForgeThe first module you build of each family and tier: weapons, armor, shields and specials, five tiers each, so twenty times in all. From 1,500 XP at tier 1 to 8,100 at tier 5. Another module of the same family and tier does not count again, nor does the same one from another faction
Finish a research nodeThe first node you finish of each research category and tier, twenty-five times in all. From 800 XP at tier 1 to 3,000 at tier 5. Another node of the same category and tier does not count again
Win a battle against another commanderEvery time, though less for beating the same commander again that day. A tenth of the hull XP of the ships you destroyed
And from the TideWhen it pays
Win a battle against the TideEvery time, as much for beating it again: a tenth of the hull XP of the Tide ships you destroyed

Repeating a build earns nothing: your seventieth identical fighter does not advance you, but the first hull of a class you have never built does.

Player level1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950
Total XP01003006001,0001,5742,3083,1904,2405,5107,0208,82011,00013,50016,60020,20024,50029,60035,60042,70051,00060,90072,50086,200102,000121,000143,000169,000199,000234,000274,000322,000377,000440,000514,000600,000699,000812,000944,0001,090,0001,270,0001,470,0001,690,0001,960,0002,250,0002,590,0002,980,0003,420,0003,920,0004,490,000

A Fighter is worth 50 XP the first time you build that design.

The upper part of the level track is earned in combat. The first builds and research run out at about level 27 (Cruisers open at 30), and from there XP comes from winning battles: against the Tide, or against other commanders.

What player level unlocks

Player levelShip build speedResearch speedRepair speedModule buildsModule researchRepairs at once
Start———111
Level 5++5%+5%+5%212
Level 10++10%+10%+10%322
Level 15++10%+10%+10%323
Level 20++20%+15%+20%433
Level 30++30%+25%+30%544
Level 36++35%+25%+35%644
Level 37++35%+30%+35%644
Level 38++35%+30%+35%654
Level 40++35%+30%+35%655
Level 43++40%+30%+40%755
Level 44++40%+35%+40%755
Level 47++40%+35%+40%765
Level 50++45%+40%+45%866

Player level also gates research tiers and ship research.

Commander mastery

Level 50 is the last player level, but XP keeps counting. Past it, every 150,000 XP earns a mastery point, and XP you earned past level 50 before mastery existed counts too. Your mastery level is the number of points you have earned; it shows on your profile next to your level (LEVEL 50 - MASTERY 12).

Spend the points on COMMANDER MASTERY: open your own profile (your portrait on the HUD) and press MASTERY. There are three tracks of five steps each, in any mix. Each track's steps are taken in order, and step n costs n points: 15 points for a whole track, 45 for all three.

StepProspectorRaiderWarden
1 (1 point)Mining hold +3%Loot from a breach +3%Building armour +3%
2 (2 points)Mining speed +4%Your ships' repairs take 5% less timeTurret damage +4%
3 (3 points)Mineral Mines, Helium-3 Extractors and Antimatter Condensers make 5% moreDamage to buildings +2%Your vault keeps an extra 5% of your stores out of a raider's reach
4 (4 points)They also store 8% more before they are fullRaid cargo room +5%Base repairs cost 5% less
5 (5 points)Mining hold +6% (+9% with step 1)Loot from a breach +5% (+8% with step 1)Turret range +5%

The bonuses are small on purpose, and none makes a ship stronger in a battle between fleets. On the screen a step you have taken is gold, the next one you can take is cyan with its cost, and a locked one is grey with a padlock.

RESET gives back every step and every point for 50,000 coins. It asks you first, and it cannot be done while your fleets or your base are in a battle.

The three levels at a glance

LevelRaised byUnlocks
PlayerFirst-time ship builds, module builds and researchResearch tiers, ship research, queue sizes and speed bonuses
BaseThe buildings, Marks and fitted modules in your baseBuild-queue slots (and higher tile re-type costs)
BridgeUpgrading the Command BridgeNew buildings and more of the base grid
ShipyardUpgrading the Shipyard buildingShip bay space, fleet slots and the build and research queues
FleetThe hulls assigned to the fleetThe fleet's map icon

Daily orders

Every day brings three orders, the same for every commander: one for your base, one for battle and one for mining. Open them with the button at the bottom right of the screen. It shows a number while something is waiting to be claimed.

OrderPays
Collect 600 resources from your base1,500 coins and 600 helium-3
Build 2 modules1,500 coins and 1,500 minerals
Destroy 5 Tide ships2,500 coins
Fight 3 battles2,000 coins
Win 2 battles2,000 coins and 60 antimatter
Mine 500 units from asteroids2,000 coins and 1,500 minerals
Bring home 400 units of cargo2,000 coins and 600 helium-3

Each order has a bar that fills as you do what it asks. An order pays when you press CLAIM, not by itself. Claim all three in a day for a bonus of 5,000 coins. The day turns over at 00:00 UTC: new orders arrive, and anything left unclaimed is gone.

Resources stop at the size of your stores, as every payment does. Coins do not.

The login reward

The same screen has a seven-day reward. Press CLAIM on today's tile once a day:

DayReward
11,000 coins
21,000 minerals
3600 helium-3
41,500 coins
51,500 minerals
660 antimatter
710,000 coins

After day 7 it starts again at day 1. It also starts again after a day on which you claimed nothing.

In development

Starting values. The orders, what they ask for and what they and the seven days pay may all change.

Weekly Tide bounties

From level 40 there are five bounties a week, harder than the daily orders and the same for every commander: one to hunt the Tide, one for the incursions, one against other commanders, one for mining and one of command. Open them with the reticle button at the bottom right, which every commander has. It shows a number while a bounty is waiting to be claimed. Below level 40 the panel still shows the week's five, so you can see what is coming, and its anvil and chevrons open the Relic Forge and the Tide Threat panel as they do for anyone.

BountyPays
Beat 3 Tide fleets of tier 13 or higher4 Tide cores and 10,000 coins
Destroy 300 Tide ships4 Tide cores and 10,000 coins
Beat 10 Tide fleets of tier 10 or higher4 Tide cores and 10,000 coins
Take 5% off an incursion fleet in a single battle4 Tide cores and 10,000 coins
Fight in 3 incursions4 Tide cores and 10,000 coins
Win 3 battles against other commanders3 Tide cores and 10,000 coins
Destroy 30 ships of other commanders3 Tide cores and 10,000 coins
Breach a commander's base3 Tide cores and 10,000 coins
Hold your base against a raid3 Tide cores and 10,000 coins
Mine 60,000 minerals, 6,000 helium-3 or 1,000 antimatter25 fragments and 10,000 coins
Claim all three daily orders on 5 days25 fragments and 10,000 coins
Build 10 modules25 fragments and 10,000 coins
Collect 30,000 resources from your base25 fragments and 10,000 coins

Claim all five in a week for a bonus of 3 Tide cores, 25 fragments and 25,000 coins. The week turns over on Monday at 00:00 UTC. A bounty you finished but did not claim is paid to you then, so a busy weekend never costs you a week's work. When the incursions are not running that week, a second hunting bounty takes their place.

As with the daily orders, a bounty counts what you do while you are online.

In development

Starting values. The bounties, their targets and what they pay may all change.

Medals, titles and your profile

Every commander has a profile: your medals, the title you wear, your alliance, your level and your career in numbers. Open your own by clicking your portrait at the top left of the HUD. Open anyone else's by clicking their name in chat and choosing Profile, by clicking a profile somebody shared in chat, with VIEW PROFILE on a member picked in your alliance's roster, or by clicking the other commander's name on a battle report, a raid's result or YOUR BASE WAS BREACHED. Any commander can open anyone's. A profile never shows resources, fleets, where a base is or whether its commander is online.

Medals have three grades, I, II and III, and each grade pays fragments once: 10, 25 and 50. Your play from before medals existed counts: battles and kills since 7 October, every incursion, mining since 13 October, your Commander's Licence and your level. It is counted the first time you sign in after medals arrived, and the medals it earns are given and paid then. A medal earned while you play is told on your screen, for example Medal earned: TIDEBREAKER II. +25 fragments.

On a profile, hold the pointer on a medal to see what each grade takes, and on your own how far along you are. WHISPER on someone else's profile opens the chat on a whisper to them.

MedalWhat it countsIIIIII
TidebreakerTide ships destroyed1,00010,00050,000
Apex HunterTide fleets of tier 13 or higher beaten10100500
CenturionBattles won1001,0005,000
DuelistBattles won against other commanders10100500
Flagship SlayerIncursions you fought that ended with the flagship destroyed11050
VanguardIncursions where you dealt the most damage1525
Ally in ArmsIncursions fought alongside a member of your alliance11050
Deep MinerUnits mined into your holds100,0001,000,00010,000,000
QuartermasterDays with all three daily orders claimed750200
Bounty HunterWeeks with all five bounties claimed11050
VeteranCommander level203550
Licensed CommanderEvery mission of the Commander's Licence finishedone grade
First BreachCommanders' bases breached11050
Held the LineRaids on your base that you held11050
ThreatbreakerIncursion flagships destroyed at threat 7 or more, with at least 5% of the damage11050

Every medal you hold unlocks a title with its name. On your profile press CHANGE TITLE and click a medal you hold to wear its title, or NO TITLE to wear none. Your title shows after your name in chat. SHOW IN CHAT posts a link to your profile in the room you have open.

In development

Starting values. The medals and what each grade takes may change.

The daily sector briefing

Once a day Fleet Admiral Selene Voss of Frontier Command reports on the day that has just ended. The report is written a little after 00:00 UTC from what really happened on the server, and it is the same for every commander.

Open it with the comm button among the round buttons at the bottom right of the screen (they stand in two rows, Battle Reports first). A dot on the button means there is a report you have not heard.

What she reportsWhen
How many battles were fought, how many Tide fleets and ships were destroyed, and how many of our fleets the Tide brokeEvery day. On a day without a single battle she says so
How many of the fights were commander against commanderWhen there were any
The commander with the best record of the dayWhen somebody won at least two battles
The top farmer of the day: the commander who mined the most, all three resources together, and roughly how muchWhen somebody mined at least 100 units that day. Only what a fleet mines counts, not cargo won in a battle
A Tide incursion: when the flagship came, whether it was destroyed or how strong it still was when it left, how many commanders fought it and, if it fell, who hit it hardestOn a day with an incursion. It comes first in the report
New alliancesWhen one was founded that day

With the card open she begins by herself. Her words are written on the card, so the report can be read as well as heard. STOP stops her, PLAY starts her from the top, and once she has finished the button offers REPLAY. A report counts as heard when she has reached its end, and the dot on the button goes out. A report that is words alone counts as read when you open it.

Her voice is a recording made for that day's report. Her face is not: your own machine works out how she moves from the recording, once per report, which takes a few seconds the first time. If the recording is not there yet, the card shows VOICE CHANNEL DOWN // TEXT ONLY and the report is words alone until it arrives.

Tip

Names are spoken as she would say them. A commander or alliance whose name she cannot say is counted but not named.

Tip

She also runs commander training: see the Commander's Licence, below.

Commander training: the Commander's Licence

Fleet Admiral Voss trains every commander, from the first login to commander level 20. The Commander's Licence is 27 missions in six chapters. Each mission is one real thing done in the game: nothing is simulated and nothing is locked while you train. A mission pays when you press CLAIM, and when every mission of a chapter is claimed the chapter pays its own reward and your licence grade goes up by one.

ChapterOpensMissionsThe chapter pays
I. Welcome to the FrontierFrom your first login53,000 coins and 2,000 minerals
II. Guns of the FrontierWhen chapter I is complete45,000 coins and 3,000 minerals
III. The Perfect FitWhen chapter II is complete45,000 coins and 1,500 helium-3
IV. Command the SectorAt commander level 3510,000 coins and 120 antimatter
V. Bonds of SteelAt commander level 10420,000 coins and 300 antimatter
VI. The Road to TwentyAt commander level 12530,000 coins and 600 antimatter

She speaks every line. A comm card briefs each mission in her own voice (BEGIN answers it, LATER brings it back the next time you play), a gold banner marks a mission done, and a card with your new grade closes each chapter. Everything she says is written on the card as well.

The tracker under your commander card shows the mission in hand and what it pays, and a gold ring points at the button to press next. Click the tracker to open the Licence: every chapter, every mission and its reward. There you claim rewards, TRACK any open mission, press REPLAY BRIEFING to hear a mission's card again, or PUT TRAINING AWAY. Training is optional, and the same button brings it back.

When the tracker is not on your screen a training button with the Licence's gold wings stands at the bottom right, the last of the round buttons there. The tracker is away in three cases, and the button's tooltip says which. In the Base View the tracker steps aside, so it does not cover the building list or the chat, and the button opens the Licence instead; back in the sector view the tracker returns. You put training away: press the button and training is back, the tracker with the mission you were on. Nothing you did or claimed is lost by putting training away. No mission is waiting (the next chapter opens at a commander level you have not reached, or your Licence is complete): the button opens the Licence, where you can see where you stand and replay any briefing. With a mission or a reward in hand the tracker is back and the button is gone.

Chapter I: Welcome to the Frontier.

MissionWhat to doPays
Destroy the drill targetClick your Fighter beside your outpost, then right-click the drill target next to it3,000 coins
Collect from your minesOpen the Base View and press COLLECT ALL500 coins
Build a second buildingIn the Base View, pick a building and put it on a free tile1,000 coins and 1,000 minerals
Upgrade a buildingSelect a building in the Base View and press UPGRADE1,000 coins and 1,000 minerals
Choose a factionPress FACTION at the top right and choose the power you will fly for1,000 coins

Chapter II: Guns of the Frontier.

MissionWhat to doPays
Put a ship in a fleetIn FLEETS on the right, press ASSIGN on a fleet and add a ship. Your Fighter is in one already, so this is yours to claim1,000 coins
Deploy the fleetPress DEPLOY on the fleet's row. Your Fighter is out already1,500 coins
Repair your shipsBring the fleet home, open the Shipyard and press REPAIR1,500 coins and 1,000 minerals
Build a hull of your ownIn the Shipyard open BLUEPRINTS and build a ship2,000 coins and 1,500 minerals

Chapter III: The Perfect Fit.

MissionWhat to doPays
Research a moduleOpen the Research Laboratory and start a node1,500 coins
Mark something upRaise the Mark of a ship or of a module in Ship Outfitting1,500 coins and 1,500 minerals
Build a moduleOpen the Forge and build a module you have researched2,000 coins and 600 helium-3
Fit a moduleOpen Ship Outfitting and fit a module to a ship2,000 coins

Chapter IV: Command the Sector.

MissionWhat to doPays
Mine an asteroid fieldSelect a deployed fleet and right-click an asteroid field2,000 coins
Bring the cargo homePress RECALL and let the fleet reach its bay2,000 coins and 600 helium-3
Claim a daily orderOpen Daily Orders at the bottom right and claim an order you have filled1,500 coins
Beat a Tide fleetAttack a fleet of the Tide and win. Start with a Tier 14,000 coins and 60 antimatter
Watch a battleSelect a fleet that is fighting and press WATCH1,500 coins

Chapter V: Bonds of Steel.

MissionWhat to doPays
Read the rules of engagementPress READ THE RULES on this mission's card1,000 coins
Join or found an alliancePress the alliance badge on your commander card5,000 coins
Add to a weekly orderDo something your alliance's weekly orders count: destroy a Tide ship, bring cargo home, or hurt an incursion fleet. It counts even when the alliance has already finished that order3,000 coins
Fight in a Tide incursionWhen the Tide sends a flagship, attack it and take health off it5,000 coins and 120 antimatter

Chapter VI: The Road to Twenty.

MissionWhat to doPays
Work a signalSend a fleet to a signal on the map and see its work through. Signals open at level 103,000 coins and 1,500 helium-3
Take a faction contractOpen Contracts and accept one of your own faction's. They open at level 103,000 coins
Research a tier 4 moduleIn the Research Laboratory, start a node of tier 4 or higher. Tier 4 opens at level 103,000 coins and 2,000 helium-3
Beat a tier 4 Tide fleetAttack a Tide fleet of tier 4 or higher and win. Bring a full fleet5,000 coins and 150 antimatter
Reach level 20Earn XP: first builds, research and winning battles. Level 20 opens Frigates and every faction's contracts10,000 coins and 400 antimatter
Tip

Your first ship is on Frontier Command. At your first login Voss gives you one armed Fighter, puts it in your first fleet and sends it out beside your outpost, so the drill fight can start at once. A commander from before this, with no ship, is given one the same way. Every ship after it you build yourself.

The drill target is a single weak Tide ship that stands beside your outpost while that mission is in hand. It is yours alone: you may see another commander's near their outpost, but only its own commander can attack it. If you are on the sector map, BEGIN on her card takes you to your planet first. Press WATCH when the fight begins and she talks you through giving the orders yourself.

The rules of engagement are read on the first card of chapter V: press READ THE RULES and she reads them to you. They are the same rules as in Combat.

What you have already done counts. A mission the server can see you have done is complete at once and pays when you press CLAIM, and a deed done before its chapter opens is remembered. The one thing that leaves no trace is collecting from your mines, so every commander is shown that first card.

Coins always pay. A resource reward goes into your stores and stops at their size, as every payment does.

In development

Starting values. The missions, what they pay and the levels at which chapters IV, V and VI open may all change.

Your first week

A commander below level 10 at their first login on this version (every new commander) gets YOUR FIRST WEEK from Voss: seven days of three goals each, and a ship for finishing them all. Open it with the FIRST WEEK button at the bottom right of the HUD. A number on it means a day is ready to claim, and while one is, the board opens by itself once after you log in. Until the drill fight is won it stays out of the way.

Day 1 opens the day you begin, and one more day opens at each 00:00 UTC. A goal counts when you do it while its day is open, and an open day stays open until you claim it, so a day missed can be caught up later. When a day's three goals are done, press CLAIM DAY on the board. The board closes 14 days after it began.

DayGoalsPays
1Collect from your mines, upgrade a building, build a hull3,000 minerals
2Start a module research, build a module, claim a daily order1,000 helium-3
3Fit a module, mine an asteroid field, bring the cargo home5,000 minerals
4Beat a Tide fleet, repair a ship, Mark something up100 antimatter
5Watch a battle, claim a daily order, upgrade a building2,000 helium-3
6Beat a Tide fleet, build a hull, mine an asteroid field8,000 minerals
7Be in an alliance, beat a Tide fleet, claim a daily order200 antimatter and a Corvette (Assault) of your faction

The goals are the same deeds the Licence counts, done again on their day: building a hull on day 6 counts even if you built one on day 1. Being in an alliance counts for day 7 however long ago you joined. The Corvette arrives docked in your Shipyard, built, outside your build queue.

In development

Starting values. The goals, what each day pays and the prize may all change.

Welcome back

Come back after three days or more away and Voss meets you with a card and her welcome-back supplies, at most once a day. They grow with your level:

Your levelMineralsHelium-3Antimatter
15,5002,00055
511,5004,000115
1019,0006,500190
2034,00011,500340
3049,00016,500490
38 and up60,00020,000600

They go into your stores and stop at their size, as every payment does.

Each new level

Each time your commander level goes up, a card from Voss says what the new level opens (a research tier, a ship class, signals, contracts, a chapter of the Licence, one more build or research at a time) and at which level the next thing opens. At levels 3, 5, 10, 15, 20 and every fifth level after, she says it aloud. CONTINUE closes it.