The Saints began in March 2025 as a tribe built to be a force for good in EVE Frontier.
The game has changed quite a bit since then but The Saints has remained a steadfast entity since its inception.
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Our tribe's ethos is based on Christian chivalric traditions but with a science fiction twist:
space knights who protect the innocent and stand against those who prey on them.
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We are fighters, builders, and explorers who form real bonds through cooperation, shared work, and the stories that come from fellowship in a hostile galaxy.
What a new rider needs in the first days, from the first undock to the first base. Everything here was learned in play on the current build; a ❓ marks something reported once and not yet confirmed. Found a mistake? Open an issue on GitHub.
🥚 Before you leave the Crèche
⚠️ The Crèche is one-way. Once you warp out it is gone; the only way back is warping to a fleet member still inside.
Take at least 50x Massive Ataxite Matrix for your Refuge. Riders wake up in different systems, and in some of them it is hard to find outside the Crèche.
Overloaded = no warp, no Leap. Get under max cargo before you go.
Most structures cannot be built near the Crèche.
🚀 Your starter ship
2,100 HP hull, 6x Cargo Container (216 m³), 4x Fuel Bay (2,000 fuel), 2x Capacitor (200 GJ), one Cutting Laser on a Weapon Receiver, a Gravity Sensor with a Directional Scanner, a Docking Clamp, a Leap, a Thrust Overdrive, an Emergency Printer and a Material Processor. It mines, refines and prints the basics on its own. Leave at about 1,000 damage taken. Load it in the Forge to see every module.
🏠 Your first home (no Network Node needed)
Refuge = 50x Massive Ataxite Matrix. Your respawn point; docked ships cannot be attacked while it stands.
Field Storage = 50x Crustal Anorthosite Crystals (30,000 m³).
Build both at a safe spot 👇
🕵️ Making a safe spot
You can only warp to known things: planets, sites, gates, fleet members and your own structures ([H]). A spot nobody can warp to is a safe spot. Two ways to get one: Method 1, two pilots. Fleet up. Pilot A warps between two planets that are far apart; while A is mid-warp, pilot B warps to A and lands in deep space. B builds right there: it shows under [H], B's private warp point. Method 2, a catapult. A catapult drops you at a random spot in the other system, so it is safe by default. Jump a catapult to the next system, build there, or take the catapult back and build where it drops you in your own system.
⛽ Fuel
Free Unstable Fuel at the Fueling Quays of a Dustline Waystation site: a powered Docking Clamp, within 80 m. Not every system has one.
Unstable Fuel is the weakest grade: EU-40 Fuel goes about 3x as far on the same tank.
D1 Fuel: 208x Water Ice → 75x D1 Fuel, or 21x Hydrocarbon Residue → 75x D1 Fuel.
EU-40 Fuel: 10x Eupraxite → 600x EU-40 Fuel (Eupraxite comes from rift crude).
🚀 Burn depends on the fuel, not the engine: EU-40 Fuel goes 2.35x as far as D1 Fuel. The R10 engine is fine for it.
🔌 Before logoff: dock and switch off every module that shows a MW reading in the fitting window (most show 0.1 MW, the Transponder 1.0 MW): those burn fuel. Leave the Power Generator and the Capacitors on: they cost nothing, and a Capacitor switched off recharges from empty when it comes back, which burns far more fuel than it saved.
🪨 Mining
Rocks are layered: keep cutting the same spot. Which rock gives what: the rock families below.
💡 F2 hides the asteroid so you can grab chunks stuck inside. Scoop range 2,500 m.
🪨 Rock families: what's inside
The rock family (Mire, Pitch, Char, ...) decides the ores.
🟫 Crustal Anorthosite Crystals (→ Hydrocarbon Residue → Carbon Weave, Thermal Composites): most of Rind, Glaze, Marrow; under the crust of Bone, Flint, Spall, Char.
⚙️ Massive Ataxite Matrix (→ Palladium): cores of Ingot, Spar, Slag; less under Flint & Spall crust.
💧 Hydrated Gossan Matrix (→ Water Ice): rich under Murk's crust; Comet cores; less in Grist, Scale, Spar.
❄️ Primitive Rime Shards (→ Tholin Aggregates + Water Ice): deep in Pitch; outside of Ember, Soot, Glint, Dewdrop; under Mire & Char crust.
🛢️ Primordial Anthraxolite Sludge (→ Kerogen Tar, best source): Ember cores; under the crust of Scale & Char; also Mire & Pitch.
☢️ Irradiated Anthraxolite Veins (→ Kerogen Tar + Aromatic Carbon Weave): richest under Soot; Glint cores; big veins in Pitch.
Lasers take lenses instead: the Recycled Mining Lens and the Synthetic Mining Lens are the everyday ones; the Needle Lens works but is expensive. Other ammo types exist in the game files but are not confirmed in play yet.
1x Transponder (Mini Printer / Printer) = 20x Printed Circuits + 1x Coolant Reservoir + 20x Palladium. 4 cells. It lets you see and use a tribe's catapults.
4️⃣ Relay (6x Printed Circuits, 6x Carbon Weave, 6x Thermal Composites): a trading post, for later: you don't need to sell Feral Data on day one. Sells the Lens 60X for 1,000 EVE, buys Feral Data for 25,000 LUX (100 LUX = 1 EVE). Feral Data comes from containers in wreck cargo.
🏭 Bigger factories, once the small ones can't keep up: same recipes and costs, just bigger jobs. Heavy Refinery: Eupraxite → EU-40 Fuel · Heavy Printer: EU-90 & SOF-80 Fuel · Field Printer: sensors, Directional Scanner, Leap, Hull Repairer · Nursery: clone shells · Berths: ships.
📦 Storage: Field Storage = 50x Crustal Anorthosite Crystals (anywhere) · Mini Storage = 250x Crustal Anorthosite Crystals + 250x Massive Ataxite Matrix (at a Node) · Storage = 20x Building Foam
🚚 Moving to a new system
Parts are bulky (each): Carbon Weave 15 m³, Reinforced Alloys & Thermal Composites 10 m³, Printed Circuits 4 m³, Building Foam 47 m³.
Trip 1: 50x Massive Ataxite Matrix (Refuge first: you respawn there) + Node parts + D1 Fuel for the Node
Trip 2: Refinery parts · Trip 3: Mini Printer parts
Bring light materials (Nickel-Iron Veins, Silicon Dust, Water Ice: 0.1 m³ each) and print parts on site.
🚪 Stargates & catapults
Public gates run only on crude fuel: 50x EU-40 Fuel or 50x SOF-40 Fuel per jump. Player-built gates and catapults draw power from their Network Node instead.
⚠️ Read the popup before jumping."Destination gate unfueled… jump anyway?" means no way back until someone fuels the far side. Never tick "don't ask again".
Player catapults and gates need a Transponder online to show on your map.
⛽ Big systems cost more fuel. Fill up before you go; there may be no fuel on the route.
🔍 The blockchain sees your stuff
Storage contents are public. Locations are hidden, so never press "Publish Location" on stuff with loot.
⚔️ Staying alive
Leave at ~1,000 damage taken, unless a Hull Repairer is holding.
Shoot back right away: waiting is how new players die.
Gankers camp docks and spawning rocks; don't idle there.
Player bases defend themselves: see turrets and sentries below.
🔋 Warping needs capacitor charge. Run it empty and you can't warp out.
🧩 Fitting
Command Pod, Power Generator, one Capacitor and one Cargo Container can be moved but never removed. Most modules draw 0.1 MW of 15.
Hard limits per ship, the only ones found so far: one Command Pod, one Power Generator, one engine (R10, R25 or R50), one Leap, one Autohelm, one Attitude Controller and no more than two Weapon Receivers; the game refuses more.
Hull Repairer: ~25 HP/s. Your best survival module. Structural Brace: +375 HP.
Capacitor / Blackstart Cell: +100 GJ and +1.2 GJ/s each. They stack.
Fuel Bay +500 fuel (10 cells) · Fuel Blister +250 fuel (5 cells): same fuel per cell, keep both.
Cargo Container: 36 m³ each.
Two Weapon Receivers fit = two lasers. Mining nonstop with both needs 8x Capacitor + 1x Blackstart Cell.
Directional Scanner needs a Gravity Sensor. The Gravity Sensor scan (M1) names rocks 300+ km away.
⚠️ R25 engine: on D1 Fuel or Unstable Fuel it loses a third of its thrust. Only build it once you have D2 Fuel or EU-40 Fuel.
Try all of it in the Forge tab: it shows hold, fuel hours, whether the capacitor holds up, and power before you build.
🔫 Weapons
Cutting Laser: 12 km, ramps 2.3x over 16 s, resets on a target switch. Mines too.
Stuttergun: 35 km, full damage from shot one, can't mine. Ammo: Pyro Round or Slug Round (314 damage) ❓
Needle: 25 km laser, ramps 2.5x over 20 s, mines worse.
🐺 Ferals
Starter ferals: Ostler hits hardest → Luthier → Caird. A pack does ~14 HP/s: a repairer holds.
🎯 Keep range on fast orbiters (Luthier): up close your laser misses almost every shot.
Grave ferals (threat 4 systems): Grave Wright hits hardest (~65 every 5 s); Grave Shambler hits ~200 but misses a lot. The full pack does ~28 HP/s, more than a repairer: kill the Wright first or leave.
🔋 Capacitor
4x Capacitor + 1x Blackstart Cell: one laser + repairer lasts ~5 min of nonstop fighting.
8x Capacitor + 1x Blackstart Cell: one laser + repairer never runs dry; two lasers + repairer ~8 min.
🗼 Player turrets
Mini Turret 30,000 HP, 120 km · Turret 45,000 HP, 140 km · Heavy Turret 75,000 HP, 160 km (HP split evenly across shield/armor/hull)
Every turret locks only 2 ships. Bring 4+ and half the fleet shoots free.
Shields take 2 days to recharge: damage sticks, hit-and-run works.
A Mini Turret hits for 400–600 per shot.
To build: Mini Turret = 20x Reinforced Alloys + 20x Carbon Weave + 20x Thermal Composites · Turret = 10x Building Foam · Heavy Turret = 20x Building Foam
🛡️ Field Sentry
4,800 HP, 25% resists, shields back in ~1 min.
~100 DPS each (162 per 1.6 s), targets within 25 km, shoots to 50 km, one target at a time. Lasts 1 day.
Several together can kill a full-HP ship in 18 seconds. Out-range them: the Stuttergun reaches 35 km.
Found it empty? Screenshot it and come back 20 min later.
🗺️ Which sites
Most loot spots: Ossuary Mill (also lots of Debris), Derelict Quarry, Respite Anchorage, Fringe Latticeway.
No ferals placed: Graven Works, Dustline Waystation. Most guarded: Longwatch Redoubt.
Natural sites (Stone/Ancient Cluster, Shale, Grove, Garden, Crossing) are rocks only.
Last reviewed: patch 0.7.2.0 · ❓ = reported, not confirmed
Will this ship get you there and back? Load the starter Reiver or forge your own: every module in the palette, the hull drawn like the game's fitting window, and the numbers that matter before you undock: hold, fuel hours, whether the capacitor holds up, power. Forge for the role fills the spare cells for what you need. Made by The Saints; proposal links carry the whole fit. Source and feedback on GitHub.
Modules
Fitting window drag in from the palette · drag off to remove · R / E turn 90° · F 180° · Ctrl+Z undo
Loading…
Forging…
fit+ in the palette finds a spot, rearranging if it mustShow me around
The ship
Cells
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Hold m³
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Fuel
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Capacitor GJ
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Hull HP
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Damage
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Power
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Fuel grade
for the burn estimate
Checks: the game's own limits (the modules it never lets you remove, an engine, hardpoints, power) and the capacitor estimate.
Forge for the role
Modules you placed stay; hold, capacitor, fuel and armour modules may be rearranged or traded (never below the minimum). The spare cells get filled by these priorities, top first; off = never add.
Hold
Capacitor
Fuel
Armour
Runs several searches at once and stops by itself when nothing better has turned up for 30 seconds (3 minutes at most). Stop any time; the best fit found so far stays.
A proposal link carries the whole fit. Anyone with the page can open it, change it and send their own.