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The Unofficial Star Trek Online Federation Guide

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The Unofficial Star Trek Online Federation Guide

Table of Contents

Important.......................................................2
Ensign Bridge Officer Skills.................40
The short version.......................................2
Lieutenant Bridge Officer Skills...........43
The long version........................................2
Lt. Commander Bridge Officer Skills....48
Introduction...................................................5
Commander Bridge Officer Skills.........52
Character Creation.........................................6 Weapons and Equipment.............................55
Captains....................................................6 Ship Weapons..........................................55
Career Paths.........................................6
Beam Weapons...................................56
Tactical Officer.................................6
Projectile Weapons..............................56
Science Officer..................................6 Ship Equipment.......................................56
Engineering Officer...........................7
Shields................................................57
Species Bonuses...................................7
Deflector Dishes..................................57
Additional Starting Traits......................9
Impulse Engines..................................58
Bridge Officers.........................................10
Consoles.............................................58
Acquiring Bridge Officers....................11
Devices...............................................58
Strategies for Selecting Bridge Officers
Commodities.......................................58
............................................................11 Ground Weapons.....................................59
Starting Ship............................................12 Ground Equipment..................................59
Ships............................................................13
Personal Shields..................................60
Cruisers...................................................14
Armor..................................................60
Cruiser Stats.......................................14
Kits......................................................60
Escorts.....................................................15
Devices...............................................61
Escort Stats.........................................15 Banks......................................................61
Science Vessels.......................................16 Leveling and Advancement..........................63
Science Vessel Stats...........................16 Grades vs. Ranks.....................................63
Combat Overview........................................18 Skill Point Spending Strategy...................64
Space Combat.........................................18
Retraining (Respecs)...........................65
Basics..................................................18 Training and Promoting Bridge Officers...65
Redirecting Shield Power....................19 Missions.......................................................67
Subsystem Settings............................20 Storyline Episodes...................................67
Beams vs. Torpedoes..........................21
Tutorial Mission Walkthrough..............67
Ground Combat.......................................21
Episode Walkthroughs.........................70
Basics..................................................22
Stranded in Space..........................70
Bridge Officer Commands...................23
Diplomatic Orders...........................70
Flanking..............................................24
Hide and Seek................................71
Expose and Exploit..............................24
Stop the Signal...............................73
Pausing...............................................25
Neutral Zone Diplomacy.................73
Kit Selection........................................25
The Kuvah'Magh.............................74
Skills............................................................26
War is Good for Business................74
Starfleet Skills.........................................26
To Boldly Go...................................75
Starfleet Lieutenant Skills...................27
Treasure Trading System................76
Starfleet Lt. Commander Skills............28
Secret Orders.................................76
Starfleet Commander Skills.................29
Task Force Hippocrates..................77
Starfleet Captain Skills........................31
City on the Edge of Never...............78
Starfleet Admiral Skills........................32 Exploration Missions................................80
Engineering Skills....................................33 Patrol Missions.........................................81
Science Officer Skills...............................36 PvP and FvF Zones..................................81
Tactical Officer Skills...............................38 War Zones (Competitive PvE)..................82
Bridge Officer Skills.................................39 Federation Economics..................................83

The Unofficial Star Trek Online Federation Guide


Energy Credits.........................................83
Exchanges...........................................83
Replicators..........................................84
Starfleet Merits........................................84
Badges of Exploration..............................85

Anomalous Data (Crafting)......................86


Commander
Romaine's
Upgrade
Formulas.............................................87
The C-Store.............................................89

The Unofficial Star Trek Online Federation Guide

INTRODUCTION
Welcome to the Federation! In the world of Star Trek Online, all players start here.
Why is that? Some people are attracted to Federation characters for role-playing (RP)
reasons, inspired by the numerous television shows, movies and novels. They want to create
captains that follow in the footsteps of Kirk, Picard and Janeway.
There's an even simpler reason, though: the Federation is the only playable faction for
STO newcomers. A little bit of advancement is required to unlock Klingon characters, and
other potential playable factions like the Romulans and Cardassians remain on the drawing
board for the time being.
Fortunately, the Federation offers a little bit of something for everyone. Fed characters
enjoy a wealth of Player-versus-Enemy (PvE) content organized into Seasons and
Episodes, as well as the chance to explore previously uncharted worlds. There are also
opportunities to serve on the front lines of the conflict with the Klingons in consensual
Player-versus-Player (PvP) zones.
Read on for information and tips on how to get the most out of every aspect of your STO
Federation experience.

The Unofficial Star Trek Online Federation Guide

CHARACTER
CREATION

reasons: it has a direct bearing on the


captain's abilities in away team (groundbased) situations and determines the types
of kits the captain can use.

Tactical Officer

nlike many other MMOs, STO

If you want to play your captain as the

avatars consist of more than

first person into a firefight, this is the way

just a single person or creature.

to go. Tactical Officer is the most direct

A captain can't go it alone, so your

combat-based career and the most intuitive

Federation

for STO newcomers.

avatar

also

includes

bridge

officers and one of numerous different


types of starships.

The special abilities for Tactical Officers


focus on either dealing damage directly,
aiding the stealth capabilities of the away

Captains

team or providing group combat buffs.


Tactical kits generally provide additional

Following real life naval tradition, your

attack options, either by offering secondary

main character is referred to as a captain

ranged

regardless of his or rank within Starfleet.

attacks.

attacks

or

beefing

up

melee

The gender, name and appearance of your

Science Officer

captain are all completely customizable at


the start of the game. Other decisions
involving

your

captain

are

more

This

is

the

most

direct

Federation

than

equivalent to the buff/debuff classes from

cosmetic and require some more thought

other popular MMOs. Science Officers learn

as to your desired play style.

abilities that affect combat by putting


enemies at a disadvantage (especially via
holds or resistance debuffs) or by aiding

Career Paths

fellow away team members.

STO allows for a lot more flexibility than


many other MMOs in terms of progression
and the roles each player can play in
combat. However, the captain's career path
decision is still an important one for two

The Unofficial Star Trek Online Federation Guide


Healing is also an important ability for

Humans get the usual jack-of-all-

Science Officers, though it doesn't define

trades role in the STO universe.

them like it does in some other games.

They get a 15% bonus to ship repair

Though this can be a tricky path for

and a 5% team bonus to Exploit

beginners, it doesn't take too much time to

attacks, a special kind of attack that

see the value and power Science provides.

takes advantage of a weakened foe.

Engineering Officer

Specializing in the technology of the STO


universe,

Engineering

Officers

are

Andorians have heightened senses


that are helpful in combat. They

the

receive 20% bonuses to spotting

support people for the Federation. A key

enemies using Stealth and 10%

ability learned early on is the power to

bonuses to personal Exploit attacks.

recharge the personal shields of away team


members,

which

greatly

increases

the

chances of surviving ground combat.

Bajorans make good Science or


Engineering officers thanks to their
special abilities.

Along with 5%

That shield-boosting quality also allows

bonuses to healing or damage using

Engineers to fill the tank role familiar to

kits, they get a 10% bonus from

players of other MMOs. Kits used in this

heals used on them and speedier

path can bring turrets, drones and mines

regeneration of health.

into play, tilting battlefield conditions in the


player's favor.

Benzites have natural armor that


make them effective tanks. That
armor gives them built-in damage

Species Bonuses
Many

Federation

players

have

resistance to energy and physical


RP

attacks as well as radiation and toxic

motivations for choosing the species of

damage.

their captains thanks to TV and the movies.


But there are game-based reasons for

Betazoids have mental powers not

choosing carefully here, as every species

found

in

has several innate abilities.

empathy

other
reduces

species.

Their

aggro

and

increases regeneration for the whole


away team, and their telepathy has
several small beneficial effects.

The Unofficial Star Trek Online Federation Guide

Bolians get one of the least useful

allowing

bonuses. They have corrosive blood

combinations for advanced players.

that can deal damage to enemies

On the cosmetic side, aliens also

but

have

only

under

very

specific

circumstances and 20% damage

Saurians are reptilians with innate


resistances to fire, plasma and toxic
Damage-over-TIme

(DoT)

effects.

They also share the same Stealth


detection and Exploit bonuses with
Andorians.

Trill characters get an increased


metabolism as their only species
ability. This grants them increased
health

regeneration

and

some

resistance to radiation and toxic


damage.

Vulcans
whose

are

logical

well-known

minds

give

race
them

resistances to Psionic attacks and


Confuse or Placate effects. They're
also tough hand-to-hand combatants
thanks to a 10% melee damage
bonus.

Aliens are a catch-all category that


allows players to create a unique
species that hasn't officially joined
the Federation. Aliens can choose all
four

of

their

special

very

much

appearance options.

resistance to toxic attacks.

for

abilities,

specialized

larger

set

of

The Unofficial Star Trek Online Federation Guide

Additional Starting Traits

Peak Health

+10% Toxic DR
and max hit
points

Physical Strength

+10% Physical
melee damage

Resilient

+5% Energy and


Physical DR

Soldier

+5% Energy
damage, +10
Critical hit
severity

Stubborn

+40% Run Speed


resistance, +20%
Hold resistance,
+50% Placate
resistance

Sturdy

+10% Physical
and Kinetic DR
and Knockback
resistance

Sure Footed

+40% Root
resistance, +12%
Knockback
resistance

Telekinesis

Extra attack
doing15 Physical
damage and 30
ft. Knockback

Telepathic

+20 Stealth
detection, +1.5%
Expose chance, 1
sec. Expose
duration

On top of the species bonuses, captains


get to pick from a pool of additional starting
traits that grant extra bonuses. These traits
come in both ground-based and spacebased categories:

Ground Trait

Bonuses

Acute Senses

+20% Stealth
detection, +10%
Exploit damage

Aggressive

+5% to all
Damage, +5%
Threat Generation
(aggro)

Cold Blooded

+10% Plasma and


+25% Fire
damage
resistance(DR)

Covert

+10% Stealth
strength

Creative

+5% to kit
healing or
damage

Lucky

+3% Critical hit


chance

Mental Discipline

+15% Psionic DR,


+20% resistance
to Confuse and
Placate

Natural
Immunities

+33% Radiation
and Toxic DR

The Unofficial Star Trek Online Federation Guide


Bridge Officers come in the same three

Space Trait

Bonuses

Accuracy

+0.1 to hit w/
space weapons

weaknesses when it comes to ground

+10 Starship
Operations skill
training

is where they really shine, granting ships

Astrophysicist

Efficient
Elusive
Techie

Warp Theorist

flavors as captains, and their strengths and


combat are pretty much the same. In space
extra powers they wouldn't otherwise have.

+5 to all Starship
subsystems

Tactical Bridge Officers enhance


the damage done by ship weapons,
with individual powers focused on

+0.1 Defense to
space weapons

beam weapons or torpedoes. They


also have Attack Patterns that can

+10 Starship
Engineering skill
training

increase turning speed, erase status


effects like Holds and grant other
abilities for short periods of time.

+10 Starship
Warp Core skill
training

Science

Bridge

Officers

bring

their buff/debuff game to space


battles.

Common

powers

include

Captains can select a number of traits

tractor beams to induce Holds, other

equal to four minus the number of species

beams to reduce enemy shields and

traits. For example, Humans have two

holoprojectors to Confuse opposing

species traits and can pick two additional,

ships.

while Aliens have no species traits and can


pick four from the tables above.

Engineering Bridge Officers are


experts at rerouting power between
a

Bridge Officers

ship's

subsystems.

The

Emergency Power to Shields and


Emergency

What good would a Federation captain


be without a competent crew to assist him
or her? Bridge officers help grant additional
abilities to starships during space combat
and fill out the remainder of the five-person
Away Teams for ground-based missions.

10

abilities

Power

are

general boosts.

to

extremely

Weapons
useful

The Unofficial Star Trek Online Federation Guide

Acquiring Bridge Officers

path, it only makes sense that you would


want Bridge Officers with Science and

When you roll a new STO Federation


captain, you start with no Bridge Officers.

Engineering abilities to ensure your team is


well-rounded.

You'll gain the first one by the end of the


tutorial mission and have a chance to add
several others fairly early on.

There's another good reason to seek out


at least one Bridge Officer of each type as
soon as possible, and that's in order to

As your captain progresses in rank and

have all of the consoles on your ship

gains access to larger ships, the amount of

properly manned. Our starting ship (about

Bridge Officers you can have at one time

which you'll learn more in the next section)

will increase as well. New additions to your

has one Enginering, one Science and one

crew can come as grade rewards or mission

Tactical console. Manning each console

rewards, including some special missions

with the corresponding type of Bridge

that will allow you access to Bridge Officers

Officer will allow you to have access to

that can't be obtained through any other

three special abilities in space combat

methods.

situations.

Starfleet merits can also be used to

As your captain progresses in rank and

requisition Bridge Officer candidates at the

gains access to new types of ships, you'll

Earth

discover that each category of ship has a

Spacedock

or

other

Starbases

throughout Federation space.

different mix of console types. That will


become a main consideration going forward
in terms of how many of each type of

Strategies for Selecting


Bridge Officers

Bridge Officer you want around.


Don't forget that Bridge Officers also

Since all types of abilities are useful in

make up the bulk of your away team in

STO, it's easy to see why you would want to

ground-based missions. You can choose

choose Bridge Officers to compliment your

Officers that aren't assigned to consoles on

captain's talents. For instance, if you chose

your ship to the away team and can change

Tactical Officer for your captain's career

the

make-up

of

the

team

in-between

missions, but it's still a good idea to have a


variety of options at your disposal.

11

The Unofficial Star Trek Online Federation Guide

Starting Ship

Here again, the right Bridge Officers can


truly maximize your away team's abilities. If
your captain is a Tactical Officer, he can do
more of the damage-dealing himself and

Throughout

your

Federation

career,

could use the support of several Science or

you'll have the chance to operate several

Engineering

and/or

different types and classes of starships. But

captain's

at the beginning of the game, all captains

career path is Science, you may find having

start out with the same ship, a Light

multiple Tactical Bridge Officers on your

Cruiser.

defense.

away

types

for

Conversely,

team

ensures

healing

if

your

that

you

aren't

outgunned.

You

will

be

able

to

change

the

appearance of your starting ship at no


charge thanks to a reward at the end of the

It's also important to note that no two

tutorial mission, but achieving the rank of

Bridge Officers are alike, even if they have

Lt. Commander is the only way to be able

the

to fly new ships on missions.

same

each

have

on

their

Your Light Cruiser has two forward

species, just like your captain, and they

weapons slots and one aft (rear), along with

have access to different ground and space

one of each type of console (Engineering,

abilities as well.

Science and Tactical). The mix of weapons

different

specialty.

bonuses

They

depending

and equipment is always the same when


As you encounter situations where you

you first begin your Starfleet career, but

have the option to take on new Bridge

you'll very quickly be able to swap some of

Officers, it pays to spend a few moments to

it out for improved gear found as drops left

examine their inherent abilities. Though

behind by defeated enemies or as rewards

they can be trained to learn the specific

for completed missions.

abilities you's like them to have, it's often


possible to find the ones you want just by
chance.

12

The Unofficial Star Trek Online Federation Guide

SHIPS

As you may have discovered with your


starting ship, each type of ship actually has
three classes for example, the Light
Cruiser category encompasses the Miranda,

hat would a good Starfleet

ShiKahr and Centaur classes and you're

captain

free to choose from any of the three when

be

starship?

without

Though

his

every

you

select

new

ship.

However

the

Fed player starts with an identical Light

differences between the classes are strictly

Cruiser, as soon as you achieve the rank of

cosmetic and don't affect gameplay.

Lieutenant Commander, you'll have some


choices to make as to what kind of ship
you'd like to command.

One final note on choosing ships: it may


seem like there is an obvious choice to
make for your ship type based on your

Ships fall into three basic categories:

career path. At first glance, Escorts seem

Cruisers, Escorts and Science Vessels. Each

right for Tactical Officers, Cruisers for

category

Engineers and Science Vessels for Science

has

weaknesses,

its

own

allowing

for

strengths
a

and

variety

of

Officers.

different play styles. Ships are also divided


into five tiers which correspond to the
minimum rank you need to use each one.

There's some logic in that thinking,


because players who choose to be Tactical
Officers, for instance, probably are apt to

One nice thing about STO is that it

think offense first in both ground and space

doesn't make you commit to one type of

battles. But you may find that a different

ship for the rest of your Fed career.

You

type of ship works better for you based on

could potentially switch up the category of

how you like to play in space, and thanks to

ship you select every time you achieve a

the varied abilities your Bridge Officers

new rank (you can also buy a new ship if

bring to the table, there's really no penalty

you rack up enough energy credits), though

for thinking outside the box here. Don't be

you will likely find that doing so may not be

afraid to go against the grain.

the most efficient use of the skill points


you've earned. Still, the option is there.

13

The Unofficial Star Trek Online Federation Guide

Cruisers

Classes:

Cheyenne,

Stargazer

and

Dakota
Crew: 500

Versatility is the main advantage a

Weapon Slots: 3 front, 3 rear

cruiser brings into play. They carry large

Device Slots: 4

crews, allowing for rapid repair of hull

Tactical Stations: 1 Lieutenant

damage and easy use of abilities that focus

Engineering Stations: 1 Lt. Commander,

on boarding parties or engineering teams.

1 Ensign
Science Stations: 1 Lieutenant

Cruisers also have the most power to


distribute
Fittingly,

among
they

their

have

subsystems.

more

Console Upgrades: 1 Tactical, 1 Science,


3 Engineering

Engineering

console stations than other ships.

Tier 4: Exploration Cruiser


Classes: Galaxy, Celestial and Envoy

Because of their large size, cruisers give


up

something

in

speed

Crew: 1,000

and

Weapon Slots: 4 front, 3 rear

maneuverability.

Device Slots: 4
Tactical Stations: 1 Lieutenant
Engineering Stations: 1 Commander, 1

Cruiser Stats

Lieutenant

Tier 2: Cruiser
Classes:

Science Stations: 1 Lieutenant

Constitution,

Excalibur

and

Vesper

Console Upgrades: 2 Tactical, 2 Science,


3 Engineering

Crew: 400
Weapon Slots: 2 front, 2 rear

Tier 5: Assault Cruiser

Device Slots: 4

Classes: Sovereign, Noble and Majestic

Tactical Stations: 1 Ensign

Crew: 800

Engineering

Stations:

Ensign,

Weapon Slots: 4 front, 4 rear

Lieutenant

Device Slots: 4

Science Stations: 1 Ensign

Tactical Stations: 1 Lieutenant, 1 Ensign

Console Upgrades: 1 Tactical, 1 Science,

Engineering Stations: 1 Commander, 1

2 Engineering

Lieutenant Commander
Science Stations: 1 Lieutenant

Tier 3: Heavy Cruiser

14

The Unofficial Star Trek Online Federation Guide

Escort Stats

Console Upgrades: 3 Tactical, 2 Science,


4 Engineering

Tier 2: Escort
Tier 5: Star Cruiser
Classes:

Avenger,

Classes: Saber, Rapier and Ushaan


Vanguard

and

Crew: 50

Emissary

Weapon Slots: 3 front, 1 rear

Crew: 1,000

Device Slots: 2

Weapon Slots: 4 front, 4 rear

Tactical Stations: 1 Lieutenant, 1 Ensign

Device Slots: 4

Engineering Stations: 1 Ensign

Tactical Stations: 1 Lieutenant

Science Stations: 1 Ensign

Engineering Stations: 1 Commander, 1

Console Upgrades: 2 Tactical, 1 Science,

Lt. Commander

1 Engineering

Science Stations: 1 Lieutenant, 1 Ensign


Console Upgrades: 2 Tactical, 3 Science,

Tier 3: Heavy Escort

4 Engineering

Classes: Akira, Oslo and Zephyr


Crew: 100
Weapon Slots: 3 front, 2 rear

Escorts
Though

the

Federation

Device Slots: 2
Tactical Stations: 1 Lt. Commander, 1
has

always

Ensign

maintained that it doesn't have ships built

Engineering Stations: 1 Lieutenant

specifically for war, Escorts are pretty good

Science Stations: 1 Lieutenant

at it. They tend to be small but mighty,

Console Upgrades: 3 Tactical, 1 Science,

packing plenty of firepower including

1 Engineering

cannons, which other ships can't use and


marrying it with superior straight-line and

Tier 4: Tactical Escort

turning speed.

Classes: Defiant, Vigilant and Gallant


Crew: 50

On the minus side, their small crews

Weapon Slots: 4 front, 2 rear

mean that hull repairs are slow and they

Device Slots: 4

aren't the best with boarding party abilities.

Tactical

Their shields are also relatively weak,

Lieutenant

Stations:

Commander,

meaning a good defense is usually a really

Engineering Stations: 1 Lieutenant

good offense.

Science Stations: 1 Lieutenant

15

The Unofficial Star Trek Online Federation Guide

Science Vessels

Console Upgrades: 3 Tactical, 2 Science,


2 Engineering
Tier 5: Advanced Escort
Classes:

Prometheus,

Intended to be the showcase for the


Phoenix

and

Cerberus

most

advanced

Federation

technology,

Science Vessels boast the most powerful

Crew: 150

shields and sensors of any ships. The

Weapon Slots: 4 front, 3 rear

former is self-explanatory, while the latter

Device Slots: 2

pays off with an edge for any abilities that

Tactical Stations: 1 Commander, 1 Lt.

rely on deflector dishes or arrays.

Commander
Engineering Stations: 1 Lieutenant

Science Vessels aren't intended to be

Science Stations: 1 Lieutenant, 1 Ensign

primary front-line combat ships, so their

Console Upgrades: 4 Tactical, 2 Science,

hulls can't stand up to as much damage as

3 Engineering

Cruisers or Escorts. They do have an


inherent ability to detect cloaked ships,

Tier 5: Fleet Escort

which is extremely beneficial when going

Classes: Hermes, Gryphon and Dervish

up against the Klingons.

Crew: 200
Weapon Slots: 4 front, 3 rear

Science Vessel Stats

Device Slots: 2
Tactical Stations: 1 Commander, 1 Lt.

Tier 2: Science Vessel

Commander

Classes: Nova, Aurora and Quasar

Engineering Stations: 1 Lieutenant, 1

Crew: 100

Ensign

Weapon Slots: 2 front, 2 rear

Science Stations: 1 Lieutenant

Device Slots: 3

Console Upgrades: 4 Tactical, 3 Science,

Tactical Stations: 1 Ensign

2 Engineering

Engineering Stations: 1 Ensign


Science Stations: 1 Lieutenant, 1 Ensign
Console Upgrades: 1 Tactical, 2 Science,
1 Engineering
Tier 3: Research Science Vessel
Classes: Olympic, Hope and Horizon

16

The Unofficial Star Trek Online Federation Guide


Crew: 400
Weapon Slots: 3 front, 2 rear

Tier 5: Deep Space Science Vessel

Device Slots: 3

Classes: Trident, Oracle and Destiny

Tactical Stations: 1 Lieutenant

Crew: 500

Engineering Stations: 1 Lieutenant

Weapon Slots: 3 front, 3 rear

Science Stations: 1 Lt. Commander, 1

Device Slots: 3

Ensign

Tactical Stations: 1 Lieutenant

Console Upgrades: 1 Tactical, 3 Science,


1 Engineering

Engineering Stations: 1 Lieutenant, 1


Ensign
Science Stations: 1 Commander, 1 Lt.

Tier 4: Long Range Science Vessel


Classes:

Intrepid,

Cochrane

Commander
and

Discovery

Console Upgrades: 2 Tactical, 4 Science,


3 Engineering

Crew: 200
Weapon Slots: 3 front, 3 rear
Device Slots: 3
Tactical Stations: 1 Lieutenant
Engineering Stations: 1 Lieutenant
Science

Stations:

Commander,

Lieutenant
Console Upgrades: 2 Tactical, 3 Science,
2 Engineering
Tier 5: Reconnaissance Science Vessel
Classes: Luna, Sol and Polaris
Crew: 350
Weapon Slots: 3 front, 3 rear
Device Slots: 3
Tactical Stations: 1 Lieutenant, 1 Ensign
Engineering Stations: 1 Lieutenant
Science Stations: 1 Commander, 1 Lt.
Commander
Console Upgrades: 3 Tactical, 4 Science,
2 Engineering

17

The Unofficial Star Trek Online Federation Guide

COMBAT
OVERVIEW

ven

and the least time exposing your weak


points.
However the battles do unfold in real
time, often leaving you little time to think
once you're in the thick of the action.

mission is one of exploration,

Having a plan before engaging the enemy

scientific

is always a smart idea.

things

the

weapons and shields facing your enemy

Federation's

peacekeeping,

though

spending the most time with your strongest

discovery
never

stay

and
too

Basics

friendly in the STO universe for long. When


the shooting starts, it helps to know how to
win battles in space or on land.

Except

in

some

very

rare

mission-

specific situations, your goal in any space


battle will be to reduce the hull hit points of

Space Combat

the enemy ship or ships to zero before


yours does the same. Your current hull
status is represented by the ship icon at the

Battles between large starships are a

bottom center of the screen, while the ship

staple of STO's source material and a major

you are targeting has a similar icon at the

focus of the game. It's a rare mission that

top of the screen. Hull damage is slowly

doesn't involve even one encounter with an

repaired by your ship's crew as long as it is

enemy ship, and it's not uncommon to face

not taking damage.

wave after wave of opponents in some


cases.

Anyone who knows the STO universe


knows that shields are important to space

The space combat system is similar to

combat. Though some damage can slip

that of EVE Online in that it doesn't rely on

through to the hull even when shields are

reflexes and who has the fastest trigger

at full power, eliminating the shields allows

finger. It's more about positioning and

all the damage from weapons to apply

utilizing your ship's resources effectively,

directly to the hull.

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The Unofficial Star Trek Online Federation Guide


Shields have separate hit points for the

fires all of your beam weapons that can

front, back and both sides of every ship,

currently hit your target, while pressing

and are displayed in both numeric and color

control-spacebar does the same for torpedo

bar form around the ship icons. The game

weapons.

will give you an audible cue when either


your facing shield or your opponent's is
completely down.

In order to keep your ship facing the


correct direction for shield and weapon
purposes, you'll want to be moving while

When it comes to ship weapons, firing

you fight. In combat situations, full impulse

arcs are the key. Every weapon has a

power is disabled, but your throttle still

specific arc

works the same way it does while flying in

within

which

in can

fire,

meaning keeping your ship facing so that

non-combat areas.

your current target is in the maximum


number of firing arcs simultaneously is a
key part of space combat.

Remember that turning speed is more


important than straight-line speed when it
comes to space battles. That means captain

Sometimes this leads to some counter-

and Bridge Officer abilities to increase

intuitive situations; for example, a ship with

turning speed are always helpful, and since

phasers with 210-degree firing arcs in the

turning in tight spaces isn't always possible

front and back can bring them both to bear

while running flat out, it often pays to ease

if one of its sides is facing the enemy. In

off the throttle just a bit in a fight.

general,

more

powerful

weapons

have

Redirecting Shield Power

smaller firing arcs, the better to help


balance them out.

One of the favorite tactics from Trek TV


Though all of you ship weapons are

shows and movies is not only viable in STO

automatically mapped to different number

but absolutely essential in some cases: re-

keys, it can sometimes be difficult to keep

routing your shield power in one particular

track of your weapons' firing arcs in the

direction. This is done by clicking on the

heat of battle. Fortunately, there are two

corresponding arrow on your ship icon at

helpful shortcuts: pressing the spacebar

the bottom of the screen.

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Clicking

on

the

forward

arrow,

for

does this automatically when you use full

example, will take power from the side and

impulse power in non-combat situations,

rear shields to boost the forward shield.

routing much of the power to the engines to

Obviously, this weakens the other three

greatly increase speed.

sides, but that may not matter if an enemy


is pounding you from one direction.

The icons above the subsystems can


switch you quickly between four subsystem

Forcing

power

to

one

shield

is

settings. From left to right, they are:

temporary measure, but it can be very


helpful when you are faced with a single
enemy

and

want

to

keep

your

most

Attack Takes power from Engines


and

Auxiliary

to

boost

weapons

powerful weapons within their firing arcs.

while keeping Shields at normal

It's not as desirable when fending off

levels. This is a good scheme when

multiple attackers, as you need to worry

fighting a single powerful enemy

about

ship, especially if that ship is slower

taking

simultaneous

hits

from

multiple directions.

than

yours

and

the

loss

in

maneuverability won't hurt you.

Subsystem Settings

Defense The opposite of Attack,


this

setting

increases

power

to

Shields at the expense of Engines


Your ship has four subsystems which are

and

Auxiliary

while

keeping

represented by small icons on the bottom

Weapons unchanged. A good use for

of the screen between your shield and

this

weapons controls. From top to bottom, they

speedy but weak enemies, where

are

and

you wouldn't be able to keep up with

Auxiliary (things like sensors and deflector

them anyway and can simply shrug

dishes).

off incoming fire while you attack.

Weapons,

Shields,

Engines

The default setting evenly distributes the

setting

is

against

multiple

Speed Though it doesn't quite get


you

to

full

impulse

setting

subsystems.

decreasing Weapons and Shields,

it's

possible

to

while

change that distribution, taking power from

leaving

some areas to boost another. Your ship

you're in over your head and decide

20

Auxiliary

Engines

this

power from your ship's core to all four


However,

increases

levels,

untouched.

If

The Unofficial Star Trek Online Federation Guide

discretion would be the better part

Let's use your starting ship as an

of valor, this setting may allow you

example. It has phasers mounted in front

to outrun your foes and escape

and back with very wide firing arcs, along

combat altogether.

with a photon torpedo launcher in the front

Balanced This is the default setting

with a narrow firing arc. While your enemy's

with power evenly divided.

shields are still fairly strong, facing it with


your left or right side is best, as both

The settings can be changed at any


time, though it does take a few seconds for

phasers will be able to target and wear


down the shields.

the power to flow from one scheme to


another.

Once the enemy's facing shields are low


or down, it makes sense to turn the nose of
your ship around, where one phaser can

Beams vs. Torpedoes

still strike and the photon torpedoes can hit


for big hull damage.

During the tutorial mission, you'll learn


that beam weapons (like phasers and
disruptors)

are

more

effective

There are exceptions, of course, and

against

sometimes especially fast hostile ships will

shields while torpedoes (most famously

force you to simply throw whatever you can

photon torpedoes, basically the missiles of

at them while they buzz around. But in

the STO universe) do more damage directly

general, using beams against shields and

to a ship's hull. This is an important enough

torpedoes against the hull is the way to go.

concept that it's worth reinforcing here.

Ground Combat

Most of the time, you'll want to use your


beam

weapons

to

wear

down

your

opponents' shields and use torpedoes only


after

the

shields

are

considerably

Not every dispute in the STO universe

weakened or down completely. Torpedo

can be settled out in space. There are many

launchers have longer recharge times and

times your crew will have to get up close

smaller firing arcs compared to beam

and

weapons, so you don't want to waste

enemies, either on the surfaces of distant

them in less than optimal circumstances.

planets or after beaming aboard ships or


bases.

21

personal

with

the

Federation's

The Unofficial Star Trek Online Federation Guide


On the defensive side, double-tapping
Your captain won't fight alone, however,

any of the movement keys will make your

but as part of a five-person away team.

captain dive and roll in that direction. This

Except in missions where you are teaming

is a useful trick for getting out of tight

with other human-controlled captains, most

situations, like when you have enemies

often the team will be comprised of your

surrounding you, and briefly increases your

Bridge Officers.

chances of avoiding attacks. Note that the


dive move has a recharge time of several

During ground battles you control only

seconds.

your captain, but the other members of


your team will follow any orders you issue

The

to them and use their special abilities on

represents

command.

captain. The top bar shows the strength of


your

in

the

personal

damage

Basics

icon

until

the

upper-left

current
shield
it

status
which

reaches

corner
of

our

absorbs

zero

and

regenerates when you avoid taking any


damage for a specific amount of time and

After playing the tutorial mission, you'll


already

know

the

basics

of

the bottom bar displays your health. Similar

moving,

icons for the other members of your away

targeting and attacking using the keyboard.

team are arranged on the left side of the

The keys you'll use most often are the W, A,

screen.

S and D keys to move your captain and the


number keys to use your attacks and other
abilities.

The goal of ground battles is simple:


reduce your enemies to zero health before
they do the same to your away team. If

Also important is the C key, which will

your captain is reduced to zero health, you

allow your captain to aim his or her

will be unconscious and unable to continue

weapon. This increases the damage done

to fight. One of your Bridge Officers may be

by

able to revive you once they dispatch any

attacks

at

the

expense

of

slower

movement; pressing C again returns your

nearby foes.

captain to a normal movement state.

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The Unofficial Star Trek Online Federation Guide


Conversely, your captain can revive

Still,

you

will

eventually

encounter

other unconscious members of the away

tougher foes and desire some more control

team

Cardiopulmonary

over your Bridge Officers. STO gives you

Resuscitation ability that all players know. If

that control by allowing you to issue

your entire away team is wiped (everyone

individual or group orders using the icons

is unconscious), you will have to start over

by the status bars on the left side of the

from the nearest respawn point.

screen.

using

the

The group commands run across the top


STO ground combat isn't as complex as
it is in some other MMOs, but there are

of the Officer status bars. From left to right,


they are:

subtleties and tactics to learn in order to


win battles against the tougher enemies

you'll run into during your Starfleet career.

Passive

Mode

Officers

not

attacked

by

to

This

tells

attack,

enemies.

your

even
They

if
will

continue to use heals and buffs.

Bridge Officer Commands

Attack

Mode

This

tells

crew

members to use attacks and special


The Bridge Officers who make up the

abilities as they see fit. Your Officers

bulk of your away team (or the generic


Security officers you have early in the

default to this mode.

Group Target Clicking this icon will

game) are capable combatants. In their

tell all of your Officers to target the

default state, they will follow your captain

same

around, taking his or her lead on when to

currently targeting. This is a very

start fighting. They will use their special

effective tactic when fighting boss-

ground abilities fairly intelligently and can

level enemies, as it focuses the

defeat many common enemies without

firepower of your entire away team

special instructions.

on one foe.

character

your

captain

is

Rally Point This sets a point to


which all of your Bridge Officers will
travel. It's handy for gathering the
members of your away team if they

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The Unofficial Star Trek Online Federation Guide


get spread out during a battle, but

When fighting a particularly stubborn

as STO ground combat tends to take

enemy or mob, gaining flanking position

place in relatively small areas, it's

can be a big help. This simply means

not as crucial as you may think.

attacking from the sides or rear of your foe,


which allows your attacks to do extra

The final icon, Leave Team, allows you to

damage.

exit a group in cooperative missions where


you are teamed with other player-controlled

You can't order your Bridge Officers to

captains and is not applicable in situations

take flanking positions, so this tactic can be

where you are leading your own away

carried

team.

captain. When you see enemies engaged

out

most

effectively

by

your

with your Bridge Officers, you'll often have


Specific commands can be given to
individual away team members using the

opportunities to move around and dish out


flanking damage yourself.

icons to the left of their status bars. These


include Passive Mode, Active Mode and
Rally Point.

Note that your enemies can also take


advantage of flanking, but STO gives you
both visual and audio warnings to let you

Finally, the icons to the right of your

know when this is happening.

Bridge Officers can be used to activate their


ground abilities. As noted above, in Active

Expose and Exploit

Mode the Officers will use their abilities on


their

own

pretty

Both special abilities and the secondary

intelligently but there will still be plenty of

attacks of certain weapons can create the

times you will want a specific ability used at

Expose effect, which puts the target into a

exactly

vulnerable

the

and

right

generally

time.

Bridge

Officer

state

for

several

seconds.

abilities have visible recharge timers just

Though some STO players have expressed

like your captain's abilities so you can see

some displeasure at the lack of logic behind

when they are available.

why certain attacks work this way, it


shouldn't stop you from using them to your
advantage.

Flanking

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The Unofficial Star Trek Online Federation Guide


Exploit attacks do extra damage once a

You get a total of 45 seconds of pause

target is Exposed. These are also available

time during each ground instance, so be

to you through the secondary attack modes

sure to use the time wisely. Commands can

of various ground weapons.

be issued to your Bridge Officers while the


mission is paused, making it a useful way to

The best way to use Expose and Exploit


together is to make sure your Bridge

make sure your attack plan is in order


before taking on a boss or a large mob.

Officers are equipped with weapons or


abilities that can Expose targets. Used in

Kit Selection

tandem with the group Target command


will almost ensure that sturdier boss-type
enemies will be left vulnerable at some
point during a fight.

One final way to give your away team


more options in ground combat situations is
to swap the kit your captain is wearing.

If your captain is armed with an Exploit-

Though kits will be covered in more detail

enabled weapon, you can hit the vulnerable

in the section on Weapons and Equipment,

targets yourself for extra damage. The icon

you should already know that every kit

on a weapon's Exploit attack will flash when

grants the wearer a different special ability,

your current target is Exposed, so you'll

and you can replace your captain's kit with

always know the right time to strike.

another one in your inventory at any time.


If you find your away team is continually

Pausing

getting wiped at the same spot on a ground


mission and you've tried everything else,

If the heat of battle gets to be too much

try looking through your available kits to

and you find yourself overwhelmed, you

see if there is an attack or ability that might

can use the Pause Zone button on the right

help.

side of the screen to get a brief respite.


There isn't an in-game explanation for why
you can stop time, but the Federation has
some pretty cool technology, so try not to
worry about it too much!

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The Unofficial Star Trek Online Federation Guide

SKILLS
TO is a skill-based game. That's not unusual for an MMO, but since your
Federation captain doesn't have any attributes things you may see in other
games like strength, agility, intelligence and the like skills truly are the

foundation upon which your character is built.


The career path you chose at the beginning of the game affects the skills available to
you, but not as much as you might think. That's because the majority of skills are available
to anyone, and only a small percentage of the overall number of skills is restricted by
career.
The STO skill system also has an interesting twist in that it doesn't rely on prerequisites.
Though a new selection of skills is opened up every time your captain advances in rank, all
of them are available regardless of the previous skills you've chosen to invest in.
The result is a lot of flexibility in the way you decide to build your character. Very
specialized builds are possible and make sense for certain space-based skills as you
progress. But more general builds, spreading Skill Points around a broader selection of skills,
are also viable.

Starfleet Skills
These skills are able to be learned by any captain, regardless of career path. Most of
them are related to improving the performance of your ship, but some of the ones that can
be trained early in the game give general bonuses to your Bridge Officers.

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The Unofficial Star Trek Online Federation Guide

Starfleet Lieutenant Skills


Skill Name

Cost Per Level

Effect

Engineering Team Leader

100 pts.

Boosts Modification
Training and Maintenance
Training skills of
Engineering Bridge
Officers

Science Team Leader

100 pts.

Boosts Scientific Theory


and Scientific Practice
skills of Science Bridge
Officers

Starship Attack Vectors

100 pts.

Boosts accuracy of space


attacks and abilities that
use starship attack
vectors

Starship Command

100 pts.

Boosts hull strength,


turning speed and engine
speed of any starship

Starship Energy Weapons


Training

100 pts.

Boosts energy beam and


cannon damage and skills
that modify any energy
weapons

Starship Engineering
Training

100 pts.

Boosts starship system


performance abilities

Starship Operations
Training

100 pts.

Boosts starship sensor,


deflector and emitter
abilities

Starship Projectile
Weapons Training

100 pts.

Boosts torpedo and mine


damage and skills that
modify both kinds of
weapons

Starship Warp Core


Training

100 pts.

Boosts power levels of


starship systems and

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The Unofficial Star Trek Online Federation Guide

power management
abilities
Tactical Team Leader

100 pts.

Boosts Assault Training


and Close Combat
Training skills of Tactical
Bridge Officers

Starfleet Lt. Commander Skills


Skill

Cost Per Level

Effect

Cruiser Captain

200 pts.

Boosts hull strength,


turning speed and engine
speed of any type of
Cruiser

Escort Captain

200 pts.

Boosts hull strength,


turning speed and engine
speed of any type of
Escort

Science Vessel Captain

200 pts.

Boosts hull strength,


turning speed and engine
speed of any type of
Science Vessel

Starship Auxiliary Systems


Maintenance

200 pts.

Boosts starship auxiliary


system abilities

Starship Beam Weapons

200 pts.

Boosts damage of any


starship beam weapon
and abilities that modify
beam weapons

Starship Cannon Weapons

200 pts.

Boosts damage of any


starship cannon weapon
and abilities that modify
cannon weapons

Starship Deflectors

200 pts.

Boosts starship deflector


abilities

Starship Emitters

200 pts.

Boosts starship emitter

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abilities
Starship Engine
Maintenance

200 pts.

Boosts starship engine


system abilities

Starship Mines

200 pts.

Boosts damage of starship


mine weapons and abilities
that modify mine weapons

Starship Sensors

200 pts.

Boosts starship sensor


abilities

Starship Shield
Maintenance

200 pts.

Boosts starship shield


system abilities

Starship Torpedo
Weapons

200 pts.

Boosts torpedo weapons


damage as well as abilities
that modify torpedo
weapons

Starship Weapons System


Maintenance

200 pts.

Boosts starship weapons


system abilities

Starfleet Commander Skills


Skill

Cost Per Level

Effect

Heavy Cruiser Captain

300 pts.

Boosts hull strength,


turning speed and engine
speed of a Heavy Cruiser

Heavy Escort Captain

300 pts.

Boosts hull strength,


turning speed and engine
speed of a Heavy Escort

Research Science Vessel


Captain

300 pts.

Boosts hull strength,


turning speed and engine
speed of a Research
Science Vessel

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Starship Auxiliary Systems


Efficiency

300 pts.

Boosts starship auxiliary


power abilities

Starship Deflector Dish

300 pts.

Boosts starship deflector


dish abilities

Starship Disruptor
Weapons

300 pts.

Boosts damage of
disruptor ship weapons

Starship Energy Weapon


Efficiency

300 pts.

Boosts starship weapon


power abilities

Starship Engine Efficiency

300 pts.

Boosts starship engine


abilities

Starship Phaser Weapons

300 pts.

Boosts damage of phaser


ship weapons

Starship Photon Projectiles

300 pts.

Boosts starship photon


projectiles damage

Starship Quantum
Projectiles

300 pts.

Boosts starship quantum


projectiles damage

Starship Sensor Array

300 pts.

Boosts starship sensor


array abilities

Starship Shield Efficiency

300 pts.

Boosts starship shield


power abilities

Starship Tractor Beam

300 pts.

Boosts starship tractor


beam abilities

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Starfleet Captain Skills


Skill

Cost Per Level

Effect

Exploration Cruiser
Captain

400 pts.

Boosts hull strength,


turning speed and engine
speed of an Exploration
Cruiser

Long Range Science


Vessel Captain

400 pts.

Boosts hull strength,


turning speed and engine
speed of a Long Range
Science Vessel

Starship Deflector Field

400 pts.

Boosts starship deflector


field abilities

Starship Engine
Performance

400 pts.

Boosts starship engine


functionality abilities

Starship Hazard System

400 pts.

Boosts starship hazard


system abilities

Starship Plasma Energy


Weapons

400 pts.

Boosts damage of plasma


energy ship weapons

Starship Plasma
Projectiles

400 pts.

Boosts damage of plasma


projectile ship weapons

Starship Sensor Probes

400 pts.

Boosts starship sensor


probes abilities

Starship Shield
Performance

400 pts.

Boosts starship shield


functionality abilities

Starship Subsystem
Repair

400 pts.

Boosts starship subsystem


repair speed and related
abilities

Starship Tetryon Weapons

400 pts.

Boosts damage of tetryon


ship weapons

Starship Transphasic
Projectiles

400 pts.

Boosts damage of
transphasic projectile ship
weapons

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Tactical Escort Captain

400 pts.

Boosts hull strength,


turning speed and engine
speed of a Tactical Escort

Starfleet Admiral Skills


Skill

Cost Per Level

Effect

Advanced Escort Captain

500 pts.

Boosts hull strength,


turning speed and engine
speed of an Advanced
Escort

Assault Cruiser Captain

500 pts.

Boosts hull strength,


turning speed and engine
speed of an Assault
Cruiser

Astrometrics

500 pts.

Boosts starship
astrometrics abilities

Deep Space Science


Vessel Captain

500 pts.

Boosts hull strength,


turning speed and engine
speed of a Deep Space
Science Vessel

Fleet Escort Captain

500 pts.

Boosts hull strength,


turning speed and engine
speed of a Fleet Escort

Photonic Theory

500 pts.

Boosts starship photonic


theory abilities

Reconnaissance Science
Vessel Captain

500 pts.

Boosts hull strength,


turning speed and engine
speed of a
Reconnaissance Science
Vessel

Spatial Anomaly

500 pts.

Boosts starship spatial


anomaly abilities

Star Cruiser Captain

500 pts.

Boosts hull strength,

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turning speed and engine


speed of a Star Cruiser
Starship Antiproton
Weapons

500 pts.

Boosts damage of
antiproton ship weapons

Starship Auxiliary Systems


Performance

500 pts.

Boosts starship auxiliary


systems abilities

Starship Chroniton
Projectiles

500 pts.

Boosts damage of
chroniton projectile ship
weapons

Starship Hull Repair

500 pts.

Boosts hull repair speed


and related abilities

Starship Polaron Weapons

500 pts.

Boosts damage of polaron


ship weapons

Starship Tricobalt
Projectiles

500 pts.

Boosts damage of
tricobalt projectile ship
weapons

Starship Weapons System


Performance

500 pts.

Boosts starship weapon


functionality abilities

Engineering Skills
Engineers help out their teammates in ground combat scenarios in two ways. First and
foremost, they have access to a number of defensive buffs that can improve shields and
armor. They also can create devices that can impact the battlefield in both offensive
(turrets) and defensive (fortifications) ways. These skills modify all of those abilities.

Skill

Cost Per Level

Effect

Armor Engineering
(Admiral)

500 pts.

Boosts armor engineering


abilities like Equipment
Diagnostics and Fuse
Armor

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Combat Engineer (Lt.


Commander)

200 pts.

Boosts explosives, field


fortifications and field
logistics abilities

Drones (Admiral)

500 pts.

Boosts drones abilities


like Support Drone
Fabrication and Seeker
Drone Fabrication

Explosives (Commander)

300 pts.

Boosts explosives abilities


like Chroniton Mine
Barrier and Transphasic
Bomb

Fabrication Engineer (Lt.


Commander)

200 pts.

Boosts ground generators,


turrets and drones
abilities

Field Fortifications
(Captain)

400 pts.

Boosts field fortification


abilities like Cover Shield
and Force Field Dome

Field Logistics (Admiral)

500 pts.

Boosts field logistics


abilities

Firearms Engineering
(Captain)

400 pts.

Boosts firearms
engineering abilities like
Quick Fix and Weapons
Malfunction

Generators (Commander)

300 pts.

Boosts ground generator


abilities

Maintenance Training
(Lieutenant)

100 pts.

Boosts ally buffs and


equipment fabrication
abilities

Modification Training
(Lieutenant)

100 pts.

Boosts enemy damage


and debuff and protect
ally abilities

Personal Shields
Engineering (Commander)

300 pts.

Boosts personal shield


engineering abilities like
Reroute Power to Shields
and Shield Recharge

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Technician (Lt.
Commander)

200 pts.

Boosts personal shields,


firearms and armor
engineering abilities

Turrets (Captain)

400 pts.

Boosts turrets abilities like


Phaser Turret Fabrication
and Quantum Mortar
Fabrication

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Science Officer Skills


Like the buff/debuff classes in other MMOs, Science Officers may take the most creativity
to play effectively. That doesn't mean that their path-specific skills are weak, though. Along
with always helpful healing abilities, Science skills include powerful ways to help control
enemies through holds and status effects. The following skills aid Science-related abilities in
various ways.

Skill

Cost Per Level

Effect

Doctor (Lt. Commander)

200 pts.

Boosts ground abilities


that Cure, Heal or buff
allies

Exogeology (Captain)

400 pts.

Boosts ground exogeology


abilities like Gravimetric
Shift and Thermal Vent

Molecular Chemistry
(Admiral)

500 pts.

Boosts molecular
chemistry abilities like
Biofilter Sweep and Triage

Nanite Treatments
(Admiral)

500 pts.

Boosts ground nanite


treatment abilities like
Nanite Health Monitor and
Nanoprobe Infestation

Physiology (Commander)

300 pts.

Boosts ground physiology


abilities like Medical
Tricorder and Vascular
Regenerator

Psychology (Captain)

400 pts.

Boosts ground psychology


abilities like Neural
Neutralizer and
Hypospray-Melorazine

Quantum Mechanics
(Admiral)

500 pts.

Boosts ground quantum


mechanic abilities like
Tachyon Harmonic and
Dampening Field

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Radiology (Captain)

400 pts.

Boosts ground radiology


abilities like Hyperonic
Radiation and Sonic Pulse

Researcher (Lt.
Commander)

200 pts.

Boosts ground science


abilities that damage or
control enemies

Scientific Practice
(Lieutenant)

100 pts.

Boosts ground science


abilities that Heal, Cure or
buff allies

Scientific Theory
(Lieutenant)

100 pts.

Boosts ground science


abilities that damage or
control enemies

Scientist (Lt. Commander)

200 pts.

Boosts ground science


abilities that damage or
debuff enemies

Toxicology (Commander)

300 pts.

Boosts ground toxicology


abilities like HyposprayDylovene and Anesthizine
Gas

Xenobiology
(Commander)

300 pts.

Boosts ground
xenobiology abilities like
Tricorder Scan and Stasis
Field

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Tactical Officer Skills


Since Tactical Officer is the career path most focused on direct damage-dealing, it's only
fitting that their unique skills help out in that regard. Captains who spend points improving
these skills help themselves and/or their Bridge Officers become better at eliminating foes
with both ranged and melee attacks, as well as improving their stealth and aggro-controlling
capabilities.

Skill

Cost Per Level

Effect

Advanced Warfare
(Admiral)

500 pts.

Boosts ground advanced


warfare abilities like
Target Optics and Motion
Accelerator

Assault Training
(Lieutenant)

100 pts.

Boosts damage from


rifles, assault weapons
and grenades and
improves ranged combat
abilities

Close Combat Training


(Lieutenant)

100 pts.

Boosts damage from


pistols and martial arts
attacks and improves
close combat abilities

Close Protection (Admiral)

500 pts.

Boosts ground close


protection abilities like
Security Escort and
Overwatch

Firearms (Commander)

300 pts.

Boosts rifle, pistol and


assault weapon damage
and related abilities

Grenades (Commander)

300 pts.

Boosts grenade damage


and related abilities

Martial Arts (Commander)

300 pts.

Boosts martial arts


damage and related
abilities

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Security (Lt. Commander)

200 pts.

Boosts pistol damage and


firearms, threat control
and close protection
abilities

Soldier (Lt. Commander)

200 pts.

Boosts rifle and grenade


damage and grenades,
tactics and squad
command abilities

Special Forces (Lt.


Commander)

200 pts.

Boosts assault weapons


damage and martial arts,
stealth and advanced
warfare abilities

Squad Command
(Admiral)

500 pts.

Boosts squad command


abilities like Rally Cry and
Tactical Initiative

Stealth (Captain)

400 pts.

Boosts stealth abilities


like Stealth Module and
Ambush

Tactics (Captain)

400 pts.

Boosts tactics abilities like


Fire on my Mark and
Smoke Grenade

Threat Control (Captain)

400 pts.

Boosts threat control


abilities like Smoke
Grenade and Draw Fire

Bridge Officer Skills


Your Bridge Officers bring a whole different set of skills into play. You can even say they
affect the game more directly, because while your captain's skills grant bonuses to actions
you or someone else perform, the Officer's skills add whole new abilities to your repertoire
on the ground and in space.

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Officers begin with just a single ground skill and a single space skill, both of which can be
improved by spending Bridge Officer Skill Points on them. If you choose to promote them,
they gain access to an additional space and ground skill with each new rank, maxing out at
four of each once they reach the rank of Commander.
You'll know as soon as you welcome a new Bridge Officer into your crew what skills they
will gain as they level up, but he or she can be trained to learn a new skill by visiting the
proper trainer or by maxing out certain skills of your own that allow you to do the training
yourself. Bridge Officers can only learn the skills specific to their career paths.
The following is a complete list of Bridge Officer skills by rank:

Ensign Bridge Officer Skills


Skill

Career

Beam Fire at Will I

Tactical

Improves next beam array


attack

Beam Overload I

Tactical

Improves next beam array


attack

Draw Fire I

Tactical

Increases threat
generation, buffs allies'
DR

Emergency Power to
Auxiliary I

Engineering

Temporarily increases
Auxiliary subsystem
power

Emergency Power to
Engines I

Engineering

Temporarily increases
power to impulse engines

Emergency Power to
Shields I

Engineering

Temporarily increases
power to shields

Emergency Power to
Weapons I

Engineering

Temporarily increases
power to weapons

Engineering Team I

Engineering

Repairs hull damage and

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subsystems, buffs
engineering skill for own
ship or ally
Focus Fire I

Tactical

Debuffs damage
resistance of target

Gravimetric Shift I

Science

Holds target and nearby


enemies

Hazard Emitters I

Science

Removes fire or radiation


hazards from ship, heals
some hull damage over
time

Hypospray Dylovene I

Science

Removes toxin effects,


buffs physical damage
and DR on self or ally

Jam Sensors I

Science

Prevents enemy from


targeting you

Leg Sweep I

Tactical

Melee attack that can


knockback multiple
enemies

Mask Energy Signature I

Science

Lessens the chances of


enemy ships detecting
you

Medical Tricorder I

Science

Heals self or ally

Mine Barrier I

Tactical

Deploys five chroniton


mines that deal kinetic
damage

Photon Grenade I

Tactical

Ranged attack that does


kinetic damage and
knockback

Polarize Hull I

Science

Buffs energy DR, breaks


tractor beams

Quick Fix I

Engineering

Removes mechanical
debuffs, buffs ranged

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damage on self or ally


Science Team I

Science

Repairs shield damage,


buffs science and
removes holds on own
ship or ally

Shield Recharge I

Engineering

Restores personal shield


energy to self or ally

Tachyon Beam I

Science

Drains target ship's


shields

Tachyon Harmonic I

Science

Cone AoE attack that


damages personal shields
and destroys forcefields

Tactical Team I

Tactical

Grants tactical buff,


removes crew and tactical
debuffs for own ship or
ally

Torpedo: High Yield I

Tactical

Boosts damage of next


torpedo attack

Torpedo: Spread I

Tactical

Turns next torpedo attack


into AoE attack

Tractor Beam I

Science

Slows and prevents


cloaking for target ship

Transfer Shield Strength I

Science

Boosts shields of ally ship

Weapons Malfunction I

Engineering

Prevents target from firing


ground weapons

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Lieutenant Bridge Officer Skills


Skill

Career

Effect

Attack Pattern Beta I

Tactical

Debuffs target ship's DR


when attacked

Attack Pattern Delta I

Tactical

Debuffs DR of any ship


that attacks targeted ally

Auxiliary to Battery I

Engineering

Converts auxiliary power


into battery that can be
used later

Auxiliary to Dampeners I

Engineering

Redirects auxiliary power


to buff kinetic DR

Auxiliary to Structural I

Engineering

Redirects auxiliary power


to heal hull damage and
buff DR

Beam Fire at Will II

Tactical

Improves next beam array


attack

Beam Overload II

Tactical

Improves next beam array


attack but temporarily
takes beam weapons
offline

Beam Target Auxiliary II

Tactical

Targets Auxiliary
subsystems of enemy ship
with next beam array
attack

Beam Target Engines II

Tactical

Targets Engines
subsystems of enemy ship
with next beam array
attack

Beam Target Shields II

Tactical

Targets Shields
subsystems of enemy ship
with next beam array
attack

Beam Target Weapons II

Tactical

Targets Weapons

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subsystems of enemy ship


with next beam array
attack
Boarding Party I

Engineering

Damages crew and


subsystems of target ship

Cannon: Rapid Fire I

Tactical

Boosts next cannon attack

Cannon: Scatter Volley I

Tactical

Turns next cannon attack


into cone AoE attack

Charged Particle Burst I

Science

Disables cloaks, damages


shields of nearby enemy
ships

Directed Energy
Modulation I

Engineering

Increases shield
penetration of own ship's
energy weapons

Dispersal Pattern Alpha I

Tactical

Improves next mine


attack

Dispersal Pattern Beta I

Tactical

Improves next mine


attack

Draw Fire II

Tactical

Increases threat
generation, buffs allies'
DR

Emergency Power to
Auxiliary II

Engineering

Temporarily increases
Auxiliary subsystem
power

Emergency Power to
Engines II

Engineering

Temporarily increases
power to impulse engines

Emergency Power to
Shields II

Engineering

Temporarily increases
power to shields

Emergency Power to
Weapons II

Engineering

Temporarily increases
power to weapons

Energy Siphon I

Science

Decreases target ship's


power to all systems,

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increases own ship's


power to all systems
Engineering Team II

Engineering

Repairs hull damage and


subsystems, buffs
engineering skill for own
ship or ally

Extend Shields I

Engineering

Regenerates shields and


buffs DR of ally ship

Feedback Pulse I

Science

Damages enemy ships


that hit you with energy
weapons

Focus Fire II

Tactical

Debuffs damage
resistance of target

Gravimetric Shift II

Science

Holds target and nearby


enemies

Hazard Emitters II

Science

Removes fire or radiation


hazards from ship, heals
some hull damage over
time

Hypospray Dylovene II

Science

Removes toxin effects,


buffs physical damage
and DR on self or ally

Jam Sensors II

Science

Removes toxin effects,


buffs physical damage
and DR on self or ally

Leg Sweep II

Tactical

Melee attack that can


knockback multiple
enemies

Lunge I

Tactical

Melee attack with chance


to knock down

Mask Energy Signature II

Science

Lessens the chances of


enemy ships detecting
you

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Medical Tricorder II

Science

Heals self or ally

Mine Barrier II

Engineering

Deploys five chroniton


mines that deal kinetic
damage

Phaser Turret Fabrication I

Engineering

Creates one or two beam


weapon turrets

Photon Grenade II

Tactical

Ranged attack that does


kinetic damage and
knockback

Photonic Officer I

Science

Reduces recharge time of


Bridge Officer abilities

Polarize Hull II

Science

Buffs energy DR, breaks


tractor beams

Quick Fix II

Engineering

Removes mechanical
debuffs, buffs ranged
damage on self or ally

Reroute Power to Shields I

Engineering

Heals personal shield


energy, buffs DR

Reverse Shield Polarity I

Engineering

Converts incoming energy


weapon damage into
shield strength

Science Team II

Science

Repairs shield damage,


buffs science and
removes holds on own
ship or ally

Scramble Sensors I

Science

Confuses target ship and


nearby enemies

Shield Generator I

Engineering

Creates fixed position


generator that recharges
nearby allies' personal
shields

Shield Recharge II

Engineering

Restores personal shield


energy to self or ally

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Smoke Grenade I

Tactical

Attack that reduces


enemy perception and
boosts allies' stealth

Sonic Pulse I

Science

Damages and slows


nearby enemies with high
chance of knockback

Stasis Field I

Science

Holds target

Suppressing Fire I

Tactical

Slows and debuffs


damage of any enemy
you damage with firearms

Tachyon Beam II

Science

Drains target ship's


shields

Tachyon Harmonic II

Science

Cone AoE attack that


damages personal shields
and destroys forcefields

Tactical Team II

Tactical

Cone AoE attack that


damages personal shields
and destroys forcefields

Target Optics I

Tactical

Buffs damage, perception,


crit chance and crit
severity for self, has
chance to Expose enemies

Torpedo: High Yield II

Tactical

Boosts damage of next


torpedo attack

Torpedo: Spread II

Tactical

Turns next torpedo attack


into AoE attack

Tractor Beam II

Science

Slows and prevents


cloaking for target ship

Tractor Beam Repulsors I

Science

Pushes up to three enemy


ships away from own ship

Transfer Shield Strength II

Science

Boosts shields of ally ship

Tricorder Scan I

Science

Increases user's

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perception, debuffs DR
and stealth of all enemies
in radius
Tyken's Rift I

Science

Drains power, causes


damage to all ships near
target ship

Vascular Regenerator I

Science

Heals and removes


bleeding debuffs from
target

Weapons Malfunction II

Engineering

Prevents target from firing


ground weapons

Lt. Commander Bridge Officer Skills


Skill

Career

Effect

Aceton Field I

Engineering

Debuffs target's energy


damage, causes radiation
damage

Attack Pattern Beta II

Tactical

Debuffs target ship's DR


when attacked

Attack Pattern Delta II

Tactical

Debuffs DR of any ship


that attacks targeted ally

Attack Pattern Omega I

Tactical

Buffs damage and turn


rate, prevents holds and
slows on own ship

Auxiliary to Battery II

Engineering

Converts auxiliary power


into battery that can be
used later

Auxiliary to Dampeners II

Engineering

Redirects auxiliary power


to buff kinetic DR

Auxiliary to Structural II

Engineering

Redirects auxiliary power


to heal hull damage and
buff DR

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Boarding Party II

Engineering

Damages crew and


subsystems of target ship

Cannon: Rapid Fire II

Tactical

Boosts next cannon attack

Cannon: Scatter Volley II

Tactical

Turns next cannon attack


into cone AoE attack

Charged Particle Burst II

Science

Disables cloaks, damages


shields of nearby enemy
ships

Cover Shield I

Engineering

Creates fixed position


forcefield that blocks line
of sight

Directed Energy
Modulation II

Engineering

Increases shield
penetration of own ship's
energy weapons

Dispersal Pattern Alpha II

Tactical

Improves next mine


attack

Dispersal Pattern Beta II

Tactical

Improves next mine


attack

Eject Warp Plasma I

Engineering

Creates AoE plasma field


that slows and causes fire
DoT to enemy ships and
reveals cloaked ships

Energy Siphon II

Science

Decreases target ship's


power to all systems,
increases own ship's
power to all systems

Equipment Diagnostics I

Engineering

Removes mechanical
debuffs and buffs DR of
target

Extend Shields II

Engineering

Regenerates shields and


buffs DR of ally ship

Fire on my Mark I

Tactical

Debuffs stealth and DR of


target

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Gravity Well I

Science

Draws nearby ships


toward target and inflicts
kinetic damage

Hyperonic Radiation I

Science

Does radiation DoT to


target and nearby
enemies

Hypospray Melorazine I

Science

Removes mental debuffs


and buffs energy DR of
self or ally

Lunge II

Tactical

Melee attack with chance


to knock down

Medical Generator
Fabrication I

Engineering

Creates fixed position


generator that heals
nearby allies

Neural Neutralizer I

Science

Placates nearby enemies

Overwatch I

Tactical

Buffs allies' DR, debuffs


enemies' DR and gives
chance to Expose

Phaser Turret Fabrication


II

Engineering

Creates one or two beam


weapon turrets

Photonic Officer II

Science

Reduces recharge time of


Bridge Officer abilities

Photonic Shock Wave I

Science

Knocks back and deals


kinetic damage to nearby
enemy ships

Plasma Grenade I

Tactical

AoE attack that deals


kinetic damage and
plasma DoT

Quantum Mortar
Fabrication I

Engineering

Creates fixed position


weapons system that
launches projectiles

Reroute Power to Shields


II

Engineering

Heals personal shield


energy, buffs DR

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Reverse Shield Polarity II

Engineering

Converts incoming energy


weapon damage into
shield strength

Scramble Sensors II

Science

Confuses target ship and


nearby enemies

Shield Generator II

Engineering

Creates fixed position


generator that recharges
nearby allies' personal
shields

Smoke Grenade II

Tactical

Attack that reduces


enemy perception and
boosts allies' stealth

Sonic Pulse II

Science

Damages and slows


nearby enemies with high
chance of knockback

Stasis Field II

Science

Holds target

Stealth Module I

Tactical

Creates personal cloak


that prevents enemies at
range from detecting you

Suppressing Fire II

Tactical

Slows and debuffs


damage of any enemy
you damage with firearms

Target Optics II

Tactical

Buffs damage, perception,


crit chance and crit
severity for self, has
chance to Expose enemies

Tractor Beam Repulsors II

Science

Pushes up to three enemy


ships away from own ship

Tricorder Scan II

Science

Increases user's
perception, debuffs DR
and stealth of all enemies
in radius

Tyken's Rift II

Science

Drains power, causes


damage to all ships near

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target ship
Vascular Regenerator II

Science

Heals and removes


bleeding debuffs from
target

Viral Matrix I

Science

Launches probe that holds


target ship

Commander Bridge Officer Skills


Skill

Career

Effect

Aceton Field II

Engineering

Debuffs target's energy


damage, causes radiation
damage

Ambush I

Tactical

Grants large damage buff


for next attack

Anesthizine Gas I

Science

Holds target, reduces


speed and damage upon
expiration

Attack Pattern Omega II

Tactical

Buffs damage and turn


rate, prevents holds and
slows on own ship

Combat Supply I

Engineering

Grants temporary hypo to


self and allies with chance
of power cell and shield
charge as well

Cover Shield II

Engineering

Creates fixed position


forcefield that blocks line
of sight

Dampening Field I

Science

AoE effect that debuffs


energy DR

Eject Warp Plasma II

Engineering

Creates AoE plasma field


that slows and causes fire
DoT to enemy ships and

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reveals cloaked ships


Equipment Diagnostics II

Engineering

Removes mechanical
debuffs and buffs DR of
target

Fire on my Mark II

Tactical

Debuffs stealth and DR of


target

Fuse Armor I

Engineering

Gradually slows then


holds target

Gravity Well II

Science

Draws nearby ships


toward target and inflicts
kinetic damage

Hyperonic Radiation II

Science

Does radiation DoT to


target and nearby
enemies

Hypospray Melorazine II

Science

Removes mental debuffs


and buffs energy DR of
self or ally

Medical Generator
Fabrication II

Engineering

Creates fixed position


generator that heals
nearby allies

Motion Accelerator I

Tactical

Grants speed buff to self


and immunity to holds
and slows

Nanite Health Monitor I

Science

Heals up to three nearby


allies

Neural Neutralizer II

Science

Creates fixed position


generator that heals
nearby allies

Overwatch II

Tactical

Buffs allies' DR, debuffs


enemies' DR and gives
chance to Expose

Photonic Shock Wave II

Science

Knocks back and deals


kinetic damage to nearby

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enemy ships
Plasma Grenade II

Tactical

AoE attack that deals


kinetic damage and
plasma DoT

Quantum Mortar
Fabrication II

Engineering

Creates fixed position


weapons system that
launches projectiles

Stealth Module II

Tactical

Creates personal cloak


that prevents enemies at
range from detecting you

Stun Grenade I

Tactical

AoE attack that does


kinetic damage and holds
targets

Support Drone Fabrication


I

Engineering

Creates one or two mobile


weapons platforms

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WEAPONS
AND
EQUIPMENT

more details), by finding it as random drops


for defeating enemies and by earning it as
a

reward

for

completing

missions

or

succeeding in PvP instances.

Ship Weapons
As explained in the Ships chapter, every

haracters in the Trek TV shows

different type of ship has a specific number

and movies tend to travel

of slots in the front and back for mounting

pretty light. It's not uncommon

weapons. You have complete control over

to see Federation crew members face

what mix of weapons you'd like to use (with

danger with only a phaser pistol and a

some restrictions), and swapping them is as

tricorder in hand.

simple as dragging a new one from your


inventory window into the proper slot in

Not so in STO, where the ongoing

your ship's Status window.

conflict with the Klingons and the likelihood


of combat on just about every mission

Hovering your cursor over the icon of an

require you to be a bit more properly

equipped weapon will show you its stats.

equipped. With that in mind, you won't

Doing the same for a weapon in your

want to go charging into battle without the

inventory

will

proper weapons and gear.

equipped

weapons

compare
it

its

stats

could

with

replace,

allowing you to know exactly what the gain


That goes for your ship too. There are a

or loss would be for making the switch.

number of different ways you can upgrade


and customize your vessel to help you
when things get hairy.

Ship weapons are divided into 10 levels


starting at Mk. I and running to Mk. X,
based on their relative power. They are

Gear for your ship and your captain can

restricted by rank at every other level, so

be acquired in three ways: by buying it with

that you need to be a Lt. Commander to

Energy Credits or Badges of Exploration

use Mk. III weapons, a Commander to use

(see the Federation Economy chapter for

Mk. V weapons, and so on.

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There are also three levels of rarity

Turret 360 degrees

(Common, Uncommon and Rare) for ship


weapons that reflect how difficult it is to
acquire

them.

Generally

speaking,

Projectile Weapons

weapon that is identical to another one


except for rarity will have a bonus to

Projectiles are fired by launchers and

accuracy, damage or critical hit chance or

include both direct fire (torpedoes) and

some other characteristic that makes it

indirect fire (mines) varieties. They pack

superior to its more common counterpart.

more punch against exposed hulls than


shields. Photon torpedoes are the most
famous, but torpedoes and mines also

Beam Weapons

come in quantum, plasma (which can do


DoT), chroniton and transphasic varieties.

Starship

beam

weapons

do

energy

damage and are more effective against

Torpedo launchers have a 90-degree

shields than hulls. The best known type is

firing arc, while mine launchers simply

phasers,

includes

deploy the mines into space where they

disruptors, plasma beams, polaron beams

attack ships that fly too close. Mines are

and

useful for damaging a group of enemy ships

but

tetryon

the

family

beams,

all

also
of

which

are

affected by different higher level skills.

with a single attack.

There are also different configurations of

Ship Equipment

beam weapons based on their firing arcs.


The general rule is that the more restrictive
the arc, the higher the damage per second
(DPS). Not all types of beams come in every

For simplicity's sake, this term is used

configuration, but they break down by arc

here to represent everything on your ship

like this:

that isn't a weapon. This includes things


like your ship's shields, deflector dish and

Dual cannons 45 degrees (Escorts

engines.

only

Bank 90 degrees

Cannon 180 degrees (Escorts only)

Array 250 degrees

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Equipment is restricted by rank just like

Regenerative Have a 25 percent

weapons and is acquired via the same

faster regeneration rate than normal

methods. It also comes in the same three

shields but the lowest capacity of

levels of rarity.

any type
Ships can equip only one set of shields

Shields

at a time.

Certainly the most vital equipment on

Deflector Dishes

any ship, the shields protect the hull from


damage

and

regenerate

automatically

when they take no damage for a certain

A ship's deflector array is part of the

period of time Shields have two important

Auxiliary subsystem and grants bonuses to

characteristics:

Space

capacity,

which

is

the

abilities
and

that

utilize

Emitters.

Sensors,

amount of damage they can take before

Deflectors

standard

failing completely, and bleedthrough, which

deflector spreads its effects evenly among

is the amount of damage from each attack

all three areas, but Mk. II specialized dishes

that bypasses the shields and goes directly

can be equipped that focus on just one

to the hull.

area:

Along with the normal Mk. I to Mk. X

Graviton Focus on Deflectors

progression, there are three special types

Tachyon Focus on Sensors

of shields that have their own special

Positron Focus on Emitters

properties:
At

Resilient

are

also

bleedthrough of normal shields but

for how to spread their bonuses. Like

have

shields, a ship has only one deflector slot.

levels

and

regenerate slightly less quickly

there

subcategories that grant even more options

capacity

half

ranks,

the

lower

Have

higher

Covariant Have almost 30 percent


more

capacity

but

the

slowet

regeneration rate

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Impulse Engines

As you increase in rank, you'll find that


you can acquire a greater variety of
consoles of each type. The number of

Improved engines increase both the

console slots varies by the type of ship.

speed and turning rate of your ship. They

Escorts tend to have more Tactical slots,

come in normal versions and the following

Science Vessels have more Science slots

two varieties:

and Cruisers favor more Engineering slots.


However, every Federation ship has at least

Combat Efficient with low power


levels

to engines,

making

one slot of each type.

them

useful for ships that often use the

Devices

Attack or Defense subsystem power


configurations

Hyper Efficient with high power to

Devices are other items that can be

engines, so they are a boon to ships

equipped on your ship but aren't part of

that often use the Speed subsystem

your ship's subsytems. The most commonly

power configuration

found devices are Batteries, which give


temporary boosts to the power levels of

Every ship has a single engine slot.

specific ship subsystems. Batteries are very


common drops from defeated enemy ships.

Consoles

The number of device slots varies by


ship type as detailed in the Ships chapter.

Console modifications come in Tactical,


Engineering and Science flavors and usually

Commodities

grant a variety of bonuses that work in


conjunction with skills and abilities of the
same careers. Other consoles grant more

Commodities are items that don't fit

general boosts; for example, increasing the

neatly into any of the previous categories.

regeneration rate of your ship's shields.

They

are

needed

for

some

kinds

of

exploration missions when you encounter


civilizations with less technology than the
Federation that ask you for assistance.

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These civilizations will ask for a certain

Your captain can equip two weapons at a

quantity of one of several different types of

time and switch between them at any time

commodities, and all you have to do to

by clicking on the Switch Weapons icon at

meet the mission requirements is to deliver

the left side of the command bar at the

those items. Commodities can be found as

bottom of the screen. Bridge Officers can

drops from defeated ships and can also be

carry only one weapon at any given time.

purchased for energy credits from brokers


and merchants.

Ground weapons follow the Mk. I through


Mk X category system like their space

Ground Weapons

counterparts and are similarly restricted by


rank.

However,

Bridge

Officers

aren't

limited in exactly the same way, and they


Your Federation captain may start the
game with just a standard phaser, but you'll

can use any weapon that would be usable


by your captain at the time.

have access to a wide variety of handheld


weapons over the course of your career.

Ground Equipment

Listing them all is outside the scope of this


guide (the STO devs claim there are
thousands), but the types of weapons
include pistols, dual pistols, rifles and
assault weapons.

Along with weapons, your captain and


Bridge Officers can be outfitted with a
number of extras that can enhance their

Every ground weapon has two attack

ability

to

survive

in

ground

combat

modes. The primary mode does standard

missions. Some equipment like personal

damage and has a quicker recharge time,

shields and armor are restricted by your

while the secondary mode recharges more

captain's rank, while other gear can be

slowly but does either greater damage to a

used by anyone.

single target (like with a sniper rifle) or


produces an AoE attack that can damage
multiple enemies. The secondary modes
also often produce either Expose conditions
or extra Exploit damage as described in the
Combat Overview chapter.

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The Unofficial Star Trek Online Federation Guide

Personal Shields

Energy Dampening Offers extra


energy DR in exchange for zero
physical DR

Every captain and Bridge Officer can

Polyalloy

Weave

Offers

extra

(and should) be equipped with a personal

physical and kinetic DR in exchange

shield that prevents damage from reaching

for less energy DR

a character's body. Shields will regenerate

Recoil Compensating Offers extra

on their own when undamaged for several

critical hit damage in exchange for

seconds, but there are also a number of

less DR all around

skills and abilities that can boost shield

health instantly.

Integrated Targeting Offers an


increased chance of a critical hit in
exchange for less DR all around

Unlike ship shields, personal shields are


uni-directional. Each captain and Bridge

Kits

Officer can equip just one personal shield at


a time.

Kits allow your captain to use extra


abilities or powers similar to the ones

Armor

utilized by your Bridge Officers. The big


difference is that Bridge Officers are limited

For extra protection in ground combat

to the skills they inherently know, while kits

situations, captains and Bridge Officers can

allow you to swap abilities for your captain

also

grants

simply by dragging a new kit onto the slot

resistances to physical, energy and kinetic

on your Status screen. This can be done at

damage. Armor can be dragged onto the

any time, even in the middle of a ground

Body slot on a character's status screen.

mission.

wear

body

armor

that

Armor can be found in standard forms

Some kits can provide abilities that can't

and the following variations, all of which

be duplicated by Bridge Officer powers or

divide their protective abilities in slightly

grant multiple abilities. For example, the

different ways or offer bonus effects:

Basic

Grenades

Tactical

kit

gives

the

wearer both the Smoke Grenade I and


Photon Grenade I abilities.

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The Unofficial Star Trek Online Federation Guide


Only captains can equip kits, and they

Whether it's weapons, kits or other gear,

are restricted by career path: Tactical

your captain can only carry so much stuff.

Officers can only use Tactical kits, etc.

This is especially true since ship and ground


items all count the same against your
inventory, and because you will want to

Devices

keep some things on hand to outfit your


Bridge Officers as well.

Every captain and Bridge Officer has


several Device slots that can hold several

You will gain extra inventory slots as

pieces of miscellaneous equipment and be

rewards for advancement, but even those

mapped to number keys just like weapons.

only go so far. Fortunately, STO provides

Fans of other MMOs will recognize these

you even more extra storage in the form of

slots as useful places to keep healing items,

banks.

some of which can be used in combat


(hypos) and others which can only be used

Every

captain

automatically

has

when out of combat (a wide variety of foods

personal bank that can be accessed from

and beverages).

special terminals in various locations. Two


important ones for Federation characters

Other devices can give temporary boosts

are at Earth Spacedock (located between

to shield or ground weapons power. Similar

the

Exchange

devices can often be stacked in the same

Memory Alpha.

and

Stateroom)

and

at

inventory slot, so 10 small hypos only need


to take up one slot.

If you belong to a fleet, you can also


utilize the fleet's bank. STO fleets are self-

Ground devices are commonly found as

policing, so the officer's should set rules on

drops from defeated enemies, and cheaper

what kind of withdrawals can be made from

ones can be created using the replicator on

the fleet bank.

your ship.
Items can be swapped to and from either
kind of bank simply by dragging them

Banks

between

the

inventory

or

screens.

61

bank
ship

window
or

and

character

your
Status

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LEVELING
AND
ADVANCEMEN
T

Grades Vs. Ranks


STO doesn't have a simple level system
(like one where your character is Level 1 or
Level 48, for instance), but a two-tiered
system of grades and ranks. Each rank has
10 grades within it, and you must progress
through all 10 before you are promoted to
the next rank.

s with any MMO, some of the

Thus, while one character who is a

main aims of STO are advancing

Lieutenant 2 and another is Lieutenant 9,

your character in power, title and

the latter one is much closer to the next

status. For your Starfleet captain, this

rank than the former. In order, the ranks

means literal advancement as you move up

are Ensign (for the Tutorial Mission only),

the chain of command.

Lieutenant, Lt. Commander, Captain and


Admiral.

The skill-based nature of STO means you


can't level up without accumulating Skill

Advancing by one grade earns you an

Points. You also have to spend those points

increase in combat effectiveness. However

on improving your captain's skills, as you

a promotion to the next rank gains you a

won't be allowed to move to the next level

number of larger benefits, including access

until you do.

to the next tier of ships, a new set of skills


and the ability to promote Bridge Officers to

On the Federation side, it's easiest to


gain

Skill

Points

by

accepting

and

completing missions. As you'll see in the

their next ranks. Many kinds of restricted


weapons and equipments are also unlocked
by advancing in rank.

next chapter, there are some opportunities


for grinding, but the low amounts of Skill

The double status bar at the top of the

Points you receive for defeating enemies in

screen keeps track of your progress in both

combat and the non-replayable nature of

your current grade and your current rank.

most content limits grinding compared to

The top bar fills up constantly as you earn

some other games.

Skill Points with each division representing

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The Unofficial Star Trek Online Federation Guide


the next grade, and the bottom bar is

As you will discover early on, skills tend

divided into 10 segments that fill in when

to be broader at lower ranks and get more

you earn a new grade, with the unfilled

specific as you advance. Weapons and

ones representing the number of grades

abilities can gain bonuses from both types

left until the next rank.

of skills, so many of them end up working


together in logical ways.

Skill Point Spending


Strategy

For example, let's say your ship is armed


with dual disruptor captains and your
captain is a Tactical Officer. The disruptor
cannons gain a bonus from each level you
take in Starship Energy Weapons Training,

Only the total number of Skill Points

a skill you have available as a Lieutenant.

spent matters in terms of leveling up your


captain. But since STO is completely skill-

Those same cannons get bonus damage

based, having a strategy in mind when

from

the

Starship

Beam

Weapons

Lt.

spending them is important.

Commander skill (because disruptors are


beam weapons) and the Starship Disruptor

The skill system is a lot more flexible

Weapons Commander skill. If you plan on

than in some other MMOs, allowing more

having the disruptors equipped for the long

room for broader character builds and less

haul, it makes sense to put points into all

pigeon-holing

three skills to gain the maximum benefit.

into

specific

roles.

This

doesn't mean that the traditional MMO roles


are completely absent (like direct damage,

This idea works in reverse as well. If

tank, healer, etc.), just that you shouldn't

you've leveled up all of the various Starship

feel like you are being funneled into one

Energy Weapons skills, you may not even

direction.

think twice about swapping Mk. III disruptor


cannons for Mk. IV phaser cannons. But if

That being said, there are some things

you've gone the route we just discussed

to keep in mind when planning out how to

and specialized in disruptors, you may not

spend your Skill Points:

want to give them up for phasers and give


up the stacked bonuses.

Skills stack

64

Consider your Bridge Officers

The Unofficial Star Trek Online Federation Guide

Retraining (Respecs)

When you are new to STO, it might seem


obvious to put points into Tactical Team
Leader if your captain is a Tactical Officer.
However, that skill affects the abilities of all

Find that you've backed yourself into an

away team Tactical Officers, and if you are

unwanted corner with the way you've spent

handling the Tactical powers yourself, you

your Skill Points? STO allows for some

may have more Engineering and/or Science

opportunities

Officers in your crew and want to put those

generally as respec) your captain and

points into skills related to those areas.

spend the points you've earned all over

to

Retrain

(also

known

from scratch.
Of course you always have the option of
swapping your away team members around

One way you can access a respec at any

to fit your skills instead of vice versa, but

time is to buy one from the C-Store. You'll

don't forget that your skills affect more

find more information on this option in the

than just your captain.

Federation Economics chapter.

Ship selection

Training And
Promoting Bridge
Officers

One of the great aspects of STO is the


option to fly any type of ship available to
your rank, and the freedom to switch
categories (say, from Cruiser to Escort) as
you advance.
To take full advantage of that freedom,
though, you will have to remember to put

Your Bridge Officers can also improve

Skill Points into multiple ship skills to avoid

their skills via their own pool of Skill Points.

losing too much effectiveness by changing

One pool of points is shared by all of the

ships. Conversely, if you find you love flying

Bridge Officers under your command, so

Escorts and will be doing that for your

you have to decide which Officers to train

entire career, you'll want to max out the

and which skills to level up.

Escort Captain skill and then put points into


the

class-specific

Escort

skills

as

you

advance.

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The Unofficial Star Trek Online Federation Guide


The

strategy

here

is

pretty

straightforward: if you find yourself tapping


certain Bridge Officer abilities more than
others, level those skills up first. If you see
a power that will be gained only after a
Bridge Officer has been promoted, make
sure you are spending points on him or her
in order to get to the next rank as soon as
possible.
As a final note, make sure you aren't
wasting Bridge Officer points on skills that
will eventually be lost thanks to that officer
being retrained. Training a new skill means
an old one is replaced, and you won't get
the Bridge Officer Skill Points back that
you've spent.

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The Unofficial Star Trek Online Federation Guide

MISSIONS

Last but not least are PvP zones where


Federation captains can put their skills to
the test against Klingon players in both
space and ground engagements. The STO

A
both

development

team

versus

parlance,

Federation in a soon-to-be released update

primary

the

game's

means

for

storyline

are

the

advancing
and

(FvF)

zones

Faction

lso called Episodes in the STO


missions

Faction

promising

for

the

as well.

your

characters. One of the true strong points

Storyline Episodes

about playing the Federation faction is the


variety of mission content.
The vast majority of missions involve

STO doesn't waste any time getting you

PvE scenarios that weave together into an

into

the

storyline

for

the

Federation,

overarching plot. Currently, Episodes are

thrusting you into the conflict that is

divided into three Seasons one each

engulfing the Alpha Quadrant during the

focusing on the Klingons, the Romulans and

game's opening movie and continuing the

the Borg and completing them all will

drama during the tutorial mission. From

allow captains to advance to the maximum

there, episodes that propel the plot forward

possible rank.

are readily available for even the lowestranking captains.

True to the game's source material,


there

are

also

exploration

missions

Tutorial Mission Walkthrough

available to Federation players that involve


traveling

to

uncharted

worlds,

with

number of different possibilities for what

The tutorial mission is actually made up

may be found upon arrival. Patrol missions

of three separate parts that introduce you

require you to travel to a particular region

to the basic concepts of space and ground

of space and clear out any enemies you

movement, both kinds of combat and other

may find there.

important

aspects

of

STO

like

Bridge

Officers and kits. Once you complete the

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The Unofficial Star Trek Online Federation Guide


tutorial, you'll have earned enough Skill
Points

to

graduate

from

Ensign

Use your phaser to target and destroy

to

six Borg devices hanging on the walls, plus

Lieutenant, acquired your first ship and

Borg drones if necessary. Avoid fire and

begun to assemble a crew.

explosions if possible. Continue down the

The tutorial begins with practice on

hallway and take the Turbolift to Deck 3.

moving your captain and getting used to


the

ground

interface.

Once

you're

Battle the Borg that you find in the

comfortable, take the Turbolift on the North

hallway, but don't loiter too long or the

wall and head for the bridge.

drones will respawn in greater numbers. Go


down the ramp to Main Engineering and

Talk to the captain and use one of the

help the personnel you find who are under

consoles in front of you to hail another

siege by numerous drones, but don't sweat

Federation ship in distress. Then use the

it too much as you can leave to the East

Turbolift in the SE corner to travel to the

whenever you want.

transporter bay, talk to the Security Chief


and beam over to the U.S.S. Khitomer.

In the transporter room, you'll talk to all


three types of Bridge Officer candidates

Speak

to

the

Emergency

Medical

and pick the first one you'd like to join your

Hologram and scan any of the patients

crew. You'll also receive 300 Skill Points and

lying on the tables in sick bay. Talk to the

36 Bridge Officer Points (which you can and

EMH again, then go South down a hallway

should spend right away), plus 33 Starfleet

to find Lt. Thelis.

merits.

He'll ask you to use a nearby console to

Part 2 of the tutorial begins when you

store the patterns of attacking Borg. Go

beam back to your ship and learn to fly it.

through a door on the East wall an beam

Get close enough to four damaged ships to

some of the pesky Borg outside the ship.

beam off the survivors, then fly to the

The Turbolift on the South wall will take you

U.S.S. Seacole and beam the survivors

to Deck 2, where you'll experience ground

over.

combat for the first time.


Rendezvous with the U.S.S. Renown to
have your ship's damaged weapons and
shields repaired. That will allow you to
destroy four Borg probes that won't fight

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The Unofficial Star Trek Online Federation Guide


back, then warp to another zone to destroy

Beam back to your ship and fly to any of

four more that will. The rewards for Part 2

the Federation rally points on your map,

are the same as for Part 1 except for not

where you will aid other ships in destroying

getting another Bridge Officer.

a Borg sphere and a Borg cube. The cube


packs a bit of a punch, but concentrating

The tutorial continues with your away


team beaming down to the Vega colony.

fire on the same side as your allies should


end the battle in short order.

Talk first to Commander Kelly and then to


Ensign Bynarez, who will allow you to open

After collecting another round of Skill

a crate containing a better gun than your

Points and merits, you'll warp to Earth

standard phaser and your first kit.

Spacedock for the first time. This is a


central location during low level Episodes

Rescue four colonists by defeating the


Borg

drones

menacing

them

by

the

buildings on the perimeter of the mission

where you'll find a Shipyard, a Personnel


area,

the

Stateroom

where

promotion

ceremonies are held, and more.

map. You will see other captains in this


area, though you'll all be pursuing the same
goals individually.

Take the Turbolift directly in front of you


to the Admiral's Office and talk tot Admiral
Quinn. He'll give you a final set of Skill

Head for one of the big green Borg

Points

(enough

to

on the way. Turrets protect the four corners

Starfleet merits, along with a choice of Mk. I

of each device, but they can be dispatched

consoles

fairly easily.

modification you can use at the tailor in the

ship

Points

to

Lieutenant),

your

Officer

you

devices, expecting to meet some resistance

for

Bridge

promote

and

and
free

Shipyard to customize your Light Cruiser at


Interact with a projector on any corner to

no charge.

disable the force field. A Heavy Tactical


Drone will activate in response, but you and

After you look around Earthdock, you

your Bridge Officer should be able to handle

can return to the Admiral's Office to get

him.

by

your first Season 1 Episode from Quinn. Be

interacting with the console in the middle of

sure to also speak to Commander Sulu,

the device.

who's on the opposite end of the office, as

Shut

down

the

Borg

array

doing so will unlock a number of patrol


missions.

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The Unofficial Star Trek Online Federation Guide

Episode Walkthroughs

first leak, the second is in a room to the


North and the last is in a room to the South.
Groups of Orion thugs will attack you near

The

following

pages

will

walk

you

each console.

through episodes from the Klingon season.


Completing all of them will take you all the

With the leaks gone, you can go all the

way from Lieutenant to Lt. Commander and

way to the end of the hallway to speak to

even through a few grades of your new

Captain Brott. She'll ask you to save her

rank.

officers while she attends to the ship's


damaged warp core, so you'll have to battle

Stranded in Space

back

to

the

room

you

started

from,

encountering several groups of Orions on


Giver: Admiral Quinn

the way.

Where: S.S. Azura, Sirius Sector Block


Rewards: 312 Skill Points, 78 Bridge

You'll beam back to your ship to fend off

Officer Points, 126 Starfleet Merits, Choice

final

wave

of

Orion

attackers.

The

of Bridge Officer candidates

Marauder Battleship will be the toughest


enemy you've encountered to this point,

Talk to Malcolm Sissel in the Earthdock


Shipyard, who will give you the coordinates

but staying away from its front firing arc


should lessen the challenge.

of a ship in distress. Beam to your ship and


enter sector space, where you'll find that
the S.S. Azura has its own listing.

Fly near the Azura and beam Captain


Brott aboard to get more of the backstory.

Diplomatic Orders

Upon arrival, you'll discover four Orion


ships are ganging up on the Azura. Destroy
the ships and scan the Azura, revealing that

Giver: Admiral Quinn

it needs some more personal assistance.

Where: Earth Spacedock, then P'Jem


System, Sirius Sector Block

Once aboard the Azura, you'll need to

Rewards: 260 Skill Points, 65 Bridge

shut down three plasma leaks (which will

Officer Skill Points, 105 Starfleet Merits,

hurt you if you get too close) in order to aid

Choice of Mk. I uncommon ship shields

the crew. The first console is right by the

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The Unofficial Star Trek Online Federation Guide


Starfleet wants you to escort Vulcan

Follow the Undine down the steps to the

Ambassador Sokkoth to the P'Jem System

south, fighting through several Klingon

to return a collection of priceless artifacts.

squads on the way. Scan the area at the

Both Klingon and Orion forces would like to

bottom of the hill to discover that the

get their hands on the goods.

Undine has already beamed back to his


ship.

You'll find Sokkoth in the Stateroom on


Earth

Spacedock

in

the

Sol

System,

Beam back to your own ship and prepare

meditating on the left side of the aisle. Talk

to engage the Undine Dreadnought. It's a

to him briefly, then beam to your ship and

battle you can't win his ship is simply too

enter sector space on a course for the

tough for you at this point but all you

P'Jem System.

need to do is survive for two minutes until


reinforcements

arrive.

The

Undine

Upon arrival, Klingons will hail you,

torpedoes can be targeted by your beam

claiming Sokkoth is an Undine shapeshifter.

weapons and detonated before they reach

Defeat two squadrons of three Birds of Prey

your ship.

each to clear a path to beam down to the


planet surface.

Five Starfleet vessels will arrive when


the timer reaches zero, and together you'll

The monks on the planet are under siege

make short work of the Dreadnought. Scan

by Klingon ground forces. Fight your way to

the debris and accept the thanks of Captain

the abbey, located at the top of the hill

Thelin of the U.S.S. Kirk, who foreshadows

simply stay on the main path. Most of the

further meetings down the road.

Klingons will be basic Warriors, with a few

Hide and Seek

shielded officers thrown in.


At the abbey, prepare to be ambushed
by

several

squads

of

Klingons.

Giver: Admiral Quinn

You'll

discover that the accusations were correct

Where: Lackey System, Sirius Sector


Block

and that Sokkoth has been replaced by an

Rewards: 208 Skill Points, 52 Bridge

Undine. Engage him in contact briefly; he'll

Officer Points, 84 Starfleet Merits, Choice of

run when his health is low.

Mk. I kits

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The Unofficial Star Trek Online Federation Guide


Starfleet wants you to follow up on some
information

gleaned

from

coded

by another Draguas Cruiser. Defeat it and


fly

within

transporter

range

to

beam

transmission sent by the Undine concerning

charges over that will blow up the jamming

the Paulson Nebula. Fly through sector

station.

space to the Lackey System, where you will


find the U.S.S. Valor under attack by two

Return to the mine and defeat one last

Gorn Vishap Frigates. Defeat the attackers

Cruiser, then beam up the decalithium.

and hail the Valor.

Your engines will now be ready for the


Paulson Nebula, which is your next stop.

The Valor is disabled but can be repaired


with the help of dilithium crystals you can

The

Nebula

plays

havoc

with

your

beam up from small mines on four nearby

sensors, so you need to scan five suspicious

asteroids. Simply fly close to the mines to

objects to find what Starfleet is seeking.

gather the crystals, but watch out for a

The first one is right in front of your starting

Draguas Cruiser.

position, and the others are roughly in a


line on the left side of the mission zone.

Fly back to the Valor and help it defeat


another Cruiser. Beam the crystals over and

Several Gorn ships will need to be defeated


or avoided.

learn more about the Paulson Nebula,


which was once used by the Enterprise-D to
hide from the Borg.

An enormous asteroid is the final object,


but it's surrounded by gravitic mines that
will fly toward your ship and explode if you

You'll need decalithium crystals to make

get too close. Fly very slowly and pick the

your engines strong enough to fly through

off from maximum phaser range. A Klingon

the Nebula, so you warp to Lackey III. The

K'Tinga Battle Cruiser is also hiding inside

mine there is protected by three Vishap

the mine field.

Frigates.
When you have a clear path, fly close to
Fly close to the decalithium mine to
discover

something

is

jamming

the asteroid and scan it to find a Klingon

your

listening post. Beam down with your away

transporter signal. The jamming station is

team and follow the only path to reach a

behind and under the mine, and is guarded

computer in the final room. Several teams


of Klingons will try to stop you.

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After

downloading

data

from

the

Finally able to beam down to the Klingon

computer, you will have to defend it for

base, several enemy infantry teams will

several minutes as two teams of Klingons

await the locations to plant six spatial

beam in to ambush you. Fight them off and

charges. In the base's final room, Starfleet

return to sector space to receive your

will ask you to download data from a

rewards.

computer. That will trigger an ambush by


the Undine, who is a tough foe but will

Stop the Signal

transport away when he is low on health.

Giver: Admiral Quinn

Back in space, you'll find yourself under

Where: Bomari System, Sirius Sector


Block

attack

from

several

Klingon

Raptors.

Repelling that attack will actually cause the

Rewards: 156 Skill Points, 39 Bridge

Klingons to team up with you for the final

Officer Points, 63 Starfleet Merits, Choice of

battle,

which

Bridge Officer Candidates or Mk. II ship

Dreadnought.

is

against

the

Undine

weapons

Neutral Zone Diplomacy


After destroying a Klingon listening post
in the previous mission, Starfleet finds out

Giver: Admiral Quinn

there is a second post. They want you to

Where: Deepspace K7, Eridani Sector

find it and destroy it.

Block
Rewards: 52 Skill Points, 13 Bridge

The first task is to scan a repeater on an

Officer Points, 21 Starfleet Merits

asteroid to determine the location of the

This is a simple information-gathering

Klingon base. There are enemy ships in the

mission that will introduce you to two new

area, but with careful flying, you should be

contacts, allowing you to access new types

able to fly close enough to scan it without

of missions. Quinn asks you to fly to

engaging in battle.

Deepspace K7, located in the Neutral Zone,


to talk to Commander Wildman about the

After warping to Bomari II, you'll have to

front line of the war with the Klingons.

find and destroy four transporter disruptors.


They are guarded by Klingon Birds of Prey,
close enough that you'll have to fight them.

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The Unofficial Star Trek Online Federation Guide


Wildman will give you an overview and

several buildings inside the mission area.

ask you to speak to Commander Makza and

You'll encounter armed groups near all of

Captain Calhoun, who will open up PvP and

the charges, but Paris will assist in battle to

competitive PvE content.

give you an extra phaser.

The Kuvah'Magh

With the charges gone, you'll be able to


enter the embassy, which is the largest

Giver: Admiral Quinn

building.

Where: Regulus System, Regulus Sector

Klingons to rescue four Starfleet diplomats,

Block

You'll

have

to

defeat

more

the last of whom is guarded by a boss in

Rewards: 156 Skill Points, 54 Bridge

the embassy's final room.

Officer Points, 63 Starfleet Merits, Choice of


Mk. II kits

The battle is over on the ground, but


you'll have to fend off an attack from two
Klingon ships once you beam back to your

This mission introduces you to Miral

own vessel. Once they are out of the way.

Paris, a Starfleet officer of partial Klingon

Klingon Ambassador Kas will fill you in a bit

heritage who is believed by some to be the

more on the renegade B'vat, and he'll

savior of the species. Your orders are to

actually help you defeat B'vat's ship in the

provide security for a meeting to discuss

final space battle... but that's not the last

Paris.

you'll see of him.

group

of

five

Orion

ships

War is Good for Business

are

blockading the meeting site. Destroying all


of them will allow you to beam down to the

Giver: Admiral Quinn

planet surface of Regulus IV.

Where: Celes Nebula, Regulus Sector


Block

Your away team will meet with Paris,

Rewards: 156 Skill Points, 54 Bridge

who doesn't necessarily believe the Klingon

Officer Points, 63 Starfleet Merits, Choice of

prophecy but will do anything to help if it

Mk. II kits

means peace. A faction of the Klingons isn't


so kind, planting spatial charges outside of

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Your first order of business is to assist

forcing you to give chase. Three Nausicaan

the U.S.S. ShiKahr, which is stranded within

ships will intercept, and only by defeating

a nebula that will slow you down by

them will you finally be able to scan the

preventing the use of full impulse power.

Nandi.

You'll have to scan three anomalies located


on

asteroids

within

the

nebula,

The kemocite has been moved to a

encountering syphon freighters along the

hidden base, meaning one last away team

way. These ships will launch power syphons

segment. Seven batches of kemocite are

that will drain power from your ship; they

hidden in the base's various rooms, and the

can be targeted but your best bet is just to

Ferengi captain responsible for all of the

destroy the freighters themselves.

drama awaits behind a locked door in the


final room.

Once the anomalies are scanned, you'll


fly close to the ShiKahr to beam out some

The overrides for the locked door are

scientists, then warp to Starbase 114. After

located in rooms on the west and east of

beaming the scientists down, the base will

the final room. The Ferengi shouldn't be too

ask for your assistance locating missing

much trouble for your full away team.

kemocite, which can be used to make

To Boldly Go

explosives.
Your away team will have to scan four

Giver: Admiral Quinn

cargo bays (one in each direction from the


central hub) for traces of the kemocite.

Where: Arucanis Arm (adjacent to the


Regulus Sector Block)

There are no enemies, so this is an easy


task.

Rewards: 52 Skill Points, 18 Bridge


Officer Points, 21 Starfleet Merits, Badge of
Exploration (1st Order)

You'll find that the kemocite has already


been taken off the base, so you'll beam

Quinn introduces you to Lt. Grall, who

back to your ship to scan nearby freighters

wants you to fulfill Starfleet's mandate for

by flying close to them (within about 3 km).

seeking out new civilizations by exploring

The offending ship, the Nandi, will run,

three uncharted systems in the Arucanis


Arm. The unknown worlds could have
ground or space encounters or simply
require you to scan anomalies.

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Beaming down to the station, you'll meet
Completing

encounter

Qaris, a shady Ferengi nightclub owner.

where you encounter hostile forces will give

He's not feeling too cooperative, so you'll

you one batch of the rewards (Skill Points,

have to scan various objects around his

Bridge Officer Points and Merits), and you'll

club to point out safety violations to use as

get

leverage. Expect an ambush from some

final

each

batch

system

and

the

Badge

of

Exploration after finishing all three. Lt. Grall

upset (and well-armed) bar patrons.

will stay on your contact list, providing


opportunities

for

more

exploration

missions.

Qaris will tell you about the involvement


of

the

Klingons

and

direct

you

to

Maintenance Corridor 3. You'll have to fight

Treasure Trading System

off an attack from the crew of the smuggler


freighter to proceed to Cargo Bay 6, where

Giver: Admiral Quinn

a battle with the Klingons await.

Where: Argelius System, Regulus Sector


Block

To save a captive named Marta, you'll

Rewards: 156 Skill Points, 54 Bridge

defeat some Klingon guards and a boss

Officer Points, 63 Starfleet Merits, Choice of

named Captain Urthog. He'll give you the

Mk. II Deflector Arrays

key to free Marta and a second prisoner.

This mission starts near a space station

The Klingons will take a shot at revenge

having trouble with smugglers. You'll need

once you beam back to your ship, but only

to fly close enough to various freighters to

with a single ship.

scan them and identify the troublemakers,

Secret Orders

which will show up as enemies once


scanned. You'll have to fight and disable
them, which should be pretty easy.

Giver: Admiral Quinn


Where: Briar Patch, Regulus Sector Block
Rewards: 156 Skill Points, 54 Bridge
Officer Points, 63 Starfleet Merits, Choice of
Mk. III kits

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Quinn puts you on the path of some
captured scientists who have been strong-

Beaming back to your ship will set up

armed into helping the Klingons develop

one final battle with another Klingon vessel.

superweapons.

They are in a heavily

Task Force Hippocrates

fortified base, requiring you to destroy 10


turrets just to approach it.

Giver: Admiral Quinn


Caution is needed because the turrets
are surrounded by pockets of metron gas,

Where:

Xarantine

System,

Pi

Canus

Sector Block

which will detonate and cause significant

Rewards: 156 Skill Points, 78 Bridge

hull damage if weapons are fired within 4

Officer Points, 63 Starfleet Merits, Choice of

km and the pockets are everywhere.

Mk. III armors

Slow, careful flying can put you in position

A distress call from the S.S. Boyce

to fire at one turret at a time without

mobilizes you to fend off an attack from

blowing yourself up.

several Gorn ships. Afterward, you'll be


asked to fly close enough to activate

Several Klingon ships and a few more

several power satellites (which are laid out

turrets await closer to the base. You should

more or less in a straight line from the

be able to fly slowly enough to avoid

Boyce), which may require you to fight off

engaging them all at once.

more nearby enemy ships.

After beaming to the station, make your

Warping close to a nearby planet, you'll

way through the base and battle several

be asked to escort the medical vessel T'Pau

Klingon patrols to rescue the two scientists.

to get close enough to beam to the surface.

You'll also need to plant charges to destroy

Simply stay close enough to the T'Pau to

the superweapons, which are easy to spot

help it repel three separate assaults from

because they look like giant missiles.

the Gorn.

Starfleet will ask you to download data

With the path clear, you'll beam down to

from a computer core in the final room

the planet surface yourself. Defeat enemies

before making your way back through the

near the medical facility to allow the other

map to your starting point. Several groups

Starfleet personnel to do their jobs.

of Klingons will spawn on your return


journey.

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Return to your ship and warp to the

Klingon boarding parties have beaten

Trimble system. You'll be asked to locate

you there, and you need to defeat some of

the U.S.S. Eagle and approach it, then

the

defeat several Klingon ships menacing it.

enemies you have seen to this point.

toughest

groups

of

ground-based

Remember that you can direct your away


Since the Klingons have already boarded

team's fire on a single target if necessary,

the Eagle, you'll have to lead your away

and don't hesitate to use the pause feature

team onboard to rescue it. A Klingon

to regroup and issue individual commands.

Captain

and

Eventually you will find the ship's captain,

though he'll be tougher than most ground

who informs you that Paris has already

enemies you've faced thus far, he shouldn't

been captured.

is

leading

the

attackers,

need any special tactics to defeat.


Beam back to your ship to give chase.

City on the Edge of Never

The kidnappers' ship has three Birds of Prey


as escorts. Defeating them allows you to

Giver: Admiral Quinn

warp to sector space, where you must

Where: Hromi Sector, Pi Canus Sector

travel to the Gateway System which

Block

happily is just a short distance away.

Rewards: 309 Skill Points, 180 Bridge


Officer Points, 207 Starfleet Merits, Choice

In the Gateway System, the Klingons

of Rare Mk. III ground weapons; also

have

another 231 Skill Points, 135 Bridge Officer

Defeat three more Birds of Prey and one

Points

larger ship to be able to beam down to the

and

155

Starfleet

Merits

for

completing all parts of the mission

set

up

welcoming

committee.

surface of the nearby planet.

This is a lengthy Episode that follows up

B'Vat has taken Paris ahead and left

on some previous storyline threads and

eight patrols to slow down your pursuit. The

features appearances from some true sci-fi

path is simple to follow and the enemies

icons. It begins when you are asked to

are mostly Warriors, which should be no

defend the U.S.S. Kirk, where Miral Paris is

problem for you or your Bridge Officers. A

stationed, from a Klingon attack. Defeating

Klingon Officer is the last foe before you

four enemy ships allows you to beam

find the portal to the Guardian of Forever, a

aboard the Kirk.

character who should be familiar to anyone


who's a fan of the STO source material.

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Speak to the Guardian, who will open up

Doing enough damage to the younger

a portal that will return you to your ship...

B'Vat will get him to talk, fingering his

but in the year 2270. Upon arriving in the

future self as the real villain and wishing

past, you will help the U.S.S. Enterprise

you luck in defeating him. He'll beam out,

(yes, that Enterprise) fight off B'Vat's ship,

and you can use the console behind him to

the Worvig, and two D7 Battlecruisers.

deactivate the force field in the main

Damaging the Worvig sufficiently will cause

hallway.

B'Vat to warp away, and Spock will thank


you for your assistance.

Not far from there you will encounter


Master B'Vat, who is surprisingly easy to

Warp away to follow the Worvig, who

beat considering his large role in the story

has another D7 to help slow you down.

thus far. Defeat him and use the console to

B'Vat will activate his cloaking device, but

free Paris.

Paris' communicator leaves a trail you can


follow.

Beam back to your ship and destroy the


Worvig. It's abandoned now, so simply lock

That trail will lead you into an ambush

all weapons on it and fire until it explodes.

by yet another D7 and set up a tough

One final warp will return you to the

battle. If you can, ignore the D7 and focus

Gateway System.

your fire on the Worvig, because damaging


its hull to a certain point will allow you to

One final space battle awaits, but Spock

progress the mission whether its escort ship

and the Enterprise will return the favor from

is destroyed or not.

earlier and come to your aid. A portal will


open up nearby that will return you to the

Once you beam aboard the Worvig,

present. Talk to the Guardian one last time,

you'll detect Paris' signal coming from the

then hail Starfleet to receive your rewards.

mess hall. Fight your way down the main

Admiral Quinn will warn you about a visit

hallway until you find the path blocked by a

from

force field. There's a second path to the

Investigations thanks to your jaunt through

east guarded by B'Vats personal guards.

time.

Beat both of them to find a much younger


B'Vat the one from that time waiting for
you.

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Department

of

Temporal

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Exploration
Missions

Abandoned

base

Starfleet

outpost has either been willingly or


unwillingly

abandoned,

and

you

have to examine it and report on


your findings. This usually requires

Since the storyline episodes are not


replayable,

they

aren't

much

use

downloading

for

grinding. What you can do to earn some

data

from

several

computer terminals.

Anomaly collection The system is

more Skill Points and advance some extra

devoid of friendly or enemy contacts

grades is to grind the exploration missions.

but does contain anomalous data.


Simply

Exploration missions call on you to travel


to

unmapped

star

systems

in

anomalies

certain

and

and

resulting

clusters and explore them to see what you


can find. A Starfleet contact will ask you to

flying

items

scanning

the

collecting
will

the

satisfy

the

mission requirements.

Commodities

missions

Not

explore three systems in a specific cluster

favorite of many Fed players, these

and offer Skill Points, Bridge Officer Skill

missions

Points and Badges of Exploration for doing

civilization who requests tangible aid

so.

from Starfleet. Delivering the right

involve

contact

with

kind and quantity of commodity will


The map for an unexplored cluster looks

complete the mission, though this

much like sector space and is navigated in

often requires you to make a trip to

the same way. Flying close to the contact

points will allow you to scan them, which

some of your hard-earned energy

will either reveal anomalies that you can

credits.

collect or an unknown system.

commodity

Distress

call

broker

and

Either

spend

Starfleet

personnel or aliens friendly to the


STO does a nice job varying the types of

Federation are under attack. If it's a

unknown systems you come across, but

ship in distress, you'll have to fight a

they can be broken down into several

space battle, and if it's a base, you'll

different mission types:

have to beam an away team down


to

defeat

encounter.

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enemies

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Patrol Missions

PvP And FvF Zones

With the Federation engaged in a war

PvP play isn't a focus of the Fed side, but

with the Klingons and threats appearing on

there are opportunities for it. At this time,

several other fronts, someone needs to

all PVP zones are consensual instanced

keep the peace in friendly space. Patrol

locations, though the STO devs have stated

missions are given to you by Starfleet

they are considering persistent PvP maps

contacts (initially Commander Akira Sulu at

for future expansions.

Earth Spacedock) who ask you to travel to


certain sector blocks to render whatever
assistance may be necessary.

The first set of PvP zones most Fed


players will come across are located in the
Neutral Zone, which is disputed territory

Regular patrol missions require you to

between Federation and Klingon space. The

travel to several systems in the same

closest entry point to the starting zone is

sector. Once there, you'll receive further

the Eta Eridani Sector Block.

instructions from Starfleet, and from there


the scenarios play out much like storyline
episodes or exploration missions.

PvP systems are marked on the sector


map as Hostile Engagement or Space
Assault

Defense missions have you dealing with

zones.

Entering

one

of

those

systems will bring up the queue menu,

the wandering enemy signal contacts you'll

which

shows

come across in sector space. The contacts

scenarios

can be approached and entered just like

scenarios has a range of ranks and grades

star systems, and once inside, you'll team

that

with other Fed captains to engage in space

example, Lt. Commander 1 to Commander

battles. These missions reset every so often

0), and if you aren't in that range, you

and have timers to tell you when the next

won't even have the option to enter the

reset will occur.

zone.

are

you

available.
allowed

the

different

Every
to

grouping

participate

PvP
of
(for

Pure PvP scenarios are marked as FvK


and

require

minimum

number

of

Federation and Klingon players to begin.


There are also Fed-only scenarios marked

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War Zones
(Competitive PvE)

as FvF that simply need a total number of


Fed

captains

to

start.

The

in-game

explanation for these scenarios is that they


are Starfleet wargames.
The current number of players in each

Systems marked as War Zones offer

queue is displayed next to the minimum

competitive PvE play. Though you'll find

number required, with Fed players in blue

Klingon captains inside and be able to fight

and Klingon players in red. Queues you are

them,

currently in are marked with a yellow

defeating computer-controlled enemies that

square.

will be opposing both factions.

the

mission

objectives

involve

Once the minimum number of players is

Unlike PvP zones, War Zones have no

queued up, a menu will pop up that shows

queues and you never know how many

the map being used and the number of

other players you'll find inside. They reset

players on each side. Hit the Engage button

several minutes after completion, and a

to enter, as you will time out after about a

timer tells you how long it will be until the

minute.

reset takes place.

After entering the scenario, Starfleet


personnel will tell you about the objectives.
One player will usually invite the others on
their side to join a team in order to enable a
chat channel during the battle.

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FEDERATION
ECONOMICS

That means you'll have to build up your


bank account by selling things, which isn't
as bad as it sounds since you will come
across many more items of all kinds than
you will ever be able to hold or use. This is

he Federation has no need for

especially true for kits, which are specific to

money, what with replicators that

one career path (if your captain is a Tactical

can create anything a being might

Officer, he won't be able to use an

need. But that doesn't mean there's no in-

Engineering kit), and ground weapons,

game economy in STO.

which you'll soon have in abundance after


completing some missions.

Far from it, in fact. As a Fed player, you'll


find that there is a multi-tiered system for

Every item has a value, which you can

acquiring gear and other resources that can

think of as its retail price. As in most MMOs,

be a little confusing for new players. As you

you'll usually have to pay the full price in

progress through the game, you'll learn

energy credits to buy the item, but you

that all of the following ways of obtaining

won't receive full value when selling it.

items have their uses for making your


captain, crew and ship the best they can
be.

Along

with

physical

goods,

energy

credits can also be used to customize your


ship or the clothing worn by your captain
and bridge officers by visiting tailors on

Energy Credits

various starbases.

Exchanges

Energy credits are the main form of


currency in the STO universe, usable in all
kinds of places to purchase weapons,

Your Federation characters can buy gear

equipment and even new starships, if you

directly from other human players and sell

have enough of them. The interesting part

to them as well thanks to the exchange

is that you start with none, nor do you earn

consoles you'll find on starbases. Just about

any by completing missions or find them as

anything you can think of or want in STO is

drops when defeating enemies.

probably for sale at some time.

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The prices for using the replicator are no
The exchange has a search function and

worse than you'll find anywhere else for

drop-down menus so you can quickly find

these staples. You can also sell items for

exactly what you want. Be prepared to pay

credits using the replicator, but since you'll

a pretty penny for the good stuff, though,

only get about 20 percent of their values if

as supply and demand control prices here.

you do, this should be avoided.

On the flip side, if you find yourself in

Starfleet Merits

possession of some rare gear that you can't


use or don't want, the exchange is your
best bet for getting all the energy credits
you deserve from a sale especially since

In contrast to energy credits, you will

you can name your own selling price when

receive

Starfleet

Merits

for

completing

you post the item. You're much better off

missions. Think of them in a similar way to

attempting this route than selling high end

the favor systems in other MMOs, as they

weapons or equipment to the in-game

reflect your personal level of goodwill with

merchants.

the higher ups of the Federation.


The main use of Merits is for obtaining

Replicators

and training Bridge Officer candidates.


Randomly finding the Officer with the exact

If you find yourself in need of commonly

race and set of skills you want is possible,

used items in a pinch, you don't even need

but why leave it to chance when you can

to track down a wandering merchant ship

simply visit a requisitions officer (at Earth

or head to a starbase to go shopping. The

Spacedock, for one) and pick the one you

replicator on your ship can create food and

want?

beverages (for non-combat healing), as well


as small hypos, shield charges and power
cells.

You can also spend merits to get a


Bridge Officer who's already part of your
crew to train a new ability, replacing one
they already have. This is useful if said

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Officer's set of skills is good except in one

Since

the

storyline

missions

aren't

area, and it's faster than spending time to

currently replayable, exploration missions

train and level up a replacement from

are the only PvE method of grinding for

scratch.

your Federation character. And since you


don't earn energy credits for doing them,

Finally, you need Merits to promote


Bridge Officers to the next rank. This can be

Badges

of

Exploration

are

nice

consolation prize.

done at any time from the Officer's status


screen provided he or she has earned

You can use the Badges to requisition

enough skill points and you have enough

ship weapons and consoles, including some

Merits.

that are difficult to find in other ways and


would cost tons of energy credits even if

It costs 300 Starfleet Merits to promote a

you did. Better gear can be obtained from

Bridge Officer from Ensign to Lieutenant,

completing missions in more challenging

600 to promote from Lieutenant to Lt.

areas of unexplored space, as listed below:

Commander, and so on.

Mk.

II

gear

needs

Badges

of

Exploration, 1st Order, earned by

Badges Of
Exploration

exploring

systems

in

the

Delta

Volanis Cluster or Arucanis Arm

Mk.

IV

gear

Exploration, 2
exploring

Just about everyone knows that one of


the Federation's purposes is to explore

needs
nd

Badges

of

Order, earned by

systems

in

the

Hromi

Cluster or Khazon Cluster

Mk.

VI

gear

needs

Badges

of

strange new worlds... to seek out new life,

Exploration, 3

new civilizations. STO gives you a reason

exploring systems in the Afehirr

for doing just that thanks to Badges of

Nebula or Eridan Belt

Exploration.

Mk.

VIII

rd

gear

Order, earned by

needs

Badges

of

Exploration, 4th Order, earned by


exploring

systems

in

Nebula or Betreka Nebula

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Mk.

gear

needs

Badges

Anomalous Data
(Crafting)

of

Exploration, 5th Order, earned by


exploring

systems

in

the

Zenas

Expanse
The second level of the Shipyard at

Though STO doesn't have a full crafting

Earth Spacedock has a convenient place to

system that allows players to create items

trade in your Badges by talking to the

like some other MMOs, it does have a

following Starfleet personnel:

limited method for improving existing gear


thanks to anomalous data.

Who

What

Ensign Olesre

Mk. II, IV and VI


ship weapons

space or on the ground, you can scan for

Commander
Tafeng

Mk. VIII and X


ship weapons

Flying or walking close to these anomalies

Lt. Commander
Phlim

Mk. II, IV and VI


consoles

Lieutenant Yeniz

Mk. VIII and X


consoles

Lieutenant Jotun

Mk. II, IV and VI


shields, deflector
arrays and
engines

In just about every mission, whether in


and locate anomalies of various kinds.
allows them to be scanned in further detail
and added to your inventory.
As you learn in an early storyline
mission,

the

Federation

scientists

at

Memory Alpha are eagerly seeking out all

Lt. Commander
Orjas

Mk. VIII and X


shields, deflector
arrays and
engines

kinds of anomalous data to help them with


their work. In practical terms, you can
exchange the different anomalies you find
according to specific recipes or formulas to
help

you

upgrade

your

weapons

or

equipment.
Your first contact at Memory Alpha will
be Commander Jenna Romaine, who is
located in the center of the facility's large
central room. She can get you started with
the following upgrades:

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The Unofficial Star Trek Online Federation Guide

Commander Romaine's Upgrade Formulas


Item

Formula

Special Bonus

Large Hypo

Alien Artifact x2, Radiation Sample x2,


Mineral Sample x2, Medium Hypo x1

None

Large Power Cell

Alien Artifact x2, Radiation Sample x2,


Mineral Sample x2, Medium Shield Charge
x1

None

Personal Shield
Mk. II

Radiation Sample x5, Alien Artifact x5,


Mineral Sample x5, Antimatter Sample x2,
Biological Sample x2, Unknown Alloy x2,
Personal Shield Mk. II x1

Increased shield
hit points

Personal Shield
Mk. II

Unknown Alloy x6, Antimatter Sample x6,


Biological Sample x6, Radiation Sample x1,
Alien Artifact x1, Mineral Sample x1,
Personal Shield Mk. II x1

+310 percent
shield
regeneration

Disruptor Bolt
Dual Pistol
Sweep Mk. II

Unknown Alloy x6, Antimatter Sample x6,


Biological Sample x6, Radiation Sample x1,
Alien Artifact x1, Mineral Sample x1,
Disruptor Dual Pistols Mk. II x1

Chance of bonus
Physical DoT

Phaser Beam
Pistol Wide
Beam Mk. II

Radiation Sample x5, Alien Artifact x5,


Mineral Sample x5, Antimatter Sample x2,
Biological Sample x2, Unknown Alloy x2,
Phaser Wide Beam Pistol Mk. II x1

Chance of
knockback

Phaser Beam
Array Mk. II

Radiation Sample x5, Alien Artifact x5,


Mineral Sample x5, Antimatter Sample x2,
Biological Sample x2, Unknown Alloy x2,
Phaser Beam Array Mk. II x1

+ 0.1 accuracy

Phaser Beam
Array Mk. II

Radiation Sample x5, Alien Artifact x5,


Mineral Sample x5, Antimatter Sample x2,
Biological Sample x2, Unknown Alloy x2,
Phaser Beam Array Mk. II x1

+20 critical
severity

Phaser Beam
Array Mk. II

Radiation Sample x5, Alien Artifact x5,


Mineral Sample x5, Antimatter Sample x2,

+2% critical
chance

87

The Unofficial Star Trek Online Federation Guide

Biological Sample x2, Unknown Alloy x2,


Phaser Beam Array Mk. II x1
Photon Torpedo
Launcher Mk. II

Unknown Alloy x9, Antimatter Sample x9,


Biological Sample x9, Radiation Sample x5,
Alien Artifact x5, Mineral Sample x5, Photon
Torpedo Launcher Mk. II x1

+0.1 accuracy

Photon Torpedo
Launcher Mk. II

Unknown Alloy x7, Alien Artifact x7,


Antimatter Sample x7, Radiation Sample x7,
Biological Sample x7, Mineral Sample x7,
Photon Torpedo Launcher Mk. II x1

+20 critical
severity

Photon Torpedo
Launcher Mk. II

Unknown Alloy x6, Antimatter Sample x6,


Biological Sample x6, Radiation Sample x1,
Alien Artifact x1, Mineral Sample x1, Photon
Torpedo Launcher Mk. II x1

+2% critical
chance

Engineering Kit
Basic Explosives
Mk. II

Unknown Alloy x7, Alien Artifact x7,


Antimatter Sample x7, Radiation Sample x7,
Biological Sample x7, Mineral Sample x7,
Engineering Kit Chroniton Mine Barrier
Standard Issue x1

Grants both
Transphasic
Bomb I and
Chroniton Mine
Barrier I abilities

Science Kit
Medic Mk. II

Unknown Alloy x7, Alien Artifact x7,


Antimatter Sample x7, Radiation Sample x7,
Biological Sample x7, Mineral Sample x7,
Science Kit Medical Tricorder Standard
Issue x1

Grants both
Vascular
Regenerator I
and Medical
Tricorder I
abilities

Tactical Kit
Basic Grenades
Mk. II

Unknown Alloy x9, Antimatter Sample x9,


Biological Sample x9, Radiation Sample x5,
Alien Artifact x5, Mineral Sample x5, Tactical
Kit Photon Grenade Standard Issue x1

Grants both
Smoke Grenade
I and Photon
Grenade I
abilities

88

The Unofficial Star Trek Online Federation Guide


Other

The C-Store

items

are

more

for

flavor

purposes, like bridge pieces, ship costumes


(which change the exterior look of your
ship) and character emotes. Read the

For some unique in-game items and add-

descriptions carefully: some items are only

ons, you may have to spend some real life

for one specific captain while others can be

currency. In STO, that means a visit to the

used by all of your characters or all who

C-Store.

have achieved a certain rank.

The C-Store is accessible by clicking on

The STO developers will also place free

the down arrow icon near your mini map in

items in the C-Store as loyalty rewards, so

the upper-right corner of the screen and

make sure you check back from time to

selecting it from the drop-down menu.

time to see what's new. For example, two

Inside, you'll find a variety of goodies that

months after the game first went live, a

can be purchased via microtransactions

free costume piece, character title and

using

emote were given away to thank the

Cryptic

Points,

which

can

be

purchased in bundles from the Cryptic or

players.

STO websites.
The price varies by bundle so that you
get more points per dollar by buying more
at one time. In all cases, though, Cryptic
Points will run you less than two cents per
point.
There's no point in listing the items in
the C-Store because the selection is always
changing. Popular purchases include extra
playable races, extra character slots and
the ability to Retrain (or respec) your
captain, changing up his or her build by
spending all skill points over from the
beginning.

89

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