Star Trek Online

Star Trek Online

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UltimateDoomer1's Guide for STO
By UniformedDelta
UltimateDoomer1 is back, and this time he's written a guide to help people in Star Trek Online (STO).
   
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Introduction
Superior Priority Transmission: 78922S-12

Encryption Code: None

Public Key: N/A

From: Fleet Admiral Hannibal Smith, Chief of Fleet Operations, The Superiors; Star Trek Online Fleet

To: Star Trek Online Steam Community

Subject: UltimateDoomer1's Complete Guide to Star Trek Online

Classification: N/A

/start file/

Before we get going I'd just like to say that this guide is going to cover classes, how to increase your dps, tricks and tips to make your life better, and much much more! Me and my good friend Lightning will be writing this guide, but mainly me. He's the Engineer and I'm the Tactical. We don't know that much about Science, but I know enough to tell you about it!

If at some point when you read this guide and you don't agree, or think my information is wrong... just leave a comment. I APPRECIATE the feedback!

Background:

I am Fleet Admiral Hannibal Smith (UltimateDoomer1) of the Superiors. My fleet and I are staffed with some of the best people, we're hard dedicated and efficient. If you're ever in need just ask, and the Superiors will be there! If anyone ever wants to have fun or just to add me as friend, add me; ultimatedoomer1@ultimatedoomer01

Or join me on Discord: https://discord.gg/AFGnTy2

Work Dates:

Start: 9/30/15
End: 10/11/15


Update Notes:

10/31/15 - Update to Season 11 Completed (If I missed anything... please comment!)
02/06/16 - Updated to Mirror Incursion Lockbox/Anniversary Update
3/19/16 - Updated to Include Odysseys, Ship Builds, DOFFS (WIP), Lobi Store
4/12/16 - Updated to Season 11.5 Completed (If I missed anything... please comment!)
7/27/16 - Updated, added TDI reputation (more updates to come!)
12/28/16 - Updated, I wanted to squeeze in another update encompassing the whole year. Also includes minor edits!
Species, and which one to pick.
Below is a COMPLETE guide to ALL species that are currently playable for FEDERATION only. I don't play Klingon and never will. But before we get to the different Species, may I first list ALL the traits that will be listed below. Please refer back to the top as need be! This will help you pick out your character species by seeing what they have for personal traits.

Traits:

  • Acute Senses (+10 Perception, +10% Exploit Damage, +25% Resistance to Flanking Damage)
  • Aggressive (+5% All Damage, +5% Threat Generation)
  • Cold-Blooded (+10 Plasma & +25 Fire Damage Resistance)
  • Cold Dwelling (+30 Cold, +30 Run Speed, +30 Root Resistance)
  • Covert (+20% Stealth, +1000% Exploit Damage)
  • Creative (+10% to Damage dealt by Kit powers, +15% Healing to Shields & Hitpoints)
  • Limited Telepathy (+10 Perception, +1 sec Expose Duration, Increases the arc in which you are safe from flanking by 40 degrees)
  • Lucky (+3% Critical Chance, +10% increased chance to Exploit)
  • Mental Discipline (+15 Psionic Damage, +20 Confuse, +20 Placate Resistance Rating)
  • Mind Meld (+2 Stun for 0.65 sec, +2 Confuse)
  • Natural Immunities (+33.3 Radiation & Toxic Damage Resistance)
  • Nerve Pinch (+10.6 sec hold)
  • Borg Neural Blast (-66% Run Speed for 13 sec; 50% chance: After 4 sec, +2 Stun for 9.2 sec)
  • Peak Health (+10 Toxic Damage Resistance, +10% Maximum Hit Points)
  • Physical Strength (15% Physical Damage, +15% chance: target: Knocks back +0.66 meters)
  • Pounce (78 Physical Damage, 80% chance: Knocks back 6 feet)
  • Resilient (+5 Physical & +5 All Energy Damage Resistance)
  • Soldier (+5% All Energy Damage, +10% Critical Severity)
  • Stubborn (+40 Run Speed, +20 Stun, +50 Placate Resistance Rating)
  • Sturdy (+10 Physical & +10 Kinetic Damage Resistance, +10 Knockback Resistance)
  • Sure Footed (+40 Root Resistance, +20 Knockback Resistance)
  • Teamwork (Increases team exploit damage by 5%)
  • Telekinetic (30.3 Physical Damage, Knocks back +30 meters)
  • Telepathic (+10 Perception, +1.5% Expose Chance, +1 sec Expose Duration)
  • Accurate (+10 Accuracy)
  • Astrophysicist (+10 Starship Sensors, +10 Starship Flow Capacitors, +10 Starship Particle Generator)
  • Efficient Captain (+30 Starship Warp Core Efficiency)
  • Elusive (+10% Defense)
  • Techie (+30 Starship Hull Repair)
  • Warp Theorist (+10 Starship Warp Core Potential, +10 Starship Electro-Plasma Systems)

Species:

Andorian:

  • Acute Senses
  • Aggressive
  • Cold Dwelling
  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Stubborn
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Accurate
  • Techie
  • Warp Theorist

Alien

  • Acute Senses
  • Aggressive
  • Cold-Blooded
  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Natural Immunities
  • Peak Health
  • Physical Strength
  • Resilient
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Telekinetic
  • Telepathic
  • Accurate
  • Astrophysicist
  • Efficient Captain
  • Elusive
  • Techie
  • Warp Theorist

Bajoran

  • Aggressive
  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Benzite

  • Acute Senses
  • Creative
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Efficient Captain
  • Elusive
  • Techie
  • Warp Theorist

Betazoid

  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Telepathic
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Bolian

  • Covert
  • Creative
  • Lucky
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Teamwork
  • Accurate
  • Astrophysicist
  • Efficient Captain
  • Elusive
  • Techie Warp Theorist

Caitian

  • Covert
  • Creative
  • Natural Immunities
  • Peak Health
  • Physical Strength
  • Pounce
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Teamwork
  • Accurate
  • Elusive

Ferengi

  • Acute Senses
  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Natural Immunities
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Human

  • Aggressive
  • Covert
  • Creative
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Soldier
  • Stubborn
  • Sure Footed
  • Teamwork
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Klingon

  • Acute Senses
  • Aggressive
  • Covert
  • Creative
  • Lucky
  • Peak Health
  • Physical Strength
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Liberated Borg

  • Acute Senses
  • Aggressive
  • Natural Immunities
  • Borg Neural Blast
  • Peak Health
  • Physical Strength
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Efficient Captain
  • Elusive
  • Techie
  • Warp Theorist

Pakled

  • Acute Senses
  • Aggressive
  • Covert
  • Creative
  • Natural Immunities
  • Peak Health
  • Physical Strength
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Elusive

Rigelian

  • Aggressive
  • Creative
  • Limited Telepathy
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Saurian

  • Acute Senses
  • Aggressive
  • Cold Blooded
  • Covert
  • Creative
  • Lucky
  • Peak Health
  • Physical Strength
  • Resilient
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Efficient Captain
  • Elusive
  • Techie

Talaxian

  • Creative
  • Lucky
  • Natural Immunities
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Teamwork
  • Accurate
  • Elusive
  • Techie
  • Warp Theorist

Tellarite

  • Covert
  • Creative
  • Lucky
  • Peak Health
  • Resilient
  • Soldier
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Trill

  • Covert
  • Creative
  • Limited Telepathy
  • Lucky
  • Mental Discipline
  • Natural Immunities
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Trill (Joined)

  • Covert
  • Creative
  • Limited Telepathy
  • Lucky
  • Mental Discipline
  • Peak Health
  • Resilient
  • Stubborn
  • Sturdy
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist

Vulcan

  • Acute Senses
  • Covert
  • Creative
  • Limited Telepathy
  • Lucky
  • Mental Discipline
  • Mind Meld
  • Nerve Pinch
  • Peak Health
  • Physical Strength
  • Resilient
  • Stubborn
  • Sure Footed
  • Accurate
  • Astrophysicist
  • Elusive
  • Techie
  • Warp Theorist
Classes, Which One is the Best for Me?
There are 3 types of classes in Star Trek Online (STO). Tactical, Engineer, and Science. Each one has their own specalities. The tactical is the damage dealer, the engineer is the tank and the science is the troll/harasser. But the roles listed above aren't all the classes can do, they can change what they do but those are what they're best at. They also have different PERSONAL Traits, which are special to each class and other classes can't get them. This will help you decide what play style is best for you!

Tactical: They're most useful as damage dealers. Tactical officers usually wear red, black and white. They have Attack Pattern Alpha, Tactical Fleet, and a Bridge Officer (BOFF) recharge time decreaser. In ground combat, tactical kits give players only damage dealing abilities. Some abilities are AOE (Area of Effect), like Grenades, and Polaron Bombardment. Their abilities can help themselves and their teammates to throw more damage.

Traits:
  • Crippling Fire (Space); Your Critical Hits reduce your target's Accuracy.
  • Last Ditch Effort (Space); During Go Down Fighting, +Res (Resistance) from attacking
  • Situational Awareness (Ground); Grenade powers you use will expose (Increase in Damage) their targets.
  • Strike Team Specialist (Ground); Attacking targets gives +Crit Chance

Engineer: They're most efficient with tanking but can throw damage as well. Engineering officers usually wear yellow, white, and black. They are the tanks of the game, but being tanky as they are they can throw more damage without worrying about survivability. In ground combat, engineering kits give players abilities that involve fabricating turrets & shields, support drone, mine barrier, and bombs. But they can also boost resistance and increase shield regeneration.

Traits:
  • EPS Manifold Efficiency (Space); Batteries give a secondary boost to all subsystems
  • Grace Under Fire (Space); Taking damage can reset the recharge on Miracle Worker
  • Nanomolecular Architect (Ground); Turrets & drones gain health regeneration and slightly increased damage resistance rating
  • Shield Harmonic Resistance (Ground); Being attacked gives you +Res (Resistance)

Science: They're the best as a support class, they can't throw as much dps or survive as much as the other two classes, but when it comes down to it, they're the best at "trolling" other players/NPC's. Science Officers usually wear blue, white & black. In ground combat science kits give players abilities that offer team healing & AoE damage, but also grant abilities that control or debuff enemies.

Traits:
  • Conservation of Energy (Space); +Exotic Damage
  • Photonic Capaciter (Space); Reduces Photonic Fleet Cooldown
  • Field Researcher (Ground); +Damage to Debuffed targets
  • Medical Vanguard (Ground); Your Buffs and Heals now also strengthen Shields
New Skill System, Damn... Did we really need another one?
Well, Season 11.5 happened (4/12/16) and with it came a new and different skill system. The old one was good, it was around since the game was developed and the audience they cater to, the new ones really like simple stuff. That's what you see in games a lot nowadays, especially Star Trek Online. They forget about the veterans who have dumped a lot of time and money and focus on making it easier for the new player. While I had some time to screw around with this on tribble, many people did not and if your character was around before the change you have all your points reset with 1 FREE respec in case you mess up and want to change it. All this is here to do is to inform you on what the different pieces are, it is very straight forward and should help you pick things right for you. But you can just go on tribble and have unlimited free respecs. With the new update many things have changed, and knowing me I couldn't wait -_- well, here it goes.

There are a couple different things with the new skill system first is the look and everything costs a point. You get 46 for space and 10 for ground as you progress from 0-60. Now as you can see on the bottom there is a bar with blue going from left to right, this is your skill point progression bar. As you point more points into a specific "tree" the bar goes across and every time it hits a circle you get a benefit. Now below, every skill listed has 3 upgrades unless otherwise listed!


STO News on the Arc Page

DISCLAIMER: Don't use this build, it is just a representation!

SPACE!

Engineering Tree:

Lieutenant
  • Hull Restoration
  • Hull Capacity

Lieutenant Commander
  • Electro-Plasma Systems
  • Full Impulse Energy Shunt*
  • Impulse Expertise

Commander
  • Hull Plating
  • Damage Control

Captain
  • Offensive Subsystem Tuning
  • Defensive Subsystem Tuning

Admiral
  • Warp Core Potential
  • Warp Core Efficiency*
  • Engineering Readiness

Science Tree:

Lieutenant
  • Shield Restoration
  • Shield Capacity

Lieutenant Commander
  • Drain Expertise
  • Drain Infection*
  • Control Expertise

Commander
  • Shield Regeneration
  • Shield Hardness

Captain
  • Exotic Particle Generator
  • Long Range Targeting Sensors

Admiral
  • Shield Mastery
  • Scientific Readiness

Tactical Tree:

Lieutenant
  • Energy Weapon Training
  • Projectile Weapon Training

Lieutenant Commander
  • Targetting Expertise
  • Defensive Manuevering

Commander
  • Weapon Amplification
  • Weapon Specialization

Captain
  • Hull Penetration
  • Shield Weakening

Admiral
  • Coordination Protocols
  • Tactical Readiness

GROUND!

  • Weapon Proficiency
  • Weapon Criticals
  • Weapon Penetration
  • Personal Shields Expert
  • Personal Shields Resilience
  • Endurance Training
  • Weapon Expert
  • Regeneration
  • Kit Performance Expert
  • Kit Efficiency
Skill Points, and what to do with them. Part 1 - OLD SYSTEM!
When you first started playing this game, from level 1-50 you gain skill points. You DO NOT have enough skill points to fill up all the boxes and NEVER WILL. Pick and choose which ones you want wisely, as if you mess up you got to buy a respec token which are only found on the C-Store. Just because you're one class doesn't mean you have to stay in "your section", in order to be effective you HAVE to put points in all sections. There are "ranks to the skill point system", as you add more skill points to the lower ranks, you get access to the higher ranks for better placing/abilities for skill points.

STO Wiki

Tactical Systems:

Lieutenant:

  • Starship Attack Patterns (Use Alpha, Omega, Beta or Delta a lot? Then spec into this!)
  • Starship Weapons Training (Improves ALL Weapon Damage, Kinetic and Beam/Cannon.)

Lieutenant Commander:

  • Starship Energy Weapons (Increases all damage, except torpedoes and mines.)
  • Starship Projectile Weapons (Increases to torpedoes and mines.)

Commander:

  • Starship Maneuvers (Increases how hard it is to be hit, Accuracy counters this.)
  • Starship Targeting Systems (Increases Accuracy, don't miss targets as much.)

Captain:

  • Starship Stealth (Only use for ships with a cloaking device or battle cloak, makes it harder to be detected. One of the worst ones, in my honest opinion.)
  • Starship Threat Control (Points in this increase the amount of aggro you draw, but it also increases your damage resistance.)

Admiral/General:

  • Starship Energy Weapon Specialization (Improves Energy Weapons CrtH and CrtD.)
  • Starship Projectile Weapon Specialization (Improves Projectile Weapons CrtH & CrtD.)

Engineering Systems:

Lieutenant:

  • Driver Coil (Increases Turn Rate at Full Impulse. And increases Sector Space Drive speed.)
  • Starship Batteries (Increases Duration, and amount Batteries increase power to systems.)
  • Starship Hull Repair (Increases Passive hull repair, and rate of ALL Starship hull heals.)

Lieutenant Commander:

  • Structural Integrity (Improves Ship Hit Points.)
  • Starship Subsystem Repair (Improves the time it takes to bring subsystems back online.)
  • Starship Warp Core Efficiency (Gives an increase in subsystem power levels when low.)

Commander:

  • Starship Electro-Plasma Systems (Increases Power Transfer rate.)
  • Starship Impulse Thrusters (Increases Ship Turn rate, used for Cruisers especially!)
  • Starship Warp Core Potential (Flat Bonus to Power Levels.)

Captain:

  • Starship Engine Performance (Flat Increase to Engine Power Levels.)
  • Starship Hull Plating (Increases Resistance to Energy weapons.)
  • Starship Shield Performance (Flat bonus to Shield Power Levels.)

Admiral/General:

  • Starship Armor Reinforcements (Increases Resistance to Kinetic Weapons.)
  • Starship Auxiliary Performance (Increase Auxiliary Power Levels.)
  • Starship Weapon Performance (Increase Weapon Power Levels.)

Science & Operation Systems:

Lieutenant:

  • Starship Flow Capacitors (Increases things like the plasmonic leech.)
  • Starship Shield Emitters (Increase shield repair and shield healing.)

Lieutenant Commander:

  • Starship Power Insulators (Increases Shield Drain Resistance.)
  • Starship Shield Systems (Increases Field Strength.)

Commander:

  • Starship Graviton Generators (Improves Knock, Slow, And Repel Abilities.)
  • Starship Particle Generators (Improves Exotic Damage Abilities.)

Captain:

  • Starship Inertial Dampeners (Improves Resistance to Knock, Slow, Disable, and Slow Effects.)
  • Starship Sensors (Improves Stealth detection by auxiliary level.)

Admiral/General:

  • Starship Counter Measure Systems (Increases Duration of Placate & Confuse effects.)
  • Starship Subspace Decompiler (Increases Duration of Hold & Disable effects.)

--------------------------------------------------------------------------------------------------------------------------

Ground skills are different depending on which class you pick. Each class has different ground abilities. Tactical focus on buffing the team/security and doing direct damage. Engineers focus on deploying things like turrets, and generators. Science Officers focus on Healing/Debuffing targets. There are some exceptions, like universal kit modules but those are what you'll find for class specific modules. If you're looking for a cheap alternative until you can buy the kits that have interchangeable modules you're better off using one of the old kits. They're extremely cheap and will work as a temporary solution! After you have the money focus on getting a Delta Expedition kit module for your class. The Delta Expedition kits have crtd, crth and crtx procs on them which make them ideal for any class in the never ending loop of damage dealing. Kits and such will be covered in the next segment of the guide, but for now let's get back and show the differences in skill points between classes for ground combat.

All classes share the same 5 skills for ground, but 5 are customized per class. Before I talk about the specializations, I'm gonna do the all around ones.

  • Weapon Proficiency (Improves ALL Ground WEAPON damage, except unarmed combat)
  • PS Generator (Improves Shield Hit Points of ground shields)
  • Threat Control (Take more aggro, but increases resistance)
  • Willpower (Improves Resistance to Control Effects)
  • Combat Armor (Improves effective Resistance of any armor you are wearing)

FOR THE FOLLOWING DO NOT FOLLOW THE POINTS, I JUST WANTED TO NOT HAVE ANY GRAY BOXES AND MAKE IT EASIER TO READ!

Tactical Officers:

Thanks to STO Academy Skill Planner

Tacticals have;

  • Grenades (Boost Grenade Damage)
  • Combat Specialist (Improves Ground Weapon Damage, and CrtH and CrtD with all attacks, stacks with weapon proficiency)
  • Special Forces (Improves ALL Self Buffing Tactical Abilities, Including Power Cells)
  • Squad Command (Improves You & ALL Ally Buffing Tactical Abilities, including Self)
  • Advanced Tactics (Improves Debuff Abilities)

Engineers:

Thanks to the STO Academy Skill Planner

Engineers have;

  • Demolitions (Improves all explosive and related abilities; i.e. mines, orbital strike)
  • Repairs (Improves all Engineering Heal and Repair abilities as well as Shield Charges)
  • Generators (Improves performance of ALL ground placed generators)
  • Turrets & Drones (Improves all turret and drones damage and SOMETIMES shields and/or hit points of the turret or drone)
  • Modification Specialist (Improves effectiveness of all Engineering Buffs and Debuffs)

Science Officers:

Thanks to the STO Academy Skill Planner

Science Officers have;

  • Medic (Improves all science healing abilities and hypos)
  • Physiology (Improves abilities that Buff yourself or allies)
  • Scientist (Improves Debuff abilities)
  • Probability Logistics (Improves Control Effects)
  • Particle Physics (Improves abilities that cause direct damage to your target or target's shields, DOES NOT improve weapon or hand-to-hand damage)
Skill Points, and what to do with them. Part 2 - OLD SYSTEM!
What I would do when specing or respecing a character is the following, very simple thing. First, throw most if not all your skill points into space (300,000), and that leaves you with about 66,000 for ground which is enough. With the points you have dedicated to ground (66,000) you should do the following.

1) Spec into Weapon Proficiency and PS Generator all the way. This improves your damage, and your shields are at the highest capacity they can go.

2) Choose 1 Specialization, this will be your main focus in ground combat so choose wisely. As a tactical captain I choose Combat Specialist

3) Spec into Combat Armor, you NEED as much resistance as you can get out of the armor you wear as you can take MORE hits.

If you have any points left over, throw them in with other things that you'll also focus on. Like Drones & Turrets (Engineer), or Medic (Science). Many people say they suck at ground, and they have a ton of points in it, but if you specialize on ONE(1) thing you're going to do more damage and be more effective.

If you follow my "ground spec" guide you'll have as much points as possible in space and still be effective on the ground!
Specializations; Level 50+
Once you reach level 50, you get to progress your way through a new type of "skill point" system... Specializations. There are at the time of me writing this (Pre Season 11), 4 different trees. There is Command, Intelligence, Pilot, Commando, Strategist, and Temporal Operative.



There are two setting you can have for your specializations; Primary and Secondary. When you select the Primary Setting you take advantage of the WHOLE tree, tier 1-4 if you have them unlocked. If you select the Secondary setting you take advantage up to tier 2. So choose wisely as you can only have one to tier 4. Plus each tree, except Commando has kit modules you can buy. But EVERY specialization has a starship trait when you get halfway through and an upgraded version after you've filled up all the abilities.

Each Specialization has it's own benefits, and that will be the purpose of this section. To explain the different Specialization Trees.

Command: The only team friendly specialization. It has abilities like Boost Moral, "To Team: Ongoing Removal of Control and Debuffs for 4 seconds". And other abilities "Stack up to 5 times with others who have the same". Also, depending on how many points you put in you gain Hull Capacity in space, and Hit Points on the ground. Plus you also get the ability to buy Command kit modules, white - purple as you add more points. The trait for Command is that it removes the low health requirement and reduces the cooldown to 5 minutes on the ability Fleet Support. The So if you want to help your team this is the specialization for you, plus you can take more damage!

Intelligence: This specialization is about the damage from flanking. It has abilities like Space Flanking, "5% additional damage when hitting enemy's rear arc". Plus it can be modified to add more damage, like an increase in damage, CrtD, CrtH and shield drain on rear arc. But unlike Command, this is only a buff to you. Depending on how many points you put into this tree you gain Defense in space, and Dodge chance on the ground. Plus you also get the ability to buy Command kit modules, white - purple as you add more points. The trait for Intelligence is Predictive Algorithms, which increases weapon accuracy each time a weapon enhancement ability is used. This is the ultimate OFFENSIVE specialization tree, and the one for damage.

Pilot: This one is the tank of ALL specialization trees. It has abilities like Rock and Roll, "Immune to All Incoming Damage (Except Ramming Speed, surprise. VICTORY IS LIFE!), +100% Flight Speed, Immune to Slow, Turn Rate set to Zero. Every time you put points in Pilot, you gain Turn Rate; Space Only. Plus you also get the ability to buy Command kit modules, white - purple as you add more points. The trait for Pilot is Pedal to the Metal, which increases damage up to 20% based on how long you're at full impulse. But unlike Command or Intel, this specialization tree focus ONLY on defense and JUST SPACE!

Commando: This the tree that ONLY focus on ground. It has abilities like Quick Draw, "20% Cooldown Reduction for all Kit Abilities." But unlike the other trees it only has tier 2 max, and can be only set as a secondary. With each point you gain Bonus Weapon & Melee Damage. The trait for Commando is Demolition Teams, which every 4 seconds deal 100 dps with 100 shield penetration. We don't know if this tree will be expanded like Pilot was.

Strategist: This specialization is very interesting with the new system. Having threat on or off determines tank or damage roles. Not to mention the feedback 30,000 damage with 20,000 as a minimum for reflect every 10 seconds! Everyone can have feedback pulse and now up their damage, yes....

Temporal Operative: This specialization is something that WAS NOT NEEDED AT ALL. But yet again Craptic decided to hit us over the head with more EPG's. Not only does it allow us to have more science abilities but LET EVERY SHIP GET AWAY WITH FBP AND OTHER SCIENCE CRAP. This is especially problematic in that broken PVP mode.... But I use it anyway because it's annoying and generally increases my damage. You all know the old saying... "If you can't beat em... join em."

I normally run Intelligence as a primary and Temporal Operative as a secondary for PVE, as I want the maximum damage for Myself and not the team. But for PVP I use Intelligence as a Primary and Pilot as a secondary so I'm a little tankier, as the sacrifice is acceptable for a little dps. For ground I use Intelligence as a primary and Commando as a secondary. But it's only for personal preference.
Personal Traits, Soooo many choices... which ones do I choose?
Traits, every species has 9... except aliens who get 10 but at the lack of no species specific traits/abilities. For information about Reputation traits, please see the Reputation guide!



There are 4 different types of traits; Personal, Starship Trait, Space Reputation, Ground Reputation. The reputation traits are gained by upping the tier of your reputations; Task Force Omega, Nukura Strikeforce, Delta Alliance, Dyson Joint Command, 8472 Counter Command, Iconian and New Romulus. Each time you level up a tier you unlock 2 reputation for traits for either ground or space or a mix. For more information about Reputation and their traits see Reputation.

Personal Traits:

There are SOOO many of these it's not even funny, as I mentioned in "Which Class Do I Pick" each class has it's own specific traits, but each species does as well. Under this is the COMPLETE LIST, as of 10/4/15 of ALL Personal Traits that are unlockable, and aren't class specific.

Space:

  • Helmsman (+10% Turn Rate, and Cooldown on Evasive Maneuvers by 10 seconds)
  • Precise (+25% Accuracy vs. Small Targets)
  • Inspirational Leader (10% chance: Activating any BOFF ability grants +10 to ALL Starship Skills for 15 seconds (stacks up to 3 times)
  • Wing Commander (+100% Rank Up XP for all Hangar Pets)
  • Genetic Resequencer Pack - Space Trait (Profession Specific):
    Tactical - Fleet Tactician: + Flight Speed, Turn Rate, Immunity to Slow
    Engineer - Fleet Technician: + Hull Heal Over Time
    Science - Fleet Physicist: + Shield Heal Over Time
  • Intimidating Strikes (Your torpedo hits have a chance to render your target confused for a short duration)
  • Hot Pursuit (All of your Mines have their pursuit distance doubled)
  • Biotech Patch (+20% Bonus Hull Healing Effectiveness)
  • Fluidic Cocoon (When receiving Kinetic Damage, 5% chance to increase all outgoing Energy Damage by 5% (stacks 5 times)
  • Psychological Warfare (20% Bonus Control Ability Effectiveness)
  • Intense Focus (+1.5% Accuracy, +1.5% Shield Penetration; stacks up to 4 times)
  • Momentum (+2.5% Flight Speed, +2.5% Turn Rate; stack up to 4 times)
  • Pattern Recognition (For every 15 seconds in combat, max 4 stacks; +1.5% Defense and Shield Hardness)
  • Exotic Absorption (When struck by any Exotic Damage ability, gain 20% Shield Hardness and a minor Shield Regeneration for 10 seconds (max once per 60 seconds)
  • Failsafe Scrambler (When your hull drops below 20%, automatically Placate all foes within 10 km for 5 seconds and reset Threat vs. all nearby NPC's (max once per 60 seconds)
  • Positive Feedback Loop (Activating any Exotic Damage ability grants you a 10% increase to Hull and Shield Healing effectiveness. Activating any Hull or Shield Heal grants you a 10% Bonus to Exotic Damage)
  • Anchored (While Stationary, gain 1 stack of Anchored ever 5 seconds, 4 max; +5% all damage bonus & -5 All Damage Resistance)
  • Lead Foot (Increased Speed & Turn Rate during Full Impulse & Quantum Slipstream)
  • Ablative Shell (After receiving a total of 10,000 damage (pre-resist), triggers Ablative Shell: +____ Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance for 3 sec, May only trigger once per 30 sec)
  • Eyes of the Swarm (+50 Perception per Hangar Pet and +2% Accuracy per Hangar Pet; 5 max)
  • Coalition Starship Tactics:
    Per Engineer teammate: +___ Shield Regen per sec
    Per Science teammate: +3% Hull Healing Received
    Per Tactical teammate: +3% Flight Speed & Defense
  • Blaze of Glory (Upon being defeated: Restore 1% of max hitpoints, +100% All Damage, Immunity to All Damage, Immunity to All Control Effects, After 8 seconds you are again Defeated can not be avoided; triggers once every 120 sec
  • Living Hull (+0.05 Hull Regeneration in Combat, and +0.1 Hull Regeneration out of Combat)
  • Point Blank Shot (to self: +0-10% Bonus Energy Weapon Damage, based on Distance to Target)
  • Nanite Repair Matrix (When Hull drops below 50%, +__ Hit Points, May trigger once every 90 sec)
  • Self-Modulating Fire (Outgoing energy weapon and projectile Critical Hits give you a 50% Shield Penetration buff for 10 sec; once every 45 sec)
  • Photonic Field Protocol (Incoming Critical Hits give you Temporary Hit Points for 15 sec; once every 60 sec)
  • Invasive Control Programming (Upon activation of a Control effect on a foe, add a random Subsystem Offline effect)
  • Secret Command Codes (When you suffer a Control effect or Subsystem Offline, temporarily gain +Damage Resist, +Resist against control effects, and a small HoT)
  • Automated Rerouting (10% Chance: Shield Heal upon activating any BOFF ability)
  • Volatile Plating (When damaged by a Projectile, trigger a short-range pulse of Radiation Damage)
Personal Traits, Soooo many choices... which ones do I choose? Part 2
Ground:

  • Conduit (+10% All Energy Damage, and Additional Shield Heal; on Power Cells and Shield Charges ONLY)
  • Disassembler (+10% All Energy Damage vs Non-Living Targets)
  • Firearms Specialist (10% Chance: Firing a secondary attack reduces the cooldown of your next secondary attack by 50% and restores 25% of all weapon fuels)
  • Regenerative Tissue (+25 All Damage Resistance vs DoTs, +25% Healing Received, +0.1 Health Regeneration)
  • Genetic Resequencer Pack - Ground Trait (Profession Specific)
    Tactical - You and all your teammates become immune to Flanking
    Engineering - Orbital Strike is replaced with Orbital Chasing Beam
    Science - Dampening Field inflicts the following; Decreased Run Speed & Perception
  • Hunter Instincts (Each time you are Flanked, you receive a short duration Dodge bonus)
  • Pack Leader (You and nearby teammates have an increased chance to Expose, and increased Expose duration)
  • Adrenal Release (+50% All Outgoing Damage, -100 All Damage Resistance)
  • Immunity Response (+200 All Damage Resistance, Immune to all DOT Effects, Cannot be Healed, Cannot Regenerate Hitpoints)
  • Sixth Sense (Can not flanked, exposed, and reduces resistance to all control effects by 100% for 10 sec)
  • Ironsides (+2.5 All Damage Resistance, +.03 Hitpoint Regeneration; stacks up to 5 times)
  • Savior (+5% Outgoing Healing Bonus, 5% of all *Outgoing Heals applied to Self)
  • Vicious (+1.5% All Outgoing Damage, +6% CrtD; stacks up to 5 times)
  • Berserker (+5% Bonus All Damage per Foe within 5 m)
  • Imminent Danger (+80% Dodge Chance for 6 sec, when reduced to 25% Health)
  • Overcharging (While Shields are at 100%: +10% Power Recharge Speed)
  • Bombardier (Kinetic Damage Bonus, Increased Knockback Effects from Non-Weapons)
  • Sniper (Bonus Damage for All Weapons, based on Range: +5% Bonus at 20 m, up to +25% Bonus at 40 m (Half Bonus vs. Player)
  • Hive Mind (+2% Damage Bonus for each teammate within 20m, bonus is doubled if teammate also have Hive Mind)
  • Molt (After taking 600 damage: pre-resist, gain Molt for 3 sec; +___ Hit Points every 0.5 sec, +33 All Damage Resistance for 3 sec, only once per 30 sec)
  • Coalition Squad Tactics:
    Per Engineer teammate: +__ Shield Regen per sec
    Per Science teammate: +3% Healing Received
    Per Tactical teammate: +3% Run Speed and Dodge
  • Taking You With Me (Upon being defeated: Restore 1% of max Hitpoints, +100% All Damage, Immunity to All Damage, Immunity to All Control; after 8 seconds Defeated, this can't be avoided every 120 sec)
  • Fluidic Antigens (+20 Toxic Damage Resistance Rating, when damaged by Toxic, 10% chance to remove one Toxic effect)
  • Up Close & Personal (+0-10% Bonus Ranged Weapon Damage, based on Distance to target)
  • Self-Modulating Shots (Outgoing ranged Critical Hits give you a 50% Shield Penetration buff for 10 sec; once every 45 sec)
  • Photonic Armor Protocol (Incoming Critical Hits give you Temporary Hit Points for 15 sec; once every 60 sec)
  • Agony Modulator (Upon use of a Control kit power, also causes a DOT effect on target)
  • Blissful Agony (When you suffer a Control effect, gain +Resist against such effects, +Damage Resistance, and a small HoT)
  • Active Rerouting (10% Chance: Shield Heal upon activating any Kit Module Ability)
  • Volatile Defenses (When attacked by a foe from closer than 15m, trigger a short-range pulse of Radiation Damage)
Reputation, and there's even more traits here! Part 1
Reputation, one of the biggest things in this game. You play quenes for PVE and you get marks for different "Reputations". The marks have a couple of purposes; advancing projects, getting gear, or converting to unrefined dilithium. Each day(every 20 hours) the first time you claim marks for EACH reputation you get the Daily Bonus Marks; 20-50 extra depending on the difficulty of what you're doing. There are different tiers to reputation, 1-5. As you do the daily or hourly projects you gain that reputations' experience there is 100,000 xp required to get to tier 5. The increments are as follows; Tier 1 - 5,000, Tier 2 - 10,000, Tier 3 - 20,000, Tier 4 - 50,000, Tier 5 - 100,000. Each time you increase a tier you gain 2 Reputation Traits. You only have 4 trait slots unlocked automatically, but once the Fleet Research Lab is high enough you can purchase another slot for Ground and Space. Below is the all the different Reputations as of 10/6/15, and are licensed to change post Season 10.5. The tiers below are setup with the unlockables/purchaseables up top followed by costume unlocks, and then followed by traits, and the last 2 or 1 slot is a Reputation Trait! All gear below is Very Rare/Purple Unless otherwise noted.



Task Force Omega: By far one of the oldest Reputations ever. But don't get me wrong it still have some of the BEST gear. Task Force Omega is a joint Starfleet-KDF operation dedicated to stopping the advance of the Borg Collective. You can Earn Omega Marks by participating in missions in the Defera Invasion Zone in Deferi Sector of the Alpha Quadrant and various PVE Quenes dealing with the Borg. Completing projects in this reputation will award you with powerful items like the M.A.C.O. ground set and the Assimilated Borg Technology space set.

Tier 1:
  • Liberated Borg DOFFS - Blue/Rare
  • Anti-Borg Combat Consumables (Tier 1)
  • MACO Personal Shield Mk XII
  • OMEGA Personal Shield Mk XII
  • Adapted MACO Personal Shield Mk XII (Requires the requisition of the MACO set for your faction)
  • Assimilated Universal Console (One of the best consoles in the game; in my honest opinion)
  • Medical Nanites (Regenerates 1% of your current HP; Ground)
  • Omega Weapon Proficiency (+5% Energy Weapon Damage, +10% All Melee Damage; Ground)

Tier 2:
  • Very Rare Anti-Borg Antiproton Ground Weapons Mk XII
  • Cutting Beam
  • MACO Delfector Dish Mk XII
  • Omega Deflector Dish Mk XII
  • Adapted MACO Deflector Dish Mk XII (Requires the requisition of the MACO set for your faction)
  • Hull Repairing Nanites (Regenerates 1% of your current Hull; Space)
  • Omega Kinetic Shearing (+40% Damage Bonus as a DoT effect; torpedoes and mines only, Space)

Tier 3:
  • Liberated Borg DOFFs; Very Rare/Purple
  • MACO Personal Weapon Mk XII
  • OMEGA Personal Weapon Mk XII
  • Adapted MACO Personal Weapon Mk XII (Requires the requisition of the MACO set for your faction)
  • Assimilated Impulse Engine Mk XII
  • MACO Impulse Engine Mk XII
  • OMEGA Impulse Engine Mk XII
  • Adapted MACO Impulse Engine Mk XII (Requires the requisition of the MACO set for your faction)
  • Costume Unlock: MACO/OMEGA; requires acquisition of COMPLETE ground set
  • Omega Graviton Pulse Module (5% chance: __ Kinetic Damage with 100% Shield Penetration, Borg adapt to energy weapons slower. Double vs. Borg, Ground)
  • Regenerative Shield Augmentation (+__ Shield Regeneration every 1 sec, Ground)

Tier 4:
  • Borg Prosthetic Arm Weaponry Mk XII
  • Anti-Borg Combat Consumables (Tier 2)
  • Omega Torpedo Launcher Mk XII
  • Omega Graviton Amplifier (2.5% Chance: ___ Kinetic Damage with 100% shield penetration on Directed Energy attacks, double vs. Borg. 5% chance on Torpedo and Mines, Space)
  • Superior Shield Repair (___ Shield Regeneration every 6 seconds, Space)

Tier 5:
  • MACO Personal Armor Mk XII
  • OMEGA Personal Armor Mk XII
  • Adapted MACO Personal Armor Mk XII (Requires the requisition of the MACO set for your faction)
  • Assimilated Regenerative Shield Mk XII
  • MACO Resilient Shield Array Mk XII
  • OMEGA Regenerative Shield Array Mk XII
  • Adapted MACO Shield Array Mk XII (Requires the requisition of the MACO set for your faction)
  • MACO/OMEGA Type 2 (Requires acquisition of the associated Mk XII Ground Set)
  • MACO/OMEGA Type 3 (Requires acquisition of the associated Mk XII Ground Set and completion of ALL Elite STF Optional Objectives)
  • MACO/OMEGA Type 4 (Requires acquistion of the associated Adapted Mk XII Ground Set)
  • Medical Nanite Cloud (Affects Friend & Self 10 max. Heals all nearby allies for ___. 50% Chance to revive unconscious allies with 25% Health, Revived allies are immune to damage for 2 sec, Revived allies are disabled for 3 sec. Removes Expose and Borg Assimilation, Ground)

Reputation, and there's even more traits here! Part 2
Nukara Strikeforce: Followed the Task Force Omega, and this time with a group we didn't know too much about.... Tholians. Those spider things; yeah those. One of the easier ones to level up if you do the Crystalline once a day. Nukara Strikeforce is a task force dedicated to irradicating the Tholian threat on Nukara Prime and throughout the quadrant. Although the KDF and Starfleet do not actively coordinate their activities on Nukara Prime, they have agreed to concentrate their efforts on fighting the Tholians there. Conflicts between Starfleet and KDF officers are forbidden in areas where Nukara Strikeforce operations are in effect. You can earn Nukara Marks by participating in missions on Nukara Prime (waste of time) in the Nukara System and by participating in PVE quenes like Crystalline Catastrophe. Completing projects in this reputation will award you with powerful items like the Crystalline Nanofiber Shell ground set or the Nukara Strikeforce space set.

Tier 1:
  • Store Unlock: Sonic Antiproton Ground Weapons Mk XII
  • Consumable: Reprogrammed Drones 1 (Ground)
  • Equipment: Refractive Nanofiber Personal Shield Matrix Mk XII (Ground)
  • Equipment: Shattering Harmonics Personal Shield Matrix Mk XII (Ground)
  • Equipment: Nukara Strikeforce Elite Personal Shield Matrix Mk XII (Ground)
  • Identify Vulnerability (Ignores 7.5% of your target's shields)
  • Indomitable (+10% Max Health)

Tier 2:
  • Store Unlock: Environmental Suits Mk XII
  • Equipment: Nukara Deflector Array Mk XII (Space Set)
  • Equipment: Nukara Web Mine Launcher Mk XII
  • Consumable: Nukara Web Breaker (Space)
  • Enhanced Shield Penetration (Ignored 5% of your target's shields with directed energy attacks)
  • Fortified Hull (+7.5% Hull)

Tier 3:
  • Store Unlock: Refracting Tetryon Beam Space Beam Weapons Mk XII
  • Equipment: Nukara Impulse Engines Mk XII
  • Equipment: Hyper-compressed Cryo Launcher Mk XII (Ground Set)
  • Equipment: Shattering Harmonics Crystalline Sword Mk XII (Ground Set)
  • Equipment: Nukara Strikeforce Elite Cryo Full Auto Rifle Mk XII (Ground Set)
  • Consumable: Reprogrammed Drones II (Space)
  • Emergency Fix (1-100% Chance to trigger a HoT & gain shield resistance as health decreases, chances begins at 1% near full health and increases to 100% chance at low health levels.
  • Cryo Immobilizer Module (20% Chance to apply a damage over time effect that inflicts __ Cold every 1 sec for 5 sec, 50% Shield Penetration and briefly immobilizes the target upon a critical hit)

Tier 4:
  • Store Unlock: Refracting Tetryon Cannon Space Weapons Mk XII
  • Equipment: Hyper-Dual Refracting Tetryon Beam Bank Mk XII
  • Auxiliary Power Configuration - Defense (Gain Hull HP, Shield HP, Damage Resistance that scales upon your Auxiliary Power Level)
  • Auxiliary Power Configuration - Offense (Gain Damage, Accuracy based on your Auxiliary Power Level)

Tier 5:
  • Equipment: Hangar Widow Fighter
  • Equipment: Nukara Crystalline Resilient Shield Mk XII (Space Set)
  • Equipment: Crystal Nanofiber Environmental Suit Mk XII (Ground Set)
  • Equipment: Shattering Harmonics Environmental Suit Mk XII (Ground Set)
  • Equipment: Nukara Strikeforce Elite Enviromental Suit Mk XII (Ground Set)
  • Consumable: Reprogrammed Drones III (Ground)
  • Vanity Item: Utility Drones (Ground)
  • Refracting Tetryon Cascade (Affects up to 5 Foes dealing tetryon damage in chain, Space)

New Romulus: At the start of Season 7 we were introduced to the Romulans, their story and a new Reputation system. This one takes the longest to complete, trust me on this. Romulans who have broken free from the oppression of the Tal Shiar have gathered together on New Romulus to create a new homeworld and a new government. The Republic needs help from their Starfleet & KDF allies to settle the planet and defend it from threats. You can earn Romulan Marks by participating in missions and events in the Tau Dewa Sector, or around there. This includes missions on New Romulus, Patrols and Red Alerts in the Tau Dewa Sector & various PVE Quenes.

Tier 1:
  • Store Unlock: Romulan Plasma Pistols Mk XII
  • Equipment: Zero-Point Energy Conduit (Universal)
  • Consumable: Romulan Reinforcements 1 (Ground)
  • Consumable: Reman Reinforcements 1 (Ground)
  • Leathality (+4% Critcal Hit Chance, Ground)
  • Enhanced Personal Shields (+10% Maximum Shield Capacity, Ground)

Tier 2:
  • Store Unlock: Romulan Plasma Rifles Mk XII
  • Equipment: Reman Advanced Prototype Deflector Dish Mk XII (Space Set)
  • Equipment: Romulan Advanced Prototype Deflector Dish Mk XII (Space Set)
  • Equipment: Romulan Hyper-Plasma Torpedo Launcher
  • Consumable: Romulan Distress Call 1 (Space)
  • Precision (+4% Critical Hit Chance, Space)
  • Enhanced Shield Systems (+10% Maximum Shield Capacity)

Tier 3:
  • Store Unlock: Romulan Plasma Assault Weapons Mk XII
  • Equipment: Reman Advanced Prototype Impulse Engine Mk XII (Space Set)
  • Equipment: Romulan Advanced Prototype Impulse Engine Mk XII (Space Set)
  • Consumable: Romulan Reinforcements II (Ground)
  • Consumable Reman Reinforcements II (Ground)
  • Reactive Shielding (While effect is active: Next incoming Critical Hit will apply 100, which consumes the effect. Refreshes 20 seconds later, Ground)
  • Disabling Strikes (While effect is active: Next outgoing Critical Hit will apply Knockdown to foe, which consumes this effect. Refreshes 20 seconds later, Ground)

Tier 4:
  • Store Unlock: Romulan Plasma Space Weapons Mk XII
  • Equipment: Energy Weapon - Experimental Romulan Plasma Beam Array (Draws 0 Weapon Power)
  • Consumable: Romulan Distress Call II (Space)
  • Emergency Secondary Shielding (While effect is active: Next incoming Critical Hit will apply 600, which consumes the effect. Refreshes 20 seconds later, Space)
  • Sensor Targeting Assault (While effect is active: Next outgoing Critical Hit will apply Weapons Offline for 4 sec, which consumes this effect. Refreshes 20 seconds later, Space)

Tier 5:
  • Equipment: Hangar Scorpion Fighter
  • Equipment: Reman Advanced Prototype Covariant Shield Mk XII (Space Set)
  • Equipment: Romulan Advanced Prototype Covariant Shield Mk XII (Space Set)
  • Equipment: Plasma Flamethrower Mk XII (Ground Weapon)
  • Consumable: Reman Reinforcements III (Ground)
  • Consumable: Romulan Distress Call III (Space)
  • Vanity Item: Romulan Entourage (Ground)
  • Vanity Item: Reman Entourage (Ground)
  • Quantum Singularity Manipulation (+100 to Science Stats for 8 sec., After 3 seconds, cloaks your ship for 5 sec. During this time, you may fire your weapons normally)
Reputation, man there's a lot! Part 3
Dyson Joint Command: This is one of the best reputations in game. There are many places to get marks and dilithium. All the tactics for that will be explained in my "Advanced Gameplay Tactics" section. Dyson Joint Command is a coalition of forces from the Federation, the Klingon Empire and the Romulan Republic. Because the Romulans have an alliance with both the Federation and the Empire, their officers have been placed in charge of the command structure in the Solanae Dyson Sphere, although individual officers still report to their respective commanding officers. Our purpose is to explore the sphere, to contain and control any dangerous technology there, and to neutralize the threat of the Omega particles (see voyager for more information). To do this, we must stop the Voth (Victory is Life, anyone? Damn ok then). Dyson Joint Command reputation is different then any other reputations so far as they have Voth Cybernetic Implants and these are awarded from Advanced, Elite Quenes and the Dyson Ground Battlezone. You need these to acquisition the new equipment so start hoarding! There are many ways you can earn Dyson Marks, you can do Missions and Events in the Dyson Sphere Adventure Zone and the Dyson Sphere Battlezone, The Infamous Elachi Alert Event, The Breach, Storming the Spire, or Special DOFF assignments in the Dyson Sphere Adventure Zone(s).

Tier 1:
  • Store Unlock: Science Console - Shield Refrequencers Mk XII (Horrible, only a temporary IF that slot holder)
  • Equipment: Dyson Reactive Personal Shield Mk XII (Ground Set)
  • Equipment: Proton Particle Stabilizer - Universal Console
  • Deadly Aim (+16% Critical Severity, Ground)
  • Integrated Nanofibers (+10 All Damage Bonus Resistance Rating, Ground)

Tier 2:
  • Store Unlock: Protonic Polaron Mk XII Ground Weapons
  • Equipment: Dyson Deflector Array Mk XII (Space Set)
  • Equipment: Gravimetric Photon Torpedo Launcher Mk XII
  • Advanced Targeting Systems (+16% Critical Severity, Space)
  • Advanced Hull Reinforcement (+10 All Damage Bonus Resistance, Space)

Tier 3:
  • Store Unlock: Engineering Console - Energy Signature Dampeners Mk XII
  • Equipment: Dyson Experimental Proton Beam Rifle Mk XII (Ground Set)
  • Equipment: Dyson Combat Engines Mk XII (Space Set)
  • Active Armor Hardening (to self: +0–75 All Damage Resistance Rating: Provides a 0-75 Damage Resistance bonus depending on current hit points, Ground)
  • Vanquish (Your selected target receives a damage resistance debuff to your attacks based on its current health. This debuff increases as your selected target's health decreases. This debuff effect activates when the selected target's health is at 50% or less in ground combat, Ground)

Tier 4:
  • Store Unlock: Protonic Polaron Space Weapons Mk XII
  • Equipment: Dyson Hyper Injection Warp Core Mk XII (Space Set - NOT USABLE by Warbirds)
  • Equipment: Dyson Hyper Injection Singularity Core Mk XII (Space Set - USABLE by Warbirds)
  • Equipment: Experimental Proton Weapon Mk XII
  • Active Hull Hardening (to self: +0–75 All Damage Resistance Rating: Provides a 0-75 Damage Resistance rating bonus depending on current hit points, Space)
  • Tactical Advantage (Your selected target receives a damage resistance debuff to your attacks based on its current health. This debuff increases as your selected target's health decreases. This debuff effect activates when the selected target's health is at 50% or less in space combat, Space)

Tier 5:
  • Store Unlock: Tactical Console - Auto Targeting Module Mk XII (Only use if using Proton Weaponry)
  • Equipment: Dyson Heavy Combat Armor Mk XII (Ground Set)
  • Equipment: Dyson Regenerative Shield Array Mk XII (Space Set)
  • Costume Unlock: Heavy Combat Armor (Requires acquisition of the Dyson Ground Set)
  • Defiance (Targets Self; ___ Health every 2 sec, +33% All Damage, +1000 All Damage Resistance for 20 sec, Can only be used if Health is below 50%)

8472 Counter-Command: I really have nothing good or bad to say about this Reputation. It's one of the more balanced and not broken Reputations in the game. 8472 Counter-Command is a cross-faction task force dedicated to stopping the Undine threat in normal space. The Undine's new aggressive posture may be due to the opening of the gateways between the Solanae and Jenolan Dyson Spheres, which give the Undine access to some of the most protected planets in the Alpha and Beta Quadrants. However, some of our experts theorize that their leader, a former infiltrator, may be the reason the attacks have increased. Just like the Dysons' Cybernetic Implants, for 8472 there's Isomorphic Injections and they work in the same way. You can get Undine Marks by doing the following: Viscous Cycle, Undine Assault, Undine Infiltration, or the Dyson Sphere Space Battlezone.

Tier 1:
  • Store Unlock: Bio-Molecular Rifle Ground Weapons Mk XII
  • Equipment: Counter-Command Personal Shield Mk XII (Ground Set)
  • Equipment: Hydrodynamics Compensation - Universal Console
  • Mental Acuity (+10% Bonus Damage While Aiming, Ground)
  • Mental Conditioning (+20 Psionic Damage Bonus Resistance, +15 Control Resistance, Ground)

Tier 2:
  • Store Unlock: Bio-Molecular Assault Ground Weapons Mk XII
  • Equipment: Counter-Command Deflector Array Mk XII (Space Set)
  • Equipment: Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII
  • Tactical Precision (to self: +3% Accuracy for 15 sec; stacks 5 times, Space)
  • Crucial Component Redistribution (+20 Antiproton Damage Bonus Resistance, +15 Control Resistance, Space)

Tier 3:
  • Store Unlock: Bio-Molecular Projectile Space Weapons Mk XII
  • Equipment: Counter Command Bio-Molecular Phaser Rifle Mk XII (Ground Set)
  • Equipment: Counter Command Bio-Molecular Disruptor Rifle Mk XII (Ground Set)
  • Equipment: Counter-Command Hyper Impulse Engines Mk XII (Space Set)
  • Equipment: Engineering Kit Module - Nanite Medical Generator Mk XII
  • Equipment: Science Kit Module - Nanite Sonic Pulse Mk XII
  • Equipment: Tactical Kit Module - Bio-Molecular Photon Grenade Mk XII
  • Empathic Reverberation (When hit by Energy attacks, you have a 5% chance to reflect 50% of incoming Energy damage back at the attacker. Also grants a 10% chance to reflect Psionic Damage, Ground)
  • Empathic Adaptation (When suffering damage, 20% chance to Reduces Damage to Shields by 5% for 15 sec. The chance is doubled when hit by Psionic Damage, Ground)

Tier 4:
  • Store Unlock: Bio-Molecular Space Beam Weapons Mk XII
  • Store Unlock: Bio-Molecular Space Cannon Weapons MK XII
  • Equipment: Counter-Command Hyper Injection Warp Core Mk XII (Space Set - NOT USABLE by Warbirds)
  • Equipment: Counter-Command Hyper Injection Singularity Core Mk XII (Space Set - Warbirds ONLY)
  • Equipment: Heavy Bio-Molecular Phaser Turret Mk XII
  • Equipment: Heavy Bio-Molecular Disruptor Turret Mk XII
  • Nanoprobe Field Generator (When suffering Damage, 10% chance to reduce Damage to Shields by 5% for 15 sec. The chance is doubled vs. Undine, Space)
  • Nanoprobe Feedback (When hit by Directed Energy Attacks, you have a 10% chance to reflect 100% of incoming Directed Energy damage back to the attacker. Reflected Damage is doubled vs. Undine, Space)

Tier 5:
  • Store Unlock: Bio-Molecular Kit Frame Mk XII
  • Equipment: Counter-Command Exo-Armor Mk XII (Ground Set)
  • Equipment: Counter-Command Covariant Shield Array Mk XII)
  • Bio-Molecular Shield Generator (Shield Regen, and Reduces Shield Damage by 22%, Space)
Reputation, Hope this is it for now. Part 4
Delta Alliance: This is one of the better ones in my honest opinion. There is a little bit of everything and the story is entertaining, ending with Dust to Dust. The SCE is sharing its research with counterparts from the KDF and the Romulan Republic to help equip all ships taking part in Operation Delta Rising for the challenges they will face in the Delta Quadrant. After U.S.S. Voyager returned home from the Delta Quadrant in 2378, Starfleet launched Project Voyager, a program to analyze the technology and data the ship collected during its seven-year journey and adapt it for use on all Starfleet vessels. Now that the gateway to the Delta Quadrant has been opened and a joint alliance will be operating in the region, the SCE is sharing its research with counterparts from the Klingon Defense Force and the Romulan Republic Militia to help equip all ships taking part in Operation Delta Rising for the challenges they will face in the Delta Quadrant. Just like the previous Reputation's you'll also need Ancient Power Cells to complete projects.

Tier 1:
  • Transwarp: Delta Quadrant Sector Block
  • Store Unlock: Thoron Infused Polaron Rifle Mk XII (Ground)
  • Equipment: Delta Alliance Unimatrix Personal Shield Mk XII (Ground Set)
  • Equipment: Bio-Neural Gel Pack - Universal Console (Ordnance Set)
  • Armor Penetration (+10% Armor Penetration, Ground)
  • Physical Conditioning (+5% Run Speed, Ground)

Tier 2:
  • Store Unlock: Thoron Infused Polaron Assault Weapons Mk XII (Ground)
  • Equipment: Delta Alliance Deflector Array Mk XII (Space Set)
  • Equipment: Neutronic Torpedo Launcher Mk XII (Ordnance Set)
  • Enhanced Armor Penetration (+5% Armor Penetration, Space)
  • Advanced Engines (+25% Flight Speed, +25% Flight Turn Rate)

Tier 3:
  • Store Unlock: Thoron Infused Quantum Projectile Weapons Mk XII (Space)
  • Equipment: Compression Phaser Rifle Mk XII (Ground Set)
  • Equipment: Compression Disruptor Rifle Mk XII (Ground Set)
  • Equipment: Delta Alliance Hyper-Efficient Engines Mk XII (Space Set)
  • Equipment: Engineering Kit Module - Neutronic Motor Mk XII
  • Equipment: Science Kit Module - Neutronic Radiation Mk XII
  • Equipment: Tactical Kit Module - Neutronic Grenade Mk XII
  • Reactive Healing Accelerator (On Crit: Heal ___ Hit Points per sec for 5 sec, Ground)
  • Rendering Shots (+1% Crit Chance per shot for 20 sec, a Crit Hit will reset the bonus, Ground)

Tier 4:
  • Store Unlock: Thoron Infused Polaron Space Beam Weapons Mk XII (Space)
  • Store Unlock: Thoron Infused Polaron Space Cannon Weapons Mk XII (Space)
  • Equipment: Delta Alliance Trajector Warp Core Mk XII (Space Set - NOT Usable By Warbirds)
  • Equipment: Delta Alliance Trajector Singularity Core Mk XII (Space Set - Usable By Warbirds)
  • Equipment: Advanced Thoron Infused Polaron Beam Array Mk XII (Ordnance Set)
  • Equipment: Advanced Thoron Infused Polaron Dual Heavy Cannons Mk XII (Ordnance Set)
  • Reactive Ship Repairs (On Crit: ___ Hull Restored per sec for 5 sec, Space)
  • Enhanced Rendering Shots (On every non-Critical Hit with a Weapon, increase Critical Hit Chance by 1.5%, stacks up to 10 times. All stacks removed on successful Critical Hit, Space)

Tier 5:
  • Equipment: Delta Alliance Combat Armor Mk XII (Ground Set)
  • Equipment: Delta Alliance Unimatrix Shield Array Mk XII (Space Set)
  • Costume Unlock: Delta Alliance Armor (Requires acquisition of complete Ground Set)
  • Concussive Tachyon Emission (___ Kinetic Damage; 100% Shield Penetration, On Hit: Shields Offline for 8 sec)

Iconian Resistance: This reputation has some of the best stuff in the game over all. End. No debate. This gear is the best, and there's nothing anyone can do to stop me now! The Iconian Resistance is an alliance comprised of the forces of the Alpha, Beta, and Delta Quadrants. We have banded together to create a unified front against the Iconians and their servitor races. The Iconians will never again subjugate our galaxy. Just like the previous Reputation's you'll also need Iconian Probe Datacores to complete projects.

Tier 1:
  • Store Unlock: Radiant Antiproton Rifle Mk XII (Ground Weapon)
  • Equipment: Iconian Resistance Personal Shield Mk XII (Ground Set)
  • Equipment: Sustained Radiant Field - Universal Console
  • Energized Nanites (Receive 5% of your outgoing damage as healing to you. Triggers up to 10 times per second, Ground)
  • Personal Energy Amplifier (Kit-based Skills deal 5% Bonus Damage, Ground)

Tier 2:
  • Store Unlock: Radiant Antiproton Assault Weapons Mk XII (Ground)
  • Store Unlock: Radiant Antiproton Pistol Weapons Mk XII (Ground)
  • Equipment: Iconian Resistance Deflector Array Mk XII (Space Set)
  • Equipment: Advanced Radiant Quantum Torpedo Launcher Mk XII (Ordnance Set)
  • Energy Refrequencer (Receive 2.5% of your outgoing damage as a Hull heal to you.
    Triggers up to 10 times per second, Space)
  • Particle Generator Amplifier (5% Bonus Exotic Damage, Space)

Tier 3:
  • Store Unlock: Radiant Quantum Projectile Weapons Mk XII (Space)
  • Equipment: Iconian Resistance Pulsewave Assault Mk XII (Ground Set)
  • Equipment: Iconian Resistance Hyper-Impulse Engines Mk XII (Space Set)
  • Equipment: Security Kit Module - Photonic Overcharge Mk XII
  • Equipment: Research Kit Module - Photonic Overload Mk XII
  • Equipment: Fabrication Kit Module - Photonic Barrier Generator Mk XII
  • Radiant Detonation (Weapons fire has a chance to deal additional radiation damage and remove buffs in a small area around the target, Ground)
  • Destabilizing Phase Screen (When damaged, gain Immunity to All Damage for 3 sec, Ground)

Tier 4:
  • Store Unlock: Radiant Antiproton Space Beam Weapons Mk XII (Space)
  • Store Unlock: Radiant Antiproton Space Cannon Weapons Mk XII (Space)
  • Equipment: Iconian Resistance Hyper Injection Warp Core Mk XII (Space Set - NOT Usable by Warbirds)
  • Equipment: Iconian Resistance Hyper Injection Singularity Core Mk XII (Space Set - Usable by Warbirds)
  • Equipment: Advanced Radiant Antiproton Beam Array Mk XII (Space)
  • Equipment: Advanced Radiant Antiproton Dual Heavy Cannons Mk XII (Space)
  • Radiant Detonation Matrix (To Target: 2.5% chance: __ Radiation Damage in 1 km Radius at Target and removes Buffs, Space)
  • Destabilizing Phase Array (When damaged, gain Immunity to All Damage for 3 sec, Space)

Tier 5:
  • Equipment: Iconian Resistance Armor Mk XII (Ground Set)
  • Equipment: Iconian Resistance Resilient Shield Array Mk XII (Space Set)
  • Costume Unlock: Iconian Armor (Requires acquisition of the complete Ground Set)
  • Deploy Sensor Interference Platform (Taunts NPCs within 10 km for 3 sec, When an ally is damaged within 10 km of Platform, attacker suffers -75% All Outgoing Damage for 3 sec, Space)
Reputation Part 5... Still More
Terran Task Force Reputation: The Terran Task Force is a joint venture between the Klingon Empire, Romulan Republic, and United Federation of Planets. Using technology originally developed by the Klingon's secretive House Pegh to combat the Federation, the Task Force seeks to halt the Terran Empire's attempts to conquer territory, and drive them back to the Universe they came from. Just like other reputations you'll need Terran Gravimetric Inducers for Reputation projects. You get Terran Marks from Counterpoint, Assault on Terok Nor, and the Events within the Badlands Battlezone.

Tier 1:
  • Store Unlock: Withering Disruptor Rifle Ground Weapons Mk XII
  • Equipment: Terran Task Force Personal Shield Mk XII (Ground Set)
  • Equipment: Console - Universal - Ferrofluid Hydraulic Assembly (Ordnance Set)
  • Diburnium Mesh (+20 Phaser Resistance Rating, +20 Stun, Knock, Repel, Disable, Slow, Ground)
  • Close Quarters Combatant (+12.5% All Melee Damage, +3% Run Speed, Ground)

Tier 2:
  • Store Unlock: Withering Disruptor Assault Ground Weapons Mk XII
  • Store Unlock: Withering Disruptor Pistol Ground Weapons Mk XII
  • Equipment: Terran Task Force Deflector Array Mk XII (Space Set)
  • Equipment: Terran Task Force Photon Torpedo Launcher Mk XII (Ordnance Set)
  • Diburnium Impact Lattice (+20 Phaser Resistance, +20 Knock, Repel, Disable, Slow. Space)
  • Torpedo Pre-Fire Sequence (+22% Destructible Torpedo Flight Speed, +12.5% Torpedo Damage. Space)

Tier 3:
  • Store Unlock: Withering Photon Projectile Space Weapons Mk XII
  • Equipment: Terran Task Force Disruptor High-Density Rifle Mk XII (Ground Set)
  • Equipment: Terran Task Force Bat'leth Mk XII (Ground Set)
  • Equipment: Terran Task Force Impulse Engines Mk XII (Space Set)
  • Equipment: Assault Kit Module - Micro Photon Torpedo Launcher Mk XII
  • Equipment: Research Kit Module - Metaphasic Rejuvenation Mk XII
  • Equipment: Mechanic Kit Module - Override Shield Safeties Mk XII
  • Neural Network Overload (5% Chance for Energy Weapons and 33% Chance for Melee Weapons: __ Electrical Damage; 80% Shield Pen. Per Second & -33% Run Speed for 10 sec. Ground)
  • Emergency Personal Cloaking Device (When Reduced to Less than 30% health: +60% All Damage for 7 sec, +3,000 Stealth for 7 sec; once every 90. Ground)

Tier 4:
  • Store Unlock: Withering Disruptor Space Beam Weapons Mk XII
  • Store Unlock: Withering Disruptor Space Cannon Weapons Mk XII
  • Equipment: Terran Task Force Warp Core Mk XII (Space Set - Not usable by Warbirds)
  • Equipment: Terran Task Force Singularity Core Mk XII (Space Set - Warbirds Only)
  • Terran Task Force Disruptor Beam Array Mk XII (Ordnance Set)
  • Terran Task Force Disruptor Dual Heavy Cannons Mk XII (Ordnance Set)
  • Torpedo Astrometic Synergy (Using a Torpedo BOFF ability reduces remaining recharge of Science BOFF abilities by 15%. Space)
  • Regenerative Torpedo Synergy (Using a Shield Healing BOFF ability reduces remaining recharge of Torpedo BOFF abilities by 15%. Space)

Tier 5:
  • Equipment: Terran Task Force Armor Mk XII (Ground Set)
  • Equipment: Terran Task Force Covariant Shield Array Mk XII (Space Set)
  • Visual Dampening Field (Friends within Field at time of Activation are Cloaked for 15 sec, Outgoing Damage may break Cloak. Creates a Visual Dampening Field at current location for 15 sec which Confuses Foes within 10 meters)

Temporal Defense Initiative Reputation: The Temporal Defense Initiative will be established in 2769 when most of the significant galactic powers sign the Temporal Accords. Comprised of Temporal Operatives from all signatories across multiple historical periods, the TDI defends the timeline against attempts to alter our common history. Very much like the other; 1, 2, 3, 4, 5, 6, 7, 8 reputations you will need Chroniton Buffers to fill projects for special gear. You get TDI marks from the following quenes: Days of Doom, Miner Instabilities and The Battle of Procyon V.

Tier 1:
  • Store Unlock: Temporal Defense Chroniton Rifle Ground Weapons Mk XII
  • Equipment: Temporal Defense Initiative Personal Shield Mk XII (Ground Set)
  • Equipment: Universal - Chroniton Drive Actuator (Ordnance Set)
  • Temporal Flux Conditioning (+30 All Damage Resistance to DoT and Hazard Effects. Ground.)
  • Miniaturized Chrono-Capacitor (+7.5% Kit Module Recharge Speed. Ground.)

Tier 2:
  • Store Unlock: Temporal Defense Chroniton Assault Ground Weapons Mk XII
  • Store Unlock: Temporal Defense Chroniton Pistol Ground Weapons Mk XII
  • Equipment: Temporal Defense Initiative Deflector Array Mk XII (Space Set)
  • Equipment: Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII (Ordnance Set)
  • Temporal Flux Dissipators (+30 All Damage Resistance to DoT and Hazard Effects. Space.)
  • Chrono-Capacitor Array (+7.5% Boff Ability Recharge Speed. Space.)

Tier 3:
  • Store Unlock: Temporal Defense Chroniton Projectile Space Weapons Mk XII
  • Equipment: Advanced Temporal Defense Chroniton Dual Pistols Mk XII (Ground Set)
  • Equipment: Temporal Defense Initiative Combat Impulse Engines Mk XII (Space Set)
  • Equipment: Assault Kit Module - Chroniton Micro-Torpedo Spread Mk XII
  • Equipment: Research Kit Module - Anti-Time Entanglement Field Mk XII
  • Equipment: Mechanic Kit Module - Bio-Harmonic Emitter Mk XII
  • Combat Awareness (+7% Bonus Ranged Damage against Controlled targets. Ground.)
  • Reprisal (When affected by a Control effect: Gain +35% Critical Severity for 5 sec. Ground.)

Tier 4:
  • Store Unlock: Temporal Defense Chroniton Space Beam Weapons Mk XII
  • Store Unlock: Temporal Defense Chroniton Space Cannon Weapons Mk XII
  • Equipment: Temporal Defense Initiative Overcharged Warp Core Mk XII (Space Set - Not Usable by Warbirds)
  • Equipment: Temporal Defense Initiative Overcharged Singularity Core Mk XII (Space Set - Only Usable by Warbirds)
  • Equipment: Advanced Temporal Defense Chroniton Beam Array Mk XII (Ordnance Set)
  • Equipment: Advanced Temporal Defense Chroniton Dual Heavy Cannons Mk XII (Ordnance Set)
  • Controlled Countermeasures (+7% Bonus Energy Weapon and Projectile Damage against Controlled targets. Space.)
  • Counter-Stroke (When affected by a Control effect: Gain +35% Critical Severity for 5 sec. Space.)

Tier 5:
  • Equipment: Temporal Defense Initiative Adaptable Combat Armor Mk XII (Ground Set)
  • Equipment: Temporal Defense Initiative Regenerative Shield Array Mk XII (Space Set)
  • Anti-Time Entanglement Singularity (Creates a level 61 Anti-Time Entanglement Singularity on targeted Foe, dealing __ Physical Damage (100% Shield Penetration) each sec for 12 sec. Radius starts at 4km and shrinks, hindering flight speed and turn rate by 75% within the Singularity. 25% Chance Hold Targets, 12.5% vs. players. Space).
Weapons, Sooo Many Colors I Can See the Rainbow Before my Eyes!
Weapons, there's so many different types and so many different types of the same weapon imaginable. There are two types of starship weapons: Energy Weapons & Kinetic Weapons. But both do damage to a starship's shields and hull. There are also many different "procs" that can be on each weapon. But hey, if you want to learn something about weapons, and this'll be the most complete thing you've ever read then. The following will cover mostly space weapons. The weapon energy types below have their base "specialties" + the others specified.

Weapon Procs:
  • [Ac/Dm]: +Accuracy and Damage (Only Upon Epic)
  • [Acc]: +Accuracy
  • [Arc]: +Angle (Only Applied to Omni-Directionals and Wide Arc Dual Heavy Cannons)
  • [Dmg]: +Damage
  • [CrtH]: +2% Critical Hit Chance
  • [CrtD]: +20% Critical Hit Damage
  • [Pen]: Ignores 10 Damage Resistance of Target
  • [Over]: 2.5% chance; Upgrades your next beam attack
  • [Spr]: 7.5% chance; Upgrades your next torpedo attack
  • [Rapid]: 2.5% chance; Activates Rapid Fire mode for all cannons on your ship for 2 seconds
  • [Thrust]: Self; +5% Speed & Turn Rate when firing
  • [Snare]: Foe; -5% Speed & Turn Rate when firing
  • [PvP Dmg] 3 Bonus Damage vs. other players
  • [PvP Res]: 8 Bonus Resistance Rating vs. other players

Weapon Types:
  • Beam Array: 250 degree firing arc, broadside
  • Dual Beam Banks: 45 degree firing arc, best used with 2 omni's in the back
  • Omni-Directional Beam Array: 360 degree firing arc, less beam damage
  • Cannons: 180 degree firing arc, 2x beam damage
  • Dual Heavy Cannons: 45 degree firing arc, 3x beam damage
  • Quad Cannons: 45 degree firing arc, 4x beam damage
  • Turrets: 360 degree firing arc, less then beam damage
  • Torpedo Launcher: 90 degree firing arc, kinetic damage
  • Mine Launcher: No degree firing arc, kinetic damage

Energy Weapon Damage Types, Space:
  • Phaser: 2.5% Chance: Disable 1 Subsystem for 5 seconds
  • Disruptor: 2.5% Chance: -10% Damage Resistance Debuff
  • Plasma: 2.5% Chance: Applies a non-stacking DoT
  • Tetryon: 2.5% Chance: Chance damage to shields
  • Polaron: 2.5% Chance: -25 Power to all Subsystems
  • Antiproton: +20% Critical Severity

Phaser Types:
  • Bio-Molecular Phasers: 2.5% Chance: Bio-Molecular Incubation, -16.7 Flight Speed for 8 sec, on Expiration: __ Radiation Damage (Ignores Shields, Double vs. Undine)
  • Phased Polaron: 2.5% Chance: -25 All Current Power Levels
  • Phased Tetryon: 2.5% Chance: -X to All Shields
  • Phased Biomatter: 2.5% Chance: To apply, in a 1 km radius of the target; ___ Phaser Damage)
  • Elite Fleet Phaser: 2.5% Chance: Chance to Heal Shields on Successful Attack
  • Agony Phasers : 2.5% Chance: Disable for 2.5 seconds (once per 10 sec) and 4 Phaser Damage per sec for 15 sec (Ignored Shields)
  • Kelvin Timeline Phasers: 2.5% Chance: Knocks back +20 meters and Hold for 3 sec (half vs player) to all foes within 1km of target

Disruptor Types:
  • Bio-Molecular Disruptors: 2.5% Chance: Bio-Molecular Incubation, -16.7 Flight Speed for 8 sec, on Expiration: __ Radiation Damage (Ignores Shields, Double vs. Undine)
  • Coalition Disruptors: 2.5% Chance: -20 Disruptor Resistance Rating for 20 sec (stacks up to 5 times)
  • Elachi Crescent: 2.5% Chance: Ignore 100% of target's shield, & 50% of a target's damage resistance (max once per 5 seconds)
  • Nanite Disruptors: 2.5% Chance: -5 All Damage Resistance & Increase Shield Bleedthrough by 2% for 15 sec
  • Plasma-Disruptor Hybrid: 2.5% Chance: __ Plasma Damage as DoT
  • Polarized Disruptors: 2.5% Chance: -25 All Current Power Levels
  • Spiral Wave Disruptors: 2.5% Chance: Disable 1 Subsystem for 5 sec
  • Elite Fleet Disruptor: 2.5% Chance: To Increase Damage to Target's Shields by 25% for 10 sec
  • Resonant Disruptor: 2 km radius at target: physical damage (100% shield penetration)

Plasma Types:
  • Plasmatic Biomatter: 2.5% Chance: 1 km radius at target: __ Plasma Damage per sec for 10 sec (Ignores Shields) & -50% Flight Speed for 10 sec
  • Caustic Plasma: 2.5% Chance: Apply a non-stacking DoT for 7.5 sec
  • Romulan Plasma: 2.5% Chance: To Lower the Target's Damage Resistance by 10% for 15 sec
  • Corrosive Plasma: 2.5% Chance: To Lower the Target's Damage Resistance by 1% to 20% Over 20 sec (Increases Each sec)
  • Chronoplasma: 2.5% Chance: -33% Flight Speed and __ Plasma Damage per sec for 10 sec (Ignores Shields)

Tetryon Types:
  • Destabilizing Tetryon: 2.5% Chance: -__ Shield Drain per sec for 15 sec
  • Piercing Tetryon: 2.5% Chance: 50% of Attack to Ignore Enemy Shields
  • Polarized Tetryon: 10% Chance: -___ All Shields
  • Refracting Tetryon: 2.5% Chance: __ Tetryon Damage to the Next Nearest Enemy Target

Polaron Types:
  • Dominion Polaron: 2.5% Chance: -__ to All Shields
  • Protonic Polaron: 25% Chance on Critical Hit: Deal Additional Damage
  • Vaadwaur Polaron: 2.5% Chance: Reduce Enemy Shield Hardness by 10% vs Energy Weapons, and 50% vs Kinetic for 10 sec
  • Thoron Infused Polaron: 2.5% Chance: To Apply a non-stacking DoT, Lower the Target's Critical Chance by 1% & Critical Severity by 15% for 5 sec & Placate the Target Once Every 15 sec

Antiproton Types:
  • Fluidic Antiproton: 2.5% Chance: Repel and __ Physical Damage (100% Shield Penetration)
  • Voth Antiproton: 25% Chance on Critical Hit: Reduce Enemy's Damage Output by 9.1% for 10 sec
  • Chroniton: 2.5% Chance: To Lower the Target's Speed & Turn Rate
  • Radiant Antiproton: 2.5% Chance on Hit: +1000 Temporary Hit Points for 15 sec, Can Stack 5 Times
  • Herald: 2.5% Chance: +7% Bonus Energy Damage to Self for 20 sec, Stacks up to 3 times
  • Delphic Antiproton: 2.5% Chance to Apply Delphic Overcharge (+10% Weapon Crit Chance and Severity for 5 sec)

Other Energy Weapon Types:
  • Proton: 50% Chance on Critical Hit: Deal Additional Damage (100% Shield Penetration)
  • Kinetic Cutting: 2.5% Chance: Lesser of -30 or 30% Able Crew and 1% Chance: Lesser of -15 or -15% Alive Crew

As stated at the top, these weapons do those "special" things, PLUS their base specialty.
Weapons, Sooo Many Colors I Can See the Rainbow Before my Eyes! Part 2
Kinetic Weapon Damage Types, Space:
  • Photon: 50% Chance: -20 Able Crew
  • Quantum: 10% Chance: -10 Alive Crew
  • Plasma: Deals Plasma Damage Over 10 sec
  • Transphasic: 40% Bonus Shield Penetration
  • Chroniton: 33% Chance To Significantly Reduce Flight Speed & Turn Rate for 10 sec
  • Tricobalt: 1 km radius sphere Disables targets for 1.7-2.5 sec & +50 Repel

Photon:
  • Bio-Molecular Photon: Lower Target's Speed by 23.1% for 8 sec, on Expiration Deals Radiation Damage, Double vs Undine
  • Gravimetric Photon: 33% Chance on Impact to Create a 1 km Radius Gravimetric Rift for 3 sec that deals kinetic damage to any who enter

Quantum:
  • Thoron Infused Quantum: 10% Chance to Apply radiation damage, Lower the Target's Critical Chance by 1% & critical severity by 15% for 5 sec & Placate the Target Once Every 15 sec
  • Radiant Quantum: +10% Critical Severity & 33% Chance on Hit: +1000 Hit Points, Can Stack 5 Times
  • Advanced Radiant Quantum: +10% Critical Severity, 33% Chance on Hit: +1.000 Temporary Hit Points, Can Stack 5 times and 33% Chance: Chain to 2 Additional Targets Within 5 km to Deal Radiation Damage (100% Shield Penetration)

Plasma:
  • Romulan Hyper-Plasma: Deals Plasma Damage every 1 sec for 15 sec
  • Omega Plasma: Deals Plasma Damage over 10 sec & if target ship is destroyed by Plasma Fire it is removed from Space Time
  • Romulan Hyper-Plasma: Deals Plasma Damage Every 1 sec for 15 sec
  • Particle Emission Plasma: Deals Plasma Damage Over 10 sec and Creates a Plasma Cloud on Impact That Lasts for 6 seconds & Deals Plasma Damage Every 1 sec to Foes Within the Cloud
  • Corrosive Plasma: 10% Chance to Deal Plasma Damage Every sec for 20 sec & -1 to -20 Damage Resistance Over 20 sec (Increases Each sec)
  • Corrosive Plasma Blast: 3 km Radius Spherical Damage, -1 to -20 Damage Resistance Over 20 sec (Increases Each sec) & Deals Plasma Damage Every 1 sec for 20 sec
  • Plasmatic Biomatter: 1 km Radius at Target: Plasma Damage per sec for 10 sec (Ignores Shields) & -50% Flight Speed for 10 sec

Transphasic:
  • Adaptive Transphasic: 40% Bonus Shield Penetration and deals additional damage vs Borg
  • Voth Transphasic-Chroniton: 40% Bonus Shield Penetration & 33% Chance to Significantly Reduce Flight Speed & Turn Rate for 10 sec
  • Resonant Transphasic: 40% Bonus Shield Penetration, 33% chance on impact: 2 km radius at target: physical damage (100% shield penetration)

Chroniton:
  • Temporal Disruption: 100% Chance to Reduce Flight Speed & Turn Rate by 33%

Tricobalt:
  • 10% Chance to Disable Target for 2 sec

Other Kinetic Types:
  • Hargh'peng: Applies Radiation Damage to Hull for 15 sec & 10,000 Damage to Doomsday Machine
  • Neutronic: 3 km Radius Sphere Radiation Damage, Sub-System Power Drain and Lowered Power Transfer Rate for 6 sec
  • Concentrated Tachyon: To all targets within 1 km of impact: Deals damage to all shield facings of the target instead of kinetic damage to its hull and increases damage to shields from all energy types by 2.5% for 10 sec
  • Thermionic: 15% chance to drain -15 Weapon and Engine power for 12 sec
  • Crystalline Energy: +20% Critical Severity
Ships, Picking a Needle in the Haystack
Ah, the most controversial part and money making of this game... ships. There are 3 different types of ships: Escorts, Cruisers, & Science Vessels. Escorts focus on damage dealing, nothing more or less. Cruisers are the tanks, but can still throw damage from their beams. Plus there is a variant of cruisers called Battle Cruisers; these ships feature 5 weapons in the front and 3 in the back, making them damage cruisers that can take hits! We're not done with variants yet; there are also Dreadnought Cruisers, these things are unstoppable tanks, no matter when or where. Science Vessels have a lack of damage, but make up for it with their "exotic" damage abilities, with the highest shield modifiers. Plus science ships have a thing called Sensor Analysis; and Weapons -> Subsystems built in! But which one is right for me, you're asking? Well that's a tough choices as many ships have variants on the main. For example; The Dyson Science Destroyer, only Science Vessel that can Equip Cannons, and have 4 weapons in the front instead of 3. Escorts have a variant, called Destroyers. These are high damage ships with survivability, and are very versatile with a Lt. Commander or Lt. Universal Station. Some things I seem to not like about ships is the fact that some have an Ensign Engineering Station, and 2 other Engineering stations. What do I put in that Ensign? Only Emergency Powers and Engineering Team are available for that slot. That means if I put something in there, I can't use it anywhere else because the cooldown is too long. Just food for thought... think of the ship's stations like where are the conflicts and how to fix them it has definitely helped me. If you have more information or want me to add something about the ship please just ask, there's just TOO many for me to go all in-depth with the amount of space and time I have. But for more information about ships, please go here: http://www.starfish1.co.uk/charts.htm that site has all.

The choice is yourse and remember, you'll never get it right on your first pick. Play, experiment and over time you'll find the right ship for you!
Starship Traits, As Purchasing Ships Just Isn't Enough Anymore
So, as of Delta Rising whenever you purchase a Tier 6 ship. Each ship has a trait, called Starship traits. Starship traits are worth it, as you have 5 slots to fill... so why not fill them? Below is the complete list as of 12/29/2016.

For those of you who want a PDF and Pictures: http://thephoenixdivision.com/cheatsheets/STOCS%20-%20Starship%20Traits.pdf

  • Battle Ready: Obtained from Eclipse Intel Cruiser (+7.5 All Damage Resistance & +7.5 Defense for 15 sec, stacks up to 4 times)
  • Emitter Synergy: Obtained from Scryer Intel Science Vessel (+7.5% Exotic Damage & +7.5% Shield Heals for 15 sec, stacks up to 3 times upon use of Tac/Intel BOFF Ability)
  • Desperate Repairs: Obtained from the Guardian Cruiser (When Critically hit: Grant 1 Desperation counter for 120 sec. At 3 counters; +5,000 Shield Regeneration, +25,000 Hit Points & Prevents gaining Desperation counters for 60 sec)
  • Radiant Nanite Cloud: Obtained from Dauntless Class Experimental Science Vessel (When using any hull healing ability: Heals for an additional 25% over 4 seconds in a 3 km radius)
  • Advanced Firing Solutions: Obtained from Qib Intel Battlecruiser (When firing cannons: +1 Flight Turn Rate & +0.8% Accuracy for 10 sec; Stacks up to 10 times)
  • Warp Shadow Decoy: Obtained from Aelahl Light Warbird Battlecruiser (When activating Cloak: Creates a Warp Shadow of your ship for 15 seconds that will taunt NPC enemy starships)
  • Ablative Field Projector: Obtained from Long Range Science Vessel (T6) (When using your Shield heal BOFF abilities; +___ Hit Points temporarily for 15 seconds onto the target, stacks up to 3 times)
  • Improved Weapon Emitters: Obtained from Advanced Heavy Cruiser (T6) (Your Aceton Beam & Overwhelm Emitters now add radiation DoT to the target & other enemies within 3 km of target every 15 sec)
  • Numerical Superiority: Obtained from Advanced Escort (T6) (While slotted, you gain a small damage bonus that increases as more allies target your targeted for. 10% - 50%. Does not count hanger pets)
  • Load Viral Torpedo: Obtained from Benthan Assault Cruiser (When using Eng, Sci, Tac or Intel Team: Loads a Viral Torpedo, Causes your next Torpedo attack to disable your target(s) for a short period of time, every 20 seconds)
  • Partners In Arms: Obtained from Hazari Destroyer (When healing or buffing an ally: Provide you with a 10% boost to all damage for 10 seconds, buff stacks up to 3 times. Does NOT trigger when healing/buffing self)
  • Reactive Repair Nanites: Obtained from Breen Sarr Theln Carrier (Using a hull heal ability will also heal your hangar pets within 5 km of your target for a portion of the healing dealt)
  • Torpedo Barrage: Obtained from Elachi Sheshar Dreadnought Cruiser (Your Torpedo: High Year BOFF ability will cause you the quene up a bonus Torpedo: High Yield 1. This can occur once every 30 seconds)
  • Emergency Response: Obtained from Kobali Samsar Cruiser (Your Hull & Shield heal BOFF abilities will have their recharge times reduced by 10% if you suffer damage while below 50% hull health. This can occur once every 4 seconds)
  • Frontal Assault: Obtained from Vaadwaur Manasa Assault Escort (Activate any Cannon-enhancing ability: Rapid Fire, Scatter Volley, Surgical Strikes, etc. provides a boost to your Shield Hardness & Shield Regeneration along your forward shield arc)
  • Supremacy: Obtained from Vaadwaur Astika Heavy Battlecruiser (Cannon Scatter Volley or Beam Fire at Will provides a small boost to all subsystem power levels per target hit for a short time as long as these attack modes are active; stacks up to 20 times)
  • All Hands on Deck: Obtained from Presidio, Ty'Gokor or Vastam Command Battlecruisers (Activating a Tactical or Command BOFF ability will reduce the recharge time of Science BOFF & Captain abilities, occurs once every few seconds)
  • Improved Brace for Impact: Obtained from Concorde, An'quat or Baratan Command Battlecruisers (Brace for Impact grants you a very large amount of Temporary Hit Points for a short period of time)
  • Improved Tachyon Beam: Obtained from Geneva, Klinzhai or Deihu Command Battlecruisers (Tachyon Beam will now regenerate the shields of allies near the target)
  • Go For The Kill: Obtained from the Jem'Hadar Strike/Recon Ship (Critical Hits extend duration of active Cannon: Rapid Fire by 3 seconds, once every 5 seconds)
  • Explosive Polarity Shift: Obtained from Exploration Cruiser (T6), Negh'Tev Heavy Battlecruiser, D'Khellra Warbird Battlecruiser (When damaged while Reverse Shield Polarity is active: Apply 1 stack of Polarity Shift; max once per 0.5 sec. When Reverse Shield Polarity duration ends: __ Kinetic Damage (100% Shield Penetration to foes within 3 km; Damage increased by 5% per stack of Polarity Shift)
  • Council Of Thought: Obtained from Xindi-Insectoid Olaen Heavy Escort Carrier (Benefit from awareness by having coordinated allies nearby, gaining increased Defense & Damage Resistance for each ally within 10 km)
  • Superweapon Ingenuity: Obtained from Xindi-Primate Ateleth Dreadnought (Activating any Beam:Overload you will be granted an extra Beam:Overload 1, allowing you to fire to massive blasts every 30 sec)
  • Stay On Target: Obtained from Mercury, Kortar or Okhala Pilot Ships (Keeping your current target in your forward 90 degree arc causes your ship to autofire a microtorpedo every few seconds)
  • Structual Integrity Overcharge: Obtained from Ajax, Qui'Tu or Khaiell Pilot Ships (Bonus hull regeneration based on how high you set your base; unmodified engine power)
  • Subwarp Sheath: Obtained from Icarus, Klavek or Jaeih Pilot Ships (Adds armor penetration with all weapons based on your speed, max 15%)
  • Greedy Emitters: Obtained from Ferengi Nandi (Using the Energy Siphon, Tachyon Beam, or Tyken's Rift Science BOFF abilities give a buff which grants immunity to energy drain, & reduces energy weapons power usage, & increases your subsystem power levels for 10 seconds; once every 30 seconds)
  • Weapon System Synergy: Obtained from Manticore Heavy Destroyer, Duvqu' Heavy Destroyer or Dinaes Warbird Destroyer (Each time a Directed energy weapon is activated, you'll shunt a small amount of power to your projecile emitters. After 10 stacks, your projectile weapons will deal extra damage, and shield bleedthrough for several seconds, once every 30 sec)
  • Emergency Weapon Cycle: Obtained from Artiber Battle Cruiser, Kurak Battlecruiser or Morrigu Heavy Warbird (Activating EPtW provides a reduction & grants a boost to weapon firing speed for the duration of EPtW)
  • Potentiality: Obtained from Krenim Imperium Warship (Passive stacking Damage Bonus for each second you spend in combat without activating BOFF abilities)
  • Invincible: Obtained from Zahl Heavy Cruiser (When your hull reached 5%, you become unkillable for 8 sec & gain a large bonus to incoming shield & hull heals; once every 2 min)
  • Coordinated Assault: Obtained from Alita, Qa'Tel or Jhu'ael Tactical Carriers (When using any Beam:Overload or Cannon:Rapid Fire, allows pets to use Beam:Overload 1 or Cannon:Rapid Fire upon use)
  • Time To Kill: Obtained from Krenim Annorax Science Dreadnought (All science BOFF abilties will boost your damage slightly, stacks up to 3 times)
Starship Traits, As Purchasing Ships Just Isn't Enough Anymore Part 2
  • Reciprocity: Obtained from Phantom Intel Escort (Feds), Year of Hell Lockbox (KDF & RRW) (When missed: To self: -10% Recharge Time on Intelligence & Tactical BOFF abilities)
  • Overwhelming Force: Obtained from Mat'Ha Raptor (KDF), Year of Hell Lockbox (RRW & Feds) (When using Torpedo High Yield: Targets anything alive; affects foe 50 max. ___ Kinetic Damage, Disable for 1.4 sec, +__ Repel. When using Beam Overload: affects foe 50 max. -___ Target's Shields, Disables cloaking system for 7 sec)
  • Tactical Retreat: Obtained from Faeht Intel Warbird (RRW), Year of Hell Lockbox (Feds & KDF) (When reduced to less than 25% hull strength, +60% Defense, Untargetable for 2 sec, +254% Flight Speed strength for 10 sec, Resets all Threat to zero, once every 60 seconds)
  • Demolition Teams: Obtained from Captain Specialization: Commando (Every 4 sec, applies a Demolition Team to your primary target or nearest foe within 2 km radius. Once 5 teams applied, deals __ Kinetic damage; 100% shield penetration. Additional Teams cannot be applied for 12 sec after a successful detonation)
  • Pedal To The Metal: Obtained from Captain Specialization: Pilot (+1-2% All Damage per 2 seconds spent at Full Throttle; max 10 stacks. All stacks lost if your throttle is dropped)
  • Predictive Algorithms: Obtained from Captain Specialization: Intelligence (Activating any Weapon Enhancement Ability removes 1 debuff and grants +2.5-5% Accuracy for 30 seconds, up to 4 times)
  • Command Frequency: Obtained from Captain Specialization: Command (Removes "Low Health" restriction on Fleet Support & -5 - -10 minutes for basic Command Frequency)
  • Improved Temporal Insight: Obtained from Delta Recruitment Event (Immunity to all damage for 4 sec)
  • The Best Defense: Obtained from mission "House Pegh" (Attack Patterns grant Hull Healing Buff to Self)
  • Synergistic Restoration: Obtained from Herald Quas Flight Deck Cruiser (Incoming Shield Healing abilities restore a small amount of Hull Hit Points, once every 10 sec)
  • Waylay: Obtained from Herald Baltim Heavy Raider (Firing Directed Energy weapons at an enemy's rear arc regenerates your shields)
  • Peak Efficiency: Obtained from Herald Vonph Dreadnought Carrier (Reduces Recharge Time of ALL BOFF abilities every 5 sec. Requires being at or above 80% Hull Strength)
  • Energy Web: Obtained from Tholian Tarantula Dreadnought Cruiser (Activation of Beam: Overload, Surgical Strikes or Cannon: Rapid Fire will empower your next attack, causing your foe to be trapped in an Energy Web, once every 45 sec)
  • Unstable Anomalies: Obtained from the Paradox Temporal Dreadnought (Gravity Well and Tyken's Rift anomalies will cause heavy kinetic damage in a 5km area of effect when they expire)
  • Insult to Injury: Obtained from the Jupiter Class Carrier (Upon activation of an Intel BOFF or Tractor Beam I, II, or III will allow your pets to use Torpedo: Transport Warhead I)
  • Adaptive Hull Plating: Obtained from the Operations Star Cruiser (Upon activating any Hull Healing or Command BOFF ability will boost your maximum hull hit points for a short time, ends after stacks 3 times)
  • Checkmate: Obtained from the Science Star Cruiser (Upon Activation of a control BOFF ability will provide a boost to your Exotic Damage and Projectile Weapon damage for a short time)
  • Super Charged Weapons: Obtained from the Tactical Star Cruiser (Upon firing a torpedo will provide a stack of Super Charged buff; while this buff is active it will provide a boost to directed energy weapon damage, crith and crtd for a short time. Stacks 3 Times)
  • Improved Feedback Pulse: Obtained from the Krenim Science Vessel (Feedback Pulse will deal additional damage and each time you are hit while FBP is active you will gain CrtH and CrtD. Stacks up to 10 times)
  • Designated Target: Obtained from the Theseus Temporal Escort (While this trait is slotted, and you kill a target affected by your Focused Assault ability allies within 5km of the defeated target will gain a moderate hull heal and damage boost)
  • Down But Not Out: Obtained from the Kelvin Timeline Heavy Command Cruiser (While this trait is slotted, and as your ship takes damage, you are able to reroute power from damaged systems to increase the maximum power potential of all of your subsystems, allowing a higher cap on your potential performance)
  • Highly Specialized: Obtained from the Kelvin Timeline Intel Carrier Warbird (Make the most of your bridge officer specialists! Each time one of their abilities is activated, it will cause all other specialist bridge officer abilities to recharge more quickly, allowing them all to be used more frequently. In addition, you will gain a boost to Starship Hull Repair, Starship Weapon Specialization and Starship Particle Generators skills. This skill buff stacks up to 5 times)
  • Improved Polarize Hull: Obtained from the Nautilus Temporal Science Vessel (While this trait is slotted, activating Polarize Hull will periodically remove movement impairing effects as well as damage over time and hazard effects for the duration of the ability)
  • Retaliation: Obtained from the Paladin Temporal Battlecruiser (While this trait is slotted, and you suffer a critical hit you will gain a boost to your weapon damage and critical hit chance. This buff stacks up to 3 times)
  • Shield Overload: Obtained from the Sagittarius Temporal Cruiser (Activating Emergency Power to Shields applies a massive boost to Damage Resistance and Shield Hardness. The effectiveness of this boost drops off overtime)
  • Stand Off: Obtained from the Kelvin Timeline Pilot BOP (Your boldness will pay off with this trait, as firing upon the forward 90-degree arc of an opponent allows your weapons to deal more damage than usual. Additionally, your weapons gain the ability to knock your foes' weapons offline briefly, once every several seconds, so long as you continue firing on their forward arc)
  • Target Rich Environment: Obtained from the Kelvin Timeline Intel Dreadnought Cruiser (While this starship trait is slotted, activating Beam: Fire At Will or Cannon: Scatter Volley will provide a small boost to weapon damage, per weapon activation, for a short time as long as these attack modes are active. This bonus stacks up to 20 times)
  • Vent Metreon Laced Plasma: Obtained from the Command Assault Cruiser (While this trait is slotted Eject Warp Plasma will have its duration reduced from 30 seconds to 15 seconds, but each plasma cloud will explode in a 2 km AoE dealing shield penetrating Radiation damage)
  • Built to Last: Obtained from the Temporal Light Cruiser (Activating a Hull Healing Bridge Officer ability will apply a weapon power cost reduction and a hull regeneration buff. The hull regeneration buff's effectiveness will increase when triggered at low hull strength)
  • Cryonic Siphon: Obtained from the Breen Chel Boalg Warship (Cryonic Siphon will drastically reduce the target's shield hardness and damage resistance while Energy Siphon is active on its target)
  • Delphic Phasing: Obtained from the Sphere Builder Edoulg Science Vessel (Gain a stack of Partial Delphic Phasing each time you score a critical hit. You may only generate 1 stack every 2 seconds. Each stack of Partial Delphic Phasing provides an increase to All Energy Damage resistance rating and lasts for a short duration. At 10 stacks of Delphic Phasing, you become immune to Energy Damage for a short time. After this effect wears off, you will be unable to generate stacks of Delphic Phasing for a period of time)
Starship Traits, As Purchasing Ships Just Isn't Enough Anymore Part 3
  • Delphic Shockwave: Obtained from the Sphere Builder Denuos Dreadnought Carrier (Polarize Hull will periodically remove movement impairing effects as well as damage over time and hazard effects for the duration of the ability)
  • Dominion Coordination: Obtained from the Jem'Hadar Dreadnought Carrier (T6) (Beam: Overload, Surgical Strikes and Cannon: Rapid Fire will provide an increase in damage to all nearby hangar pets. This buff does not stack)
  • Enhanced Power Condensers: Obtained from the Breen Rezreth Dreadnought Cruiser (Power Siphon or Tachyon Beam will provide you with a boost to maximum power levels and provide a boost to maximum shield hit points for a short time)
  • Exotic Modulation: Obtained from the Chronos Temporal Dreadnought Cruiser (Directed Energy Modulation or any Temporal Operative ability will provide a large boost to Exotic Damage for a short time)
  • Insidious Tactics: Obtained from the Cardassian Keldon Cruiser (Aceton Beam, Surgical Strikes or Torpedo: Transport Warhead will grant a boost to Critical Hit Chance and Critical Hit Severity. This buff stacks up to 3 times)
  • Particle Feedback Loop: Obtained from the Eternal Temporal Multi-Mission Science Vessel (When an Exotic Damage BOFF, you will gain a bonus to Hull Penetration. Stacks 3 times)
  • Regroup: Obtained from the Ouroboros Temporal Raider (Your Attack Pattern Bridge Officer abilities will reduce the recharge time on Engineering and Temporal Operative Bridge Officer abilities)
  • Scavenging Beam: Obtained from the Na'kuhl Daemosh Science Vessel (Tractor Beam will deal increased damage. Additionally,Tractor Beam will heal caster overtime)
  • Spoils of the Victor: Obtained from the Na'kuhl Tadarri Raider (While slotted, defeating any enemy will grant a Hull and Shield Heal over time effect)
  • Streak Breaker: Obtained from the Ferengi Nagus Marauder (When you miss a target, temporarily gain +20% Accuracy, +20 Defense, +10% Critical Chance for 15 sec. Stacks 5 times)
  • Subsystem Redundancies: Obtained from the Yamato, Kolasi, Kara (While Subsystem Redundancies is slotted, firing a Spinal Lance, Javelin or Beam: Overload I, II and III will trigger a shield heal, a shield hardness buff and will restore offline shields)
  • Tachyon Dispersal: Obtained from the Sutherland, Naj'sov, Laeosa (Tachyon Beam will significantly reduce the target's shield hardness while channeled. In addition, if Tachyon Beam reaches its full duration it will release a large burst of Tachyon energy that will inflict shield damage over time and reduce the shield hardness of affected targets within its radius)
  • Tactical Analysis: Obtained from the Jem'Hadar Heavy Escort Carrier (T6) (Tactical Team will provide a boost to hull penetration for a short time. This buff does not stack)
  • Temporal Ally: Obtained from the Na'kuhl Acheros Battlecruiser (Polarize Hull will periodically remove movement impairing effects as well as damage over time and hazard effects for the duration of the ability)
  • Attack Pattern Delta Prime: (Improves Attack Pattern Delta so when the target of your Attack Pattern Delta is hit, the target gains bonus Critical Chance and Critical Severity)
  • Improved Critical Systems: Obtained from the AoY Event (Each time you use and Emergency Power Bridge Officer ability you gain a Critical Damage and Critical Chance buff for a short time. This buff does not stack, but refreshes every time an emergency power is used. Enhances Specific Powers)
  • Improved Non-Linear Progression: Obtained from the Temporal Operative Specialization (Removes Power Drain from Reverse. While in reverse, after 5 sec, +__ Hull restored and +__ Shield Regeneration (per facing) each second. Improved: Also reduces current recharge time of Captain Abilities each second by -0.2 seconds)
  • Point Defense Protocol: (Deals Proton Damage to the nearest enemy target every half second, +100% Damage to Small Craft, Torpedoes and Mines)
  • Scramble Fighters: (All Hangar Pets gain: Immunity to damage for 5 seconds, +25% Damage for 5 seconds, Restores 50% of Max Hull)
  • Unconventional Tactics: Obtained from the Strategist Specialization (Brace for Impact grants Damage Buff)
Basic Gameplay Tips
Finally, right? You finally get to learn at least something despite whether or not if you have the best gear.

First, if you go into space and right click on the weapons in your weapon tray, you can turn on AutoFire. AutoFire let's your weapons continue constantly firing after you give the first order to fire. They will only stop firing if you pick another target or the target is destroyed.

Secondly, just because a ship is designed to do one thing doesn't mean it can't do another. Any ship can do any job, you just have to play around with it long enough, see what you can do as a max, and then decide from there.

Thirdly, Weapon Tactics. If you're using single beams/beam arrays your ship will do the most damage on the sides where all your beams can hit the target. But there is a variant of that, you can put a torpedo in the front and back, to make up for the damage you can't get when an enemy is in front of behind you! If you're using Dual Beam Banks, you're going to want to put either entirely dual beam banks in the front or drop one for one torpedo. In the back, you're going to want omni-directionals so they benefit from your Beam: Fire At Will, instead of turrets with are Rapid Fire, or Scatter Volley. If you're using cannons, slot em up in the front (give or take 1 torpedo), and then turrets in the back.

Advanced Gameplay Tactics
Regenerative Shield Array; ONLY USE IF YOU CAN TANK! And handle the bleedthrough from the shields (10%), but if you can tank you should be able to take a couple hits on your hull.

Being A Teamplayer; Coordinate with other players, and talk in team chat which is key in Advanced and Elite Quenes especially in PVP enviroments. Playing in a team is good as it'll make sure you can accomplish objectives and other assignments without having failures. If you're looking for people who can play in teams and hold their own then it's recommended that you get on the two teamspeaks listed at the top and the bottom of this guide!

DPS, DPS, DPS!!!! Anything you do is going to require blowing up a ship or other target. Tactical Consoles go in the TACTICAL slots ONLY! And when you get tactical consoles make sure they amplify the ONE(1) weapon type you have on your ship. For information about weapon tactics and such please see the Basic Gameplay Tips, and Starship Weapons sections.
Ship Builds
I've gotten many comments to include a sort of ship build section on my guide not only on the forums but in game as well. Earlier this morning (3/13/16) I found a guy in my armada who needed help and really didn't know what he was doing because he was new. So in short as time goes by I'll generalize builds here to get you by that YOU can improve and refit as YOU see necessary. My builds aren't the end all. Many people think Brent Justice's builds are amazing but as he's said on many occasions, "they fit my playstyle" which in laymans terms means lack of damage. But this game is ALL about DAMAGE! Personally, I find that anything over 20k is enough to get you by on any quene, Anything over 20k is considered overkill but hey, it's still fun to see those warp core explosions :D I however will not be writting it out because it's a pain in the ass (I tried...), so instead I will put pictures in with words! Looking for all the gear at epic quality? Look here https://ufplanets.com/showthread.php?51270-Guide-Epic-Gear !

Hazari Destroyer

http://skillplanner.stoacademy.com/?build=ud1hazari_0

Fleet Intrepid
http://www.stoacademy.com/tools/skillplanner/?build=curiosityfleetversion_9251

Dyson Science Destroyer

http://skillplanner.stoacademy.com/?build=ud1dyson_0

Battle Cruiser
http://www.stoacademy.com/tools/skillplanner/?build=11231321321_0

Valiant
http://skillplanner.stoacademy.com/?build=valiantbuild_0

Wells
http://skillplanner.stoacademy.com/?build=ud1wells1_0

Wells - NO TAC
http://skillplanner.stoacademy.com/?build=ud1wellsnotac1_0

Pilot
http://skillplanner.stoacademy.com/?build=ud1pilot_0

WIP MORE COMMING!
Fleets & Why YOU Should Join One!
As you may have noticed by now, mostly everyone is in a Fleet. But what are the benefits? Well first of all you get access to Fleet Ships, and those are more powerful then the C-Store versions of them, plus you can upgrade them to T5-U if it's a T5 Ship from the Starbase! The starbase is mostly out dated now, except for the acquisition of Elite Carrier Pets. There are many other benefits that will be explained below!

Starbase:

  • Ship Weapons: Elite Fleet Phasers
  • Ship Shields: Fleet Resilient/Covariant/Regenerative
  • Ship Deflectors
  • Ship Impulse Engines
  • Ground Weapons
  • Personal Shields
  • Elite Carrier Pets: Best Carrier Pets in the Game can be Found Here

Embassy:

  • Weapon Signature Nullifiers: Reduce Threat
  • Weapon Signature Amplifiers: Increases Threat
  • Romulan Kit Frames & Modules: Outdated Since Release of Spire & Research Lab
  • Romulan BOFFs: Increase to CrtH & CrtD upon slotting one as a Bridge Officer

Dilithium Mine:

  • Fleet Warp Cores - Outdated Upon Release of Spire
  • Fleet Singularity Cores - Outdated Upon Release of Spire
  • Advanced Engineering Armor Consoles - Great Temporary Fix to your survivability
  • Advanced Engineering RCS Consoles - Great Temporary Boost to Turn Rate

Spire:

  • Elite Plasma-Integrated War Cores - Best in The Game
  • Elite Thoron-Infused Singularity Cores - Best in The Game
  • Advanced Tactical Vulnerability Consoles - Best Tactical Consoles in The Game, boost CrtD & CrtH
  • Spire Carrier Pets - Ok Pets
  • Spire Experimental & Prototype Kit Frames & Modules - Outdated upon release of Research Lab

Research Lab:

  • Versatile Kit Frames & Profession-Specific Modules - Built In Ability, & Has the Same 5 Slots!
  • Strategic Secondary Deflectors - Best In Game
  • Particle Focuser Science Consoles
  • Additional Slots for Traits & R&D Projects, Unlocks the "LOCK"
  • Krenim BOFFs - Reduce Cooldowns on BOFF Abilities, not worth it.

K-13:

  • 23rd Century Ground/Space Weapons
  • 23rd Century BOFFs
  • 23rd Century DOFFs
  • 23rd Century BOFF Training Manuals
  • 23rd Century Kit Modules
  • Trait Enhancements
  • Xenotech Engineering Consoles

That's cool and all, but how do I join a fleet? Well you can send me an message in-game @ultimatedoomer01 for an invite to My Fleet.



How do we contribute to the fleet? Well you need the right provisions or items that are required for the boxes, please look below.



You need the required item, then you hit the contribute button, then select how many you want to contribute!
Duty Officers, Why are there sooo many? Part 1
Duty Officers, they make the crew go around on your starship and keep it operating at peak efficiency. You never get to interact with them, except for the occasional send on a mission here and there. But they are so much more then that, they're like the Pokemon or Yugoih cards you had as a kid (or still have -_-). They all have special perks or functions and some can be stacked up to 3 times by Sub-Department. It's all very complicated and after reading this section you'll have a MUCH better understanding. In the picture below, those all the things doffs can do. If you're looking for R&D or Admiralty please refer to the other chapters of this guide! First we'll start with the departments and I'll tell you what you'll find there to better your gameplay!



Key:
[SP] = Space
[GR] = Ground
[Unique] = Only 1 Doff does that

Tactical:

Conn Officer : Space
  • Chance for Attack Pattern Omega to apply lesser buff to team
  • Chance to Reduce the recharge time for Evasive Maneuvers
  • Recharge time reduced for Tactical Team & Buff
  • Recharge time reduced for Attack Patterns Beta, Delta & Omega
  • Chance for +Accuracy, +Perception upon use of Tactical Team
  • Small power boost after exiting Evasive Maneuvers
  • Recharges Evasive Maneuvers when Emergency Power to Engines is active

Energy Weapons Officer: Space
  • Chance to reduce the time to recharge when using subsystem targeting attacks
  • Chance to reduce the time to recharge when using cannons special attacks
  • Chance to reduce the time to recharge when using beam special attacks
  • Chance to gain shield power when using energy weapons
  • Increases Singularity Charge rate
  • Beam Overload gives attacks a chance for Shield Penetration

Ground Warfare Specialist: Ground
  • Increased damage vs. [Race]
  • Increased Expose chance vs. Romulans

Projectile Weapons Officer; Space
  • Chance to reduce the time to recharge torpedoes
  • Chance to reduce the time to recharge mines
  • Chance to gain shield power when using Torpedo Weapons
  • Torpedoes provide Singularity Charge

Shield Distribution Officer; Space & Ground
  • [GR] Chance to cause Weapons Malfunction to enemies that fire on you while using Draw Fire
  • [SP] [Unique] Brace for Impact improved the functionality of your Ramming Speed
  • [SP] [Unique] On each shot: Heal .2% of your hull
  • [SP] Chance to restore shields when taking damage while Brace for Impact is active

Space Warfare Specialist; Space
  • Increased damage vs. [Race]
  • Energy weapon attacks reduce accuracy of Romulans

Security:

Armory Officer; Space & Ground
  • [GR] Chance to reduce recharge on Turrets and Drones when summoning Turret or Drone
  • [GR] Chance to beam in an additional Phaser or Disruptor Turret
  • [GR] Ground Operational Asset cooldown reduction
  • [GR] Increases the duration of the damage boost from Stealth Module
  • [GR] [Unique] Doubles chance to expose target
  • [SP] Chance to summon a Tethered Quantum Mine when activating Dispersal Pattern
  • [SP] Chance to set a random second subsystem offline when using Subsystem Targeting attacks

Assault Squad Officer; Space & Ground
  • [GR] Chance to reduce the time for most grenade skills to recharge after use
  • [GR] Chance to apply a large heal to nearby teammates and revive fallen allies when Rally Cry is used
  • [GR] Chance to apply a Fragile Hold when using Lunge
  • [GR] Chance on any melee attacks to knock back the target
  • [SP] Chance for Boarding Party shuttles to be armed
  • [GR] Chance to deal Electrical damage when using Sweeping Strikes
  • [GR] Chance for stacking Crit Chance buff on firing Ranged weapons
  • [GR] Chance for stacking Crit Severity buff on firing Ranged weapons

Security Officer; Ground & Space
  • [GR] Chance to beam down an additional security escort when using Security Escort
  • [GR] Increased melee Critical chance and Critical severity
  • [SP] Extra threat generation with Attack Pattern Delta
  • [GR] Increases damage of Ambush by 100%, but all bonus damage is now a DoT
  • [GR] [UNIQUE]Chroniton Mine Barrier explosions have a chance to hold enemies

Engineering:

Consultant; Ground
  • Increases all skill points earned
  • Increases all expertise earned
  • Increases all commendation points earned
  • Increases all Fleet Marks earned

Damage Control Engineer; Ground & Space
  • [SP] Chance to reduce the recharge time for Emergency Power to subsystem abilities
  • [SP] Chance to add a hull heal-over-time effect to Auxiliary Power to Structural Integrity Field
  • [GR] Chance for Quick Fix to add additional damage resistance to its target
  • [GR] [Unique] Weapons Malfunction has a chance to be cause an Electrical DOT effect

Diagnostic Engineer; Ground
  • Chance to increase ranged damage with Equipment Diagnostics
  • Chance to grant 99% Shield Damage Resistance when using Shield Recharge
  • Gives your Weapons Malfunction a chance to chain to nearby enemies

Fabrication Engineer; Ground & Space
  • [GR] Chance to beam in an additional Support Drone
  • [SP] Space Operational Asset cooldown reduction
  • [SP] Increase duration of Reverse Shield Polarity

Maintenance Engineer; Space
  • Recharge time reduced for Engineering Team & Buff
  • Additional buffs based on type of battery activated
  • Increases healing skills when using Emergency Power to Auxiliary
  • Chance to immobilize enemies when activating Eject Warp Plasma

Matter-Antimatter Specialist; Space
  • Chance to immobilize enemies when activating Eject Warp Plasma
  • Increases Control Resistance when using Emergency Power to Engines
  • Increases Energy Resistance & Buff duration when using Auxiliary Power to Inertial Dampeners
  • [Unique] Aceton Beam has a chance to knock the target's Weapons Offline

Systems Engineer; Ground & Space
  • [SP] Chance to shut down additional subsystems after 30 sec when using Viral Matrix
  • [SP] Chance for Viral Matrix to spread to additional targets
  • [SP] Reduces Weapon subsystem energy drain while using Directed Energy Modulation
  • [SP] Engineering Team has a chance to add power to all Sub-Systems
  • [GR] Combat Supply will spawn Chroniton Mines nearby

Technician; Ground & Space
  • [SP] Recharge time on bridge officer abilities reduced upon use of Auxiliary to Emergency Battery
  • [SP] Additional Auxiliary Power buff while cloaked
  • [GR] [Unique] Tachyon Harmonic has a chance to deal a large amount of damage to non-living enemies.

Warp Core Engineer; Space
  • Chance of temporarily improving your ship power on use of any Emergency Power ability
  • Chance of removing all debuffs on use of any Emergency Power ability
  • Chance to reduce Singularity Lockout with Emergency Power abilities
  • Increased Shield Damage Resistance to self when using Extend Shields
Duty Officers, Why are there sooo many? Part 2
Operations:

Deflector Officer; Space
  • Chance to reduce the recharge time for Deflector Abilities (135 degree science abilities)
  • Chance to reflect damage when using Polarize Hull
  • Chance to gain Auxiliary Power when activating Exotic Damage Powers
  • Activating any Singularity Power will increase your Exotic Damage output temporarily

Explosives Expert; Ground & Space
  • [GR] Chance to beam in an additional Quantum Mortar
  • [SP] Improve Abandon Ship damage and explosion radius
  • [GR] Chance to disable weapons with Chroniton Mine Barrier
  • [GR] Your Exothermic Induction Field has a chance to fire a molten projectile at a nearby foe. This Chance is checked every second while the ability is active.
  • [GR] [Unique] Your Stun Grenades stick to the designated target

Flight Deck Officer; Space
  • Reduce the time to recharge for Hangar Bay & Boarding Part abilities after use
  • Increases the defense your Carrier while your fighters are in Recall Mode
  • Increases the accuracy of any carrier pet launched from your hangar bays while they are in Intercept mode
  • Increases the damage of any carrier pet launched from your hangar bays while they are in Escort mode

Hazard System Officer; Ground & Space
  • [SP] Damage resistance buff with Ramming Speed and Brace for Impact
  • [SP] Chance to drain target's subsystem energy for 30 sec when Aceton Beam is activated
  • [GR] Chance to deal double damage with Fuse Armor

Quartermaster; Ground & Space
  • [GR] Reduces recharge time for Combat Supply
  • [GR] Ground Operational Asset Discount
  • [GR] Space Operational Asset Discount
  • [SP] Recharge time reduced on all consumable batteries and Battery abilities
  • [GR] Cover shield gives a Resistance buff to nearby allies

Sensors Officer; Space
  • Debuff target's offensive damage with Sensor Scan
  • Increases Damage Threshold to Break Jam Sensors

Tractor Beam Officer; Space
  • Drains target's shields with Tractor Beam
  • Drains Engine subsystem power with Tractor Beam Repulsors
  • Tractor Beam Repulsors now Pulls nearby enemy ships

Transporter Officer; Ground & Space
  • [SP] Chance to remove hostile boarding parties with Transfer Shield Strength
  • [GR] Chance to create a Medical Generator or Shield Generator when the other ability used

Science:

Astrometrics Scientist; Space
  • Recharge time reduced on all Transwarp abilities
  • Chance of collecting additional R&D materials when scanning anomalies
  • Increase duration of the defense buff given by Mask Energy Signature
  • [Unique] Activating Subnucleonic Beam has a chance to knock the target's impulse engines offline
  • [Unique] Causes Hazard Emitters to apply Emergency Hazard Emitters to any friend with less than 50% hull within 3k of the primary target
  • Chance for Hazard Emitters to apply an additional heal after 15 seconds

Biologist; Ground & Space
  • [GR] Increases the duration of Anesthezine Gas and Tricorder Scan debuffs
  • [SP] Debuffs the ability recharge times of those affected by Scramble Sensors by -50%

Botanist; Ground
  • Chance for Melorazine or Dylovene to apply to your entire team each time it is used

Development Lab Scientist; Space
  • Recharge time reduced for Science Team & Buff
  • Adds Resistance Debuff to Feedback Pulse

Geologist; Ground
  • Chance to reduce cooldown on Exothermic Induction Field & Hyperonic Radiation
  • Chance to create a Phasic Instability when using Electro-Gravitic Field

Gravimetric Scientist; Space
  • Chance to create an aftershock Gravity Well
  • Chance to create an aftershock Tyken's Rift
  • Reduces Cooldown on Exotic Damage Powers when a Spatial Anomaly is activated
  • Reduces Singularity Decay Rate while Cloaked
  • Upon the use of Charged Particle Burst, provides a chance to apply additional Radiation damage to the target
  • [Unique] Photonic Shockwave repels twice as far, but no longer disables enemies

Photonic Studies Scientist; Space
  • Reduce recharge time of Photonic abilities
  • Chance to trigger aftershock Photonic Shockwave

Research Lab Scientist; Ground & Space
  • [SP] Chance to Placate when using Charged Particle Burst
  • [GR] Chance to Confuse with Neural Neutralizer
  • [SP] Chance for -15 sec recharge on shield heals when using Science Team
  • [GR] Adds Electrical Damage to Stasis Field
  • [GR] Chance for Stasis Field to spread to one additional target

Warp Theorist; Space
  • Applies a turn rate debuff with Tachyon Beam
  • Increased turn rate while at Full Impulse
  • Reduces Singularity Decay Rate while at Full Impulse

Medical:

Biochemist; Ground & Space
  • [GR] Adds a damage resistance debuff when most Science Kit debuffs are applied
  • [GR] Reduce recharge time on all Stimulants, Shield Charges and Power Cells
  • [GR] Chance for Nanite Health Monitor to have extra charges
  • [GR] Adds a root effect to Sonic Pulse
  • [GR] [Unique] Your Anesthizine Gas projectile will now stick to your designated target
  • [SP] [Unique] Reduce Threat after activating Exotic Damage

Counselor; Ground
  • Chance to increase a target's Willpower whenever a Science Buff or Heal is used

Doctor; Ground
  • On use of Medical Tricorder or Vascular Regenerator, chance to increase your maximum hit points
  • Chance for a second heal from Triage and Medical Tricorder

Medic; Ground & Space
  • [GR] Chance to beam down additional medical support when using a hypo
  • [SP] Increases crew recovery while in combat, when crew is below 75%

Nurse; Ground & Space
  • [GR] Chance to beam down additional medical support when using a hypo
  • [SP] Increases crew recovery while in combat, when crew is below 75%

Civilian:

Advisor; Ground & Space
  • [GR] Remove debuffs with Overwatch
  • [GR] [Unique] Reduced recharge time of psionic powers
  • [SP] Chance to reduce recharge on Bridge Officer and Captain hull heal powers when activating any shield heal

Bartender

Chef

Colonist

Diplomat

Entertainer; Space
  • Energy weapons have a chance to inhibit target's Perception

Miner

Prisoner

Refugee

Trader
R&D + Doffs = ? Part 1
R&D the system where you get some components together in order to make something. What that something is could be a ground weapon to a tactical console. However whatever you make is in a correlation with what Duty Officers (Doffs) you have. For instance, if you don't have an R&D Ground Weapons DOFF you won't be able to make the level 15 unlock in Ground Weapons. The same goes for any "tree" but I used Ground Weapons as an example. In each R&D "tree" you have access to lots of components, tech upgrades, and a specialty weapons/gear. There are 20 levels in each R&D tree, but I would recommend going to 15 only. To increase your level fast, at the bottom of each menu of each tree and you can have only 3 of those going at a time PER TREE! That allows you to craft the specialty and unlock the trait which each tree; except Officer Training and Special Projects have. To get the materials you run missions, open R&D boxes from STF's and scan for anomalies. Below is a list of things you will be able to craft under each tree!



Beams:
  • Item - Space Weapon - [Arc] Beam Array
  • Item - Beam Arrays
  • Item - Beam Consoles
  • Item - Dual Beam Banks
  • Consumable - Battery - Energy Amplifier
  • Consumable - Large Weapons Battery (x5)
  • Component - Focusing Lens
  • Component - Targeting Interface
  • Component - Emitter Module
  • Component - EPS Conduit
  • Component - Firing Sequencer
  • Component - Power Surge Regulator
  • Component - Isolinear Circuitry
  • Component - Isolinear Chip
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Beam Technology

Cannons:
  • Item - Space Weapon - [Arc] Dual Heavy Cannon
  • Item - Cannon Console
  • Item - Dual Cannons
  • Item - Dual Heavy Cannons
  • Item - Single Cannons
  • Item - Turrets
  • Consumable - Battery - Targeting Lock
  • Consumable - Large Weapons Battery (x5)
  • Component - Barrel Synchronizer
  • Component - Focusing Lens
  • Component - Electromagnetic Coupling
  • Component - EPS Regulator
  • Component - Firing Sequencer
  • Component - Plasma Compressor
  • Component - Isolinear Circuitry
  • Component - Isolinear Chip
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Cannons Technology

Engineering:
  • Item - Aegis Hyper-Impulse Engines
  • Item - Engineering Console Conductive RCS Accelerator
  • Device - Reactive Armor Catalyst
  • Item - Engineering Consoles
  • Item - Ground Armor
  • Item - Impulse Engines
  • Item - Singularity Cores
  • Item - Warp Core
  • Consumable - Battery - Hull Patch
  • Consumable - Large Auxiliary Battery (x5)
  • Consumable - Large Engine Battery (x5)
  • Consumable - Large Shield Battery (x5)
  • Component - Industrial Replicator Supplies
  • Component - Lab Equipment
  • Component - Coolant Injector
  • Component - Plasma Capacitor
  • Component - Rerouting Lattice
  • Component - Ejection System
  • Component - Warp Field Regulator
  • Component - Intermix Chamber
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Engineering Technology

Ground Weapons:
  • Item - TR-116B Sniper Rifle
  • Consumable - Nanoenergy Cell - Anti-Coagulant
  • Consumable - Nanoenergy Cell - Kinetic Capacity
  • Consumable - Nanoenergy Cell - Tachyon Rider
  • Item - Ground Weapon - Blast Assault
  • Item - Ground Weapon - Compression Pistol
  • Item - Ground Weapon - Dual Pistol
  • Item - Ground Weapon - Full Auto Rifle
  • Item - Ground Weapon - High Density Rifle
  • Item - Ground Weapon - Minigun Assault
  • Item - Ground Weapon - Pulsewave Assault
  • Item - Ground Weapon - Sniper Rifle
  • Item - Ground Weapon - Split Beam Rifle
  • Item - Ground Weapon - Stun Pistol
  • Item - Ground Weapon - Wide Beam Pistol
  • Consumable - Large Weakness Finder
  • Consumable - Large Hypo (x5)
  • Consumable - Large Power Cell (x5)
  • Consumable - Large Shield Charge (x5)
  • Component - Focusing Lens
  • Component - Industrial Replicator Supplies
  • Component - Coolant Injector
  • Component - Plasma Capacitor
  • Component - Micro Power Cell
  • Component - Handheld Calibration Control
  • Component - Isolinear Circuitry
  • Component - Particle Alignment Matrix
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Ground Weapon Technology

Projectiles:
  • Item - Particle Emission Plasma Torpedo Launcher
  • Item - Mine Launcher
  • Item - Projectile Consoles
  • Item - Torpedo Launcher
  • Consumable - Battery - Kinetic Amplifier
  • Consumable - Large Weapons Battery (x5)
  • Component - Industrial Replicator Supplies
  • Component - Targeting Interface
  • Component - Electromagnetic Coupling
  • Component - I.F.F. Beacon
  • Component - Pressurization Chamber
  • Component - Ejection System
  • Component - Warp Field Regulator
  • Component - Intermix Chamber
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Projectile Technology

Science:
  • Item - Aegis Deflector Array
  • Item - Science Console Exotic Particle Field Exciter
  • Item - Deflectors
  • Item - Science Console
  • Item - Secondary Deflectors
  • Consumable - Battery - Exotic Particle Flood
  • Consumable - Large Auxiliary Battery (x5)
  • Consumable - Large Engine Battery (x5)
  • Component - Lab Equipment
  • Component - Particle Field Generator
  • Component - Subprocessor Unit
  • Component - EPS Regulator
  • Component - Pressurization Chamber
  • Component - Quantum Field Focus
  • Component - Emitter Array
  • Component - Signal Enhancement Module
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Science Technology

Shields:
  • Item - Aegis Covariant Shield Array
  • Item - Hyper-Capacitor Shield Array
  • Item - Personal Shield
  • Item - Space Shield
  • Consumable - Battery - Shield Resilience Boost
  • Consumable - Large Shield Battery (x5)
  • Component - Focusing Lens
  • Component - Particle Field Generator
  • Component - Subprocessor Unit
  • Component - EPS Conduit
  • Component - Rerouting Lattice
  • Component - Plasma Compressor
  • Component - Emitter Array
  • Component - Signal Enhancement Module
  • Superior Tech Upgrade (Experimental)
  • Superior Tech Upgrade
  • Improved Tech Upgrade
  • Basic Tech Upgrade
  • Research Project - Shields Technology

R&D + Doffs = ? Part 2
Officer Training:
  • Component - PADD - Personal Access Display Device
  • Specialization Qualification - Command
  • Specialization Qualification - Intelligence
  • Specialization Qualification - Pilot
  • Training Manual - Command - Ambush Marker III
  • Training Manual - Command - Call Emergency Artillery III
  • Training Manual - Command - Concentrate Firepower III
  • Training Manual - Command - Coordinate Bombing Strike III
  • Training Manual - Command - Delegated Devastation III
  • Training Manual - Command - Hammer & Anvil III
  • Training Manual - Command - Needs of the Many III
  • Training Manual - Command - Overwhelm Emitters III
  • Training Manual - Command - Overwhelm Shields III
  • Training Manual - Command - Phalanx Formation III
  • Training Manual - Command - Rally Point III
  • Training Manual - Command - Reroute Power: Life Support III
  • Training Manual - Command - Return Fire III
  • Training Manual - Command - Sanctuary Bunker III
  • Training Manual - Command - Shock & Awe III
  • Training Manual - Command - Strategic Analysis
  • Training Manual - Command - Subspace Interception III
  • Training Manual - Command - Suppression Barrage III
  • Training Manual - Command - Take Cover III
  • Training Manual - Command - Timely Intervention III
  • Training Manual - Engineering - Emit Unstable Warp Bubble I
  • Training Manual - Engineering - Emit Unstable Warp Bubble II
  • Training Manual - Engineering - Emit Unstable Warp Bubble III
  • Training Manual - Engineering - Directed Energy Modulation III
  • Training Manual - Engineering - Emergency Power to Engines III
  • Training Manual - Engineering - Eject Warp Plasma III
  • Training Manual - Engineering - Extend Shields III
  • Training Manual - Engineering - Emergency Power to Auxiliary III
  • Training Manual - Engineering - Emergency Power to Weapons III
  • Training Manual - Engineering - Emergency Power to Shields III
  • Training Manual - Intelligence - Deploy Tripwire Drone III
  • Training Manual - Intelligence - Electromagnetic Pulse Probe III
  • Training Manual - Intelligence - Energy Weapons : Surgical Strikes
  • Training Manual - Intelligence - Evade Target Lock III
  • Training Manual - Intelligence - Feign Disintegration III
  • Training Manual - Intelligence - Frictionless Particle Grenade III
  • Training Manual - Intelligence - Harmless III
  • Training Manual - Intelligence - Incite Chaos III
  • Training Manual - Intelligence - Intelligence Team III
  • Training Manual - Intelligence - Ionic Turbulence III
  • Training Manual - Intelligence - Kinetic Magnet III
  • Training Manual - Intelligence - Neurolytic Injection III
  • Training Manual - Intelligence - Override Subsystem Safeties III
  • Training Manual - Intelligence - Photonic Decoy III
  • Training Manual - Intelligence - Resonant Tachyon Stream III
  • Training Manual - Intelligence - Site-to-Site Ensnare III
  • Training Manual - Intelligence - Sonic Suppression Field
  • Training Manual - Intelligence - Subnucleonic Carrier Wave III
  • Training Manual - Intelligence - Subspace Anesthizine Mine III
  • Training Manual - Intelligence - Subspace Beacon III
  • Training Manual - Intelligence - Transport Warhead III
  • Training Manual - Intelligence - Viral Impulse Burst III
  • Training Manual - Pilot - Attack Pattern Lambda III
  • Training Manual - Pilot - Clean Getaway III
  • Training Manual - Pilot - Coolant Ignition III
  • Training Manual - Pilot - Deploy Countermeasures III
  • Training Manual - Pilot - Fly Her Apart III
  • Training Manual - Pilot - Form Up III
  • Training Manual - Pilot - Hold Together III
  • Training Manual - Pilot - Lock Trajectory III
  • Training Manual - Pilot - Pilot Team III
  • Training Manual - Pilot - Reinforcements Squadron III
  • Training Manual - Pilot - Reroute Reserves to Weapons III
  • Training Manual - Pilot - Subspace Boom III
  • Training Manual - Science - Destabilizing Resonance Beam I
  • Training Manual - Science - Destabilizing Resonance Beam II
  • Training Manual - Science - Destabilizing Resonance Beam III
  • Training Manual - Science - Hazard Emitters III
  • Training Manual - Science - Tachyon Beam III
  • Training Manual - Science - Gravity Well III
  • Training Manual - Science - Feedback Pulse III
  • Training Manual - Science - Jam Sensors III
  • Training Manual - Science - Scramble Sensors III
  • Training Manual - Science - Photonic Shockwave III
  • Training Manual - Tactical - Attack Pattern Omega III
  • Training Manual - Tactical - Beam Array: Fire at Will III
  • Training Manual - Tactical - Cannon: Rapid Fire III
  • Training Manual - Tactical - Torpedo: High Yield III
  • Training Manual - Tactical - Mines: Dispersal Pattern Beta III
  • Training Manual - Tactical - Attack Pattern Beta III

Special Projects:
  • Special Event: Component - Omega Sliver (Uncommon)
  • Special Event: Component - Omega Shard (Rare)
  • Special Event: Component - Omega Fragment (Very Rare)
  • Special Event: Tech Upgrade - Omega Technology
Admiralty System; Yes Another Doff System
The Admiralty System; just like the DOFF system but this time with ships. All the Ships you obtain and are in your Ship Selector/Inventory.


Admiralty System Assignment Menu

There are 2 Campaigns available for both sides; Klingon and Federation. Your roster is available on the right along with ship maintenance. The rarer the ship, the higher the maintenance time. A C-Store ship has about 12 Hour Maintenance time which goes up to 18 Hours for Fleet & Lockbox Ships. To begin an assignment, click on the plan option and then put up to 3 ships up for each mission. You have to meet all the required stats to get a 100% Success Chance. Anywhere above that adds to your Critical Chance. They give you different rewards from Random Items to Energy Credits. But there's a catch... Each mission has an Event in a way. One such example is a Diplomatic Tribute; +5 Critical Rating & A Small Energy Credits Package.
PVE Quenes, and What Rewards What
There are 2 types of PVE Quenes, Space & Ground. And as such I will divide them into 2 different categories; Space & Ground.


PVE Quene Picker

Space Quenes:

  • Atmosphere Assault; Shuttle Mission, Rewards Romulan & Fleet Marks (Normal & Advanced)
  • Azure Nebula Rescue; Rewards Romulan, Nukara, & Fleet Marks (Normal & Advanced)
  • Borg Disconnected; Rewards All Marks, except Iconian (Normal, Advanced & Elite)
  • Crystalline Catastrophe; Rewards Nukara & Fleet Marks (Normal & Advanced)
  • Counterpoint; Rewards Terran Task Force Marks & Fleet Marks (Normal, Advanced & Elite)
  • Days of Doom; Rewards Temporal Marks & Fleet Marks (Normal, Advanced & Elite)
  • Federation Fleet Alert; Rewards Fleet Marks (Normal Only)
  • Federation Starbase Blockade; Rewards Fleet Marks (Normal Only)
  • Gateway to Gre'thor; Rewards Iconian Marks & Fleet Marks (Normal, Advanced & Elite)
  • Gorn Minefield Fleet Action; Rewards Fleet Marks, Gear & Dilithium (Normal Only)
  • Gravity Kills; Rewards Fleet Marks & Lukari Marks (Normal, Advanced & Elite)
  • Hive Onslaught; Rewards Omega Marks (Normal, Advanced & Elite)
  • Infected: The Conduit; Rewards Omega Marks (Normal & Advanced)
  • Khitomer Vortex; Rewards Omega Marks (Normal & Advanced)
  • Klingon Scout Force; Rewards Fleet Marks, Gear & Dilithium (Normal Only)
  • Starbase 24; Rewards Fleet Marks, Gear & Dilithium (Normal Only)
  • Storming the Spire; Rewards Fleet Marks & Dyson Marks (Normal, Advanced & Elite)
  • The Battle of Korfez; Rewards Delta Marks & Fleet Marks (Elite Only)
  • The Battle of Procyon V; Rewards Temporal Marks & Fleet Marks (Normal, Advanced & Elite)
  • The Cure Found; Rewards Omega Marks (Normal & Advanced)
  • The Herald Sphere; Rewards Iconian Marks & Fleet Marks (Normal, Advanced & Elite)
  • The Tzenkethi Front; Rewards Fleet Marks & Lukari Marks (Normal, Advanced & Elite)
  • The Vault: Ensnared; Rewards Romulan & Nukara Marks (Normal, Advanced & Elite)
  • Undine Assault; Rewards 8472 Marks & Fleet Marks (Normal & Advanced)
  • Vault Shuttle Event; Rewards Romulan Marks (Normal & Advanced)
  • Viscous Cycle; Rewards 8472 Marks & Fleet Marks (Normal, Advanced & Elite)

Ground Quenes:

  • Assault On Terok Nor; Rewards Terran Task Force Marks & Fleet Marks (Normal, Advanced & Elite)
  • Breaking the Planet; Rewards Fleet Marks, Gear & Dilithium (Normal Only)
  • Brotherhood of the Sword; Rewards Fleet, Delta, & Iconian Marks (Normal, Advanced & Elite)
  • Bug Hunt; Rewards Fleet & Delta Marks (Normal, Advanced & Elite)
  • Colony Invasion; Rewards Fleet Marks (Normal Only)
  • Defend Rh'lhho Station; Rewards Fleet & Romulan Marks (Normal, Advanced & Elite)
  • Federation Starbase Incursion; Rewards Fleet Marks (Normal Only)
  • Infected: Manus; Rewards Omega Marks (Normal & Advanced)
  • Into the Hive; Rewards Omega Marks (Normal, Advanced & Elite)
  • Khitomer in Stasis; Rewards Omega Marks (Normal & Advanced)
  • Mine Trap; Rewards Fleet, & Nukara Marks (Normal & Advanced) NOW RETIRED!
  • Miner Instabilities; Rewards Temporal & Fleet Marks (Normal, Advanced & Elite)
  • Nukara Prime: Self Destruction Tendencies; Rewards Nukara Marks (Normal, Advanced & Elite)*
  • Nukara Prime: Transdimensional Tactics; Rewards Nukara Marks (Normal, Advanced & Elite)*
  • The Big Dig; Rewards Fleet Marks, Gear & Dilithium (Normal Only)
  • The Cure Applied; Rewards Omega Marks (Normal & Advanced)
  • Undine Infiltration; Rewards Fleet Marks & 8472 Marks (Normal, Advanced & Elite)

* Specifies requirement of Environmental Suit

In addition to Marks, you also get R&D Items based on the difficulty you did. Completing ANY Elite Quene rewards you with Salvaged Technology.
PVP Space and Ground. Nah, Space Only.
Here's a checklist of what you need to do to get good at PVP. Ground is dead, but we need to bring it back as it's been neglected for WAAAYYY too long. It's just space, which is no variety get good at both.

  • Resilient Shield Array, Prevent that Bleed-through
  • Beam Arrays for slow turning ships, don't be out maneuvered.
  • Be as tanky as possible, and then take off stuff and convert it to offense if you can get away with it.
  • TACTICAL CONSOLES ONLY GO IN TACTICAL CONSOLE SLOTS AND NOTHING ELSE!
Events; Weekends, Missions, and Official Ones
There are many different types of Events that go on throughout the year, and many times during the year. Below is the COMPLETE list of events that happen throughout the year.

Recurring Events:

Shuttle Weekend Event:
  • During the Shuttle Weekend Event, three starship quene events are also available as 20 players-shuttle events: "Fleet Alert", & "Storming the Spire"
  • Duration: 3-4 Days

Bonus Dilithium Weekend Event:
  • "Asteroid Mining", 100% Bonus Dilithium Ore for Daily Mining Missions & all Rich Dilithium Claims
  • "Fleet Dilithium Mine", 100% Bonus Dilithium Ore from Daily Missions
  • 50% Bonus Dilithium Ore throughout the game
  • Duration: 3-4 Days

Bonus Marks Weekend Event:
  • 50% Bonus above normal amounts, available for ALL content that rewards Marks.
  • Duration: 3-4 Days

Junior Officer Appreciation Weekend:
  • 50% increase in all Commendation XP earned by completion of DOFF Assignments
  • Free special Purple quality DOFF with a unique active roster power by speaking with your duty officer contact: Exocomp & Reman
  • C-Store purchased DOFF packs opened during the event will each have a free additional Green quality or better DOFF inside
  • Duration: 3-4 Days

Bonus XP Event:
  • 100% Bonus to all collected XP
  • Duration: ~1 Week

15% Bonus Zen Weekend:
  • 15% Bonus on purchased ZEN
  • Duration: 4 Days

Bonus Foundry Weekend Event:
  • Reputation Marks will be an additional reward for completing Foundry missions
  • Duration: 3-4 Days

Crystalline Cataclysm:
  • Players earn "Crystal Shards" upon defeating the Crystalline Entity
  • Duration: ~1 Month

Elachi Alert Weekend:
  • "Elachi Alert" mission is available, rewards all Marks
  • Duration: 3-4 Days

Mirror Invasion Event:
  • Players earn "Multidemensional Transporter Device" per day upon completing "Mirror Universe Incursion" Quene
  • ~2 Weeks

Featured Episodes/Special Rewards Reruns:
  • Earn 15 Lobi for the first Feature Episode mission you complete per day
  • ~1 Week

Holiday Events:

Anniversary Event:
  • Celebrate the continuing growth of Star Trek Online. Anniversary events take place in early February each year
  • ~1 Month

Lohlunat Festival:
  • Each summer, players earn "Lohlunat Prize Vouchers" to gain special rewards
  • Duration: 50 Days

Q's Winter Wonderland:
  • Each Winter, players earn "Autographed 8x10 Glossy Picture of Q" to gain special rewards
  • Duration: 25 Days

Hearts & Minds:
  • Every Friday 13 & during Halloween, obtain a free DOFF by completing this mission
  • Duration: 2 Days

First Contact Day/Day of Honor/Republic Day:
  • Each year, around April 5th One of these missions are available for each faction
  • Duration: 4 Days
Lobi Store, Some of this stuff is pretty good.... Part 1
Lobi is what is recieved from lockboxes in random amounts from 4-15. Lobi is viewed as a waste of time and money by some but is it hiding some secret? Something sooo good that the "waste" of money and resources is actually worth it? Who knows... I leave that up for YOU to decide. For the Ships & Crew part of the lobi store I've found it's cheaper (extremely so) to just buy it from the exchange unless you want a Dyson Science Destroyer as it's a Character bind on pickup.



Ships & Crew

  • Jem'Hadar Heavy Escort Carrier (T6) - 900 Lobi
  • Sphere Builder Edoulg Science Vessel (T6) - 900 Lobi
  • Kelvin TImeline Intel Dreadnought Cruiser (T6) - 900 Lobi
  • Na'kuhl Daemosh Science Vessel (T6) - 900 Lobi
  • Paradox Temporal Dreadnought (T6) - 900 Lobi
  • Herald Baltim Heavy Raider (T6) - 900 Lobi
  • Zahl Heavy Cruiser (T6) - 900 Lobi
  • Xindi-Primate Ateleth Dreadnought Cruiser (T6) - 900 Lobi
  • Vaadwaur Astika Heavy Battlecruiser (T6) - 900 Lobi
  • Hazari Destroyer (T6) - 900 Lobi
  • Xindi-Reptilian Contortix Escort - 800 Lobi
  • Undine Dromias Bio-Cruiser - 800 Lobi
  • Hirogen Apex Heavy Battlecruiser - 800 Lobi
  • Dyson Science Destroyer* - 600 Lobi
  • Advanced Obelisk Carrier - 800 Lobi
  • Voth Palisade Science Vessel - 800 Lobi
  • Elachi Monbosh Battleship - 800 Lobi
  • Tal Shiar Adapted Battle Cruiser - 800 Lobi
  • Jem'Hadar Dreadnought Carrier - 800 Lobi
  • Temporal Destroyer - 800 Lobi
  • Tholian Recluse Carrier - 800 Lobi
  • Vaadwaur Pythus Fighter - 300 Lobi
  • Timeship Shuttle - 300 Lobi
  • Tholian Widow Fighter Ship - 300 Lobi
  • Ferengi Shuttle - 300 Lobi
  • Voth Heavy Fighter - 300 Lobi
  • Talaxian Engineering/Intelligence Officer - 300 Lobi
  • Talaxian Science/Intelligence Officer - 300 Lobi
  • Talaxian Tactical/Intelligence Officer - 300 Lobi
  • Xindi-Reptilian Tactical Officer - 300 Lobi
  • Liberated Borg Romulan Science Officer - 300 Lobi
  • Photonic Tactical Officer - 300 Lobi

* Character Bind on Pickup

Space Gear

All Space gear costs 200 lobi and some of them are very nice as they improve Crtd & Crth. All of these pieces are part of a 3 piece set and the 3 piece sets are very nice.

  • Dual Overcharged Delphic Antiproton Beam Bank
  • Delphic Distortion Torpedo
  • Console - Universal - Interphase Quantum Distributor
  • Plasmatic Biomatter Auto-Turret
  • Plasmatic Biomatter Torpedo Launcher
  • Hatchery Master Controller
  • Corrosive Plasma Torpedo Launcher
  • Corrosive Plasma Blast Mine Launcher
  • Console - Universal - Bounty Hunter's Friend
  • Long-Range Destabilized Tetryon Heavy Cannon
  • Tethered Quantum Mine Launcher
  • Console - Universal - Threat Analysis Matrix
  • Heavy Crescent Wave Cannon
  • Elachi Subspace Torpedo Launcher
  • Console - Universal - Bioneural Infusion Circuits
  • Temporal Disruption Device
  • Console - Universal - Tachyokinetic Converter
  • Chroniton Dual Beam Array
  • Rapid Fire Missle Launcher
  • Concentrated Tachyon Mine Launcher
  • Console - Universal - Rule 62 Multipurpose Combat Console

Ground Gear

The lobi store is home to some of the BEST ground weapons in the game not to even mention the best enviromental suits. The armor costs 200 lobi, and the weapons cost 50. This stuff is character bind on pickup and are NOT part of any set as they are all individual pieces.

  • Sphere Builder Antiproton Repulsor (Looks like a Goa'uld Hand Weapon)
  • Boolean Heavy Assault Cannon Mk XII (BEST WEAPON IN THE GAME HANDS DOWN!)
  • Na'kuhl Assassian Plasma Blade [CrtD]x3
  • Terran Empire Sonic Phaser High Density Beam Rifle [Dmg]x3
  • Terran Empire Sonic Phaser Stun Pistol [Dmg]x3
  • Advanced Herald Antiproton Beam Projector
  • Herald Tactical Combat Armor
  • Vaadwaur Polaron Assault Debilitator
  • Vaadwaur Polaron Rapid Split Bolt Rifle
  • Undine Biotech Battle Armor
  • Fluidic Antiproton Wrist Lance
  • Hirogen Enhanced Battle Armor
  • Solanae Sentinel Enviromental Suit Mk XII*
  • Solanae Paladin Enviromental Suit Mk XII*
  • Voth Antiproton Shocktrooper Cannon
  • Elachi Crescent Cannon Pistol
  • Jem'Hadar Assault Wide-Area Minigun
  • Relativity Stasis Pistol
  • Relativity Self-Targeting Rifle
  • Tholian Crystalline Sword
  • Ferengi Energy Whip

*These suits require all 3 from the mission; A Step Between the Stars from doing the different menthods of defending the core. They both have the same steps and other then the 3 suits can be picked up for 50 lobi.

Costumes

You can get these from the exchange as well as lobi and they're both around the same level of expense. It depends how you want to get it!

  • Sphere Builder Outfit - 200 Lobi
  • Kelvin Timeline Federation Uniforms - 200 Lobi
  • Na'kuhl Operative Uniform - 200 Lobi
  • Terran Empire Odyssey Outfit - 150 Lobi
  • Terran Empire Jupiter Outfit (Leeta's Variants) - 200 Lobi
  • Herald Thrall Outfit - 200 Lobi
  • Xindi-Primate Suit - 200 Lobi
  • Jem'Hadar Armor - 200 Lobi
  • Xindi Reptilian Outfit - 200 Lobi
  • Voth Light Soldier Outfit - 200 Lobi
  • Wells Uniform Pack - 200 Lobi
  • Tholian Silk Robe - 200 Lobi
  • Vaadwaur Officer Uniform - 150 Lobi
  • Temporal Jumpsuit - 150 Lobi
  • DS9 Uniform Set - 150 Lobi
  • Ferengi Entrepreneur's Jacket - 100 Lobi
  • Ferengi Entrepreneur's Skirt - 100 Lobi
  • Ferengi Entrepreneur's Open Jacket for Females - 150 Lobi
  • Tholian Silk Scarf - 100 Lobi
  • Dangling Earrings - 30 Lobi
  • Intertwined Earrings - 30 Lobi
  • Backed Earrings - 30 Lobi
Lobi Store, Some of this stuff is pretty good.... Part 2
Vanity Pets

These can be picked up from the exchange and are non-combat pets.

  • Rottweiler Companion - 30 Lobi
  • EV Tholian Toy - 30 Lobi
  • Triconipus Companion - 30 Lobi
  • Beagle Companion - 30 Lobi
  • Mini-Tank Companion - 30 Lobi
  • Cat Companion - 30 Lobi
  • Voth Raptor Hatchling Companion - 30 Lobi
  • Elachi Skitterer Companion - 30 Lobi
  • Khellid Companion - 30 Lobi
  • Holographic Drone Pet - 30 Lobi
  • Driclae Pup Companion - 30 Lobi
  • Alfa 117 Canine Companion - 30 Lobi
  • Arachnid Companion - 30 Lobi
  • Jackal Mastiff Puppy - 30 Lobi
  • Horta Hatchling - 30 Lobi
  • Sehlat Cat Cub - 30 Lobi
  • Risian Lunarian Caracal (Moonglow) - 30 Lobi
  • Risian Lunarian Caracal (Pitch) - 30 Lobi
  • Voth Heavy Fighter - 20 Lobi
  • Jem'Hadar Fighter - 20 Lobi
  • Timeship Shuttle - 20 Lobi
  • Tholian Widow Fighter - 20 Lobi
  • Peregrine Fighter - 20 Lobi
  • Danube Runabout - 20 Lobi
  • Mirror Universe Delta Flyer Pet - 20 Lobi
  • Captain's Yacht - 20 Lobi
  • Ferengi Na'Far Shuttle - 20 Lobi

Devices

They really aren't worth it.

  • Admiralty System Booster Pack - 5 Lobi
  • Miser's Delight - 1 Lobi
  • Golden Knowledge - 30 Lobi
  • Gambling Tribble - 30 Lobi
  • Transwarp Coil (x10) - 20 Lobi
  • Transwarp Coil (x2) - 10 e/a
  • Elachi Flame Crawler (x10) - 20 Lobi
  • Elachi Support Drone (x10) - 20 Lobi
  • Elachi Crescent Blast Turret (x10) - 20 Lobi
  • Elachi Flame Crawler - 5 Lobi e/a
  • Elachi Support Drone - 5 Lobi e/a
  • Elachi Crescent Blast Turret - 5 Lobi e/a
  • Psionic Dampener (x15) - 20 Lobi
  • Tachyon Grenade (x15) - 20 Lobi
  • Weakness FInder (x15) - 20 Lobi
  • Neural Overload (x15) - 20 Lobi
  • Chroniton Grenade (x15) - 20 Lobi
  • Acoustic Amplification Circuit (x15) - 20 Lobi
  • Radiation Resistance Hypo (x15) - 20 Lobi
  • Tholian Radiation Crystal (x15) - 20 Lobi
  • Tholian Web Grenade (x15) - 20 Lobi
  • Psionic Dampener - 2 Lobi e/a
  • Tachyon Grenade - 2 Lobi e/a
  • Nanoenergy Cell - Weakness Finder - 2 Lobi e/a
  • Nanoenergy Cell - Neural Overload - 2 Lobi e/a
  • Chroniton Grenade - 2 Lobi e/a
  • Nanocrystal Cell - Acoustic Amplification Circuit - 2 Lobi e/a
  • Radiation Resistance Hypo - 2 Lobi e/a
  • Tholian Radiation Crystal - 2 Lobi e/a
  • Tholian Web Grenade - 2 Lobi e/a
  • Team Battery - Auxiliary & Shields - 2 Lobi e/a
  • Team Battery - Engines & Auxiliary - 2 Lobi e/a
  • Team Battery - Shields & Engines - 2 Lobi e/a
  • Team Battery - Weapons & Auxiliary - 2 Lobi e/a
  • Team Combat Module - Health & Weapons Booster - 2 Lobi e/a
  • Team Combat Module - Shields & Weapons Booster - 2 Lobi e/a
  • Team Combat Module - Health & Shields Booster - 2 Lobi e/a
  • Team Combat Module - Damage Resistance Booster - 2 Lobi e/a
  • Battery - Auxiliary & Shields - 1 Lobi e/a
  • Battery - Engines & Auxiliary - 1 Lobi e/a
  • Battery - Shields & Engines - 1 Lobi e/a
  • Battery - Weapons & Auxiliary - 1 Lobi e/a
  • Personal Combat Module - Health & Weapons Booster - 1 Lobi e/a
  • Personal Combat Module - Shields & Weapons Booster - 1 Lobi e/a
  • Personal Combat Module - Health & Shields Booster - 1 Lobi e/a
  • Personal Combat Module - Damage Resistance Booster - 1 Lobi e/a
Lockboxes, Ooh the Money Hoares
Is it worth it to open the boxes or no? Well in all actuality you need Lobi for gear and consoles, so yes. It's a gamble, just like crates in Team Fortress 2. Take chances, but in the end it's going to be worth it! Below is a list with the odds calculated from each box. For this test to be accurate a 1000 boxes were opened for each type.

Cardassian:

  • Special Requisition Pack - Cardassian Galor Ship (~0.40% Chance)
  • Console Pack - Graviton Pulse(Feds) /Impulse Burst (KDF) (~2.98% Chance)
  • 2,000 CXP Bonus Pool (~5.07% Chance)
  • 10,000 CXP Bonus Pool (~5.19% Chance)
  • Gamma Quadrant Elite DOFF (Fed/KDF) (~8.46% Chance)
  • 1,000 Skill Bonus Pool (~9.85% Chance)
  • Special Equipment Pack - Shields (~19.58% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~22.77% Chance)
  • Standard DOFF Mini-Pack (~25.71% Chance)

Ferengi:

  • Special Requisition Pack - Ferengi D'Kora Ship (~0.37% Chance)
  • Console Pack - Theta Radiation (Feds)/Photonic Displacement (KDF) (~3.27% Chance)
  • Unique Ferengi DOFF Packs (~7.75% Chance)
  • 10,000 CXP Bonus Pool (~5.08% Chance)
  • 2,000 CXP Bonus Pool (~12.38% Chance)
  • 1,000 Skill Bonus Pool (~5.15% Chance)
  • Holonovel Storage Device (~9.75% Chance)
  • Special Requisition Pack - Deflectors & Armor (~15.85% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~17.60% Chance)
  • Standard DOFF Mini-Pack (~22.91% Chance)

Tholian:

  • Special Requisition Pack - Tholian Orb Weaver Ship (~0.41% Chance)
  • Console Pack - Subspace Jump (Feds)/Point Defense (KDF) (~3.03% Chance)
  • Mirror Universe Ship Pack (~5.08% Chance)
  • Tholian Warfare Specialists (~8.35% Chance)
  • 25,000 Fleet Credit Bonus Pool (~4.83% Chance)
  • 5,000 Fleet Credit Bonus Pool (~9.53% Chance)
  • Special Equipment Pack - Phased Tetryon Weapons (~19.53% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~23.63% Chance)
  • Standard DOFF Mini-Pack (~25.72% Chance)

Temporal:

  • Special Requisition Pack - Temporal Science Vessel (~0.41% Chance)
  • Console Pack - Isometric Charge (Feds)/Antimatter Spread (KDF) (~2.94% Chance)
  • Mirror Universe Ship Pack (~3.96% Chance)
  • Temporal Duty Officer (~4.19% Chance)
  • 100 Fleet Mark Bonus Pool; Bound to Character (~4.83% Chance)
  • 5,000 Fleet Credit Bonus Pool (~10.42% Chance)
  • Temporal Beacon Storage Device (~11.36% Chance)
  • Special Equipment Pack - Polarized Disruptor Weapons (~17.05% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~20.57% Chance)
  • Standard DOFF Mini-Pack (~24.26% Chance)

Dominion:

  • Special Requisition Pack - Jem'Hadar Heavy Escort Carrier (~0.38% Chance)
  • Console Pack - Bio-Neural Warhead (Feds)/Nadeon Detonator (KDF) (~3.08% Chance)
  • Mirror Universe Ship Pack (~5.23% Chance)
  • Special Equipment Pack - Phased Polaron Weapons (~19.52% Chance)
  • Preferred Custom Package; Bound to Character (~9.50% Chance)
  • VIP Customer Package; Bound to Character (~5.25% Chance)
  • Dominion DOFF (~7.87% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~23.03% Chance)
  • Reinforcements DOFF Mini-Pack (~26.14% Chance)

Tal Shiar:

  • Special Requisition Pack - Tal Shiar Adapated Destroyer (~0.42% Chance)
  • Genetic Resequencer - Ground Trait: Conduit (~0.56% Chance)
  • Genetic Resequencer - Ground Trait: Disassembler (~0.42% Chance)
  • Genetic Resequencer - Space Trait: Helmsman (~0.47% Chance)
  • Genetic Resequencer - Space Trait: Precise (~0.58% Chance)
  • Console Pack - Plasmonic Leech (Feds)/Ionized Gas Sensor (KDF) (~2.01% Chance)
  • Mirror Universe Ship Pack (~2.85% Chance)
  • Special Equipment Pack - Nanite Disruptor Weapons (~18.49% Chance)
  • 10,000 CXP Bonus Pool (~1.10% Chance)
  • 2,000 CXP Bonus Pool (~3.05% Chance)
  • 100 Fleet Mark Bonus Pool; Bound to Character (~1.00% Chance)
  • 25,000 Fleet Credit Bonus Pool (~0.96% Chance)
  • 5,000 Fleet Credit Bonus Pool (~2.81% Chance)
  • Preferred Customer Package; Bound to Character (~2.78% Chance)
  • VIP Customer Package; Bound to Character (~2.08% Chance)
  • Tal Shiar Command Code (~15.13% Chance)
  • Fleet Support DOFF Mini-Pack (~23.23% Chance)
  • Reinforcements DOFF Mini-Pack (23.08% Chance)

Elachi:

  • Special Requisition Pack - Elachi S'golth Escort (~0.42% Chance)
  • Console - Universal - Subspace Integration Circuit (~2.03% Chance)
  • Genetic Resequencer - Ground Trait: Firearms Specialist (~0.38% Chance)
  • Genetic Resequencer - Ground Trait: Regenerative Tissue (~0.72% Chance)
  • Genetic Resequencer - Space Trait: Inspiration Leader (~0.52% Chance)
  • Genetic Resequencer - Space Trait: Wing Commander (~0.38% Chance)
  • Mirror Universe Ship Pack (~3.37% Chance)
  • Elachi Survivor Officers (~7.38% Chance)
  • Special Equipment Pack - Elachi Crescent Weapons (~19.09% Chance)
  • 10,000 CXP Bonus Pool (~2.17% Chance)
  • 2,000 CXP Bonus Pool (~3.87% Chance)
  • 100 Fleet Mark Bonus Pool (~2.01% Chance)
  • 25,000 Fleet Credit Bonus Pool (~2.29% Chance)
  • 5,000 Fleet Credit Bonus Pool (~4.00% Chance)
  • Preferred Customer Package; Bound to Account (~3.86% Chance)
  • VIP Customer Package; Bound to Account (~1.86% Chance)
  • Reinforcements Officer Mini-Pack (~22.59% Chance)
  • Fleet Support DOFF Mini-Pack (~23.08% Chance)

Voth:

  • Special Requisition Pack - Voth Bastion Flight-Deck Cruiser (~0.40% Chance)
  • Console - Universal - Spatial Charge Launcher (~1.84% Chance)
  • Genetic Resequencer Pack - Ground Trait; Profession-Specific (~1.18% Chance)
  • Genetic Resequencer Pack - Space Trait; Profession-Specific (~0.94% Chance)
  • Mirror Universe Ship Pack (~2.87 Chance)
  • Voth Separatist DOFF Requisition (~7.57% Chance)
  • Special Equipment Pack - Voth Antiproton Weapons (~19.39% Chance)
  • 10,000 CXP Bonus Pool (~2.14% Chance)
  • 2,000 CXP Bonus Pool (~4.25% Chance)
  • 100 Fleet Mark Bonus Pool (~2.18% Chance)
  • 25,000 Fleet Credit Bonus Pool (~2.23% Chance)
  • 5,000 Fleet Credit Bonus Pool (~3.62% Chance)
  • Preferred Customer Package; Bound to Character (~3.73% Chance)
  • VIP Customer Package; Bound to Character (~2.78% Chance)
  • Reinforcements Officer Mini-Pack (~22.88% Chance)
  • Fleet Support DOFF Mini-Pack (~23.00% Chance)

Hirogen:

  • Special Requisition Pack - Hirogen Hunter Heavy Escort (~0.44% Chance)
  • Console - Universal - Alpha Deception Field (~2.27% Chance)
  • Genetic Resequencer - Ground Trait: Hunter Instincts (~1.03% Chance)
  • Genetic Resequencer - Ground Trait: Pack Leader (~0.93% Chance)
  • Genetic Resequencer - Space Trait: Intimidating Strikes (~1.20% Chance)
  • Genetic Resequencer - Space Trait: Hot Pursuit (~0.95% Chance)
  • Mirror Universe Ship Pack (~2.48% Chance)
  • Hirogen Predator DOFF Requisition (~7.55% Chance)
  • Special Equipment Pack - Destabilized Tetryon Weapons (~21.80% Chance)
  • 10,000 CXP Bonus Pool (~1.35% Chance)
  • 100 Fleet Mark Bonus Pool (~1.23% Chance)
  • 100 Reputation Mark Bonus Pool (~4.38% Chance)
  • 2,000 CXP Bonus Pool (~4.37% Chance)
  • 25,000 Fleet Credit Bonus Pool (~1.05% Chance)
  • 5,000 Fleet Credit Bonus Pool (~4.50% Chance)
  • 500 Reputation Mark Bonus Pool (~1.29% Chance)
  • Preferred Customer Package; Bound to Character (~4.62% Chance)
  • VIP Customer Package; Bound to Character (~1.09% Chance)
  • Gamma Quadrant DOFF Cadre (~10.93% Chance)
  • Gamma Quadrant DOFF Mini-Pack (~27.08% Chance)
Lockboxes, Ooh the Money Hoares. Part 2
Undine:

  • Special Requisition Pack - Undine Nicor Bio-Warship (~0.42% Chance)
  • Console - Universal - Fluidic Phase Decoupler (~2.48% Chance)
  • Genetic Resequencer - Ground Trait: Adrenal Release (~0.63% Chance)
  • Genetic Resequencer - Ground Trait: Immunity Response (~0.62% Chance)
  • Genetic Resequencer - Ground Trait: Sixth Sense (~0.67% Chance)
  • Genetic Resequencer - Space Trait: Biotech Patch (~0.64% Chance)
  • Genetic Resequencer - Space Trait: Fluidic Coccoon (~0.80% Chance)
  • Genetic Resequencer - Space Trait: Psychological Warfare (~0.80% Chance)
  • Mirror Universe Ship Pack (~2.70% Chance)
  • Special Equipment Pack - Fluidic Modules (~3.99% Chance)
  • Special Equipment Pack - Fluidic Kits (10.85% Chance)
  • Special Equipment Pack - Fluidic Antiproton Weapons (~19.92% Chance)
  • 10,000 CXP Bonus Pool (~1.10% Chance)
  • 100 Fleet Mark Bonus Pool (~1.35% Chance)
  • 100 Reputation Mark Bonus Pool (~3.63% Chance)
  • 2,000 CXP Bonus Pool (~3.63% Chance)
  • 25,000 Fleet Credit Bonus Pool (~1.08% Chance)
  • 5,000 Fleet Credit Bonus Pool (~4.27% Chance)
  • 500 Reputation Mark Bonus Pool (~1.37% Chance)
  • Preferred Customer Package; Bound to Character (~4.05% Chance)
  • VIP Customer Package; Bound to Character (~1.04% Chance)
  • Reinforcements DOFF Pack (~7.97% Chance)
  • Reinforcements DOFF Mini-Pack (~26.02% Chance)

Xindi-Amphibious:

  • Special Requisition Pack - Xindi-Aquatic Narcine Dreadnought Carrier (~0.50% Chance)
  • One Console Pack (~2.55% Chance)
  • Genetic Resequencer - Ground Trait: Ironsides (~0.78% Chance)
  • Genetic Resequencer - Ground Trait: Savior (~0.63% Chance)
  • Genetic Resequencer - Ground Trait: Vicious (~0.75% Chance)
  • Genetic Resequencer - Space Trait: Intense Focus (~0.65% Chance)
  • Genetic Resequencer - Space Trait: Momentum (~0.60% Chance)
  • Genetic Resequencer - Space Trait: Pattern Recognition (~0.92% Chance)
  • Mirror Universe Ship Pack (~2.73% Chance)
  • Special Equipment Pack - Xindi Experimental Modules (~3.63% Chance)
  • Special Equipment Pack - Xindi Experimental Kits (~10.72% Chance)
  • Special Equipment Pack - Phased Biomatter Weapons (~18.93% Chance)
  • One Ultra-Rare Xindi DOFF (~3.59% Chance)
  • Catalyst: +25 Skill Rating (~0.93% Chance)
  • Catalyst +10 Skill Rating (~3.11% Chance)
  • 10,000 CXP Bonus Pool (~1.10% Chance)
  • 100 Fleet Mark Bonus Pool (~1.03% Chance)
  • 100 Reputation Mark Bonus Pool (~2.78% Chance)
  • 2,000 CXP Bonus Pool (~3.24% Chance)
  • 25,000 Fleet Credit Bonus Pool (~1.06% Chance)
  • 5,000 Fleet Credit Bonus Pool (~2.94% Chance)
  • 500 Reputation Mark Bonus Pool (~0.91% Chance)
  • Preferred Customer Package; Bound to Character (~3.18% Chance)
  • VIP Customer Package; Bound to Character (~1.15% Chance)
  • Fleet Support DOFF Pack (~7.68% Chance)
  • Fleet Support DOFF Mini-Pack (~23.89% Chance)

Delta Expedition:

  • Special Requisition Pack - Benthan Assault Cruiser (T6)
  • One Console Pack
  • Genetic Resequencer - Ground Trait: Berserker
  • Genetic Resequencer - Ground Trait: Imminent Danger
  • Genetic Resequencer - Ground Trait: Overcharging
  • Genetic Resequencer - Space Trait: Exotic Absorption
  • Genetic Resequencer - Space Trait: Failsafe Scrambler
  • Genetic Resequencer - Space Trait: Positive Feedback Loop
  • Special Requisition Pack - Kazon Heavy Raider
  • Special Equipment Pack - Delta Expedition Modules
  • Special Equipment Pack - Delta Expedition Kits
  • Special Equipment Pack - Corrosive Plasma Weapons
  • 10,000 CXP Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 100 Reputation Mark Bonus Pool
  • 2,000 CXP Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 5,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • Preferred Customer Package; Bound to Account
  • VIP Customer Package; Bound to Account
  • Research & Development Mini-Pack
  • Research & Development Pack

Vaadwaur:

  • Special Requisition Pack - Vaadwaur Manasa Assault Escort (T6)
  • Console - Universal - Constriction Anchor
  • Genetic Resequencer - Ground Trait: Bombardier
  • Genetic Resequencer - Ground Trait: Sniper
  • Genetic Resequencer - Space Trait: Anchored
  • Genetic Resequencer - Space Trait: Lead Foot
  • Special Requisition Pack - APU Cruiser
  • Special Equipment Pack - Vaadwaur Tech Modules
  • Special Equipment Pack - Vaadwaur Polaron Weapons
  • Kobali Engineering Corps Veterans
  • 10,000 CXP Bonus Pool
  • 10,000 R&D Research XP Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 100 Reputation Mark Bonus Pool
  • 2,000 CXP Bonus Pool
  • 2,000 R&D Research XP Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 5,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • Preferred Customer Package; Bound to Account
  • VIP Customer Package; Bound to Account
  • Research & Development Mini-Pack
  • Research & Development Pack

Xindi-Terrestrial:

  • Special Requisition Pack - Xindi-Insectoid Olaen Heavy Escort Carrier (T6)
  • Genetic Resequencer - Ground Trait: Hive Mind
  • Genetic Resequencer - Ground Trait: Molt
  • Genetic Resequencer - Space Trait: Ablative Shell
  • Genetic Resequencer - Space Trait: Eyes of the Swarm
  • Special Requisition Pack - Malon Battlecruiser
  • Special Equipment Pack - Xindi BOFF Training Manuals
  • Special Equipment Pack - Xindi Prototype Modules
  • Special Equipment Pack - Plasmatic Biomatter Weapons
  • Xindi Strategic Specialist; DOFF
  • 25,000 Fleet Credit Bonus Pool
  • 5,000 Fleet Credit Bonus Pool
  • 10,000 CXP Bonus Pool
  • 2,000 CXP Bonus Pool
  • 10,000 Research XP Bonus Pool
  • 2,000 Research XP Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 100 Reputation Mark Bonus Pool
  • Preferred Customer Package; Bound to Account
  • VIP Customer Package; Bound to Account
  • Catalyst: +25 Skill Rating
  • Catalyst: +10 Skill Rating
  • Research & Development Mini-Pack
  • Research & Development Pack

Year of Hell:

  • Special Requisition Pack - Krenim Imperium Warship (T6)
  • One Starship Trait Unlock
  • Genetic Resequencer - Ground Trait: Coalition Squad Tactics
  • Genetic Resequencer - Ground Trait: Taking You With Me
  • Genetic Resequencer - Space Trait: Blaze Of Glory
  • Genetic Resequencer - Space Trait: Coalition Starship Tactics
  • Special Requisition Pack - Nihydron Destroyer
  • Special Equipment Pack - Coalition Disruptor Weapons
  • Krenim Temporal Specialist; DOFF
  • Temporal Research Assignment
  • 10,000 CXP Bonus Pool
  • 10,000 R&D Research XP Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 20,000 CXP Bonus Pool
  • 20,000 R&D Research XP Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • VIP Customer Package; Bound to Account
  • Extra-Special VIP Customer Package; Bound to Account
  • Catalyst: +25 Skill Rating
  • Salvaged Technology
  • Research & Development Pack

Lockboxes, Ooh the Money Hoares. Part 3
Herald:

  • Special Requesition Pack - Herald Quas Flight Deck Cruiser
  • Special Requesition Pack - Herald Vonph Dreadnought Carrier
  • Console - Universal - Polymorphic Probe Array
  • Genetic Resequencer - Ground Trait: Photonic Armor Protocol
  • Genetic Resequencer - Ground Trait: Self-Modulating Shots
  • Genetic Resequencer - Space Trait: Photonic Field Protocol
  • Genetic Resequencer - Space Trait: Self-Modulating Fire
  • Special Equipment Pack - Herald Kits
  • Special Equipment Pack - Herald Modules
  • Special Equipment Pack - Herald Antiproton Weapons
  • 10,000 CXP Bonus Pool
  • 10,000 R&D Research XP Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 20,000 CXP Bonus Pool
  • 20,000 R&D Research XP Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • VIP Customer Package (Bound to Account)
  • Extra-Special VIP Customer Package (Bound to Account)
  • Catalyst: +25 Skill Rating
  • Salvaged Technology
  • Research & Development Pack

Mirror Incursion:

  • Special Requisition Pack - Tholian Tarantula Dreadnought Cruiser (T6)
  • Special Requisition Pack - Tholian Mush Weaver Escort (T5)
  • Genetic Resequencer - Ground Trait: Agony Modulator
  • Genetic Resequencer - Ground Trait: Blissful Agony
  • Genetic Resequencer - Space Trait: Invasive Control Programming
  • Genetic Resequencer - Space Trait: Secret Command Codes
  • Special Equipment Pack - Terran Empire Kit Packs
  • Special Equipment Pack - Terran Empire Agony Phaser Weapon Packs
  • Mirror Incursion Intel Assignments
  • 35,000 Fleet Credit Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 20,000 CXP Bonus Pool
  • 10,000 CXP Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • Dilithium Mining Claim - Extra-Special VIP Customer
  • Dilithium Mining Claim - VIP Customer
  • Extra-Large R&D Experience Bonus Pool
  • Large R&D Experience Bonus Pool
  • +25 Skill Rating Catalyst (10)
  • +25 Skill Rating Catalyst (5)
  • Salvaged Technology (2)
  • Salvaged Technology (1)

Na'kuhl:

  • Na'kuhl Tadarri Raider (T6)
  • Na'kuhl Acheros Battleship (T6)
  • Salvaged Console - Na'kuhl Plasma Wave
  • Genetic Resequencer - Ground Trait: Volatile Defenses
  • Genetic Resequencer - Ground Trait: Active Rerouting
  • Genetic Resequencer - Space Trait: Volatile Plating
  • Genetic Resequencer - Space Trait: Automated Rerouting
  • Na'kuhl Warfare Specialists
  • Na'kuhl Agent Kit Modules
  • Chronoplasma Weapon Crate
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • Dilithium Mining Claim Package: VIP Customer (10 Claims)
  • Dilithium Mining Claim Package: Extra-Special VIP Customer (14 Claims)
  • Salvaged Technology

Sphere Builder:

  • Sphere Builder Denous Dreadnought Carrier (T6)
  • Console - Universal - Delphic Tear Generator
  • Sphere Builder Arehbes Destroyer (T5-U)
  • Genetic Resequencer Pack - Profession Specific
  • Sphere Builder Modules
  • Sphere Builder Training Manuals
  • Delphic Antiproton Weapons
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • Dilithium Mining Claim Package: Extra-Special VIP Customer (14 Claims)
  • Dilithium Mining Claim Package: VIP Customer (10 Claims)
  • Salvaged Technology
  • R&D Pack

Kelvin Timeline:

  • Kelvin Timeline Cruiser (Faction Specific) (T6)
  • Console Pack (Faction Specific)
  • Starship Trait Pack (Faction Specific)
  • Genetic Resequencer - Ground Trait: Brawler
  • Genetic Resequencer - Ground Trait: Expedient Care
  • Genetic Resequencer - Space Trait: Expedient Repairs
  • Genetic Resequencer - Space Trait: Neutral Zone
  • Kelvin Timeline DOFF
  • Kelvin Timeline Kit Modules
  • Kelvin Timeline Training Manuals
  • Kelvin Timeline Weapons (Space/Ground)
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • Dilithium Mining Claim Package: Extra-Special VIP Customer (14 Claims)
  • Dilithium Mining Claim Package: VIP Customer (10 Claims)
  • Salvaged Technology
  • R&D Pack

Infinity:

Note: Every box contains 4 Lobi Crystals OR an [Infinity Prize Pack - Ultra Rare T6 Ship] Package
  • Infinity Prize Pack - T6 Ship
  • Infinity Prize Pack - T5 Ship
  • Infinity Prize Pack - Secondary Ship
  • Infinity Prize Pack: BOFF Training Manuals
  • Infinity Prize Pack: Cross-Faction or Salvaged Console
  • Infinity Prize Pack: Kit Module
  • Infinity Prize Pack: Personal Trait (Ground)
  • Infinity Prize Pack: Personal Trait (Space)
  • Infinity Prize Pack: Weapon Pack
  • Duty Officer Cadre
  • Fleet Support Duty Officer Pack
  • Gamma Quadrant Duty Officer Cadre
  • Gamma Quadrant Elite Duty Officer
  • Kobali Engineering Corps Veterans
  • Krenim Temporal Specialist (DOFF)
  • Reinforcements DOFF Pack
  • Romulan Survivor DOFF Pack
  • Xindi Duty Officer
  • Xindi Strategic Specialist DOFF
  • 100 Fleet Mark Bonus Pool
  • 150 Fleet Mark Bonus Pool
  • 25,000 Fleet Credit Bonus Pool
  • 35,000 Fleet Credit Bonus Pool
  • 500 Reputation Mark Bonus Pool
  • 750 Reputation Mark Bonus Pool
  • Dilithium Mining Claim Package: Extra-Special VIP Customer (14 Claims)
  • Dilithium Mining Claim Package: VIP Customer (10 Claims)
  • Dominion DOFF
  • Elachi Survivor Officer
  • Ferengi Privateer Cadre
  • Hirogen Predator DOFF Requistion
  • Holonovel Storage Device
  • Mirror incursion Research Assignments
  • R&D Pack
  • Delta Expedition Kits
  • Fluidic Kits
  • Herald Kits
  • Terran Empire Kits
  • Xindi Experimental Kits
  • Temporal Beacon Storage Device
  • Temporal DOFF
  • Temporal Research Assignments
  • Tholian Warfare Specialists (DOFF)
  • Voth Separatist Officer (DOFF)
  • Salvaged Technology
Afterword
Date: 10/11/15

LIghtning hasn't been on so the PVP, & Advanced Gameplay Tactics will be waiting for him to get back. This was just as informative for me as it was for you, as looking at the rewards of lock boxes I'll never open one again. I will help anyone who asks for it.

But if you need me as I said on the top PM me in game: ultimatedoomer1@ultimatedoomer01


Works Cited:

Phoenix, Division. "Starship Traits for STO." The Phoenix Division. N.p., n.d. Web. 29 Dec. 2016.

-Fleet Admiral Hannibal Smith signing off...

/end file/

Press FAVORITE if you understand these orders and rate!
29 Comments
UniformedDelta  [author] May 6, 2022 @ 3:51pm 
They are free if you have fleet ship modules.You can grind those out using EC.
Ulysses S. Grant May 5, 2022 @ 8:11pm 
I have a question for fleet ships, are they free, im thinking about joining a fleet when im just a poor, LT Commander.
UniformedDelta  [author] Apr 19, 2020 @ 4:47pm 
Everyone has they're own preferences. I'm not going to force anyone to play the game my way.
Atzu Apr 18, 2020 @ 11:31am 
"Species, and which one to pick."
Recommending a species? How bold.
Searching for the recommendations...
They recommend...
... no recommendation...
... just Federation.
Veritas Feb 21, 2020 @ 7:02am 
I think this is as long as STOs shoddy base code.
Legion Of Metal Jan 19, 2020 @ 8:03am 
Me (The new player who's struggling to understand the game) reading only a fraction of the stuff before thinking:

"Wait...how much is--"

*scrolling down...scrolling down....scrolling down...scrolling down...*

"...there..."

*scrolling down...scrolling down....scrolling down...scrolling down...*

"...to read..."

*scrolling down...scrolling down....scrolling down...scrolling down...Hits the comment section*

You know what...? Never mind...im not cut out for this game its just too much. I cant keep up...
Time to click on uninstall and give up. which is a shame! because i feel like im missing out on a good game. its just too much for me. personally speaking.
Morpheus Dec 10, 2019 @ 2:34pm 
is this still relevant ? just want to know before i sit and read it all
Rustic Doggo Feb 2, 2018 @ 3:06pm 
From what ive read, as your fleet increases, the discount also does. Apparantly my fleet is level 78... http://steamcommunity.com/sharedfiles/filedetails/?id=1288752107
UniformedDelta  [author] Feb 2, 2018 @ 11:07am 
It lowers the cost of all items in the dilithium store, if you have the discount.
Rustic Doggo Feb 1, 2018 @ 8:23pm 
Im not sure if you put it or not, but joining a fleet also lowers the cost of advanced hanger pets in the dilithium store