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Research and Development

From Star Trek Online Wiki
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You may be looking for a list of craftable items with recipes.

Research and Development is the crafting system of Star Trek Online. It uses materials to create components, both of which are in turn needed to craft various items.

Contents

[edit] History

Beginning with Season Three: Genesis, a new system involving schematics was developed. These schematics can be researched with basic data samples and are required ingredients for almost all items. Schematics come in 20 types (however, [Schematic: Bat'leth] is exclusive to KDF and [Schematic: Lirpa] is exclusive to Federation), for various personal equipment, starship weapons, or starship components. In addition to the common data samples, there are ten rare anomalies called particle traces. These particle traces are used to craft very rare items.

As of Season 9.5, the crafting system once again received a revamp. This time the system unlocks at level 15 for new players and can be accessed from anywhere.

[edit] Schools

There are seven R&D schools which players can level up in: Beams, Cannons, Engineering, Ground Weapons, Projectiles, Science, and Shields. Each school has 20 levels and offers a range of items to fabricate. In addition, developers have indicated that two more schools are to be added in the near future: Kit Modules and a "[Redacted]" school.

[edit] Ingredients

If you have the materials on hand, you can fabricate a wide range of components and equipment for you and your ship.

[edit] Materials

Research and Development Materials
Common Uncommon Rare Very Rare
Minerals Magnesite icon.png Duranium icon.png Tritanium icon.png Rubidium icon.png Dentarium icon.png Trellium-K icon.png
Gases Hydrazine Gas icon.png Trionium Gas icon.png Hexafluorine Gas icon.png Tetrazine Gas icon.png Argonite Gas icon.png Craylon Gas icon.png
Particle Verteron Particle icon.png Thoron Particle icon.png Beta-Tachyon Particle icon.png Z Particle icon.png Plekton Particle icon.png Radiogenic Particle icon.png

[edit] Components

Research and Development Components
School Common Uncommon Rare Very Rare
Beams Component - Focusing Lens icon.png Component - Targeting Interface icon.png Component - Emitter Module icon.png Component - EPS Conduit icon.png Component - Firing Sequencer icon.png Component - Power Surge Regulator icon.png Component - Isolinear Circuitry icon.png Component - Isolinear Chip icon.png
Cannons Component - Barrel Synchronizer icon.png Component - Focusing Lens icon.png Component - Electromagnetic Coupling icon.png Component - EPS Regulator icon.png Component - Firing Sequencer icon.png Component - Plasma Compressor icon.png Component - Isolinear Circuitry icon.png Component - Isolinear Chip icon.png
Engineering Component - Industrial Replicator Supplies icon.png Component - Lab Equipment icon.png Component - Coolant Injector icon.png Component - Plasma Capacitor icon.png Component - Rerouting Lattice icon.png Component - Ejection System icon.png Component - Warp Field Regulator icon.png Component - Intermix Chamber icon.png
Ground Weapons Component - Focusing Lens icon.png Component - Industrial Replicator Supplies icon.png Component - Coolant Injector icon.png Component - Plasma Capacitor icon.png Component - Micro Power Cell icon.png Component - Handheld Calibration Control icon.png Component - Isolinear Circuitry icon.png Component - Particle Alignment Matrix icon.png
Projectiles Component - Industrial Replicator Supplies icon.png Component - Targeting Interface icon.png Component - Electromagnetic Coupling icon.png Component - IFF Beacon icon.png Component - Pressurization Chamber icon.png Component - Ejection System icon.png Component - Warp Field Regulator icon.png Component - Intermix Chamber icon.png
Science Component - Lab Equipment icon.png Component - Particle Field Generator icon.png Component - Subprocessor Unit icon.png Component - EPS Regulator icon.png Component - Pressurization Chamber icon.png Component - Quantum Field Focus icon.png Component - Emitter Array icon.png Component - Signal Enhancement Module icon.png
Shields Component - Focusing Lens icon.png Component - Particle Field Generator icon.png Component - Subprocessor Unit icon.png Component - EPS Conduit icon.png Component - Rerouting Lattice icon.png Component - Plasma Compressor icon.png Component - Emitter Array icon.png Component - Signal Enhancement Module icon.png

[edit] Skill

The crafting system is skill based; you gain skill points by leveling a school. As your skill levels increase you gain access to more items and have a higher chance to create better items. Items such as one-use Catalysts can boost a player's final skill level, while higher quality Duty Officers have the same effect.

[edit] Level Curve

School Level Crafting Skill School XP Required
Level 0 0 0
Level 1 10 30
Level 2 20 260
Level 3 30 10,000
Level 4 40 30,000
Level 5 50 48,000
Level 6 60 68,400
Level 7 70 93,600
Level 8 80 120,600
Level 9 90 149,400
Level 10 100 180,000
Level 11 110 252,000
Level 12 120 333,000
Level 13 130 423,000
Level 14 140 522,000
Level 15 150 630,000
Level 16 160 882,000
Level 17 170 1,152,000
Level 18 180 1,440,000
Level 19 190 1,746,000
Level 20 200 2,070,000

[edit] Crafting Items

Items can be crafted by opening the Duty Officer interface and selecting the "R&D" tab. Selecting a school reveals a list of craftable components and items. Selecting an item allows players to configure the mark of the item and the variation (e.g. Energy type for weapons). Components required depend on the parameters of the item selected, with higher mark items requiring more components. Duty Officers of varying specialisations are also required to initiate a craft.

Each item has a difficulty rating, which varies based on the parameters selected. This is compared with the player's skill rating to return the odds of returning Common, Uncommon, Rare, Very Rare and for special items Ultra Rare items. Components have a chance of returning a critical, which triples the number of items created. Crafting skill can be boosted by using higher quality Duty Officers, or using consumable "Catalysts".

Items require time to craft, ranging from seconds to up to 20 hours. The crafting school XP generated by each project varies depending on the duration. Projects can be completed early for a cost in Dilithium.

[edit] Notes

  • Materials and components, do not need to be in the players inventory to be able to craft an item; items stored in the bank are also used seamlessly. This does NOT apply to the Account Bank.